Added
/ntmreload
- Reloads custom recipes
- Will print the exception code to chat and the entire stacktrace to the log if something goes wrong
- Herbal paste
- Combines the effects of pirfenidone, siox and weak radaway
- Comes with a ton of bad side effects, as well as potion sickness
- Much cheaper than "proper" medication
- Dead plants
- Makes oily wastelands much more fashionable
[ Press F1 for help ]
- Also known as "world in a jar" or "stare"
- A cheap knockoff of Create's ponder system
- Currently offers presentations on:
- SILEX & FEL
- Firebox
- Stirling engine
- Gas centrifuge
- FEnSU
- More educational presentations will come out soon!
Changed
- V1 no longer reduces max health
- Removed factory cores and tile entities for good
- Too bad that the average factory user can't read
- Removed dynospheres, good riddance
- Nightshade can now be crafted into poison powder
- Foxglove can be used to make herbal paste or stimpaks
- Updated some plant textures
- Shredders can now use custom recipes (largely untested, be careful)
Fixed
- Fixed custom recipe inputs without meta specified defaulting to meta 2 instead of 0
- Fixed misleading tooltip regarding heat produced by RBMK fuel rods
- Fixed duckoids being able to receive digamma
- Fixed FEL laser often rendering behind the SILEX instead of going through it
- Fixed BAT9000 and heavy magnetic storage not dropping anything when broken
- Fixed battery delta display being inconsistent in IO mode
- Fixed autocrafter being able to receive stacks >1 containing items with containers
Compat
- Added an compat class for external use (
com.hbm.util.CompatExternal
) - The class and the methods within will always remain the same from an API standpoint, the implementation might change in the future
- Offers the following static methods:
getCoreFromPos(World world, int x, int y, int z) returns TileEntity
: uses the multiblock system to obtain the core tile entity from any block that is part of the multiblockgetBufferedPowerFromTile(TileEntity tile) returns long
: returns the power stored within that tilegetMaxPowerFromTile(TileEntity tile) returns long
: returns the capacity of that tilegetEnergyPriorityFromTile(TileEntity tile) returns int
: returns a charge priority 0-2getFluidInfoFromTile(TileEntity tile) returns ArrayList<Object[]>
: returns a list of all internal fluid tanks of that tile
- For more information, check out the javadocs within the class
MD5: b59bb35e0c7e98b99a9a0670bea88386
SHA1: a80421556518346b906febd801092b8f60ff84a0
Added
- The chemical thrower
- Can be loaded with any fluid, any fluid
- Holds up to 3 buckets worth of fluid, uses 3mB per tick
- The projectile it creates depends on the fluid's properties
- Antimatter annihilates instantly when leaving the barrel, creating a directed gama ray beam
- Hot fluids cause fire damage or even afterburn
- Cold fluids cause freezing damage and slowness
- Gasses have a shorter range and the effect decreases with distance, but it is applies over a greater area
- Combustible fluids act similar to the Mister Topaz flamethrower
- Flammable fluids cause mobs to get the "doused in oil" effect (visible by the particles), which causes them to explode when ignited
- Flammable/combustible gasses act similar to the immolator flamethrower
- Caustic fluids cause acid damage and degrade armor quickly
- Radioactive fluids increase both the target's and the chunk's radiation
- The new "delicious" tag, held by both mug root beer and salient green, heals the target
- Some liquids and gasses have no special tags, making them mostly harmless (such as xenon and mercury, although the latter one will become poisonous later on)
- Liquids at moderate temperatures that aren't on fire will extinguish the target, but not fire blocks (use the fire extinguisher for those)
- Balefire fuel does not create balefire (yet)
/dumpthreadsandcrashgame
- A client-only side bound command for printing diagnostic info
- Useful for finding the source of lag if the internal server freezes on a singleplayer game
- Is not registered on multiplayer servers, please use dedicated profilers for those
- Requires an argument to work,
dump
will simply print the stacktraces of all active threads as well as general thread info andcrash
will do the same as well as force-close the game - Note that
crash
does not properly shut down the game or save the world, doing this is about equivalent to alt+F4 which means that progress could be lost or the world might even be corrupted afterwards. Use with caution
Changed
- Updated russian localization
- Fluid traits have been rewritten, unused ones have been removed
- There is now a fluid trait for liquids that become gaseous at room temperature, which tells the flare stack that a liquid can in fact be vented
- BF rocket fuel is now a valid high-grade combustible fuel with higher values than even kerosene (but a lower fuel grade)
- Trixite ore is now dragon-proof
- The item centrifuge and cyclotron now have recipe configs
- The armor modification table now displays slots for the player's currently worn armor
- Diesel powered armor can now be filled with either diesel or cracked diesel
