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

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28 Sep 12:48
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Added

  • T-51b power armor
    • Serves as a replacement for the T-45

Changed

  • Added more QMAW pages
  • Removed most old particle accelerator blocks from the creative inventory
  • All dual wielded guns now render more accurately when dropped instead of only showing one gun
  • Added support for left handed guns (currently unused)*
  • Removed the presentations for the old particle accelerator and schottky diode
  • Gibbing NPCs now also spawns bones, if supported by the skeletonizer
    • Gibbed bones only have a 50% chance of spawning and come with a unique red texture
    • Gibbed bones have a way shorter lifetime and higher gravity to match the gib particles
  • Updated the factory structure
  • NBT based structures now have a config for the spawn weight, unlike the old structure configs, higher numbers make structures more frequent
  • Mobs are no longer registered in the vanilla namespace
  • Drills no longer clip through depth rock, depth rock now has to be cleared before bedrock ore becomes accessible
  • When an area modifier is selected on a tool, an icon will now render next to the crosshair to make it obvious that the modifier is active
  • Crucibles will now produce a smoke effect when producing pollution, making it more obvious where the pollution is coming from
  • Halved the amount of schrabidic acid needed in the schrabidium recipes in the PUREX, increasing the defacto yield per used fuel rod
  • Changed thorium salt enrichment recipe from 5s to 1s
  • There are now two new alternate recipes for making solid fuel in the chemical plant out of biomass
  • The helium-3 recipe no longer requires batches of 8, the input, duration and output have been divided equally
  • Helium-4 can now be filled into gas tanks
  • Reinforced concrete can now also be created by filling rebar with liquid concrete in the acidizer
  • Graphite electrodes can now be made in the chemical plant from either heating oil or lubricant
  • Lubricant can now be made in the chemical plant from either coal tar or heavy oil
  • The cracking tower and coker are now cheaper in expensive mode, using more bolted steel plates and fewer heavy frameworks

Fixed

  • Fixed wood burner only being able to create one ash pile per item burned, even when that item yields more, creating a backlog in the internal ash value
  • Fixed some QMAW link icons not having the correct block lighting applied
  • Fixed a rare crash caused by RBMK neutron calculations happening in unloaded chunks
  • Fixed moonstone recipe being broken

MD5: bc1e2858eacdbaff79bda4052486328d
SHA1: fcfdca76f488200345d0d50039531c372d457f4b

well that was fucking stupid

15 Sep 14:30
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Changed

  • Added a (LEGACY) tag to the schrabidium transmutator
  • Existing schrabidium transmutators are now way slower
    • get souped
  • Removed the schraranium tooltip mentioning the transmutator
  • Changed the last remaining recipes that use the old steel pipes item, as well as the recipe for the steel pipes
    • Any remaining steel pipes can be either smelted in a crucible or shredded

Fixed

  • Fixed various issues with the localization

MD5: d302fee04a1c5bf84ff795b84c757927
SHA1: 37c978e90c81cb53d0a75520f2ef4dca2d862e1e

tragic yuri in a can

14 Sep 21:13
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Added

  • New assembly factory
    • Once again four recipe units at double the base speed
    • Upgrades and stats are identical to the chemical factory
    • Comes with an improved version of the old assemfac animations

Changed

  • Updated chinese localization
  • Added more QMAW manual pages
  • WIAJ presentations now use the same configurable keybind as QMAW
    • Shift has to be held for the presentations, while F1 will open the standard QMAW page
  • Double UZIs no longer render weirdly when dropped
  • Added keyboard controls to the recipe selector's scroll function
    • Up and down keys scroll by one line
    • PgUp and PgDown scroll by 5 lines (full page)
    • Pos1 and End keys scroll to the top and bottom of the list respectively
  • C4, like semtex, is now edible
  • Assembly machines can now be made with the assembly machine
    • The recipe is similar to the anvil recipe, but it uses only half as much steel, and one analog circuit instead of four vacuum tubes

Fixed

  • Fixed fusion reactor item IO being broken
  • Fixed issue with the chemical factory where the declogging feature would be triggered by a recipe processor that doesn't even own the reported slot
  • Fixed the new PA not triggering the omega-12 achievement
    • In addition to granting the achievement to nearby players on recipe completion, it is also granted when taking it out of the output slot
  • Fixed the PUREX recipe for processing ZIRNOX MEU fuel not yielding technetium as it should
  • Fixed turbofans pulling in players even when disabled via redstone

MD5: c0d171876ef676794522fde51cd53d10
SHA1: 1bcd97a3836433cd887c57b30012f49359d77872

JORP!

