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

the feds are watching from the sky

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@HbmMods HbmMods released this 30 Jul 12:54

Added

  • Wideband Radio Emission Detector Satellite
    • Detects high-energy events like nuclear explosions, particle accelerator operations and radar from the entire map
    • Not terribly accurate, positioning may be off by hundreds or thousands of blocks depending on the emission intensity
  • Narrowband Emission Scanning Satellite
    • Detects high-energy events like radar, particle accelerator operations, nuclear or fusion reactors
    • Can pinpoint exact locations, but is limited in its field of view

Changed

  • Updated russian and chinese localization
  • AUTOCAL's first and last instructions now support variable substitution
  • Spy satellites now have the getsmog command, checking for soot pollution on the current target coordinate
  • The research reactor and breeding reactor have been deprecated
    • The reactors and the plate fuel no longer have recipes, but existing ones will continue to function until they run out of fuel
  • Removed orphaned multiblock dummies clearing themselves via random ticks, only block updates can do that now

Fixed

  • Fixed pile fuel loader temperature reading not working
  • Fixed mining satellite NEI handling
  • Fixed crash caused by non-miner satellite ID chips in the cargo landing pad
  • Potentially fixed ID-shift affecting satellites launched pre-update
  • Fixed xenium resonator item mapping being incorrect, creating a relay satellite instead
  • Fixed a potential crash caused by accessing out-of-range data on the radar satellite
  • Fixed QMAW manual pages not being able to be overwritten by resource packs
    • This feature was a major pain in the ass to actually make, and it apparently never even worked until now
  • Fixed satellite groundstation losing its frequency on relog
  • Added extra safeguarding preventing crashes caused by multiblock door tile entities not bound to the correct block
  • Fixed new pile rods now having radiation values
  • Potentially fixed a multiblock migration issue where standard electricity pylons would disappear due to changes in expected metadata
  • Fixed the pipe wrench assuming anchor pos 0/0/0 when NBT data is initialized as well as clearing all NBT data if a pipe connection is created
  • Fixed tower base structures spawning in sandy biomes

MD5: 6de8a15e2bd1de0fb71561b373d7db41
SHA1: 4a12719bc4c6a86f24789655a380140b6bea42d9

straight up piling it

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@HbmMods HbmMods released this 26 Jul 20:02

Added

  • New Chicago Pile
    • Assembled multiblock, similar to the PWR
    • Requires new chicago pile graphite bricks
    • Assembled with a hand drill out of a box made from graphite bricks, at least 5x5x5, and at most 15x15x15 blocks large
    • Drilling the assembled reactor will add channels at the selected locations
      • Drilling along the reactor's orientation will add a fuel channel
      • Drilling perpendicular to fuel channels will add a ventilation channel
      • Drilling vertically will add a control rod channel
    • Fuel insertion is now done with a dedicated fuel loader which can be operated by hand or automated with hopper IO and redstone
    • Ventilation channels need chicago pile vents which are powered with compressed air at 1 PU
    • Chicago pile control rods can either be fully withdrawn with redstone or fine tuned with RoR
    • Additionally, channels can be drilled by right clicking a pile addon device with the hand drill, the addon doesn't need to be removed beforehand
      • This is mainly for convenience when disassembling and reassembling the reactor, which requires all channels to be drilled again
    • Piles that overheat will explode, throwing flaming graphite everywhere
  • Satelllite Ground Station
    • Can relay RoR commands to connected satellites and satellite info back to RoR
  • Platemetal
    • Decorative connected texture metal block
    • Comes in all colors except brown
    • NTM poop theory debunked
    • Make a nice clanking noise when placing and breaking

