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

in the hudson bay, you know how we do it

02 Mar 22:18
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Added

  • A new legendary weapon

Changed

  • Updated russian localization
  • 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
  • Natural gas can now be processed in a pyrolysis oven, 12k of gas yields 8k hydrogen and one graphite ingot
  • Saturnite now has an alternate recipe, adding one pile of borax for doubled output
  • All mass storage units (except wood) are now substantially cheaper
  • Reduced base spread for all 12 and 10 gauge buckshot shells from 0.05 to 0.035
  • Reduced legendary 12 lever action's spread multiplier from x1.35 to x1.15
  • Bullet casings now spawn with randomized angular velocity
  • Bullet casings now correctly bounce off walls, and change angles when bouncing
  • Two previously unobtainable legendaries are now in the red room loot pool (about 10x less common than most other items)

Fixed

  • 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
  • Fixed bedrock coltan being way too common, drowning out almost all other bedrock ores
  • Fixed rotary furnace not saving its output stack
  • Fixed strand caster water check being incorrect, creating negative water by allowing operations with insufficient cooling
  • Fixed radar not using the small remaining amount of power, causing the animation getting stuck
  • Fixed the new system structures being way too common
  • Fixed RBMKs losing all their flux when reloading the world
  • Fixed issue where DODD fuel item stats would only update when the GUI was open
  • Fixed muzzle flashes not being fullbright
  • Fixed guns having their name permanently visible over the toolbar
  • Fixed hangman being absolutely gigantic when dropped

MD5: 0a94fdc668495339c5237ef1d7851502
SHA1: 7af51e116d9d5662d44fe8ae4c72f8cf0a06efc1

the secret invisible C96

16 Feb 22:35
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Added

  • Refueling station
    • Like a charging station, but for fluids

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

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

MD5: fc79d23561a1d44aba5c47a7a73e7cb7
SHA1: 31d89f6687c3cbb15029f0ff0d52f506e01736d0

"greg" <canned laughter>

03 Feb 15:28
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Changed

  • 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

Fixed

  • 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

MD5: 246d7f98381df6854daf57419b30745a
SHA1: 5a41e5eadd68d638d1310fbe7b6713663229bf94

sharticle accelerator

02 Feb 20:55
2016899
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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

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

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

MD5: 117bc847590ca973b6ec864fd359bae9
SHA1: dfda13838d217fb86f23c4f9987ce7cd53c37623

the unfinished crap special

28 Jan 22:57
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Added

  • Perfluoromethyl
    • Can be used as a coolant for PWRs, ICFs, and RBMK fluid heaters
    • Can be cooled into cold perflyoromethyl using two compressors to be used as coolant for particle accelerators
    • Also required for soldering all control units
    • Standard coolant will be removed soon in favor of perfloromethyl, however for now it continues to function just the same
  • Particle accelerator
    • A new and improved version of the old one
    • Still a work in progress, the recipes will likely not work, the parts have no recipes and the coil balancing is still not done
    • Instead of being assembled block by block with weird rules, the new PA is assembled from six different machine parts, similar to how RBMKs work
  • Ammo casing bag
    • Can be carried around in the inventory, will fill with empty casings when guns are fired
    • Casings have a fixed 50% recovery rate and are based on the recipe
    • Can also recover parts of non-standard ammo like plastic from capacitors and lead plates from uranium boxes
    • Ammo that is used whole, like rockets and mini nukes, do not leave any casing behind

