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2.15.0

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@github-actions github-actions released this 31 Oct 20:22
· 29 commits to main since this release
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2.15.0 Release

What's changed?

Added

  • Immersive Vehicles: Legacy
    • Immersive Vehicles backport by @THOMASS47!
    • Comes with the official pack and Knight Corp pack preinstalled!
    • Highly unstable, report any bugs
  • Made upright steel scaffold variants climbable while preserving horizontal scaffold placements as platforms
  • New depletable "rich ore" system
    • Multi‑unit ore blocks that deplete to stone and drop "rich chunks"
    • Spawns in big patches
    • Can be found using Neutrino Lens or Survey Scanner
    • Used to automate mining in the midgame
    • Factorio reference
  • Armors that fully protect from fire/nether heat now say so in the tooltip
  • PanicleCraft
  • Added new structures
    • Abandoned house with shelter (plains)
    • Military base (snowy biomes)
    • Camp (2 variants)
    • Airplane
  • Added the ability to hold backspace in the qb search bar
  • Added colored AE2 interfaces textures
  • Added a recipe to craft dense smart ME cables from 4 smart cables (#207)
  • Added fishing handler to NEI
  • Added new barrel recipes and upgrades
  • Backported modern wither spawning behavior
  • Water splash effects and waves
  • Сustom fonts support on MacOS
  • Hex Text and other Font Mod Compat System
  • Make ME Controllers colorable
  • Added command autocompletion/suggestions
  • Region preview on world load
  • Patpatpat
  • Pet glyphids :3
    • The biggest feature of this update
  • Gmod-style main menu
  • NTNH Poem
  • Full translate-ability of NTM (I18n)
    • Can be contributed to at Crowdin
    • More mods planned
  • Rock mill
    • Earlygame post-steel crusher type machine
    • Can grind down various stones, gravel and sand into finer items while yielding byproduct
    • Mainly intended to serve as an easy way to automate/bulk craft certain elements in earlygame before BOP
    • While the byproduct chances are rather low and the recipe times are slow, the mills are easily scalable due to their low cost
    • Comes with convenient stacking frame
    • Ideal for skyblock/seablock type challenge runs, as it can be configured to serve as an Ex Nihilo substitute
    • Can also perform the sand and colloid to clay recipe of the acidizer, but at a lower efficiency
  • Supercomputer
    • Does recipes involving data drives
    • Can calculate flight paths for orbital rockets and particle simulation data for fusion reactors
    • Can also process flight data which can be received from satellites
    • Most recipes have multiple variants with different cooling options
    • More expensive cooling makes the recipes faster, but more likely to fail
    • Can also create blueprint booklets without the aid of pufferfish, the recipe takes longer and much more energy, but has double the success chance
    • Can also create Klaus
  • Space laboratory
    • New satellite that can provide data for drives
    • By default, can produce flight data which has to be written to a drive using a drive enclosure
    • The drive enclosure has to be placed onto one of the ground station's ports to receive data, which happens automatically if drive data is available
    • Accepts sensor relays, which produces orbital data
      • A single relay takes 100 hours to produce one drive worth of orbital data, this can be sped up by installing more relays on the same satellite
      • Time taken scales linearly, a satellite with 100 sensor relays only takes one hour per data drive
    • Accepts 0G assemblers, which allow items to be produced in space
      • More assemblers make the recipes run faster
      • Needed for the crystal circuit board
      • Input items have to be launched via rocket
  • Lambda-98 rocket
    • New orbital rocket that is simpler to mass produce
    • The launch pad allows auto launch if the rocket is ready
    • Unlike the Soyuz, can neither deliver cargo nor use the orbital module
    • Uses peroxide as the oxidizer and gasoline as fuel (leaded to reduce engine knock)
  • OpenComputers RTTY card
    • Tier 2 card that allows OC to interface with RoR directly
  • Redstone over radio designator
    • Like a long range designator, but sends the aimed at position via RoR (coordinates separated by semicolon)
  • Ilmenite
    • A raw ore chunk that can be extracted from titanium ore via centrifuging
    • Can be processed into titanium tetrachloride in a chemical plant
    • TiCl4 can either be processed in a rotary furnace using flux, or pyrolysis oven (latter option also recovers all used chlorine)
    • Ilmenite can also be arc smelted directly for lower efficiency but faster output (liquid smelting mode also yields iron byproduct)
  • Pneumatic and exhaust pipe anchors
  • Crafting Tree feature in NEI
  • Louis the railgun turret
  • Conveyor-like placement for fluid ducts and cables
  • Conveyor combinator
    • Just like a regular combinator, but conveyor
  • Machine and fluid network overlays
    • They just tell you some info like:
    • How much energy and fluids is there in chemical plant
    • How big is the fluid pipe network
  • RBMK and PWR fuel rods neutron flow function display
  • RoR reader support for crates and Storage Drawers
    • The type value returns the name of the item in the first slot or drawer, including custom names
    • Allows renamed items to encode signals for more advanced automation
    • Empty storage returns None, while locked drawers retain their configured item type even when empty
  • RoR controller support for changing fluids in barrels and compatible machines
    • Use setfluid! to configure the machine's fluid identifier tank
    • Tanks must be empty before switching to a different fluid
    • Allows a single machine to handle different fluids using advanced automation