02 Sep 14:22
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Changed

  • The amount of filled rebar that can be rendered at once is now capped (can be changed with the client config RENDER_REBAR_LIMIT)
    • This causes holes and looks a bit buggy, but for now it's better than lagging the game out
  • The amount of light beams per solar boiler is now limited (can be changed with the client config RENDER_HELIOSTAT_BEAM_LIMIT)
  • Changed the way mirror linking works for the solar boiler
    • The max range is now 100m (instead of 25m)
    • There is now an angle requirement, mirrors cannot be rotated more than 45°
    • This means that the solar boiler can use more mirrors, the higher up it is
    • Existing setups will continue to function, as these rules only apply during the linking process
  • The PWR and watz now have NEI handlers, showing the fuel to depleted fuel process

Fixed

  • Fixed broken localization in the recipe selector GUI
  • Fixed the server crashing instantly
    • I lost track of how many times this has been an issue

MD5: f9a2ea6453ec0adaf1ab56389a2351ee
SHA1: 62506a3ca79234f4eef7049747267345724562ea

WHAT. THE. [FIVE PERCENT OFF]

31 Aug 13:49
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Added

  • N I 4 N I
    • It's that one gun from that one game, you throw coins and your shots bounce around
    • Needs no introduction
    • Can be upgraded with nickels or gold doubloons for more pocket change to yeet
    • Found in airdrop supply crates, about 10x rarer than a double barrel shotgun
    • Can be painted with /ntmcustomize and three hexadecimal color codes
  • More structures
    • I haven't even looked at them so it's a surprise for everyone
  • PWR printer
    • Using it on a PWR controller will cause the game to generate images of each layer of the reactor

Changed

  • Updated ukrainian, chinese and russian localization, including QMAW
  • Some previously hardcoded lang strings are now affected by translations
  • Due to severe issues with ticking order as well as a crash caused by certain tiles that uses threaded packets, Torcherino accelerator torches no longer affect NTM machines
  • RBMK control rod colors and auto control rod settings are now copiable
  • Murky wings no longer have slowfall, and using shift+space cancels the momentum
  • Murky wings are now slow by default and speed up when sprinting
  • The arc furnace can now be used with AE2 buses, which was previously not possible due to the unique stacksize limitations

Fixed

  • Fixed conveyor grabber dropping items off at an offset when placing them on a conveyor belt due to a client desync
  • Fixed occasional crash caused by using the settings tool on the autoloader
  • Fixed QMAW not correctly working with other languages
  • Fixed QMAW loading breaking entirely due to file encoding
  • Fixed PWR fuel rod textures being 18x18 instead of 16x16

MD5: 9a57191a79ce7311d54767720253a8f3
SHA1: f1bb743f2da26e032f836d45f19eeac917c72f78

ha ha ha, oh fuck

18 Aug 14:37
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Changed

  • Blueprint folders can now be bought on bobmazon (64 for blue recipes, 256 for beige ones)

Fixed

  • Fixed the QMAW loader crashing servers
    • Oops

MD5: 19cfe12fee7b0fa1af0f94bf24915d81
SHA1: e43cb3e94b3fedcbf6e83cc7aa7b0fe2ae16fc6a

we got QMAW to work (i think)

17 Aug 21:24
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Changed

  • QMAW now has buttons for returning to previously viewed pages
  • QMAW file detection now includes subfolders to manual in folder-based packs (which already worked in zip packs and the mod's jar file)
  • OpenComputers integration for the ZIRNOX should now return values in °C and bar instead of unexplained weird internal units
  • The sodium and strontium autogen ingots now have their correct hazard tags
  • Pattern matchers, like the one used on the automatic crafting table, no longer care about NBT data of an item
    • This means that RBMK fuel rods can now be automatically disassembled without the depletion number having to be a 100% match
    • Due to the way the RBMK uncrafting handler works, a single autocrafter now correctly supports RBMK fuel of one type of any depletion level, yielding the correct recycling pellets
  • Blueprint folders have been added to more loot pools, making them less rare
  • Replaced the winnie the pooh plushie with hundun
  • Retextured the universal fluid tanks and barrels again
  • Updated steel trapdoor texture
  • Removed the old hexafluoride tanks from the creative tab

Fixed

  • Fixed QMAW not working at all
  • Potentially fixed a bug where proxy tile entities would reference unloaded core tile entities which would cause bizarre item voiding/duping issues in rare cases
  • Fixed fusion reactor automation being able to remove items other than the breeding output slot
  • Fixed chunkloading transport drones getting stuck due to off-by-one rounding errors
  • Fixed shift-click handling on the electric arc furnace not working with upgrades, and putting electrodes in the wrong slot
  • Fixed issue with the load order where custom fluids wouldn't work properly for fluid loading/unloading and in custom recipes
  • Fixed balefire bomb not rendering the egg when fully loaded
  • Fixed selenium steel 12ga casings having the wrong color
  • Fixed the buzzsaw sometimes not replanting crops
  • Scrungus

MD5: 2cc8708e6f91ca4fa6cbe2a779f14dac
SHA1: 3a0852c05797a3454906469ec86ab9e9f0c8a11e

drink all the shampoo in the house

10 Aug 20:46
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Added

  • QMAW (quick manual and wiki)
    • doesn't work lol
  • /ntmlocate
    • Finds structures
    • Only works on the new component structures, the old crusty ones like the factors and powerplant aren't supported

