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

memepack version, ignore

23 Jun 21:29
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MEMEPACK-10

memepackhunters.xxx

capacitors!

11 Jun 16:06
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Added

  • Machines now emit soot. Soot collects in units of 4x4 chunks, and spreads into neighboring regions. High levels of soot cause visible smog.
    • The system has yet to be balanced, it's possible that only a few machines cause way too much soot or barely any
  • Gas artillery shells
    • Chlorine
    • Phosgene
    • Mustard gas
  • Euphemium capacitor
    • Used for schrabidium transmutation, has infinite durability
  • Capacitor blocks
    • Like batteries without GUIs that are constantly in input/output mode
    • Input is on the top of the capacitor block, for output the capacitor has to be placed onto a capaictor bus
    • Capacitor buses have one side for the output, multiple buses can be chained up given they are placed in a straight line
    • Incentivizes splitting the power grid, looping the output back into the input will yield the same weirdness as combining multiple IO energy storage blocks
  • Desh bullet stamps
    • Like regular bullets stamps but with infinite durability

Changed

  • Updated russian and chinese localization
  • Mist now spawns cloud particles with the correct color instead of standard white
  • HE artillery shells and rockets now turn blocks into slag
  • The old static bunker structure has been removed and replaced with dynamically generated ones, using the same style of generation as vanilla strongholds.
  • Changed the processing for chlorocalcite, instead of using a combination furnace it now requires a six step cleaning and electrolysis process

Fixed

  • Fixed the TOXIC trait not respecting protection when applying potion effects
  • Fixed some armor recipes only accepting polymer and not bakelite
  • Fixed turbofans not sucking in players
  • Fixed NTM skybox not applying to superflat worlds
  • Fixed breeding slot in the fusion reactor never resettingthe progress after completing an operation
  • Fixed potential issue where tanks would send fluids to invalidated tile entities, voiding themselves almost instantly
  • Fixed cadmium and technetium steel blocks not having ore dict names
  • Fixed potential crash regarding certain potion code running clientside

MD5: a4b73a96a604754933471008dffcbd45
SHA1: 1649b6ff361a1c4552d93d253e88fa58f910d799

the one with the funny number

05 Jun 20:10
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Added

  • Laminate glass
    • A new variant of reinforced glass with higher blast resistance
    • Also comes in pane shape
  • Reinforced glass panes
  • Chlorocalcite
    • A new bedrock ore, the powder can be heated in the combination furnace to make calcium and chlorine
  • Blocks for cadmium, TC and CD alloy

Changed

  • Updated russian localization
  • Rebalanced some powder recipes like meteorite powder, spark blend and energy powder
  • Changed spark battery recipes, the total cost and crafting steps for higher tier batteries should no longer be as insane as before
  • Technetium steel and ferrouranium drillbits are now craftable
  • The vacuum refinery now requires a bismuth chipset
  • Paraffin wax can now also be used to make chlorated petroleum wax
  • Retextured schrabidium batteries, the cap is now black instead of red

Fixed

  • Fixed hydroreactive stat not applying when an item is dropped in the rain
  • Fixed the liquefactor not working with ore dictionary recipes

blast fishing!

28 May 20:12
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Added

  • Fish oil
    • Made by liquefacting fish
    • A versatile resource, can be coked, mixed with ethanol for lubricant, wood oil for biofuel, acidized into chemical dyes, combined with cadmium for rubber or mixed with nitric acid to make nitroglycerin
    • When coked, yields mercury as a byproduct (10%)
  • Nitroglycerin
    • A second way of making dynamite, made from fish oil and nitric acid
    • When acidized into either quartz powder or quartz sand, yields dynamite
  • Sunflower seed oil
    • Made from liquefacting sunflowers
    • Can be coked, mixed with wood oil to make biofuel or ethanol to make lubricant
  • Fishing dynamite
    • Useful for dynamite fishing
    • In a 7 block radius, will randomly choose 15 blocks, if those blocks are water, a fish will spawn
    • Fishes are generated out of the vanilla fishing loot generator (lure 100, therefore no treasure nor trash, only fish) which means modded fish may also spawn
    • Unlike vanilla items, the dropped fish are buoyant and will swim to the surface
    • Can be automated via dispensers
  • Bauxite
    • Spawns in large deposits like hematite, although smaller ones that are a bit rarer
    • Can be smelted in the combination oven into aluminium and red mud
    • Red mud can either be solidifed or coked into iron
    • The red mud recipe is not final, there's some other things planned with it
  • More bedrock ores
    • Uranium and thorium bedrock ores with full processing chains, yielding radium, polonium and technetium as byproducts
    • Coal, niter, fluorite and redstone have been added, but the ore yields the powders directly without requiring processing
    • Bedrock ores now spawn with a fixed chance of 33% per chunk and are always centered in the chunk, being easier to detect consistently
    • The config for bedrock ores has changed so that the value is now the spawn weight, since the amount of bedrock ores is now universal
  • Added an achievement for when one dies to a rivet gun (multiplayer only)