Fixed

  • Fixed rotary furnace consuming the fuel WITH the bucket (#204)
  • Fixed a bug that caused flux scraps being unable to be put back into the crucible (#117)
  • Fixed a bug that caused the quests to break an not complete when hosting a LAN game (#199)
  • Fixed kitchen door hinges ending up on the wrong side
  • Fixed baby Enderman item duplication
  • Fixed world progress loss from backups in singleplayer
  • Fixed hungry mob crash when eating items from lunchbags that dont extend ItemFood
  • Fixed protected drawer extraction
  • Fixed wireless level terminal bauble navigation
  • Fixed single-fluid cell contents tooltip
  • Fixed a long-standing issue with shadow distortion / self-shadowing (dark spots) on large machines
  • Fixed issues with Schematica
  • DH: Fix shaderpack fading
  • Fixed cloud elevation setting
  • Fixed microblock transparency in the hotbar
  • Fixed borking modded mobs with broken eyes
  • Fixed chunk NBT corruption during concurrent saves
  • Fixed duplicate players on reconnect
  • Various major and minor bug fixes
  • Fixed Annihilation Plane crash when loading Forge Multipart cable buses
  • Fixed un-clamped gaussian random use on the wideband detector satellite, causing uncommon detections with inaccuracy exceeding the intended amount
  • Fixed PSN bulk storage duping itself when broken
  • Fixed old lantern repair bonus not being applied when the player is too far away from the lantern or another player is in the detection area
  • Fixed an issue where the vast majority of fluid spilling machines would ignore all fluid trait spill actions except for the soot/poison polluting ones
  • Fixed a potential issue regarding bobblehead world generation
  • The powered condenser now has a bit more tolerance with its power consumption, preventing edge cases where due to power grid limitations in certain circumstances, the power requirement can never be met
  • Fixed gamebreaking issue where the tooltip of the RoR terminal was misspelled
  • Fixed RoR pager only having a max channel length of 10 instead of 15
  • Power armor fall sounds no longer trigger for falls 0.5m or less, hopefully fixing an issue where using cargo elevators would repeatedly trigger the fall sound
  • Fixed PRISM system blast resistance checks supplying incorrect position info to blocks for the resistance getter
  • Fixed lunar miner not requiring the orbital module
  • Fixed issue with the counter valve not accounting for the final tick of transfer, letting too much fluid pass
  • Fixed bauxite bedrock ore fragments not being able to be crafted into anything
  • Fixed issue where the collisions of the RoR panel blocks didn't work right
  • Fixed balefire thruster custom missile part not having any recipes, and the shortened thruster having two
  • Item entities affected by magnets are now forced to send velocity updates, fixing a desync in multiplayer with magnet armor mods
  • Fixed long size 10 custom missile fuselages not being obtainable due to incorrectly set up recipes yielding the short variants instead
  • Fixed white crayon being uncraftable
  • Fixed solidifier and liquefactor not saving their power and progress to NBT
  • Fixed orbital precision laser dealing no damage due to a quirk in the explosion VNT code
  • Pneumatic networks can no longer send items to the source inventory in a loop, fixing an issue where doing so would delete items
  • Fixed the placement preview offset for the soyuz launcher
  • Fixed a bug where special revives would not work when dying from radiation, since radiation would deal fatal damage twice
  • Fixed the soyuz not using interpolation when launching, causing its movement to be fixed at 20 FPS
  • Fixed the soyuz landing capsule's landing position being slightly offset on negative coordinates (yes it's another coordinate truncation error)
  • Fixed stinger ammo counter clipping into the durability display
  • Tom now force-loads the chunk when spawning, fixing an issue where activating Horizons in distant chunks may waste the android without working
  • Fixed sellafite ores using the sellafite base as the overlay instead of the ore overlay, making the ores impossible to tell apart from regular sellafite
  • Client-only GUI screens no longer allow modification if the forge event that would prevent interaction serverside would cancel the operation
    • This should hopefully fix an issue where certain devices in protected areas on servers were configurable even though the server forbids it
  • Fixed reinforced concrete recipe in the acidizer giving too many blocks
  • Fixed an issue where RoR readers would not properly update their values if unloaded
  • Fixed crashes caused by incorrect use of the turret AI chip's whitelist
  • Fixed potential crashes caused by the structure system if structure .nbt files are missing or do not match the expected size
  • Fixed Mr. Friendly turret dealing the same damage as Chekhov's Gun, defeating the entire point of having a less powerful turret
  • Fixed vertical sliding blast door being able to destroy any block when placed
  • Fixed a potential issue where conveyor grabbers could pick up expired conveyor entities or stacks with a stacksize of 0
  • Hopefully fixed artillery rockets oscillating when the target is reached
  • Fixed a weird-ass dupe w/ crucible
  • Fixed WAILA errors

