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Releases: HbmMods/Hbm-s-Nuclear-Tech-GIT

yeah that shit stopped being funny

17 Sep 13:50
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Changed

  • The ambient radiation generator's functionality and recipe have been disabled as it is being deprecated
  • The pyrolysis oven is now compatible with overdrive upgrades
  • Steel walls and corners no longer use TESRs for rendering, making them more performant at large scale and fixing any oddities regarding their rendering
  • Steel walls and corners can now be rotated using the screwdriver (right click for clockwise, shift click for counter-clockwise)
  • Steel walls and corners now use new textures as well as slightly cleaner models
  • Steel corner bounding boxes now closely match their model

Fixed

  • Fixed crash caused by the pyrolysis oven on servers
    • Due this type of issue happening constantly, the GUI provider system no longer uses any client-only code
  • Fixed small black bar rendering under the arrow box of NEI universal handlers when using the NH NEI fork
  • Fixed desh screwdrivers not being usable for picking locks
  • Possibly fixed an issue caused by MouseTweaks (in combination with other mods) duplicating click input (I can't replicate the issue so I can at best guess)
  • Fixed pyrolysis ovens not being able to operate due to the output buffer being full, despite the buffer being a different type
  • Fixed a vanilla bug in the standard block renderer causing boxduct bends to have incorrect UV on the -Z and +X sides

MD5: 1ff786640d36f76603bad5363ae63665
SHA1: 047f5111eab9997ed109deb274c0eebe60aac483

the pyrololysis ovenen pt2

16 Sep 14:45
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Changed

  • Pyrolysis recipes have been added
    • Bedrock ores can be roasted at much higher speeds
    • Pyrolysis ovens can now turn 4,000mB of coker gas into 500mB refgas
    • Hydrogen + coal can be turned into heavy oil, heavy oil + coal turns into coalgas directly
  • The CCGT startup and shutdown sounds are now affected by mufflers
  • Armor battery packs now have recipes

Fixed

  • Crash caused by new system gun init on servers
  • Fixed chemfac output slots not being marked as outputs, not granting achievements and allowing items to be inserted

MD5: 5020fcd4ef32d861c1153fb13f388df4
SHA1: c19e60ff8b4249ab01845477abc1c11588d8a2d3

fullerite more like fullerwrong

15 Sep 20:46
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Added

  • Settings tool
    • Allows settings of blocks and machines to be copied
    • Uses settings such as conveyor item filters, fluid types and liquid metal types
  • Pyrolysis oven
    • An oil 3 machine with multiple applications
    • Can solidify most oils like a solidifier, but is way more efficient
    • Can create syngas with high efficiency from coal, coke and biomass
    • Large amounts of tar can be processed into fine soot, the base ingredient for fullerene
    • Upgrades are not implemented yet
    • Has a very short "chimney", exhaust pipes have to be connected there to work
    • If no exhaust pipes are connected, the chimney will spawn particles

Changed

  • Most loot piles now have configurable loot pools
  • The ntmsatellites command now has the "list" parameter which shows all active satellites in orbit
  • Burning in the nether in 528 mode now has a config option, and it no longer affects NPCs
  • Jet fuel can now be solidified

Fixed

  • Fixed some things not using variable max charge for armor mods, like static pads and DNT nanosuit tooltips
  • Fixed arc furnace recipe config parser breaking when reading fluid recipes

MD5: f97b9c57ba467cd64c7df3ca2e61c383
SHA1: 3c4301ef432c9cd6e6559a16e829419c6c5e8a97

fuck you in particular

08 Sep 19:48
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Added battery upgrades for power armor but those don't have recipes yet so they don't count

Changed

  • Changed the multi fluid ID recipe, they now use analog circuits instead of silicon based ones, no longer requiring plastic to make
  • Decreased the connection speed for all battery blocks, a full discharge now takes 30 seconds instead of 1 second, and charging now takes 10 seconds
    • Capacitors have also been nerfed but they are twice as fast as battery blocks, 5 seconds for charging and 15 seconds for discharging
  • Removed forgotten bricks
  • Updated CMB brick texture
  • The ICF machine block now renders with its 3d model in the creative inventory
  • "Toggle backpack" keybind is now called "toggle jetpack" to reduce confusion
  • The xenium resonator can now teleport players using the radar linker
  • Inserters now have a toggleable destroyer mode which will delete items that cannot be inserted or cached instead of spilling them

