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

they took my kneecaps

06 Nov 18:10
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Changed

  • Updated russian localization
  • The wood-burning generator now burns 40mB/s instead of 1mB/s
  • Buffed the wood-burning generator's efficiency for fluids from 25% to 50%
  • The particle accelerator now has a new IO mode called single mode, which only allows one item per slot
  • Added some color variance to the FEL's shell

Fixed

  • Fixed wood-burning generator being 100x more efficient than it's supposed to be
  • Fixed arc welders eating infinite surplus energy
  • Fixed small wires not being crucible smeltable

MD5: 426bf8831cb506a34dcd946265c4c671
SHA1: b594141f56aae9c1824a8fa66444d7db249d0437

birb

05 Nov 21:11
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Added

  • Pigeons
    • Spawn on plains in large flocks
    • Will alternate between walking on the ground and flying around aimlessly
    • When on the ground, they can eat dropped bread (the item has a 33% of being used up)
    • Fat pigeons will spawn droppings when flying, these droppings will fertilize the ground below them
    • When hit with damage equivalent to twice their health or higher, pigeons will explode, dropping 10 feathers
    • when killed otherwise, they only drop a few feathers and sometimes raw chicken
  • Wood burner
    • Replaces the old combustion generator
    • A larger machine, has higher efficiency when burning logs or planks
    • Collects ashes at the same rate as ashpits
    • Also has an option to burn flammable liquids at 50% efficiency
    • Will automatically shut off if the energy buffer is full
  • /ntmrad
    • set operator can change the radiation amount in the current chunk
    • clear operator will remove the radiation data from all loaded chunks
  • Dense wires
    • Can be made in a crucible
    • Alloy and gold ones can also be made using the arc welder
    • Material cost is equivalent to 1 ingot
    • For ease of mass-production, 9-fold molds are also available
    • Used to craft hadron magnets, reducing crafting complexity be removing annoying upgrade recipes which make automation more complicated and needlessly inflate the amount of materials required for a magnet tier that isn't even the one that's being made

Changed

  • Changed many tool recipes that exclusively used polymer to now also accept bakelite
  • Reduced the value of hematite and malachite blocks in the crucible down to one ingot
    • Hematite veins are still giant, so a single vein will still yield many stacks of iron
    • Malachite's rebalance was done to be consistent with the bedrock ores which now exist. Malachite veins are now larger to compensate.
  • 1000mB of red mud now makes one ingot of iron in the coker
  • Doubled coal bedrock ore's coal output to 8 coal
  • A new config option now replaces the iron and copper bedrock ores in 528 mode with hematite and malachite
  • the industrial generator now has three additional ports on its underside, meaning it is now a lot easier to properly automate all necessary IO
  • Neodymium and DNT are now valid crucible materials
  • Particle accelerators will now evenly distribute items using IO if both inputs are equal, making the antischrabidium recipe a lot easier to automate
  • Due to multiple complaints regarding the plastic bag's ability to contain radiation, plastic bags now double the radiation of the item they contain
  • The post impact spawning restrictions have changed, meaning that spawning things with spawn eggs is no longer broken. Due to technical limitations, this means that post impact, no mobs will spawn as part of world gen, only via random spawns.
  • All energy storage blocks now have a fixed transfer limit of 5% of their capacity per tick, reducing the impact of ping-ponging considerably
  • Trenchmaster armor no longer takes damage from self-inflicted explosions, knockback is still applied though
  • The combination oven no longer needs blaze powder to be made, instead it uses welded copper plates. Welded copper needs 1kHE/t to make, twice as much as welded steel.
  • The steam engine now only needs 4 copper coils instead of 8

Fixed

  • Pipe and power networks now force the chunk to be saved on transfer, ensuring that rapid changes in the fluid/energy level aren't lost when the tile entity is unloaded
  • Fixed Fwatz access hatch not visually connecting to cables
  • Fixed most projectiles creating explosions with the projectile itself as the attacker instead of the player that fired that projectile

Bugs

  • Arc welders now infinitely eat energy, please use diodes to limit the amount of energy wasted

MD5: b3b9ab4b1d25539028d91f81ef502d9d
SHA1: 21222ef32cb59d8214ff97f063ffbd16cdbb4db2

and our winner is...