Changed

  • Updated all oil well GUI textures
    • There's now only two upgrade slots instead of three
  • All legacy pixel gauges have been replaced with smooth ones (watz, ZIRNOX, CCGT) making them more accurate
  • Updated the diesel generator's GUI
    • The diesel gen now also has an in-GUI button for turning it on and off like the industrial combustion engine
  • MS-ESv1.1 split instruction now supports variable substitution
  • Multiblocks now display a wireframe preview of how much space they take up
    • This preview is green if it can be placed and red if it can not
    • On some machines, this preview might not be perfect, but the check on whether it can be placed should always be accurate
    • This makes it easier to anticipate how much space a machine takes up, as well as lining up large parts like fusion reactor components which were notoriously hard to place down right
  • Updated the small pylon model
    • The small pylon now has a steel variant
  • Items in the battery socket which previously didn't show up in the socket's model are now rendered
  • Reduced the cost for the heavy stirling engine
  • Removed the satellite interface item for being basically completely useless
  • Updated the satellite ID manager texture and recipe
  • Satellite ID chips are now soldered
  • Overhauled all satellites
    • Satellites now use one item ID with meta, most satellites now have new textures
    • Satellites can now be connected to ground stations and controlled with RoR commands
    • Satellites now have manual pages detailing the commands
    • The recipes have been updated, they now use mostly common parts and no longer feature the satellite base and heads items which are welded together
    • Legacy satellites still function and can still be launched
  • The PWR's coolant levels can now be read with RoR
  • Soyuz and related assembly recipes now use 25kHE/t instead of just 100
  • Updated the GUI textures for the refinery, various particle accelerator parts and a few other machines
  • Glyphid hive blocks now use state-of-the-fart flesh sounds

Fixed

  • Fixed held block being placed when not sneaking when opening the cable diode's GUI
  • Fixed an issue where the diesel generator's fuel capacity is the original 4,000mB instead of the intended new 16,000mB
    • This means that explosive barrels and universal barrels can now be loaded into the diesel generator
  • Fixed RoR terminal's set command not working
  • Fixed some issues regarding the new crane structure
  • Fixed skeletonizer ashes floating over the floor after landing
  • Fixed backface rendering of the capacitor frames when inserted in the battery socket

MD5: 86214e6483c5cc938d42af6062ac70b1
SHA1: aaf2c62952a82cc0a9415750f2cca6cbeb49390b

slime time, time for slime

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@HbmMods HbmMods released this 16 Jul 20:45

Changed

  • Updated russian and chinese localization
  • Updated the trinitite ore textures
    • The ore spots are now smaller and more shard-like
    • Each trinitite ore block now has four randomized texture variants
  • Trinitite ores now spawn fewer particles
  • The radiation effect caused by walking on trinitite ore is now much shorter but more intense to compensate
  • Finally removed the old terra drill items after being deprecated for almost a year
  • The electrolysis machine now instantly annihilates all buffered fluid output when changing recipe
    • This is a straight downgrade but people for some reason wanted it so sure why not
  • Cable diodes now have a GUI for configuration instead of requiring tools
    • The throughput can now be configured more precisely instead of increments of powers of 10
  • The magnetic storage barrel now uses BSCCO and has a new texture

Fixed

  • Fixed burner press GUI offsets being incorrect
  • Potentially fixed an issue with journey map where slaked sellafite would sometimes get the wrong color in the minimap
  • Finally fixed an issue making electric armor way worse than it should be, as well as preventing the vanilla armor points from working almost entirely
  • Fixed pneumatic storage exporter duping filter items when broken
  • Re-enabled the GTNH-NEI filter slot integration
  • Fixed various GUI title offsets
  • Fixed mask man announcement being sent 20 minutes before spawn (therefore never being sent at all) instead of one minute as intended
  • Fixed old BAT9000 recycling

MD5: 79d67a47731dce1ec55846dd911a1def
SHA1: 90724ec49e716f178361d353ebfc0c3ac10bd810

unleashing the curse of bald (fatal)

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@HbmMods HbmMods released this 09 Jul 20:12

Added

  • Pneumatic Storage System
    • Mass storage logistics system that can perform various automation tasks
    • Items can be stored in clutter storages (steel crate equivalent) or mono type storages (ironically supports three types set using filters holding several thousand items)
    • In order to be accessible, all storages need a supply of compressed air with the compression level dictating range
    • Access points allow items to be retrieved and inserted manually
    • Access points have a search function as well as several sorting options
    • Importers allow hopper IO to add items to the network
    • Exporters allow items to be retrieved and then taken using hopper IO, things like filters and request rules can be defined in several ways
      • Allows continuous request and request on demand (redstone or RoR command)
      • Filters can be set using items or RoR commands
      • Requests can be configured to take as much as possible, to only take full stacks, or to only take full requests
      • In combination with assembler recipe switching, using RoR logic, this means that on-demand recipe automation is now possible
    • Still in testing, there's no recipes for any of the parts yet
  • Cargo door
    • Steel grate door which goes well with the cargo elevators