Fixed

  • Fixed pumpjack gauges not syncing properly
  • Fixed some concrete variants not being revertable into uncolored concrete
  • Fixed the ore density scanner not using proper translations for the HUD
  • Fixed the solar boiler's rays rendering on fast graphics instead of on fancy graphics
  • Fixed hydroreactive items not exploding when submerged in water
  • Fixed fluid valves visually disconnecting when switching state
  • Fixed fluid valves no visually connecting when type is set
  • Fixed falling blocks spawned by nukes or impulse grenades dropping blocks that don't have drops
  • Added even more exception handling to CompStacks, hopefully fixing an incompatibility with Mana Metal

MD5: 9c50acd88571f053eaa762800dab63a0
SHA1: 48f3fcb4b975e8c81399b0b35a3b23909107dad6

d(err)ick

18 Aug 19:20
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Changed

  • To address certain balancing concerns, the RF to HE conversion rate is now 2:5. The HE to RF rate however is still 5:1
    • Because of this, using chains of converters as batteries becomes exponentially lossy with size, therefore the input decay has been removed
    • Input decay can still be configured if desired
    • No input decay also means that converters are no longer infinite energy sinks
  • Power converter recipes have been updated
  • Soldering stations will no longer work if the recipe requires no input fluid while fluid is present
    • While this does complicate using the soldering station manually, as switching from milgrade to standard ICs requires emptying the solderer with a siphon, it does make automating easier, since soldering stations will no longer treat incomplete milgrade circuits as ICs
  • Cement is now edible
  • Derricks have been remodeled, the port configuration has changed so existing derricks need to be replaced
  • Derricks no longer spawn oil spills
  • Metal deco blocks are now crafted in batches of 4, as well as recycled in batches of 4. Each block is therefore still worth 25% of an ingot, but recycling your own deco blocks is no longer lossy
  • Crates are now compatible with InventoryTweaks
    • My condolences to anyone trying to build the mod because getting the workspace to run with the new dependencies was an absolute pain

Fixed

  • Fixed some machines not sending fluid gauge syncs properly
  • Fixed refinery GUI crashing when invalid input is used

MD5: 7f51512626fa8f54b2a82f5b905f1fb8
SHA1: a97979800ac020703a4dd2822bfb6bd95bd36524

PLUSHBY

14 Aug 13:48
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Added

  • Plushies
  • Bedrock sellafite
    • Replaces bedrock in the bottom of craters
    • Looks exactly like slaked sellafite while inheriting all other traits from bedrock (unbreakable, high blast resistance, no mob spawning)
    • Overall large craters no longer have the unsightly weird bedrock layer at the bottom

Changed

  • Updated chinese localization
  • The fluid burner, heat exchanging heater and cooling tower now use the single steel pipe items instead of the larger steel pipes
  • Reduced the amount of condensers needed for crafting the cooling towers
  • Liquefactors and solidifiers now have a base processing time of 5 seconds per operation (instead of 10)
  • Added some info to the coltass about how the coltan deposit works
  • Moved some NEI handlers around, fluid containers are now listed last and radiolysis is now listed right after cracking, since they have the same recipes
  • The autocrafter's inputs are now limited to 4 items per slot
  • Autocrafters can now receive stacked items again (except for items with containers), if they do not exceed the 4 item threshold
  • Bedrock ores now produce bedrock ore fragments instead of straight outputs, one fragment is equivalent to a nugget
    • Fragments also differ in stack size when produced, most primary fractions yield 9 (equal to the previous full powder), but things with lower demands/higher value like bismuth now yield substantially less
  • The base speed of the large mining drill when mining bedrock has been reduced by 80%, it is now advisable to either invest in upgrades early on or use multiple drills
  • The bedrock ore processor now has a base speed of 30 seconds
  • Standard, special, HE artillery shells and most missiles now use updated explosion animations
  • Decreased hardness of slag blocks
  • Removed legacy circuits
  • Removed a bunch of random unused items
  • UF6 and PuF6 tanks are being phased out, the blocks will remain for now but functionality and recipes have been removed
  • Centrifuges are now configurable via hbmMachines.json
  • Updated refinery GUI
  • Crayons now require paper to craft, fixing an issue where some recipes conflict with the dye mixing ones
  • Halved energy consumption for night vision goggles
  • Solid rocket fuel now uses 100mB of nitric acid instead of redstone and niter
  • The nitric acid from sulfuric acid recipe in the chemical plant now yields 1,000mB instead of 500
  • Liquefacting niter now yields 750mB instead of 250
  • Increased demand for coking sour gas to 1,000mB instead of 250
    • This means that sour gas now has a lower concentration of sulfur, making reforming competitive again compared to the previously buffed coking + mixing
  • Disperser canisters are now listed below grenades in the creative tab