Changed

  • Mixers now have a button for cycling recipes, allowing the same output to have multiple mixing recipes
  • Drilling graphite now yields a graphite ingot instead of coal powder, fixing an exploit where graphite could be reverted back into cokable coal, generating infinite coker byproducts
  • 4 gauge shells are no longer craftable with ballistite, for real this time
  • The solid fuel crafting table recipe now yields 3, but requires 16,000mB to work, fixing a bug where the crafting table recipe is 10x more efficient
  • The mare's leg now has better sights and a zoom when using the sights
  • Achievement triggers are now universal, applying to most NTM machines and the vanilla crafting table and furnace. That way, if a recipe is changed and now something is made in a different machine, the achievement should still be granted.
  • Renamed some of the digamma achievements
  • Updated the achievement icons for the sulfuic acid achievement line
  • Tool abilities are now displayed in the top left corner instead of in the chat
  • The combined cycle gas turbine now burns reformate at half the rate, this also fixes a bug where the display would be too big and end up being inaccurate
  • Fracking towers will no longer affect leaves which have been placed by the player

Fixed

  • Fixed ionic gel not having a tank texture
  • Fixed crucible recipe file crashing when enabled
  • Fixed RBMK cover panels not being able to break blocks when there's a block directly covering them
  • Fixed press automation inserting stamps into the bottom slot instead
  • Fixed DFC emitter not syncing the cryogel tank
  • Fixed the FEnSU not working at all

MD5: 9dbaefb830641b3e93dcc1d01fe8e3f2
SHA1: 34127a2eef416ecc87837b8601b64a67defdba43

yet another botched release

22 May 17:16
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Changed

  • Updated russian localization
  • Charcoal is now worth three nuggets of carbon in the crucible
  • The mining laser's crystallizer upgrade can now use both peroxide and sulfuric acid

Fixed

  • Fixed mustard willow not dropping leaves when the top part is broken
  • Fixed turbofan sound not receiving keepalive signals, causing it to stutter
  • Shrapnel entities no longer save to unloaded chunks, fixing an issue where volcanoes at chunk borders could overload the game
  • Fixed broken check allowing XP bags to be used with 0 XP, underflowing experience to max level
  • Fixed hitting a key that isn't recognized by the game firing all unbound keybinds at once

MD5: b95f7b13b666c8f2da879746c2297c0b
SHA1: aefb4d1ad3ac173ee865795bae06a7f0cab055be

concrete and the pile

21 May 18:15
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NTM now has pressure metadata for fluids, which while currently not used, meant a lot of changes with the fluid network code. Should fluid transfer not work on certain machines, please open an issue on the issue tracker. Maybe wait a bit before slapping this version on your server.

Added

  • Technically the tram and a few working rail types, although still heavy WIP and there's no slopes so good luck building anything sensible with them. If you ask how they work, you forfeit both your kidneys.
  • Inserter, can hold a single item and push it into drilled graphite (one block space is required), allowing for pile automation
  • Builder's choice concrete
    • Comes in industrial brown and industrial stripe (as seen on several machines), three vibrant pure colors and hazard stripes
  • Slag outlet
    • Similar to the foundry outlet, but will simply spill material on the floor, creating slag blocks
    • These dynamic slag blocks will inherit the type and drop foundry scraps when mined
    • Each slag block can hold up to 16 blocks worth of material, allowing piles to store a large amount of material
    • Can pour up to 15 blocks deep, compared to the standard outlet's 4 blocks

Changed

  • NTM now makes key binds that conflict work, simply performing all actions at once. Since most actions are bound to certain conditions that don't apply all the time, that should usually be acceptable. If that system for some reason interferes with certain keybinds, it can be turned off in the config. Consult the README for more information.
  • Updated russian and chinese localization
  • Storage crates now have comparator output
  • Decreased power demand for deuterium extractors by a lot
  • Removed the CMB furnace NEI handler, since the furnace was no longer craftable anyway
  • Added an arrow to the fan indicating blow direction
  • The combination furnace now has a visible button to click on to open all NEI recipes
  • The coker's process arrow is now clickable for the NEI recipes
  • NTM now adds its own splash texts, each splash has a 1:150 chance of being displayed, and there is a total of 12 splashes.
  • Fans can now be used to cool drilled graphite for the pile
  • Drilled graphite can now give off comparator signals to show the depletion level of pile rods, allowing for full automation
  • Black lung will now heal if below the threshold of 50% instead of the previous 25%
  • The maximum black lung exposure until death has been doubled
  • Adjusted the saturnite recipe, it now uses HSS, coal and copper with sulfuric acid and no longer requires phosphorus or mercury
  • The chemplant's round parts now use smooth shading
  • The microwave now has some model adjustments, no longer featuring an offset power plug
  • Changed some internals to the looped sound system, range and volume are now distinct values allowing for finer control
    • In addition to fixing some persistent issues, this also makes it so that the turbofan, loud as it is, can be heard at a decent range
  • The electric heater, larger boiler and the standard and vacuum refineries now have sounds when operating