Changed

  • Updated chinese localization
  • Watz powerplant now has OC and RoR integration
  • The automatic thresher now has a fluid port on the bottom as well
  • The foundry basins and outlet filters now use the properly translated name instead of the internal name for the material
  • Removed config for new bedrock ores
    • New ores are the default anyway and old bedrock ores are now properly deprecated
    • Existing setups will continue to work for now
    • Old bedrock ore items still exist but are no longer listed in the creative tab
  • Removed recipe for the small single block steam turbine
    • We have steam engines and industrial turbines are really not that expensive
    • "oh no, i have to build an actually good looking setup now if i want to build a zirnox!" yeah you do
  • Updated light brick texture
  • The maximum character limit on RoR channels is now the same for all RoR devices, being 15
    • This does not include special RoR interactive devices that don't use GUI text fields like the RoR terminal or the AUTOCAL units
  • Pile output rods like the bred uranium and the plutonium rods can no longer be dismantled using the anvil, the PUREX is now mandatory
  • If too many conveyor item entities intersect with one another, they explode
    • The conveyor belt the items were on is broken, preventing further item buildup
  • Items that leave the covneyor belt, usually by trying to enter a full inserter, now have a shortened lifespan of 1 minute instead of 5
  • Base steam production per consumed heat has been increased by 50% on the ZIRNOX
  • Both radioisotope cell variants have been finally removed after being deprecated for a while
  • Selfchargers now have a tooltip explaining the hazards of using them in a battery socket
  • The alternate recipe for the assembler in the assembler now uses integrated circuits instead of analog ones
  • Added an alternate chemical plant recipe that uses a smaller selection of items and ICs instead of ACs
  • Flashgold and flashlead are now made in the PUREX instead of the crafting table
    • The flashgold recipe now yields two billets instead of one
  • Slightly changed the HSS ingot and plate textures to not look identical to steel except slightly greenish
  • The AUTOCAL's buffer is now limited to 256 characters instead of being infinite
  • Increased the blast furnace's fuel buffer by 50%, allowing coke blocks to be used
  • If an RoR controller tries to parse an integer, but the supplied string represents a decimal, instead of canceling the operation, the system will now interpret decimals and round them to be integers
    • This means that the AUTOCAL can now send RoR commands using calculated values directly without the use of round or evalr
  • Assembly machines and chemical plants now support Redstone-over-Radio
    • Active state (0 or 1), progress (0-100) and current recipe (internal name) can now be read
    • The recipe can be set using a controller
    • Do note that setting a recipe that needs a blueprint without that blueprint will not work
    • RoR set recipes cause the assembler to go into low power mode, making it run at only 25% speed (visible through the blue progress bar)
    • The speed penalty is removed as soon as a recipe is assigned manually again
  • Assembly factories, chemical factories, PUREX and plasma forges can now be read (but not configured) using Redstone-over-Radio
  • Fusion reactor vessels can now be read and configured using RoR
    • Unlike assemblers and chemplants, remote recipe configuration does not cause a speed penalty
  • The AUTOCAL's script interpreter now runs MS-ES v1.1 (First Extended Instruction Set)
    • Allows the use of a global stack, similar to the buffer which can hold 256 values
    • Allows splitting of strings and counting of string fragments
    • Adds substring operations
    • Polling for receiving only fresh RoR signals
    • A command for writing the world time to the buffer, allowing for more precise timers
  • All RoR values/commands are now case-insensitive
  • Changed mask man spawning rules
    • Instead of random checks and chances, if a player meets the requirements, a timer starts (timer exists per player)
    • Once this timer runs out, mask man spawns
    • Should the timer run out but the spawn be unsuccessful (spawn restrictions) then a different message appears
    • If the requirements are no longer met, the timer immediately resets, making it easier to avoid him deliberately
    • The default spawn timer is now 20 minutes, making it easier to spawn him deliberately
    • One minute before the timer ends, a warning message appears
  • Changed normal mode control unit recipes
    • Standard control units now use rubber instead of speed I upgrades
    • Advanced control units now use hardplastics instead of speed III upgrades
    • Quantum computers now use speed III upgrades instead of overdrive I
  • Updated electric furnace, burner press and electric press GUIs
  • The RoR terminal can now accept RoR controller input, allowing the terminal screen to be written directly and RoR terminal commands to be executed via incoming RoR signals
    • The last part seems redundant, why would you need to send RoR by sending RoR? The answer being, the terminal can be toggled to send polling signals, which will run independently of the source
    • For AUTOCALs, this means that they can now send polling signals "in parallel", i.e. independently of the code that actually runs on said AUTOCAL, by simply toggling polling on a terminal
    • Since AUTOCALs now have a proper screen to output things with, it is now theoretically possible to program a functioning arcade machine (with terminal graphics)
  • Glyphids will now try to target new players every 5 seconds if their current target is farther away than any other potential target
    • 1/3 of glyphids do not have this behavior, this means that larger groups of glyphids cannot be trapped indefinitely by triggering target changes on purpose
  • Pedestal blocks fitted with charms now have a 200x200 block square area around them where the charm effect of repelling meteors applies to all players
  • Pedestal blocks fitted with golden defusers now have a 50x50 block area around them where creepers are automatically defused
  • Disabled GTNH-NEI filter drag functionality because GTNH-NEI breaks the pattern slots of the new pneumatics stuff and the person who added it originally was too bald to fix it despite being told multiple times
    • 70k it's 70k and he's bald bald haha bald head
    • baldie baldie hahaha he bald he has the no of hair
    • follically challenged baldie bald head
  • Increased flue gas burn value from 10kTU to 25kTU