Fixed

  • Fixed crash caused by decontaminating items with the radiolysis machine
  • Fixed ICFs not forming correctly depending on the orientation
  • Fixed electrolyzer metal recipe config not working
  • Fixed the meteor charms not working when used on helmets
  • Fixed NEI handler for the ICF's consturction showing inconsistent values
  • Fixed radiolysis recipes not showing up in NEI unless the usage recipes are loaded first
  • Fixed autocrafter's grid not properly updating when using NEI drag and drop for the filter
  • Fixed all carbon-based crucible materials having the wrong ID, this fix will shift IDs but prevent collisions with silicon
  • Fixed primary bedrock ore fraction roasting yielding one extra pile of crumbs
  • Fixed filing cabinets being unreasonably laggy due to the old packet code
  • Fixed the secure access door taking way longer to craft than any other door
  • Fixed issues with the spotlight crafting recipes
  • Fixed various issues with opencomputers integration
  • Fixed incorrect armor mod descriptions being shown for cards
  • Fixed mobs being able to spawn on bedrock ore and bedrock oil

MD5: 36ff1b90cb249d9af4c829a072791c74
SHA1: 7d14302d2ef6156ae2a0f6077434ca8615bc4969

aaa

24 Jul 11:46
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aaa

Changed

  • Removed most legacy boilers
    • Electric boilers have been completely removed
    • Fired boilers no longer have an on-state, GUI or functionality
    • Fired boilers still sometimes spawn in certain structures as loot, they drop 3-6 steel scraps containing 1 ingot worth of steel each
  • The rare earth chunk texture is now consistent with the bedrock ores
  • Removed the unused watz control elements

Fixed

  • Fixed automatic crafting table filters being broken
  • Fixed missing localization for black lung death messages
  • Fixed disconnect caused by using a filter on the autocrafter's template output slot
  • Fixed sentry turret "Brown" being uncraftable
  • Fixed instant crash caused by processing some bedrock ores in an electrolyzer
  • Disabled unused debug code for reflection testing

MD5: a08ff6f5d47d6e452ec344a5559a6f67
SHA1: 5ef58305f350f68e6b87474737fc74d681dcc06b

:ayo:

15 Jul 11:16
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Changed

  • Automatic crafting tables will no longer accept stacks with a stack size higher than 1 via automation, items will still accumulate and form stacks inside the crafting table, however inserters/hoppers may not transfer larger stacks in a single operation
    • This ensures that the items get spread out as intended instead of the inserter just placing the entire stack into one slot and then leaving the other slots empty

Fixed

  • Fixed crash caused by null entries in the furnace recipe list being picked up by the arc furnace
  • Fixed crash caused by the automatic crafting table's input when pattern slots are empty
  • Fixed crash caused by the automatic crafting table's output (pattern info was accessed OOB)

MD5: e6775847899e781eb21bedbfe7925a9f
SHA1: ef272f076fcd0c8a4e142401ebbcaee80e26a228

we nailed RNGsus to a cross, he died for our sins

14 Jul 18:55
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Added

  • Powered Floodlight
    • Uses 100HE/t to create light
    • Casts 15 rays in a wide beam with a maximum length of 64 blocks, each beam creates a spot with light level 15
    • Floodlight can be mounted on any side and angled in any direction, angles snap to 5° increments
    • Angles can be adjusted after placing with a screwdriver

Changed

  • Changed bedrock ore processing time in the electrolyzer to 60 ticks
  • RF converters have been reworked
    • The conversion ratio from HE to RF is now 5:1 (instead of 1:4), HE is no longer way more powerful (in order to compensate for the much higher HE output starting with the first generators and becoming increasingly absurd with nuclear power)
    • Converters have an internal buffer again, effectively limiting throughput. The internal buffer is 1MRF and 5MHE.
    • The input energy buffer has a loss of 5% of its (unused) current level per tick, which means chaining up converters can not be abused to create earlygame super capacitors
    • The loss only takes effect once the input buffer can no longer empty into the output buffer, i.e. when energy demand is too low for the input
    • The buffer also fixes a bug where the HE to RF converter often behaves weirdly with certain mods, either outright destroying energy ot creating infinite energy
    • HE to RF converters now by default have the connection priority of LOW, only feeding into RF networks when all other energy consumers are sufficiently supplied. This can still be changed by using diodes
    • Converters now have configurable conversion rates as well as input decay per tick
  • The SILEX is now fully deterministic
    • Output is no longer random, instead there is now a "recipe index" which is incremented after each operation, choosing a new next output
    • This means that the order of outputs for any given input is fixed, and outputs are guaranteed to happen based on the recipe's total weight (most recipes have a total output weight of 100 for simplicity's sake, meaning after 100 operations the output pattern repeats, and all outputs are guaranteed to be picked)
  • Simplified the assembler recipes for the SILEX, FEL and all energy storage blocks (no more random wires and single ingots, fewer duplicate materials)
  • Turrets will now only lock onto missiles if they are descending (i.e. negative Y speed), which means that launching a missile close to a turret will not cause the turret to immediately shoot it
  • The fusion reactor's byproducts are now created by delay and not by chance, making the output predictable
  • Tritium-based fusion fuels now have a higher byproduct output rate (900 ticks instead of 1200)