Fixed

  • Fixed sawmill only producing 4 sticks instead of 6
  • Fixed crates not dropping themselves when popping due to overloaded NBT
  • Fixed schist rare earth never spawning
  • Fixed power delta display on the FEnSU not working
  • Fixed issue where with system locales that feature dotless is, certain items would not have names or icons
  • Fixed many chemplant recipes not using ore dicted sand
  • Fixed the version checker and other HTTP related things running as part of the main thread, blocking the game when connection is poor
  • Fixed the assembler and chemplant not having working sounds
  • Fixed a potential crash with some AE2 compat code

MD5: 763fad596bedf907486f0e2e5d3598d8
SHA1: b952acb40360989f99abf44bd5348e305585fa67

get your fixes

07 May 18:48
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Added

  • Volatile creeper
    • Can only spawn below Y:40 with a chance of 10% compared to normal creepers, in groups of 1
    • Explosion respects blast resistance, but isn't weakened by it, making the hole circular
    • The edges of the hole will be turned into a special form of slag, which can be mined for slag and used to make calcium and fertilizer
  • Golden creeper
    • Even rarer variant at 1%
    • Identical to the volatile creeper, but explodes into gold ore instead

Changed

  • Phosgene creepers can now spawn naturally
  • Creepers are no longer hurt by tesla coils

Fixed

  • Fixed damage on the charged tau cannon
  • Fixed forge fluid registration for buckets not considering the empty buckets, breaking certain compat
  • Fixed watz powerplant duping itself when mined
  • Fixed burner press consuming the lava bucket with the bucket
  • Fixed cholesterol solution tank texture being broken

MD5: 93a7d26a46dd9acc384ae4187a6d2625
SHA1: 9e19bfd12a05a3ede4ea069525654026292276c2

mmhhhmhmm coke

30 Apr 15:20
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Added

  • Coker unit
    • Can heat up most oils and turn them into coke and one type of coker byproduct
    • Recipes are automatically generated, the amount of fuel required matches the burn heat of the coke
    • Can yield coker oil, coker naphtha or coker gas
    • All coker byproducts can be fractioned into more useful oils
    • Stands at a massive 26 blocks tall, with a 3x3 base, going up to 5x5
    • Can go up to one operation per second
    • Can solidify poisonous mud at 4000mB per operation yielding a batch of four bricks
  • Estradiol processing chain
    • Dissolved egg from mixing eggs with hiperf solvent
    • Cholesteroil from fractioning dissolved egg
    • Estradiol from catalytic reforming cholesterol
    • Estradiol can be turned into the red pill, or applied via chemical thrower
    • Has the same effect as the 5G wave emitter upgrade
  • Biden Blast
    • Remington 870 shotgun
    • Uses 12 gauge, has a capacity of 5 shells
    • Less durability than the SPAS, but has a bonus on headshots

Changed

  • Update chinese localization
  • Removed ballistite recipe for 4 gauge shells
  • The tau cannon now has an updated model, uses a better crosshair and has updated projectile graphics
  • Tau cannon damage has been buffed
  • 12ga now has an implicit x2 headshot bonus

Fixed

  • Fixed GT6 naquadah watz pellets not working due to load order
  • Fixed watz pellet misspelling
  • Fixed solidification recipes yielding 10x more solid fuel than they should based on burn value
  • Fixed certain animated items crashing servers
  • Fixed ports for the mixer and catalytic reformer not working some of the time
  • Fixed issue where special creepers can transform into themselves, lagging or crashing the game
  • Fixed radiolysis machine leaving behind empty NBT tags
  • Fixed energy generators having network weight despite not being able to receive energy, causing issues when things are connected to leviathan turbines
  • Fixed combination furnace not saving progress
  • Fixed tau cannon pitch resetting randomly when charging up
  • Fixed certain visual effects not being properly synced, only updating on relog
  • Fixed crucible being overloadable with material when pouring liquid metal into it from the top
  • Fixed turrets not properly connecting to cables

MD5: ba65950e52704e77642f5589949b213f
SHA1: 3e6d596e6ca12d557ec4e5a24ab8376e150231d2

watz me baby one more time

23 Apr 20:28
628ae3f
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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

why are we still here

07 Apr 17:00
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Added

  • Particle emitter
    • Can be configured with a hand drill
    • Spawns either fire, smoke or steam particles

Changed

  • Updated russian localization
  • The conveyor unboxer now provides a comparator output

Fixed

  • Fixed crash when connecting a comparator to a cconveyor boxer
  • Fixed concrete achievement requiring concrete tiles instead of smooth concrete
  • Fixed jetpack or dashing keybinds getting stuck when changing dimensions
  • Fixed mixers crashing when changing the recipe to something with fewer than two fluid inputs
  • Fixed severe issue regarding an achievement tooltip being wildly incorrect