Changed

  • Reworked ore generation making it MUCH MORE STABLE (as far as we tested it)
  • Now bedrock ore has oredict so you can sort it with ae2
  • No more cosmetic burning (having armor that fully protects from fire will extingish you)
  • Conveyors no longer explode with 25+ items and instead just stop moving the items until the path ahead is clear
  • Conveyor related blocks no longer spew items when full
  • Conveyor inserters no longer defaults to destroying items
  • Compat between backhand and ntm (chargers and refueler now affect offhand)
  • Compat between baubles and ntm (chargers and refueler now affect baubles and some ntm items can be put in baubles)
  • Compat between ae2 and ntm (chargers can now directly charge ae2 items)
  • Optimized background images in the loading screen and main menu, saving WHOLE 7MB
  • Removed Toggle Projection and Toggle Entity Interaction keybinds
  • Hungry mob variant behaviour change/fix
  • Updateed trophy pedestal model and texture
  • Optimize resource reload
  • More Cloud Optimizations
  • Reduce resource pack manifest memory usage
  • Reduce memory allocation pressure
  • Reduced the amount of food found in dungeons
  • Electric Press remodel and retexture
  • Updated NEI info pages on ore generation
  • Removed thief mobs
  • Updated russian, japanese and ukrainian localization
  • The cargo elevator can now be controlled using RoR, allowing the platform to stop at certain heights
  • Updated the pepperbox textures
    • The wood now looks more like wood and less like plastic
    • The bronze parts now have more depth
  • Conveyor items being deleted due to cramming can now be configured with the server config CONVEYOR_CRAM_MAX, the default still being 25
  • Conveyor belts being destroyed due to item cramming can now be configured with the server config CONVEYOR_CRAM_EXPLODE, it is still on by default
  • Conveyor items will no longer break any belts, even with the config enabled, if the conveyor item entities have existed for less than one cram check cycle
    • This means that items that have piled up due to chunk loading should now safely self-destruct without breaking conveyor lines
  • QMAW now has a composing feature, using double curly brackets and the internal name of another page, this page's contents can be imported
    • This means that things like long "see also" lists can now be on a single shared page instead of being hand written for every article
  • QMAW links for pages you're already on now have a special color
  • The relay satellite can now send RoR signals to different dimensions
    • It can only send, not receive. For bidirectional communication, two satellites are necessary, one in each dimension
  • Fake player entities can no longer use empty blood or xp bags
  • Repairing old lanterns now grants vending machine tokens, with the amount of tokens representing the player's reputation (always at least 1, so negative rep is not shown)
  • The soyuz and related recipes no longer need blueprints in normal mode, instead they use flight simulation data from the supercomputer
  • The PUREX now has a sound loop
  • The PWR's coolant type can no longer be changed if fuel is loaded
  • RBMK steam channels and heat exchangers can no longer have their coolant type changed if the column temperature exceeds 50°C and the input buffer has fluid in it
    • This means that RBMK columns remain configurable if added to an already hot reactor, right until the input accepts fluid
  • Satellite ground stations now display some more detailed information about the connected satellite, like the type and cooldown for orbital weapons
  • Satellite item descriptions now use translation keys
  • The centrifuge's item IO now only allows valid centrifugable items to be inserted
  • Removed the reactor remote control's recipe
  • Quadrupled the yield of helium-3 from moon turf, making it easier to make sustained helium-3 reactors
  • The ground station now has OpenComputers integration, as well as an RoR value that returns the satellite type
  • The ZIRNOX now has RoR integration allowing to select a monitor slot, which can provide values about the rod's type and depletion value
  • The pile now has thorium-232 rods which can be bred into thorium fuel
