watz me baby one more time
Added
- The new watz powerplant
- Constructed from multiple blocks like the fusion reactor
- Heats up coolant, still creates mud as a byproduct
- Uses a new type of pellet with new variants (like traditional MEU, MEP and HEN) with recycleable depleted variants
- Some new variants (enriched naquadah and naquadria) are compat-only types which require GT6 to be crafted
- Only three blocks tall with 24 slots (compared to 36 on the old reactor), however these "segments" can be stacked up into one combined large reactor
- Pellets will fall down if the segments below them are empty, depleted pellets will also move down where they can be extracted via automation
- Coolant can only be added from the top, hot coolant and mud extracted from the bottom
- Accepts items from the top, using the "lock configuration" button it's possible to save the current layout of pellet types so that automation will keep the same layout instead of spamming whatever pellet type is the next for insertion
- Now has an internal flux value, flux works similarly as in RBMKs but instead of activating neighbors, each segment has a shared flux value that all pellets interact with equally
- Most fuels are linear, however watz fuels have a negative thermal coefficient, causing them to weaken at higher heat
- The reactor still doesn't have a max heat, meaning it can only explode from mud overflow
- When overflowing, only the top segment explodes, bursting open destroying roughly half the source materials and launching mud everywhere
- The new watz does not require a filter, instead it is turned on by placing a watz pressure pump on top of it, and then supplying a redstone signal to the top red part
- [Toxic], a new fluid stat
- Like [Poisonous fumes] but with more complex effects
- Fluids can now have custom effects which require either a hazmat suit or a specific type of mask to protect against, which can either deal direct damage or apply potion effects
- Currently only used by chlorine, phosgene and mustard gas, and only experienced through the chemical thrower's gas or the phosgene cloud of the phosgene creeper
- Phosgene creeper
- A new creeper variant with a short fuse that explodes into a cloud of poisonous phosgene
- Currently doesn't have a spawn condition
- Pneumatic rivet gun
- Used for riveting certain blocks
- The only block that requires riveting right now is the watz stability element for building the watz powerplant
- Can also be used as a melee weapon, dealing 10 damage, ignoring most armor and i-frames
- For using it as a weapon, it requires either HSS or tungsten bolts, or steel beams
- Added mud brick from solidifying poisonous mud as well as mud as a valid crucible material for making CMB steel
Changed
- Updated russian localization
- Buffed throughput on the leaded fuel recipes in the mixer, making those on-par with the chemical plant equivalents
- Euphemium compound plates now require osmiridium
- Rewrote the nuclear creeper, it's mostly identical but the loot pool for skeletons/dispenser arrows has been reduced to a mini nuke
- Nuclear creepers swell up significantly more than before, although the fuse time remains 75 ticks
- Catalytic crackers now process fluids 4 faster, using 100mB of oil every 5 ticks instead of every second
- There is now a NEI recipe handler for in-world construction, showing how things like the fusion reactor, large launch pads or plasma heater are assembled
- Retextured the watz supercooler to be in line with the other newer textures
- Changed the cost for the watz parts, the recipes now require significantly less microcrafting
- Removed crafting for the CMB furnace and watz parts that aren't used by the new watz powerplant
- CMB steel can now be made in the crucible
- Despite being deprecated and uncraftable, existing old watz powerplants and CMB furnaces are unaffected in functionality and will continue to work
- Crucibles can now accept materials being poured into them from foundry outlets and other crucibles
- The same restrictions and rules apply as with all materials being added, certain limits on how much of a recipe item can be used and what materials can be added depending on the recipe
- 7.62mm ammo has been nerfed, no longer being more powerful than .50 and instead being half way between 5.56 and .50
Fixed
- If GT6 is installed, all "Uranium" suffix materials will be registered as "Uraninite" instead. This should not change any recipes within NTM, but it should fix a discrepancy with the way uranium isotopes are handled between NTM and GT6
- This may break compat with NuclearCraft, however since all "Uranium" suffix items are unified to be GT6 items, that is likely not the case
- Fixed stalagmites and stalactites often dropping the wrong metadata
- Fixed bug where breaking the top part of a tall plant would drop two smaller plants while leaving the bottom
- Fixed netherquartz not being a registered oredict ore, causing the centrifuge recipe to break
- Fixed crash caused by guns with invalid ammo NBT data
MD5: 979a46990bc2198fa892128cb52fde4a
SHA1: 1172505fe1193c978e3058d7ccba3b3092b6f501