Changed

  • The bedrock ore processor now has an NEI handler
  • Boilers and crucibles will only consume as much heat from the source as they can actually accept instead of a fixed rate, preventing them from wasting excess heat
  • Rockets can now be made with rocket fuel in addition to cordite (only requires one)
  • The rocket recipes using cordite now use 3 pieces of smokeless powder instead of 2
  • Iron ore fragments now take 2x longer to process into steal using the rotary furnace, but require only a quarter of the steam per tick
    • Little known secret: it is, indeed, possible to increase processing throughput by playing more than one machine. Either people don't know this, or they fear the immense cost of the rotary furnace, that being a few stone bricks, iron ingots and copper plates. Truly a king's ransom.
  • Optimized rendering for conveyor belt items, each frame no longer creates a new item stack and item entity instance which need to be removed by the GC right after
  • Changed fuel stats for HEAus, it's now a linear fuel with a multiplier of 35 with a heat/flux of 1.5°C
  • Digamma RBMK fuel now lasts substantially longer
  • RBMK dials now have gamerules for disabling rod depletion and xenon poison
  • Changed the way bullet spread is calculated. Instead of the gun's innate inaccuracy being reduced by 75% when using sights, guns now have separate stats for innate inaccuracy (only relevant for things like SMG) as well as a hipfire penalty (roughly the same for all guns)
    • This also includes a multiplier for ammo spread, which mainly concerns sawed-off shotguns (dual lever action shotguns, Broken and Sacred Dragon) and amplifies the inaccuracy for things like buckshot while slugs perform the same
    • Guns that cannot be aimed (no sights, akimbo) or where aiming is only useful for special effects (missile launcher lockon, quad launcher steering) do not have a hipfire penalty
  • Malachite now spawns in large deposits similar to hematite or bauxite, malachite veins are smaller than the others but way more common
  • Malachite now drops malachite chunks, 3-4 by default. Malachite drops are subject to fortune, each level adding 1-2 extra chunks
  • Malachite obtained by silk touch is now worth 6 ingots
  • Malachite can be acidized with sulfuric acid into copper scraps with a 1:1 yield (instead of the crucible's 2:1)
  • Limestone veins are now 50% larger
  • The compressor now has a NEI handler for any non-generic recipe
  • Removed compression recipes for steam, because why would you ever use those?
  • Fluid tanks that use pressurized fluids now say "pressurized, use compressor!" to avoid confusion over what "1PU" means
  • Damage should no longer register at all when the damage resistance is 100%, similar to how damage is completely nullified by DT (i.e. not even knockback is applied)
  • Anvil construction recipes are now configurable via hbmAnvil.json
  • Arc furnace recipe generation has changed
    • Recipe collision should be fixed, since a recipe will now write its valid inputs to a list, if a subsequent recipe has an ingredient already present in the list, it will not be generated
    • This means that NTM's custom recipes take precedent, and only some edge cases with vanilla furnace recipes are removed
    • This means there is no more ambiguity in the NEI handler over what item smelts into what
    • As a consequence, the arc furnace's recipe generator no longer accepts wildcard meta, in practice this likely doesn't matter since ores and ingots generally don't use wildcard recipes anyway
    • Recipe lookups should be a tad faster due to a type change
  • Foundry outlets will no longer pour material into a channel if any connected channel contains a different material. This means that it's not much harder to clog foundry channels with different materials, as the output (e.g. a crucible) will wait until the channel is clear before the next type of metal is being poured

Fixed

  • Fixed incorrect tooltip in the automatic control rod's GUI
  • Fixed recipe autogen creating recipes for nonexistant thorium nether ore
  • Fixed FBI agents spawning both the old and new bullet entities when firing
  • Fixed dupe concerning one of the weapon abilities
  • Fixed crates not sending a block update when the contents change, breaking redstone comparator functionality
  • Fixed "unblockable" damage (like afterburn) not being covered by the "other" category of armor resistances, meaning things like DNT nano suits would get wrecked by phosphorus rounds
  • Fixed most mini nuke variants not going off when hitting an entity while the nuke has been in the air for less than 3 ticks
  • Gun damage now also does 0 points of vanilla damage, ensuring that certain entity events trigger, e.g. neutral mobs targeting the player
  • Fixed items being deleted by the crucible when using hotbar shortcuts by disabling hotkey shortcuts entirely
    • How about you shift-click like a normal person
    • Hotkey shortcuts may return, but this requires a substantial rewrite of the container base code because vanilla's implementation is atrocious
  • Fixed legendary crafting causing disconnects on servers
  • Fixed a dupe caused by shift clicking
  • Added more safeguards and range checks to ReaSim water calculation which might fix the issue of ReaSim water breaking completely

MD5: 2a0d96c6321ccfc5c2075148e7bc945a
SHA1: add6a06aa86608f722d57da658f64f7e7ec1f90d

ough

13 Jan 15:30
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Added

  • Phosphor vines
    • Will be used for an upcoming dungeon, don't worry about it

