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time to eat 40lbs of dynamite then die
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## Added | ||
* Bauxite processing | ||
* Bauxite is now processed by mixing it with lye, and then fractioning it into sodium aluminate and red mud | ||
* Red mud can now be turned into cement | ||
* Sodium aluminate can either be processed directly into aluminium in a rotary furnace, or turned into alumina with fluorite to be used in an electrolyzer | ||
* Standard aluminium ore is now "aluminium-bearing ore" which drops cryolite, which can either be smelted into aluminium like normal or combination smelted into aluminium and lye | ||
* Particle accelerator | ||
* Should be about finished now | ||
* Recipes should now be doable | ||
* Added recipes to all the components | ||
* Changed the dipole mechanic from a momentum penalty to a power draw penalty for smaller accelerator rings | ||
* Added explicit compressor recipes for perfluoromethyl in order to change the standard compression speed of 100 ticks to 50 | ||
* All the parts have tooltips, you'll figure it out | ||
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## Changed | ||
* Blast doors will now pulverize any block that gets in their way during closing | ||
* The nuclear and RTG furnaces will be retired, their recipes have been removed but they remain operational for now | ||
* Changed the magnetron recipe to be 3 copper plates and 4 tungsten wires | ||
* Added recipes to some secret ammo types | ||
* Changed PA power draw penalties from x5 to x10 | ||
* Particles will now crash instantly if the dipole has both penalties in effect (underspeed + undersized ring) | ||
* This means that undersized accelerators require appropriate tier coils, and overtiered accelerators (i.e. high coils for low velocities) need to meet the size requirement | ||
* Accelerators where both penalties take effect are usually tiny ones with single tier coils (usually the highest tier required) which are lame | ||
* DNT nano suit helmets now require quantum circuits instead of bismuth ones | ||
* Made particle capsules more expensive | ||
* Since invalid recipes no longer void containers, this shouldn't really be a huge deal | ||
* Both quadrupoles and dipoles now have a power cap of 2.5MHE | ||
* RFCs now use 250kHE per pass (instead of 100k) | ||
* Heavy water extraction now has a NEI handler | ||
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## Fixed | ||
* Fixed the CCGT's steam output breaking as soon as the steam buffer runs full | ||
* Fixed crash caused by mobs holding belt-fed guns | ||
* Fixed boiler heat input being way too low due to operation order (diffusion was applied AFTER the input heat was capped) | ||
* Fixed stinger playing its lockon sound on the wrong side | ||
* Fixed particle detector not consuming power | ||
* Fixed empty capsules not being recoverable from the color coded slots on the particle source | ||
* Fixed particle detector nor charging from batteries |
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package com.hbm.handler.nei; | ||
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import java.util.HashMap; | ||
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import com.hbm.blocks.ModBlocks; | ||
import com.hbm.inventory.fluid.Fluids; | ||
import com.hbm.items.machine.ItemFluidIcon; | ||
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import net.minecraft.item.ItemStack; | ||
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public class DeuteriumHandler extends NEIUniversalHandler { | ||
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public DeuteriumHandler() { | ||
super(ModBlocks.machine_deuterium_extractor.getLocalizedName(), new ItemStack[] { new ItemStack(ModBlocks.machine_deuterium_extractor), new ItemStack(ModBlocks.machine_deuterium_tower) }, generateRecipes()); | ||
} | ||
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@Override | ||
public String getKey() { | ||
return "ntmDeuterium"; | ||
} | ||
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public static HashMap<Object, Object> generateRecipes() { | ||
HashMap<Object, Object> map = new HashMap(); | ||
map.put(ItemFluidIcon.make(Fluids.WATER, 1_000), ItemFluidIcon.make(Fluids.HEAVYWATER, 20)); | ||
return map; | ||
} | ||
} |
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