  • Updated yharonite billet texture
  • Item magnet armor mods are now 50% stronger
  • Meteors can now be detected by radar and radar satellites
  • Meteors, artillery shells and artillery rockets can now be destroyed
    • This means that the orbital precision laser can now intercept these entities
    • Meteors require damage with an "energy" type (lasers, plasma) exceeding 250 points
    • Arty shells and rockets have 50 and 100 health respectively
  • Updated the automatic thresher
    • Nether wart, pumpkins and melons can now be harvested
    • Pumpkin and melon stems are now ignored
  • The liquefactor and solidifier recipe time has been reduced from 5 seconds to 3 seconds
  • Melons can now be directly liquefacted into ethanol
  • Liquefacting coal and lignite now yields significantly more coal oil in order to compete with coal oil from the combination oven
  • Added the server config ULTRA_LARP_MODE
    • If enabled, most large doors can no longer be operated manually
    • The exception bein the water door due to it having two large hand-operated cranks
  • Retextured the grenade fuze items so that the fuze type remains visible even with the stack size number enabled
  • The remnants power armor is now made in the precision assembler using discoverable blueprints
  • Increased RPA resistance against physical, fire and energy damage types
  • The satellite cargo pad no longer auto-pushes items out of its inventory
  • The satellite cargo pad now uses the current multiblock system, existing pads should convert automatically
  • The pyrolysis oven no longer requires fullerite (except in expensive mode)
  • Updated the model of the cargo landing pad as well as the drop ship
    • The drop ship now brakes before landing, and now has landing struts which are extended
    • The drop ship no longer fires its thrusters when landed, which means it no longer spams particles
    • Drop ships can now be damaged, any damage 5 or above will destroy the capsule
    • Due to their landing struts, the drop ship can now safely land even if it does not reach a cargo pad, in which case it will simply spill the items before taking off
  • The soyuz landing capsule can now be emptied via hoppers
  • Changed the recipe of the flow control pump
  • Mining satellites now report their mining progress to the ground station's tooltip
  • Added a lot more MSESv1 return states, mainly replacing the generic and unspecific "parameter error" state, making debugging easier
    • This includes missing parameters, parameter OOB, arithmetic errors, parse errors and missing jump points
  • Ground stations now have the TXRX command
    • Works like TX, but specifying an RoR return channel
    • After the satellite processes the command, the RX is immediately broadcasted on the return channel
    • This allows multiple satellite RX to be retrieved within a single tick
  • Deprecated the previous Soyuz launch pad and added a new one, including loading animations
  • Charcoal now produces wood ash in an ash pit
  • Certain doors now have new skins
    • The sliding seal door now has a numberless version and skins with symbols on them
    • The sliding door now has dark and metal mesh variants
    • The vehicle door now has red and blue variants
    • The sliding blast door now has a black variant with hazard stripes
  • The CIWS turret can now be linked with a radar linker
    • If the CIWS turret has its target set by a radar, its effective range is quadrupled
    • This now makes it feasible to target artillery projectiles
  • Expanded expensive mode
    • Added CMB steel tubes as an upgraded version of bronze tubes
    • All expensive mode items from the assembler can now also be made in the plasma forge, with a higher energy demand but 5x base speed (not counting booster isotopes)
    • The ICF, all endgame recipes that used to use bismuth tubes and the particle accelerator now use CMB tubes
  • Artillery operating modes can now be configured with RoR
  • Changed the CIWS ammo belts
    • Now holds 100 rounds, which is enough for 10 seconds of sustained fire
    • Now only stacks to 4
    • Made in the ammo press with a slightly more expensive recipe