Changed

  • Raw bedrock ore taken out of the creative tab now has the stats of the position the player is in, instead of being worthless
  • U233's color coded isotope indicator is now yellow instead of orange, making yellow standard code for "secondary fissile isotope" and orange for "radioisotope"
  • NITAN powders can now be found in the creative tab
  • Coltass' description no longer calls the player a dipshit

Fixed

  • Fixed raw bedrock ore tooltip not showing the density's color correctly
  • Fixed T45 helmet not protecting against carbon monoxide
  • Fixed general issues regarding the rotary furnace
  • Fixed corrupted broadcaster noise having infinite range
  • Fixed packet issues for explosive charges and custom machines
  • Fixed one of the rotary furnace's visual connections now properly showing up
  • Fixed dupe regarding items on a conveyor belt
  • Potentially fixed chunkloading drones for real this time(tm)
    • No, I did not test it
  • Fixed missing localization for keybinds

MD5: 7e5f478346c262d47b363f3c0bfff6b1
SHA1: 3f8245ad008df8bf7547109679f4fa5447299ab9

the performance performancing

06 Jan 19:16
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The performance update

  • my boy gammawave basically did the entire thing
  • packet sending should be more performant now, which affects most machines
  • RBMKs are now much more performant with their simulation and packets

Added

  • 10 gauge slug
  • Shredder
    • A b-side for the autoshotgun
    • Fires 12 gauge, accelerated by plasma, which bursts on impact
    • Fragments move slowly and have damaging ricochet effects
    • Fragments keep the effects of the original shell (e.g. explosive shell will spawn a single explosive fragment)
  • Other gun stuff

Changed

  • Black powder bullets now have 75% base damage instead of 50%
  • Ball and powder type rounds no longer have a bonus on headshot
  • Shot and powder now does way less damage
  • Some secret ammo types are now craftable
  • Updated the assault rifle's texture
  • Shooting at old CRT screens now breaks them
  • Leviathan turbines now have a tooltip showing their buffers
  • Fullerene now only uses visible light instead of UV to make, meaning fullerite can be obtained without a fusion or watz reactor (still requiring vacuum oil though)
  • Crumb yields from bedrock ore processing has been heavily decreased, all recipes that yield crumbs produce no more than one pile

Fixed

  • Fixed ITEM_TOOLTIP_SHOW_CUSTOM_NUKE client config overriding ITEM_TOOLTIP_SHOW_OREDICT due to name overlap
  • Fixed certain secret weapon creation condition not working properly
  • Fixed artillery rockets getting stuck in the air when their target is not set to a block
  • Fixed potential issue of ABMs getting stuck mid-flight when their target is destroyed prematurely
  • Fixed mistakes in the fragment names for de_DE
  • Fixed nitra rocket duplication only yielding one rocket
  • Fixed rotary furnace not always properly showing the metal pouring effect
  • Fixed T45 model not lifting its arms when a new gun is held
    • Like previously, due to the archaic nature of the model, the rotations are not very precise, and will most likely break when holding an akimbo gun
  • Potentially fixed an issue where cargo planes do not successfully spawn on lower render distances
  • Fixed glyphids not calling their onDeath function properly, causing them to not drop anything and preventing the appropriate forge events from firing
  • Fixed GL state leak caused by plasma blast particles, causing other particles (especially bones) to render weird
  • Fixed night vision goggles being constantly disabled due to m1tty's night vision removal out of water
  • Fixed armor on test dummies entering the sneaked state in third person view when the player sneaks

MD5: fa103c27ef702c6874414b8cfc1b889a
SHA1: f62202267427d43ec74b8bf61d6229ee96c61059

release of shame

27 Dec 23:22
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Added

  • Double barrel shotgun
    • Special weapon, spawns as part of certain loot pools
    • Uses the new 10 gauge caliber
    • Will reload after each shot, however it is not belt-fed, if ammo is depleted, the next reload must be triggered manually

Changed

  • Removed the old casing items
  • Reduced the flicker on the autoshotgun's holo sights

