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@HbmMods HbmMods released this 28 Jan 22:57
· 114 commits to master since this release

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