    • Updated texture to match the new ammo color scheme
  • Gun base damage values are now configurable
    • The use the ServerConfig system, which means they can be edited with /ntmserver
    • Damage values apply to guns themselves, with two separate values for akimbo guns and separate values for attachments like bayonets
  • Increased the legendary laser pistol's pathetic damage to match that of the B-side variant while increasing the DT negation values further
  • Increased the piercing values of a powerful directed explosion weapon from "really, really high" to "yes"
  • AUTOCAL max buffer size and max stack size are now configurable via /ntmserver (stack size does not update automatically, requires AUTOCAL units to be replaced)
  • Updated compact compressor model
    • Finally has a distinct model from the powered condenser
  • Fluid IDs now have nine slots for saving favorites (can be toggled with middle mouse button)
  • Breaking pipes with vein miner on now limits to pipes of the same fluid type instead of the same shape of pipe
  • Gerald now uses the new crystal circuit boards
  • Stellar fusion now only requires 5mB/t at max speed instead of 10
  • Updated the FEL's model and texture
  • Overhauled most of the lategame expensive mode recipes
  • The current version of flow control pumps has been deprecated and replaced with a 1x3 version
    • Existing pumps will no longer work, instead they just act like regular pipes
  • The current version of diodes has been deprecated and replaced with a 1x2x3 connector called network separator
    • Existing diodes will no longer work and instead act like regular cables
    • Network separators also work like gauges, except they only log the power they themselves give off
    • Network separators can also cut power via redstone signal, with the bottom three blocks being able to accept a signal
    • RoR configurable and readable
  • Gauges no longer display the total amount transferred in the network, rather they display the change in supply, giving a more accurate picture of the amount of energy/liquid moved
    • This should fix a long standing issue where multiple buffers would cause "sloshing" or "pingponing", causing transfer numbers to be huge even if no actual transfers are taking place
  • Bedrock ore densities are no longer per individual coordinates but rather per chunk
    • Having values for coordinates where bedrock ore was impossible to generate anyway didn't really make much sense
    • This removes ambiguity for bedrock ore patches where the individual blocks got wildly different values
  • The survey scanner now omits bedrock ore from its standard scan
    • Instead, a second scan is performed, always at the center of the current chunk where bedrock ore can spawn
    • Bedrock ore that's detected is highlighted
  • The survey scanner now also highlights bedrock oil, making it way easier to hit with the fracking tower
  • Light metal bedrock ore treated with sulfuric acid no longer yields elemental titanium, rather it produces ilmenite
  • Simplified the electrolyzer's recipe
    • It now uses a graphite electrode instead of several red copper coils and it no longer requires titanium shells
  • The power grid tool now displays the network's current flow rate
  • The satellite frequency range has been increased from 100k to 10M to prevent the entire range from being brute-forcable in a short period of time
  • Artillery rockets should now disable their guidance once reaching their target, preventing rockets from floating
  • Updated various electric port textures
  • Changed the custom material/autogen shape config structure
    • There can now be multiple mold per shape, allowing single and multi molds (like with 1x and 9x ingots)
    • Examples are now "custom metal demo" and "custom shape demo" instead of "bronze" and "gear" to avoid confusion
  • Some common materials like tungsten, copper, aluminium and boron now have nugget forms
    • This allows foundry setups to use up materials with nugget precision
  • Increased the capacity of SILEX product tank from 16,000mb to 24,000mb
  • Now you can craft the bred variant again using the chicago pile as a replacement for zirnox

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