Fixed

  • Fixed the bullet casing molds being unobtainable
  • Fixed instant crash caused by smelting certain things in the crucible
  • Fixed the SPAS' alt fire having a delay of only 10 ticks instead of 20
  • Fixed 240mm nuclear shells not triggering properly if they hit their target within 3 ticks of being spawned
  • Fixed some items that are supposed to be hidden in NEI being visible
  • Fixed dual lever action shotguns having inconsistent damage
  • Fixed entities (especially players) not being affected at all by their own explosions (rockets, 40mm grenades, etc)
    • To keep rocket jumping at least somewhat viable, self-damage from explosions is reduced by 50%, the knockback remains the same
  • Fixed missing localization for the casing molds
  • Fixed the broken CIWS turret crashing instantly
  • Added safeguards to prevent any unnamed casing config from crashing
  • Fixed one of the break action revolver's faces having incorrect normals, making it invisible
  • Fixed the fluid trait config not loading correctly
    • Fluids are now subject to the /ntmreload command

MD5: e7ead8d5683f4082137ae2d95d845b45
SHA1: 141a043d59bb3c70efa1405e28e3c94dc9abe5cd

on empty rings around the sun

23 Dec 23:03
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Changed

  • Any bullet that can ricochet (or at least runs the code for it) can now also break glass, as well as destroy red barrels
  • Removed three old achievements which no longer work due to the gun changes
  • AJR armor plating now uses niobium instead of saturnite, and yields twice as many items per recipe
  • Due to the gating change, the saturnite anvil now has a tier equivalent to a bronze anvil
  • Doubled the liberator's base damage to be on-par with the lever action shotgun in order to offset its poor performance due to the reload speed
  • Decreased the explosive 12 gauge's damage from x5 to x2.5
  • All non black powder shotgun shells now have some amount of damage threshold negation in order to not immediately become useless when used against early power armor
    • Obviously shot will always fare worse against higher tier armor, in those cases either use flechettes, slugs, any of the high tier rounds or a different caliber entirely
  • Bombers and cargo planes now use interpolation, making their movement smoother and fixing potential desyncs due to TPS
  • Trenchmaster armor no longer displays benefits that no longer exist
  • Legendaries are no longer found in red rooms, rather they have a whole new system of being discovered and crafted
    • "Recipes" are still subject to change, but the base system is final
    • There will some day be a completely new dungeon for those, but for now I used what I had
    • Mayhaps a new legendary has appeared?
  • Glyphids now make use of the same resistance system as armors, their armor is no longer completely ignored by the new guns
    • Different damage types have different resistances
    • Damage resistance remains the same, while damage threshold is determined by the glyphid's armor - breaking the armor off will decrease the damage threshold
    • Balancing might still be off, however glyhids shouldn't be too tanky
  • I still haven't bothered to fix the bolter. It's like the son I don't love
  • Changed some of the sounds of the guns that still used the default black powder noise
  • The flamethrower turret now uses the new flamethrower projectiles
  • The now unused old gun items have been completely obliterated
  • Headhot mulitpliers now apply for most conventional projectiles, by default the bonus for headshots is +25% damage
    • JHP adds +50%

Fixed

  • Fixed 9mm soft points being called ".9mm"
  • Fixed missing localization for the hard plastic and PVC autogen materials
  • Fixed the fat mine's crafting recipe still using the deprecated ammo item
  • Removed legacy ammo items and guns from all remaining item pools
  • Fixed the rubber grip not having a recipe
  • Fixed the coilgun and bolter not being classified correctly
  • Fixed new death messages not working
  • Fixed none of the armors having fall resistance
  • Fixed survey scanners not picking up nether depth rock
  • Fixed FMJ, AP and DU rounds not having damage threshold negation, making them worse against most armored targets compared to JHP
  • Fixed autgen items made from unsmeltable materials being smeltable in the crucible
  • Fixed 240mm shells not being visible in creative
  • Fixed JHP's negative armor piercing value not being counted right, breaking the "armor is worth more" system
  • Fixed the second UZI dealing more damage than it should
  • Potentially fixed an issue where artillery rockets would sometimes get stuck mid-air
  • Fixed the artillery rocket turret's grace range not being 250 as advertised
  • Fixed black powder shotshells using smokeless powder instead of smokeful powder
  • Fixed the ballistic gauntlet not working with the new system
    • Since base damage is now bound to weapons, the ballistic gauntlet now has a base damage of 15