22 Oct 16:21
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Added

  • Plastic bag
    • Rarely spawns in water with similar spawn conditions as squids
    • Will slowly drift into random directions
    • Can be picked up, the resulting item can be used like a backpack that stores one item

Changed

  • Updated chinese localization
  • Tweaked certain assembler recipes
    • Some welded plate requirements have been lowered
    • The plasma heater now requires slightly more resources, but yields 4 blocks per operation instead of 1
  • The fractioning tower now requires welded plates, but the total steel cost has been reduced by roughly a third
  • The cyclotron now has three automation ports on each side, corresponding with the colors of the three input pairs
  • Updated the PWR sound

Fixed

  • Fixed multi fluid ID's search not behaving correctly
  • Fixed jetpack's description using unlocalized fluid names
  • Fixed the CM structure wand being broken when used in most directions
  • Fixed the custom machine recipe handler using the original references to the output stacks, causing the chance percentage indicator getting stuck on the actual outputs
  • Fixed the desh suit's boot models not being separated from the legs
  • Fixed dupe caused by defusing TNT-like blocks
  • Fixed containment box being able to contain itself when using the number keys, crashing the game
  • Fixed a critical game-breaking error where the custom tool's ability toggle is misspelled
  • (Hopefully) fixed the vampire ability not firing the onDeath event, causing the target to not drop any items and any death releated events to not happen
  • Fixed water creatures vomitting when irradiated, when they logically shouldn't
  • Fixed arc welder recipe template file not being generated properly

look into the arc, no balls

08 Oct 17:00
3ac4c33
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Added

  • Crystalline fullerite
    • A late-game crafting material that is currenly only used to make the FEnSU
    • Made from extracting fullerene from fine soot using high-performance solvent and a SILEX
  • Arc welder
    • Similar to an assembler, but without templates
    • Can combine up to 3 items and one fluid
    • Recipes vary in duration and energy consumption, welding together osmiridium plates requires the output of powerful reactors
  • Custom fluids
    • A config for adding custom fluid types
    • Sets basic stats, color and textures
    • Fluid tratis can be applied using the already existing fluid trait config
    • The fluid trait config has been renamed to prevent name clashes
    • Recommended greyscale textures recommended for the custom fluids are custom_water, custom_lava, custom_oil and custom_toxin
    • 256k tanks do not have a label for custom fluids, but the tank's color will match the fluid's tint
  • Custom machine structure positioning anchor
    • Allows automatic generation of custom machine block configurations
    • Simply replace the controller of your custom machine mockup with the anchor, then link it to a custom machine structure output wand and select the two diagonal points
    • The resulting JSON structure will be saved in the config folder
  • Welded plates
    • Made from welding together two cast plates in an arc welder
    • Now used in many progression-relevant machines, meaning that energy demand now more closely matches the energy production of progression-based generators
    • Many recipes have been adjusted to now use cast plates or welded plates

Changed

  • Schrabidium explosions now ignore all blocks at Y:0, not just bedrock. This means that bedrock ores and oil are spared
  • Drone waypoint connections only show up if a drone or a logistic block is held

Fixed

  • Fixed RTG energy connectors being backwards

Bugs

  • Apparently, the search on the multi fluid identifiers is now case-sensitive

MD5: 0b77b78bca1155886eba02c7762cd13d
SHA1: a41a3c5ec8551f73f503af494896ef877b691860

fuck you mode: activated

02 Oct 20:21
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Added

  • Expensive mode
    • Horrible new config option that replaces several crafting items in key machine recipes with the all new heavy components
    • Heavy components are 256 cast plates combined in an assembler
    • <insert some vague point about automation incentives here>

Changed

  • Drones are now made from plastic

Fixed

  • Fixed the new falling block implementation crashing on certain blocks

we condense with power

01 Oct 17:19
aa50c1c
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Caution! Drones haven't been tested in multiplayer yet, and chunkloading drones haven't been tested at all. Be sure to make a backup of your world. Using this version is not recommended on servers, but if you like to liver dangerously, I won't stop you.