Fixed

  • Fixed issue where the NEI universal handler can not correctly display more than 4 outputs (now supports up to 8, which should cover all possible electrolyzer cases too)
  • Fixed the metal electrolysis duration variable not being part of the config
  • Removed the global energy transfer cap (only per-machine caps apply now), fixing issues where FENSUs in buffer mode would not charge past 10THE, and constantly void energy if above that threshold
  • Fixed a bug where the power transfer would sometimes have leftovers due to rounding errors which are send but not used up, effectively creating small amounts of energy out of nothing
  • Fixed ZIRNOX space checks omitting the top portion
  • Fixed RBMK flames and mini nuke flashes being affected by fog, turning them into glowing squares when viewed at a distance
  • Fixed crash caused by brimstone mines being launched from dispensers

MD5: 86e7d2d95ba48d6ed58fd91f72165e0a
SHA1: 2fa66c3c90298dc26803babcce9690d511d5fd56

the horngus of a dongfish is attached by the scrungle to a kind of dillsac (the nutte sack)

08 Jul 20:57
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Added

  • Acidizer Input Partitioner
    • Buffers inputs for the ore acidizer and releases the exact amount needed to complete an operation
    • This allows easy automation of acidizers accepting multiple types which have higher input requirements
    • By simply shoving items into the acidizer all at once, there is a high likelihood of the acidizer to clog, as the remaining input is no longer sufficient
    • The partitioner only has 9 slots for ingredients, for more types it's necessary to sort the items and use multiple partitioners
    • The partitioner has 9 additional slots for invalid items that cannot be processed via acidizer, those can be ejected via hopper IO
    • An inline conveyor machine similar to the splitter, receives items from conveyors (but not from ejectors directly) and outputs them on its built-in conveyor belt
  • New circuit items
    • Quantum computer themed circuits for post fusion circuits
    • The ICF core now needs 16 solid state quantum processors
    • Quantum computers are post fusion tier control units
    • Quantum circuits are made from a new alloy, BSCCO, which requires bismuth

Changed

  • Updated russian localization
  • The mandatory washing step for bedrock ore byproducts now needs 4 items to complete (instead of just one)
    • This should offset the exponentially increasing amount of byproduct created from processing bedrock ore which ends up being far greater than the primary product
    • The step being mandatory means that byproducts cannot be centrifuged until they are washed
    • To counteract the resulting sparsity of earlier byproducts due to the down-the-line duplication process, later acidizing steps now also yield byproducts of the previous steps
  • The sound extension is now configurable, and the amount of sound channels reserved is now 200 by default instead of 1000, this should fix an issue where OC's sound would not work
  • Logistics drones are now crafted with standard transport drones and not express ones, making them substantially cheaper
  • Added strontium to the rare earth bedrock ore chain
  • Electrolyzing primary bedrock ore fractions now yields more material, as well as crumbs
  • The Gerald recipe has been reworked
    • Gerald no longer needs a ton of coins, instead it's just a single UFO coin (still requires the boss progression, may be changed in the future)
    • Gerald now makes use of BSCCO wires
    • A new microcrafting item has been added, heavy duty elements, these need to be mass-produced in the arc welder using cast bronze, welded CMB and fullerite, also using stellar flux for welding
    • The recipe uses a stack of the brand new quantum computers
  • Electrolyzers now support variable duration recipes
    • The water electrolysis now only takes 10 ticks per batch
  • Rebalanced the upgrades for the electrolyzer, it can now also take overdrive upgrades
  • Changed crystalline bedrock ore, redstone and cinnabar (mercury) are now primary while the less important diamond and sodalite are sulfuric byproducts

Fixed

  • Added a write lock on cellular dungeons while generating, fixing a crash caused by dungeons that generate next to each other due to cascading worldgen
  • Added recipe caching to the arc furnace, fixing an issue where recipe detection and item IO are horribly inefficient
  • Fixed arc furnace state not properly saving after performing a recipe
  • Fixed crash regarding OC compat
  • Fixed a rare crash with the anvil GUI
  • Fixed potential world corruption caused by the RBMK console

MD5: c9ac71ee26c4766668d3d0cf8e9c02c9
SHA1: c10f2e32a318a1310e6c4b247518a456e104e729