Fixed

  • Fixed AUTOCAL's number comparison functions not working with variable substitution as advertised
  • Fixed broken thorium ore centrifuging recipe shown in NEI
  • Fixed industrial turbine not properly saving its energy values, causing the flywheel to stop on relog
  • Fixed lapis dust to cobalt shredder recipe not using oredict
  • Fixed AUTOCAL's file opening buttons not working on some systems, it will fall back to opening the folder instead
  • Fixed some recipes not using ore dict when they should
  • Fixed anyBismoid group not being a proper group, causing other mods' bismuth and arsenic to not be included
  • Fixed RoR gauge not using SI suffixes on values below 0
  • Fixed AUTOCAL units not closing their GUI when the unit is destroyed
  • Fixed AUTOCAL's $buffer$ substitution not working
  • Fixed meteorite sword localization still being broken
  • Fixed missing localization on the FM radio
  • Fixed mufflers not working on large doors
  • Fixed the electric press not displaying the currently pressed item in the model

MD5: d732a28f702bcc186b6b6f09b356ea19
SHA1: 184af9904d43c754f6448cc73b3a230e1a08e017

farewell to a friend

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@HbmMods HbmMods released this 07 Jun 17:58

Changed

  • Removed advanced alloy
    • All recipes that used to have AA in it now use something else
    • AA tools and armor remain for now, although they are uncraftable
    • Steel and titanium armor now have some DT and DR, making them roughly on-par with the old AA
    • Buffed durability for steel and titanium tool materials
    • Steel tools now deal more damage (still not as much as titanium) and has diamond harvest level
    • Steel tools now have the abilities that AA tools used to have (vein miner)
    • AA custom machine blocks have been replaced with bronze ones which make more sense in progression, since AA was too close to steel anyway
  • Renamed "worker's alloy" to "desh" to avoid confusion
    • Seriously why did this have two names?
  • Industrial grade and minecraft grade copper ingots now have the "ingot" suffix
  • Changed the microchip assembler recipe duration so that it matches with the demand of one soldering station
  • Blast furnace speed with hot air blast can now be increased to 500% (uses the same amount of hot air blast as before)

Fixed

  • AUTOCAL
    • Fixed listen command failing if the buffer is empty
    • Fixed variable substitution failing when there is a trailing $ sign
    • Fixed concat prefixing all output with "t " for some reason
    • Eval(r) now uses a special mode for variable substitution that forces empty variables to be interpreted as "0"
  • Fixed things not intended to be used in the blast furnace (scrap, lava) being usable fuels
  • Fixed blast furnace swallowing container items left behind by fuels, instead fuels with containers will not be accepted at all
  • Fixed the blast furnace NEI screen listing "0 HE" for every recipe even though it's not an electric machine
  • Fixed flue gas not having an inventory texture
  • Potentially fixed issue with Angelica where tile entity culling would cause cargo elevators to not render on certain angles
  • Fixed the blast furnace not performing stack size checks correctly, outputting items when it shouldn't
  • Fixed cargo elevators not rendering past a distance of 100 blocks
  • Fixed cargo elevator syncing range being only 100 blocks, meaning that elevators taller than that don't work properly
  • Fixed the meteorite ingot recipe not working in the new blast furnace

MD5: 9b116d394682ca89dafb1c97e4da45bf
SHA1: 75d09aa510e9623f365f77e25e426ce7d641e07a

random bullshit, go!

