mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
72 lines
4.1 KiB
Plaintext
72 lines
4.1 KiB
Plaintext
## Added
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* Lightstone
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* Stylish stone variant that can be crafted from regular stone and limestone powder
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* Added a few new structures
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* Aircraft carriers, beached boats and oil rigs
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* Aircraft carriers can spawn naval mines, which behave like landmines
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* New weapon mods
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* The laser rifle now has a shotgun barrel, extended capacitor and automatic receiver
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* Compact compressor
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* Only a third as tall as the regular compressor with a footprint less than twice as wide
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* Comes with a frame that allows for stacking of multiple compressors without it looking ugly
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* Otherwise identical to the regular compressor
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* Pneumatic tubes
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* Allows instant item transport without laggy entities
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* Requires compressed air to work, air compression determines the max range (10 - 1,000m)
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* Has various filter and order options
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* Muffler compatible
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* Air intake
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* Simple machine that uses 100HE/t to produce 1B of compressed air
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* Also looks really cool to have on the roof of factories
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## Changed
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* Updated russian and chinese localizations
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* .75 bolts now work as advertised
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* Updated lead pipe texture
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* Removed recipes from a few ancient melee weapons, as well as the creative tab listing
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* Removed flat magnets
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* Taint should now also affect non-solid blocks that are full cubes
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* Reduced the AoE size of 7.62mm, .50 BMG and 10 gauge explosive projectiles
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* Removed the old gun mechanism items, turrets now use the new cast parts
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* A secret weapon and its variant have become craftable
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* NEI now shows RBMK fuel rod recycling and cooling
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* Removed most of the old unused siege mobs
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* Two weapons with built-in scopes now use the scope item in the crafting recipe
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* Updated the FLEIJA model
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* Cokers can now have their stats read with OC
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* NEI now shows recycling for RBMK fuel rods, and cooling for rods that can't be recycled due to being too hot
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* Taint can now replace any block, not just full cubes
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* Placing conveyor belts now creates a draggable ghost that will automatically attempt to pathfind towards the destination
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* Lifts and chutes are placed automatically, meaning they no longer need crafting recipes
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* Changed the optimized receiver generic gun mod to +15% damage
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* The xenon chemical plant recipes as well as biogas now require compressed air instead of no fluid at all
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* Removed old unused radar configs
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* The .22 SMG no longer comes with a silencer, instead a silencer can be attached as a weapon mod
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* Updated RT generator's GUI
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* Armor resistance stats are now configurable using `hbmArmor.json`
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* The config's format is a bit fragile, check the log when making changes to see if it fails loading
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* If the config fails to load, it will default to standard values
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* Also works with `/ntmreload`
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* Removed the unused transition hatch block
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* Removed the nuclear furnace (it was already deprecated months ago)
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* The diesel generator now uses a much more pleasant sound loop instead of the deafening vanilla fireworks pop noise
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* Renamed "heavy infinite water barrel" to "large infinite water barrel" because somehow people found that confusing
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## Fixed
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* Fixed taint destroying bedrock
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* Fixed ferrouranium plate not being castable
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* Fixed bayonet not rendering properly in third person
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* Fixed xenon poison gauge in the RBMK control panel not showing up on columns (oops)
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* Fixed hitscan projectiles colliding with dead mobs
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* Fixed GL state leak caused by blocks with a look overlay
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* Fixed issues with the new crate functionality
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* Fixed dupe regarding the toolbox
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* Fixed dummies with no OC components taking up a ton of component slots
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* Fixed infested glyphids spawning maggots also on the clientside, creating unkillable ghosts
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* Fixed top left column not being selectable in the RBMK console
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* Fixed CIWS hitrate config being read wrong
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* Fixed DANI having broken equip animations
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* Fixed break-action revolver cocking sound not syncing up with the animation
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* Fixed NBT name collision between ReaSim steam/water values and non-ReaSim steam/water tanks, causing incorrect data to be loaded when using non-ReaSim boilers with ReaSim enabled
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* Fixed gun equip animation not playing in certain circumstances
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