Changed

  • Updated chinese and russian localization
  • All the never completed missile parts (20/20 fuselage, 20 warhead, 10 and 15 tec kerosene thrusters) have been removed
  • The electric arc furnace now scrapes the vanilla furnace recipe list on server start in addition to postinit, making sure recipes added during postinit after NTM loads (like Thermal's ingots) are covered too
  • The shredder's sound will now start immediately when processing instead of with random delay
  • The assembly machine can now make nuclear waste into barrels
  • Capacitors now have OpenComputers integration

Fixed

  • Fixed GT6 compatibility watz pellets crashing due to misconfigured recipes
  • Removed failed attempt at fixing the gun desync dupe which made things worse
  • Fixed a potential crash regarding structure blocks

SHA1: b5def15e5d291f210a5042a0dd53db8e
MD5: b5def15e5d291f210a5042a0dd53db8e

it just works (everything is comically broken)

04 Aug 18:40
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Added (last time, i forgor)

  • RBMK autoloader
    • Can be placed on top of RBMK fuel rods
    • Can be configured to switch fuel rods in 5% depletion increments
    • Usable with all forms of item transport like conveyors and pneumatic tubes

Changed

  • Replaced "re-enrichment" in the PUREX recipes with "reprocessing"

Fixed

  • Fixed many of the PUREX' recipe categories simply not processing
    • It worked last time I swear
  • Fixed life-ending issue where the assembler achievement's icon was incorrect
  • Fixed RBMK autoloader not having a recipe
    • Ow

MD5: 1bcd2528270729afc40b6282503f5742
SHA1: 900f91eb5204f6421c9356699db13810de656165

lodestar is so cool i wish horses were real

04 Aug 17:39
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Added

  • Blueprint booklets
    • Can be found in worldgen
    • Using it will create one random blueprint of the same type as the booklet
  • Liquid concrete
    • It's conk but liquid
  • Rebar
    • When hooked up to liquid concrete using pipes, will fill to create reinforced concrete
    • Fills bottom to top, so connect the pipes to the top
    • The rendering on this is still experimental, so don't overdo it with how large of an area you're casting
  • Rebar placer
    • Can be configured with different types of concrete, reinforced or not, or even colored
    • Rebar created with the rebar placer will remember its type and assume it when being filled with liquid concrete
  • PUREX
    • Chemplant-like nuclear fuel reprocessing machine
    • Handles all the nuclear fuel reprocessing that was previously done by the standard centrifuge
    • All reprocessing recipes now require both kerosene and nitric acid
    • Also handles the vitrification recipes and the thorium salt reprocessing from the chemical plant
    • Comes with new schrabidium extraction recipes from MEP/MEN fuels using schrabidic acid (yield is twice the schrabidium cost for acid used)

Changed

  • The alternate recipes for nitric acid and xenon gas in the chemical plant now require blueprints
  • The chemical plant now has a recipe for making cobblestone from 25mB of lava (which can be liquefacted into even more lava, useful for cobblestone generation)
  • Removed the old arc furnace
  • Mining lasers now build up barricades in all directions and not just horizontal ones, preventing potential deadlocks due to liquid flowing in from above
  • One of the new secret parts for making a certain weapon is now obtainable again via red rooms
  • Biogas can now be cracked into aromatics and petroleum gas
  • Custom missile part recipes have been added to the new assembler
  • Mini nukes are now made from weapon steel instead of regular steel
  • Meteorite ingots are now made from meteorite powder, not blocks
  • Starmetal now requires meteorite ingots instead of blocks
  • Added auto switch groups
    • The new standardized processing machines (assembler, chemplant, purex) can now have recipes that are grouped
    • Recipes in groups will accept non-recipe items, if the item is used in another recipe from that same group
    • When this happens, the recipe switches automatically, if possible
    • This means that many PUREX recycling recipes and the ingot to plate recipes don't need dedicated machines for every single recipe, rather only one for that auto switch group
  • The tooltip of the chosen recipe on the recipe selector now renders in the bottom left corner instead of following the mouse, preventing an issue where the tooltip is cut off on larger GUI scales
  • Expensive mode has been changed
    • Instead of using heavy components for most things, there's now "expensive" items that are used by many assembler recipes
    • "Expensive" items replace some of the microcrafting that's part of the recipe, meaning that expensive mode recipes are generally simpler (but require way more materials)
    • All heavy components have been annihilated and any recipes that may still use them (e.g. from old configs) default to using cast plates instead
  • Removed the assembly factory's recipe, as it still uses the deprecated recipe set
    • A new assembly factory will be added soon
  • All recently deprecated machines have been removed from the creative tabs

Fixed

  • Fixed a few assembler recipes using the old crafting numbers which sometimes exceed the stack limit
    • As an extra safeguard, the recipe loader now throws an exception if that happens
  • Fixed dupe caused by the breeding reactor
  • Fixed a potential crash caused by a change done to tile entity proxies in relation to EnergyControl
  • Fixed the assembler achievement still using the old one
  • Fixed the RBMK auto control rod's function not syncing to the client properly
  • Fixed crash caused by new standardized machine recipes with chance-based output when they output nothing

MD5: c33eab86f0db5948c2a8c4d7485707f8
SHA1: 7f05debb9e84354d49fd6157f947d4b3c293d294