MD5: 3a68bad208c50a1cb66520a10c6204f8
SHA1: c9aa57c3466188d03865223791daad9f5b1f855b

with sparks that ring and bullets fly

15 Dec 19:52
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Gun rework

  • Killed off most existing guns because they suck lol
  • Added a bunch of new guns with all new models, animations ammo types and recipes
  • Guns are now tiered, using progression related cast components
  • Play with your guns! Most guns now have animations for dry firing, and an "inspect" animation that plays when hitting the reload key when reloading is not possible
  • Most guns can now be aimed properly. Aiming now uses a dedicated key (mouse 3) instead of sneaking
    • All new gun keybinds can be configured of course
    • "why is it MMB and not RMB? i know a really easy fix" no you don't, trust me i put a lot of thought into this and that's the only way without making the keybinds inconsistent as hell
  • Guns now have multiple types, "standard arsenal" (i.e. the regular selection of guns), "b-side" (alt versions of guns which are not visible in creative, although craftable), "special" (not really part of of the progression tiering) and "legendary" (neither in creative nor in NEI)
  • Guns now make the screen visibly recoil. This is a bit of a bold change about which I am unsure myself, so there is an option to turn it off: /ntmclient set GUN_VISUAL_RECOIL false
  • Special damage types now have unique death animations, explosive damage will cause gibbing and laser/electric/fire damage will incinerate the target with only the skeleton remaining
    • The skeletonizer has compatibility with most bipedal vanilla mobs as well as most mobs from TechGuns
  • Repairing guns is now easier, repair kits are generally cheaper, and have multiple uses
  • Instead of working the same until they stop working entirely when durability runs out, new guns now decrease in accuracy (below 50%) and damage (below 33%) when durability goes down. Guns however will still remain functional with no durability left, however the gun will deal next to no damage and barely ever hit anything.
  • Since every time i add recycling for deprecated features, someone ends up complaining about the balancing of the recycling or gets confused on where to source items, old guns and ammo are simply not recycleable and instead become useless. Sucks to be you!
  • Stuff I did not get around finishing:
    • Legendary weapons were supposed to spawn in new dungeons, however right now they just spawn in red rooms
    • Bolter's ammo types don't work as advertised and aren't craftable because æügh
    • Some of the remnant guns that aren't part of the new system yet are not craftable
    • Armor balance may not entirely be correct (read: at all), there's a new system for resistances and current values are just a vague estimate
      • You can easily test things yourself, there is a spawn egg for a new test dummy mob which can be equipped with any armor. Damage calculation applies just the same as it would with real players
    • Some gun variants aren't even in yet (b-sides, legendaries) because those were super low priority
    • Purple bullets don't have their special effects just yet
    • Headshot mulitpliers don't apply yet
    • Trechnmaster abilities do not work with the new guns yet
    • Nitra doesn't craft any of the new ammo types yet, not sure what to even do with that
    • Ammo backpacks. yeah! just remembered something about those
  • Most of these issues are quite minor so expect them to be resolved in the next update rather soon for the next stable release
  • Yes this is what i have been up to for the past months. everything hurts. now go away

Added

  • /ntmclient
    • Allows some client-only config options to be edited while ingame
    • Config is stored in hbmClient.json in the hbmConfig folder
    • Configs can be edited ingame via /ntmclient set <name> <value> or in the file and then /ntmclient reload
    • Available configs include geiger counter HUD position, info system position and orientation, custom main menu splash texts, ore dict display and custom nuke item info
    • Check the config file or /ntmclient list for a full list of values, the name should make them self-explanatory!
  • Liquid lead
    • A valid coolant for both PWRs and ICFs
    • Has an immense heat transfer speed bonus, allowing ICFs to be cooled even when using higher tier pellets
    • Cools quite effectively in PWRs, but has a negative neutron modifier and a small penalty of how much heat ends up usable
    • Overall a cheap and very good coolant, just not as efficient as sodium
  • Rotary furnace
    • Used to make new alloys like gunmetal or weapon steel
    • Can also make desh and saturnite, as well as more efficient steel from iron fragments
    • Requires both solid fuel and steam to work
  • Ammo press
    • Makes the new ammo types
    • A recipe can be selected like in the anvil, however the selection will linger since the press has a proper inventory. Therefore, hooking up a hopper allows for ammo to be automated