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@HbmMods HbmMods released this 02 Jun 19:38

Added

  • Redstone-over-Radio Terminal
    • Allows commands to be sent manually, command line style
    • Supports single commands and repeated ones (polling)
  • Grenade machinegun
    • 30rnd automatic 40mm grenade weapon firing at 120 RPS
    • Can be upgraded with an auxiliary electric engine to double the firerate
  • Automatic thresher
    • A specialized machine for automatically harvesting crops in a 7x7 area
    • Replaces the buzzsaw's temporary functionality to do just that (the buzzsaw now loses that ability)
    • Drops harvested items using a chute instead of leaving them on the farmland
    • When cutting down hemp, willows, and other NTM double plants, only the top part will be cut off, no matter where the thresher touches it
    • Can also harvest items from sunflowers and tall grass without breaking the blocks
    • Can also handle tall plants like cacti and sugar cane
  • New big-ass tank
    • Successor to the BAT9k
    • Larger footprint, way more storage space
    • Needs to be placed on a proper foundation or else it'll sink into the ground
    • Legacy BAT9ks can be recycled in a tier 3 anvil
  • AUTOCAL Automatic Calculator
    • Highly advanced programmable RoR device
    • Can send and receive signals and do calculations with the same system as NTM's calculator
  • Vending machines
    • Comes in snack machine and soda machine variants
    • The machines can be purchased off of bobmazon for 64 caps each
    • Use vending machine tokens as currency, which can be found occasionally in most structures
  • New blast furnace
    • 3x3 base, 7 blocks tall
    • Can be accelerated with hot air blast (just compressed air in a boiler)
    • The faster it is supplied with hot air blast, the faster it gets
    • Uses smarter IO, one port can supply all slots without needing to configure anything or have multiple item inputs
    • A firebox burning coal can already take the blast furnace to 130% speed (default speed with no blast at all is 50%)
    • Produces flue gas, a new type of exhaust that can be burned