Added

  • Powered condenser
    • A large form of the condenser that is 10x faster than the large cooling tower
    • Needs 10HE per mB condensed (roughly 5% of the power output from steam, using industrial turbines)
    • Allows for more compact setups, setups underground where cooling towers wouldn't fit, and ones with ridiculously high LPS throughput where multiple large cooling towers were necessary
  • Transport drones
    • Will move in a circular path between transport drone crates, loading and unloading either items or fluids
    • Finally allows for automated long-range transport without ridiculously long conveyor belts or impractical pipelines
    • Come in 4 variants, slow and express, each can be chunkloading or not
    • To create a route, place crates in input and output mode, then add waypoints for avoiding obstacles, get a transport drone linker and click on each waypoint/crate in order, then shift-click to delete the last cached position from the linker (in order to not screw up future links)
    • Waypoints can be adjusted in height, right click or shift-click to adjust the offset of the actual waypoint compared to the waypoint block. Make sure to adjust the waypoints before linking.
    • Waypoints are unlimited in range, as all they do is tell drones "go to XYZ position", it's just necessary for the previous waypoint to be loaded during the linking process
    • If there are no obstacles between the two crates, waypoints are entirely optional.
  • Logistic drones
    • An automated system that detects supply and demand and sends logistics drones to transport items
    • Drone docks will detect logistics waypoints (different from transport waypoints!), providers and requesters in a 11x11 chunk range
    • Docks, providers, requesters and waypoints will connect to each other automatically in a 5x5 chunk detection range with a maximum range of 24 blocks
    • Logistics waypoints have an offset of 5 blocks which cannot be changed, unlike transport waypoints. The offset's direction obviously changes with the orientation of the waypoint block
    • For debugging purposes, the connections are currently visible, this will be cchanged in the future
    • Drones have a path depth of only 10 hops, pathfinding cannot go further than 10 waypoints/crates/docks
    • Requests are created by requester crates if a request filter is set, and the requested item is not present in its buffer
    • Provider offers are created automatically if a provider holds an item
    • Docks will spawn a logistics drone if a drone is loaded (it can hold up to 9), the drone will path to the provider, then the requester, then back to the dock where it will try to jump back into its inventory
    • A dock will randomly choose a provider-requester pair in its range every 5 seconds, to supply larger logistics networks, use more docks

Changed

  • Updated russian localization
  • Retextured the groundwater pumps to be more NTM-like and less GTCE-like
  • There is now a custom implementation used for falling block entities used by things like impulse grenades, the nuke's shockwave and anvils
    • This should fix crashes caused by improper implementation of certain modded blocks not working with the falling block code
    • This also makes it so that anvils render properly when falling
    • The new falling blocks are a bit more janky and less smooth, most likely because of some hardcoded mojang hack that smoothens out the vanilla one that I couldn't find
  • The redcoil capacitor has been reverted to use meta instead of NBT, making it easier to automate with meta-based filters
  • The default config for gas pockets has changed, explosive gas is now disabled by default while the much less dangerous flammable gas is now more comman to compensate. Delete your config file for this to take effect.