Changed

  • Updated russian and chinese localization
  • The fine soot recipe in the pyrolysis oven now only needs 4 tar
  • Overdrive upgrades now use hard plastic/fullerite instead of lithium crystals
  • Machines now only send their sync packets once a second instead of once per tick if the values haven't changed, reducing network traffic by a considerable amount
  • Tom's explosion no longer causes any block updates on the millions of blocks it deletes which hopefully fixes a majority of the lag caused by the crater
  • Overdrive upgrades now increase power usage in pyrolysis ovens (equivalent to 2 speed upgrades per level)
  • Due to the increased maximum demand with overdrives + speed upgrades, the energy buffer for the pyrolysis oven has been increased tenfold
  • Updated basalt textures
  • Scaffold blocks can now be placed horizontally
  • Updated the shredder's textures
  • The strand caster will now cast its remaining buffer after 10 seconds of inactivity, even if the buffer is not full enough for a batch of 9
  • The soldering station now has a toggle for the "refuse to do recipes with no fluid if fluid is present" behavior
  • Recipes using the ore dictionary "oreThorium232" are now also generated for "oreThorium"
  • Conveyor grabbers can now output onto belts directly
    • I could have just made grabbers delete the input and spawn an identical item on the output but simply changing the position makes it look like the item is sucked in and it looks hilarious
  • Cable connections (connectors, pylons, substations) now render about 10x faster and no longer have weird inaccuracies where the segments meet
  • Cables can be made even faster by setting RENDER_CABLE_HANG in the config to false
    • This causes cable connections to render taut, eliminating the need for multiple segments per pylon side
  • Heat exchanging heaters are now set to 24,000mB/t by default
  • The ICF GUI now lists the laser input as "per tick"
  • Glpyhid hives caught in a fallout zone now turn radioactive
    • Glyphids spawned by radioactive hives are immune to fire, twice as fast and five times as strong
    • Radioactive glpyhids however are NOT immune to radiation, and typically die quickly
    • Radioactive hives are sterile, they will not spawn scouts
  • PWR core capacity is now limited to 500%, meaning the maximum amount of heatsinks usable is 80
  • Item autogen now generates ingot forms for items that are castable but don't have an ingot form, preventing cases where a material is completely uncastable
    • This change makes sodium and strontium castable
  • Ore dict recipe autogen for crucible molds now prioritizes NTM's own items over any other ore dict compatible item
  • If a cracking tower's input is set to an incorrect type, the input and steam tanks are now preserved instead of being set to NONE
  • Removed legacy wire items
  • Removed random ore, along with its configs
  • DFC emitters are now only 95% efficient instead of 98%
  • Oily coal has been removed from worldgen, it no longer spawns in new chunks
    • Existing oily coal can be mined risk-free
  • Reeds rendering into water can now be toggled with the RENDER_REEDS client config
    • This option is usually enabled by default, unless Angelica is installed
  • Microwave explosions no longer destroy blocks, only the microwave and nearby players
  • Wings can now be used like armor mods
  • At higher pollution levels, skeletons can now spawn with guns
  • Logistic drones now move at 0.625 blocks/t instead of 0.6. There is no balancing reason for this, I just hate weird numbers like 0.6
  • Fallout effects now remove snow layers in the same area where they would remove things like small plants and leaves
  • Adjusted damage values to many swords and some tools
  • Unsats and aromatics can now be filled into gas canisters
  • Basalt asbestos ore no longer creates asbestos particles every block update, meaning volcanoes no longer cause massive delays with chunk rendering due to constant block changes
  • Rockets shot by the rocket turret are no longer subject to gravity and lock onto the intended target
  • Updated the anti-personell mine's model, it also now has 4 different textures which are automatically applied depending on whether the mine is placed underground or what biome it is in
  • Saturnite is now exclusively made in the rotary furnace, requiring reformate gas, making it effectively post-RBMK
    • To offset the increased cost, some things like ESAPI inserts and desh shredder blades/stamps no longer require saturnite at all
  • Small explosions from land mines and bombers now use the new and improved explosions animations from 40mm grenades
  • All mini nuclear explosions now use the VNT system, meaning their damaging AoE can no longer be blocked by tiny bumps in the terrain and they will now correctly deal knockback
  • Problably a ton of other shit i forgot to document because it's been months and ther only way i even feel anything is by drinking gasoline

Fixed

  • The conveyor grabber should no longer skip over items when used in long lines
  • Fixed a potential crash regarding crucibles
  • Fixed compa...
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