Changed

  • RoR graphs can now have their min and max bounds set to a fixed number
    • This should make it easier to accurately tell the difference/scale of values when they exist in an expected range (for example, RBMK temperatures)
  • RoR controllers now use polling by default, since state change is unable to actually perform a function unless the state changes, preventing repeated commands
  • HE/RF converters now have a tooltip showing their buffered energy
  • Updated the models of the cage lamp, fluorescent light and halogen lamp
  • 528 mode now has a new config for enabling gravity on machines
    • Machines not on solid ground will tilt, causing them to break
    • Still a work in progress, not all machines make use of it yet
    • The ZIRNOX for example will continue to operate when tilted, however the pipes will disconnect, resulting in a fatal loss of cooling
  • Slightly adjusted the automatic buzzsaw's texture
  • Mobs can no longer spawn on most versions of concrete
    • Notable exceptions are mossy and cracked concrete bricks
  • Increased the yield of lye from wood ash
  • All fluid tanks larger than barrels now have dynamic IO speed instead of providing their entire contents instantly
    • Tank fill will slow down the fuller the tank becomes, tank drain also slow downs as it gets emptier
    • This means that multiple tanks in IO mode in the same network will still ping pong, but only a small portion of fluid will be "lost" (i.e. invisible due to subtick transfer operations)
  • The stinger is now classified as a special weapon
  • The carbine can now take a scope
  • The battery socket now renders supports when a block is placed on top of it, allowing somewhat aesthetic stacking of sockets
  • The bayonet weapon attachment now uses regular steel plates instead of weapon steel, making them available as early as the blast furnace
  • Adjusted some 528 mode recipes
  • Removed the template crates entirely for being literally useless
  • Oil bubbles can no longer go down to Y:0, they now have a minimum center height of Y:15
  • The automatic buzzsaw and thresher now have sound loops when active
  • The shredder auto shotgun now uses the plasma damage type instead of laser
  • Added "nitra to ammunition" recipe in the assembly machine, turning large piles of nitra into random casings/propellants
  • Removed more unused blocks to free up block IDs
    • Removed the old iron barrel
    • Removed the factory hull blocks
    • Removed the vacuum block that has been unused for like 5 years at this point
    • Removed five of the 10 sturdy ladder variants because they were hella ugly anyway
  • Added a new alternate recipe "instant aggregate" in the chemical plant, turning 16 cobblestone into 8 gravel and 8 sand
  • Added a new alternate recipe for making obsidian in the chemical plant
  • Removed the water and steam geysers, which were so obscenely rare most people have never seen either one of them, and became functionally useless without the old geothermal generator
  • Moved the napalm recipe to the chemical plant
  • Moved the microchip (all variants) and atomic clock recipes to the assembler
  • The analog and integrated circuit boards now have alternate recipes in the assembler
  • Removed two of the older motor recipes in the arc welder
    • The only remaining recipe is the dense red copper one
  • Using state of the art anti-leave-the-screen technology, recipe tooltips (and most tooltips used by GuiInfoScreen) should no longer leave the screen
    • This means that the recipe selector can now have the tooltip follow the mouse instead of being eternally stuck in the corner
    • Recipe selector tooltips now have a nice orange and yellow border
  • The nuclear charge and demolition nuclear grenade charge now need neutron reflectors
  • Schrabidium grenade charges now use CMB steel instead of bronze
  • The satellite base now only uses a medium thruster instead of a large one, making it no longer post pyrolysis
  • The steel recipe in the crucible now requires flux
    • The recipe is also now a fair bit slower (still faster than a blast furnace overall)
  • Remodeled the catalytic reformer
  • Crane structure
    • Crane structure

Fixed

  • Fixed RoR graph showing the wrong name in the GUI
  • Fixed polling option in RoR controllers reading dead signals
  • Fixed state change in RoR controllers not allowing repeat commands
  • Fixed RoR transmitter sending empty signals when unused mappings apply
  • Fixed hopper IO for battery sockets being entirely broken
  • Fixed cargo elevators not dropping the correct amount of segments
  • Fixed broken config check causing smithing recipes in anvils to always be tier 1
  • Fixed potential client desync when placing or removing lids on a hot RBMK
  • Fixed custom missile launch pad cores not being obtainable in 528 mode
  • Fixed industrial turbines never fully spinning down
  • Fixed bricked furnace IO not working right

MD5: 92b8d5f57635531b8bdd4ec68412f9e4
SHA1: 6bb8b471e615aed458984ad9bca7cc9784677961

oughpho

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@HbmMods HbmMods released this 06 May 13:20

Added

  • Freight elevator
    • A 3x3 hydraulic platform
    • Can be stacked
    • Only supports two floors, the top and the bottom
    • Hopefully not terribly janky

Changed

  • Reduced steam demand of the rotary furnace's hotter fuels by a bit
  • The acidizer now has a sound loop (chemplant sound at 75% pitch)
  • Updated some bomb part recipes, mainly to make use of the new neutron reflectors and some more modern materials (why did ivy mike coolers still use iron?)
  • Updated the fat man igniter and gadget wiring icons
  • The cape items, which haven't actually been used by anyone ever, are now deprecated. Existing capes will still work, but the items are now unobtainable
  • Some long deprecated melee weapons have now been properly removed
  • Added OC compat to the RBMK coolers

Fixed

  • Fixed an issue where 40mm grenades that impact entities within three ticks of spawning would never detonate
  • Fixed broken foundry scrap name and tooltip
  • Finally fixed the rotary furnace's steam going into the negatives because 70k was too bald to do it
  • Fixed magnet and HUD toggle popups being incorrect half the time
  • Fixed crash caused by connecting NONE type pipe anchors
  • Fixed color inconsistency with the bedrock ore density scanner

MD5: 5405c9fa402c18b5c2579f474d299093
SHA1: 7b9f6d86f16782a431f6acd096556871864ecb7d

grafik

fetch me some pasta you singularitan oaf

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@HbmMods HbmMods released this 04 May 12:54