Fixed

  • Fixed issue where for certain system locales, the thousand separator would display as an NBS which can't be rendered using mc's font renderer, yielding an ugly unknown glyph
  • Fixed critical IO issue where assemblers and chemical plants would ignore side IO restrictions and import/export items from slots that they really shouldn't
  • Combination ovens no longer produce soot when not in use
  • The power detector now has the connection priority "HIGH", which should fix issues where they don't receive any power in larger networks due to their low network weight
  • Fixed power gauge blocks sometimes crashing servers because of improper OC compat, the compat has been removed for the time being
  • Fixed blocks with the "Any" ore dict prefix being shreddable, converting things from ore dict groups
  • Fixed fusion reactor exploding into un-welded magnets, wasting tons of steel in the process
  • Fixed assemblers not saving their power buffer or progress
  • Fixed combined cycle gas turbine creating 25x more soot than it's supposed to

MD5: 7abf0eddda297693d471bfa2ddc08321
SHA1: 35a96c6a7b52c8a1df485f155135ff70b8c804cb

london calling

16 Sep 18:06
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Added

  • Telex
    • A basic message system using redstone over radio
    • Allows messages to be sent at a rate of 20 characters per second
    • Features things like text formatting, printing and the terminal bell
  • Ground water pumps
    • Come in steam-powered and electric variants
    • Faster than their infinite barrel counterpart
    • Need to be placed below Y:70 and on solid ground to work
    • Compatible floor blocks include all dirt variants and sand, the pump will not work when placed on pure rock
  • Schrabidate capacitor
    • Can store 50GHE
  • Express conveyor belts
    • Work like regular single-lane conveyor belts but 3x faster
  • Industrial smokestack
    • An even larger smokestack, matching the size of the coker unit
    • Reduced pollution by 90%, as opposed to the brick smokestack's 75%
  • Power gauge
    • Like the flow gauge pipe for cable networks
    • Shows the total amount of power being transferred within the connected network
  • Trenchmaster armor
    • A new unique set of armor that is currently unobtainable
    • Has new traits like faster reloads, a 33% chance of not using up ammo and step-assist

Changed

  • Updated russian localization
  • The UAC pistol's UV now looks prettier
  • The UAC pistol now fires a burst on right click
  • CCGTs can no longer have smoke removed from them, on the count of there not being enough connections anyway. The pollution rate is now equivalent to three small furnaces
  • The DFC receiver is now crafted with a block of DNT instead of sellafite corium, on the count of sellafite corium being near impossible to get
  • Fireclay now has a third recipe, being craftable from clay, limestone and sand
  • A whole clay block can now be combination smelted into a block of bricks
  • The pipe clanking sound is now also used when placing regular pipes as opposed to only when pre-defined pipe items are used
  • Josh now has a burst fire mode using RMB
  • The smokestack's recipe has changed, now requiring a steel grate for catching ashes
  • Simplified the decorated cobalt tool recipes, they now only require one cobalt tool and one hot bar of meteorite in an anvil
  • Changed the starmetal tool recipes
  • Cobalt armor is now crafted with steel armor and cobalt billets, making the armor substantially cheaper
  • Sightly increased protection levels for the security armor and cobalt gear
  • Cobalt, decorated cobalt and starmetal gear is now a lot more enchantable
  • The ashpit now has a NEI handler, showing roughly how ash types are made
  • Smokestacks now capture fly ash and are now compatible with ashpits
  • Industrial smokestacks can also capture fine soot
  • Reduced strings required for making coal filters, filters are now also available in tier 2 anvils
  • Fireboxes and heating ovens can now be disassembled in tier 2 anvils, yielding most of the resources used for making them
  • Signal beacons now only spawn half as often

Fixed

  • Fixed the bomber not spawning if the chunkloading radius is too small
  • Fixed a couple spelling mistakes like BFB fuel being called ZFB and the broken ZIRNOX
  • Potentially fixed a compat issue where galacticraft moon soil isn't shreddable into NTM moon turf
  • Hopefully fixed the disappearing fluid bug once and for all
  • Fixed lag caused by the radiation system needlessly loading chunks
  • Fixed secret folders giving volatile templates instead of persistent ones
  • Fixed the ore dict registry happening in a later loading phase instead of PreInit which should fix some compatibility issues
  • Hopefully fixed issue where the tom impact effects will last even when switching worlds
  • Fixed logspam caused by custom machine crafting handler
  • Fixed issue with the assemblers and chemplants where recipes with larger input requirements would break the input funnel
  • Fixed crash caused by reloading when the ammo item is in the last slot
  • Power and fluid networks will no longer transfer amounts less or equal than 0, preventing negative values and removing unnecessary operations where nothing would happen anyways
  • Fixed bug where damage sources that bypass iframes would deal significantly more damage if the victim has taken a lot of damage prior
  • Fixed duplicate balefire shell existing, the one that was usable was not the one that was craftable

