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## Added | ||
* Refueling station | ||
* Like a charging station, but for fluids | ||
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## Changed | ||
* Updated chinese localization | ||
* Particle detectors now print an error for when the recipe could not be completed | ||
* Night Vision Goggles toggles with armor HUD | ||
* Removed "no ore dict data" line from tooltips with extended view enabled | ||
* Added a client config called `GUN_ANIMATION_SPEED` which allows the speed of gun animations to be changed | ||
* Mostly for debugging, since it only applies to the bus animation system, things like smoke trails and muzzle flashes are unaffected | ||
* Item filters can now filter by bedrock ore grade | ||
* Meteorite dungeons now use a new structure system | ||
* The rooms have been completely changed, and the dungeons are no longer single-level with fixed room sizes | ||
* Dungeons no longer lag the game to hell when generating | ||
* Decimated bobmazon | ||
* All books have been merged into one with way fewer offers | ||
* Sells things like basic gear, MREs, plushies, snow globes, and certain things only found in worldgen like jungle tree saplings and NTM flowers (including mustard willow) | ||
* Each acidizer recipe now has a "productivity" value which is the percent chance that the effectiveness upgrades use, instead of a fixed 5% per level | ||
* This means that certain recipes like re-crystallizing gems no longer allow for item duping | ||
* Due to duping no longer being a concern, productivity rates for certain recipes can now be much higher | ||
* Things like sawdust to cordite have a 75% chance of not using the input at level 3 | ||
* Effectiveness no longer increases acid consumption (since many recipes now use the acidizer like a solid output "mixer") but instead adds +200% power consumption per level | ||
* Effectiveness can be configured with the recipe and caps out at 99% (since 100% would just print free items) | ||
* Chemical dyes can now also be made with light oil | ||
* There's now statistics for creating legendary weapons and ammo, stepping on landmines and firing guns | ||
* Assembly templates no longer specify whether they are persistent and volatile, since volatile templates haven't existed in years | ||
* Obliterated the HTR-01 item for good | ||
* Idk why it still existed | ||
* Skeletons, slimes and cybercrabs can no longer be gibbed, since they don't have flesh | ||
* The template folder's description now uses flashing colors to make it harder to ignore | ||
* Scaled swords no longer use 1.1 scale in the inventory, making them larger than the inventory slot | ||
* Fissures can now be connected to fluid ducts, providing 1,000mB of lava per tick | ||
* Large deposits (hematite, malachite, bauxite) and caves (sulfur, asbestos) can now be toggled in the config | ||
* Removed recipes for most old particle accelerator parts | ||
* Dense coils no longer have recipes either for the most part, all coils with no recipes can be recycled back into dense wires | ||
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## Fixed | ||
* Fixed items being annihilated when shift clicking them into the particle source | ||
* Fixed packet optimization not allowing packets to be sent when the day night cycle is halted | ||
* Fixed particle detectors not always using power when they should | ||
* Fixed rotary furnace voiding low pressure steam when dealing with input numbers not divisible by 100 | ||
* Fixed state leak causing smoke from the right akimbo weapon to glow when the first one is fired | ||
* Fixed incorrect default values for new RBMK dials | ||
* Fixed blast doors self-destructing when closing | ||
* Fixed PA coils being in the wrong creative tab | ||
* Fixed flux calculation for RBMKs being wrong, mainly affecting reactors using fast flux | ||
* Fixed an issue where `/ntmreload` would load fluids after recipes, meaning that recipes using newly added fluids would not work correctly, as the fluids don't exist by the time the recipe is loaded |
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