Changed

  • Updated russian and chinese localization
  • Oil bubbles are now 3x more common in deserts (biomes with a temperature value of 2 and rainfall of 0)
  • Oil bubbles now have a 50% chance of spawning a surface indicator (similar to bedrock oil but still distinct)
  • Oil deposits will never drop themselves, they always produce tar when mined
  • Any tar type can now be turned into bitumen in a mixer (with worse efficiency compared to a liquefactor)
  • RoR levers and indicator lights now have OpenComputers integration
  • Alexandrite dropped with fortune is now capped at 2 gems per ore
  • Added a config option for decreasing the soot requirement for skeleton guns (or rather, for the calculation, this number is added to the actual soot value, simulating a higher value)
  • Radioisotope cells and PT cells are now deprecated, and can no longer be crafted
    • Existing cells will continue to work for now
  • If two pipe anchors are connected, one having a type set and one still being "none", instead of erroring, the "none" pipe will assume the other one's type
  • Self-chargers in battery sockets now produce unreliable power output which constantly fluctuates
  • Self-chargers in battery sockets now cause static discharges in regular intervals
  • Added more RoR functionality to the boilers, industrial combustion engine, heat exchangers, fluid burners, CCGT and ZIRNOX
  • Turrets can now be toggled and configured with RoR
  • Artillery turrets can now have targets enqueued with RoR
  • The RBMK numeric displays can now be controlled via OpenComputers, and come with built-in settings for shortening numbers and displaying leading zeroes
  • The industrial steam turbine now has OpenComputers integration
  • The RBMK fuel crane can now report stats for the loaded fuel rod to OpenComputers
  • The RBMK console can now detect and send all stored RBMK fuel rods in storage columns via OpenComputers
  • Crates now open when right-clicked by default, holding shift is required to place them down
  • The automatic buzzsaw can now burn coal tar creosote
  • The old cluster type effect used by MPBs and cluster missiles now use the new generic projectile system with actual bomblet models
  • Removed the legacy fusion reactor entirely
  • Changed neutron reflectors
    • Reflectors can no longer be made in the blast furnace
    • Rather, they are welded from HSS and tungsten carbide
    • Tungsten carbide is made in the pyrolysis oven using syngas and tungsten powder
    • Many recipes that used to use neutron reflectors now use alternative materials like HSS plates or weapon steel
    • This effectively means that neutron reflectors are post oil 3
    • PWR neutron reflectors have an alternate recipe allowing them to be made with weaponsteel
  • Removed legacy battery items and selfchargers
  • Added more QMAW pages
  • Expensive mode plastic sheets now only use rubber instead of rubber or latex
  • Updated the texture on the fop thing
  • RoR info on tanks now displays the (0-3) value range of the mode setting
  • Spike, tesla and microwave damage have now been categorized as physical, energy and energy respectively, making armors resistant against them
  • Fau and DNT armor now have explicit physical resistances, making them harder to pierce
  • The rubber recipe now yields two rubber per sulfur used
  • Foundry scraps now show their material in the name instead of the description
  • Bedrock ore minimum tier and bore fluid is no longer fixed at (1/NONE), rather it scales with the quality of the bedrock ore at that spot
    • The bedrock ore density scanner will try to predict the required tier and bore fluid at the current spot, and show it as part of the HUD
    • This only applies to newly generated bedrock ore patches
  • Reduced industrial turbine cost from 3 titanium steam turbine blades to 2
  • Motors now have yet another alternate recipe in the arc welder, using steel plates but substituting the coils with a dense red copper wires
  • Dense red copper wires can now be welded
  • The old factory hull blocks have been deprecated
  • The singularity screwdriver, being with no purpose ever since the fwatz got removed, has been removed as well
  • Desh motors now use dense golden wires instead of golden ring coils
  • Added "desh from cracked oil" recipe
    • Default recipe, doesn't need a blueprint
    • Uses cracked light oil instead of regular light oil (500mB at 1 PU, or 2.5x more than the standard recipe, plus one compressor)
    • Uses 100mB of mercury instead of 200mB
  • All standard coils now have alternate recipes, using a steel core instead of an iron one