MD5: 83ecb3802d6432ff663f59d122785820
SHA1: a92dceb1f82534a82eda06fc6a1e3748b3ce12b3

fixes and flixes

03 Sep 17:58
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Added

  • Conveyor press
    • An upgraded version of the electric press that can be integrated directly into conveyor belts
    • Each pressing operation will process however many items happen to be at the belt at the time, so given enough conveyor infrastructure it can be much faster than a normal electric press
    • Has no GUI, stamps are installed either by hand or via automation
    • Stamps can be removed with a screwdriver
    • Can only stamp single items to avoid issues with stack limits, so it's best to use ejection speed instead of stack ejection upgrades for the conveyor ejectors

Changed

  • Chlorophyte rounds now deal 2x more damage than their standard counterparts instead of 1.5x
  • Chlorophyte rounds now penetrate multiple enemies
  • Decreased chlorophyte targeting range from 200 to 30 blocks
  • Josh now has recoil and reload animations
  • Anvil recipes for upgrading ammo types have been adjusted to match the crafting batch size
  • Adjusted the corium block destruction function to be more in line with the recent concrete nerfs
  • Reduced the blast resistance threshold for FEL, making concrete once again resistant to lasers
  • Crafting bullet assemblies now only yields one item, it's that one assembly that turns into a full set of bullets after being pressed once. This should reduce the amount of press operations by up to a factor of 64.
  • 5mm assemblies now yield 64 instead of 32 bullets
  • The production complexity and time for making thermoelectric elements in the assembler has been reduced
  • Thermoelectric elements can now also be made in a tier 2 anvil
  • Changed electric press recipe, crafting complexity has been reduced and the press now uses hydraulic pistons
  • Removed DFC emitter beam cap again since the core already imposes a natural limit due to fuel consumption
    • I don't know why anyone would need a DFC that strong anyway, but now you can have them again
  • The UAC pistol now has a crafting recipe and can also be found in structures

Fixed

  • Fixed logspam when pollution handler tries to save the pollution data for dimensions that have never been loaded before
  • Fixed dead leaves layer not being replacable by other blocks
  • Fixed rock layers like schist, hematite and sulfur caves not spawning at all
  • Fixed rock layers replacing end portal frames or bedrock
  • Fixed FEnSU instantly voiding all energy when sending
  • Fixed some conflict causing the nuke flash to be applied permanently
  • Fixed flux level not resetting when rods are above melting point with meltdowns disabled
  • Fixed crash caused by express delivery shells
  • Fixed 4 gauge solid steel slugs not being made from steel
  • Fixed missing lang entry for fluorite ore
  • Fixed UAC pistol UV

MD5: c9b69c283557105eaaf73b5764cda9f4
SHA1: 8b87a1fc6514a38a4e8de4996d451c2de3f06f7e

suffering builds character

30 Aug 07:45
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Changed

  • Thorium salts can no longer be stored in normal tanks due to being corrosive
  • Updated russian localization

Fixed

  • Fixed PWR crashing servers instantly
  • Fixed missing tank textures for sodium
  • Fixed missing lang entry for hot heavy water

MD5: 8b111ad82d408186881466f869003f19
SHA1: bb77f82a7d976c47a679bd6b594a476c5a0a48de

welcome to flavortown

28 Aug 15:42
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Fixed

  • Fixed PWR still operating as normal even when the structure is dissolved
  • Fixed the new watz not giving the meltdown achievement
  • Fixed serverside crash caused by conveyor cranes

MD5: b03c06979bde3a0edc321790f1da2cf1
SHA1: 0c58905d7c43e6edfeb112565544c87cc8fd3e05