Fixed

  • Fixed uncrafting of the nickel RTG pellet not respecting item metadata
  • Tile entities that use fluids should now force the chunk they are in to be written to disk when unloaded
    • This should fix the issue where systems that constantly move fluids around may not properly save to disk
  • Fixed dispensed dynamites being considered impact grenades for some reason
  • Fixed RBMK flux detection with RoR and OC not working
  • Moved the soyuz launcher core component recipe to the assembler, fixing an issue where the component recipe is not available in 528 mode
  • Fixed crash caused by using the copy tool on uncolored RBMK control rods
  • Fixed turbine blade smelting in the crucible only yielding 2 ingots worth of material
  • Fixed cluster missiles never properly splitting before impact
    • The final splitting height depends on the trajectory's arc, cluster missiles are therefore not suitable for very long distances

MD5: 2fd90ed8ccd84081b2dc97ac9326478b
SHA1: c0acda39ddff2991be2616d695dde16c212ee23a

let the machine scream at you

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@HbmMods HbmMods released this 20 Apr 17:09

Added

  • Redstone-over-radio pager
    • Item that receives RoR signals and displays them on the HUD info system
    • Info contains the channel name, a shortened timestamp to tell apart equal signals sent on different ticks, and the actual signal
    • Useful in various situations:
      • Usable for remote monitoring, allowing critical things like reactor temperature and coolant flow to be checked even if not on-site
      • Using RoR transmitters that are set to polling, it's now very easy to figure out if the chunk the transmitter is in is loaded
      • An automated message system for various general alerts, easily doable by using an RoR transmitter with custom mappings (do mind the character limit, longer alerts may have to be sent sequentially)
      • A simple way of getting live feedback from the RoR system, in order to detect when or if a system sends a signal, since other RoR receivers do not have a way of telling apart repeated identical signals

Changed

  • RoR readers can now read neutron flux from fuel channels and the fill state of boilers and heat exchangers
  • Canned recursion can now be crafted from canned recursion
  • Soldering recipes are now prioritized over anvil recipes in the NEI listing
  • Paintable blocks now have tooltips explaining all the tools that can be used

Fixed

  • Fixed barrel connectors appearing between barrels even though they have different fluid types

MD5: 7e177ecd987bb023beb2eb7640ee5fba
SHA1: 6e6447e404b5c7f0010b01bb181fdb9639cd68a1

are you ready for garlic bready

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@HbmMods HbmMods released this 19 Apr 15:47

Added

  • Redstone-over-radio lever
    • Big breaker switches
    • Up to two per module, side by side
    • Can send different RoR values based on the lever's position
  • Redstone-over-radio indicator lights
    • Colored indicator light panels with labels on them
    • Up to six lights per module
    • Will light up when an RoR signal falls within the configured threshold

Changed

  • All RoR panels now have basic item descriptions informing about the screwdriver requirement for configuration
  • EMP grenades now deal 5x damage against anything with powered armor
    • Decreased base damage to compensate
  • EMP grenades now destroy machines in a small radius like an EMP missile would
  • Grenades are no longer affected by nuclear blasts or other grenade explosions
  • Players no longer receive the starting guide book on first spawn since it's now very outdated
  • All RoR panels now have QMAW integration
  • Legacy plasma heater and plasma heater hatches which are still found in crashed space ships can now be dismantled into steel pipes, copper pipes and analog circuits
  • Removed legacy plasma block
  • RoR panels now have OpenComputers integration, allowing otherwise fixed parameters like gauge thresholds, channels, and button commands to be adjusted on the fly
  • Solinium blasts now use the new higher poly sphere model and frame interpolation, making the expansion smoother
  • Using a defuser on paintable cables/pipes/tubes that already have a paint applied will toggle the overlay, makng the cable/pipe/tube blend in perfectly
  • Mufflers installed on force fields now disable the loud spark noise caused by impacts

Fixed

  • Fixed the grenade crafting handler not checking if a shell/filling combination is even valid, allowing weird combos
  • Fixed dispenser fired laser grenades crashing the game
  • Fixed schrabidium grenade being obscenely powerful for no reason
  • Fixed annihilator recipe config throwing an error about the recipe list being empty, even though the recipe list should indeed be empty on purpose

MD5: 4e0809680c42f41d9c31f60872c41baf
SHA1: 23a68099c9e8d490e1d2a1c6d8762c0a9725adfb