- The general and tool config sections now have descriptions for each option
- Fluid containers (barrels, the 256k tank and the BAT9000) as well as energy storage blocks (+ FEnSU) now retrain their modes and fluid/energy content when broken. Losing an entire refinery's worth of kerosene by a simple missclick is no longer an issue (unless you throw a grenade at it or sth)
- V1 will now remove 35% of all incoming damage from your max health
- It's to prevent you from healing
- The steam and diesel armor's fluid buffer have been drastically decreased (360k -> 64k)
- Fueled armor now only uses one mB per 10 ticks instead of each tick
- The desh crate' GUI texture has been desaturated to be less eye bleeding
- The chainsaw now has a proper 3D model
- The chainsaw is now crafted with steel chains and an empty canister
- The chainsaw will no longer lose durability and break, instead it will act as a "fueled" tool similar to electric tools. It can be refueled with a wide array of fuels
- Swinging the chainsaw now has a unique animation
- The scientist screaming upgrade now works with the MASER turret
- FSB armor will now only apply potion affects with the "ambient" tag, making the particles a lot less intrusive
- Jetpacks are now refueled instantly when using a fluid tank
Fixed
- Fixed crash caused by shift clicking in the unboxer
- Fixed machine dupe caused by using certain tool abilities
- Fixed smelter ability destroying some unsmeltable things like machines
- Fixed RBMK console displaying xenon poisoning 100x larger than it actually is
- Fixed whatever it was that causes conveyor routers to completely freeze the game when an outgoing rout is set to an incoming conveyor belt
- Items can still build up when building invalid setups like that, so beware
MD5: 6187cb060978f43554b45fe1523d3ce2
SHA1: 82cb45ba7957f5bfeff272d3e38ab163da360081
Caution: ReaSim fuel rods now release 20% more neutrons
Added
- Conveyor boxer
- Can be configured to combine multiple full stacks into a box
- Boxes move along conveyors like normal items
- Boxes cannot be inserted or routed, they need to be unboxed first
- Can be configured for 4, 8 or 16 stacks or when redstone is applied
- Using boxes drastically reduces the amount of objects on conveyor belts and therefore lag
- Can do up to 10 boxing operations per second which should be enough to process the outputs of four ejectors that are fully upgraded
- Conveyor unboxer
- Collects items from boxes and releases them like conveyor ejectors
- Upgradable
- Steel stirling engine
- Almost identical to the regular stirling engine but is built to support a heavier gear
- Has a maximum heat input of 1500 TU/t (5x that of the regular engine)
- Heat input is large enough to use heating oil and BF solid fuel
- Conveyor router
- Can sort an input
- Has no internal buffer, items are routed instantly
- All sides can be configured with whitelist, blacklist and wildcard options
- Up to five different items can be defined per side
Changed
- Updated chinese localization
- The RBMK console now has configurable displays. There's up to six values that can be displayed, using data like core heat, column heat, depletion, xenon poison, etc
- Any
ingot
prefixed item is now registered without prefix in the ore dictionary, fixing incompatibilities with NuclearCraft's isotopes - The blast furnace recipe handling has been rewritten and now supports IMC
- Conveyor belts now have curved variants, allowing for more elegant turns and for keeping the lane orientation in tact. To turn a conveyor belt, shift click on one with a screwdriver
- Conveyor belts can now be rotated using a screwdriver
- BF solid fuel now has radiation (1kRAD/s for normal solid fuel cubes)
Fixed
- Fixed the roof collapse system affecting bedrock
- Fixed issue where the player's shield can surpass the maximum
- Removed logspam for anvil recipes
- Fixed uranium and throium ores from other mods not being properly blacklisted from the hazard system
- Fixed shield infusion crafting with a stack size of 0
- Fixed irradiation column absorbing neutrons even when not processing anything
- Fixed sterling engines giving off their power production from all sides, allowing up to 4 times higher output than intended
- Fixed imbalance in ReaSim fuel rods causing the -X/-Z direction to receive more neutrons
- Fixed ReaSim fuel rods releasing one neutron stream less than intended
- Fixed conveyor chutes not giving items to inserters below them despite rendering correctly
- Added safeguards to prevent a mysterious crash related to balefire explosions
- Fixed loose cog not saving its orientation to NBT
- Fixed fortune and silk touch abilities often not dropping blocks correctly, sometimes destroying machines and their contents outright
- Fixed crash regarding to the oil well's shift clicking behavior, as well as some errors with said behavior
MD5: 1d3f9771d7c5961f7d46022dcd153be0
SHA1: 9869727fc840eaac10d245705e093fd0625cea16
Added
- Firebox
- It's like a furnace that can't smelt anything
- Used as a heat source for other machines
- Has burntime and burn heat bonuses for different fuel types
- Steel furnace
- Large furnace with a 3x3 base
- Can smelt up to 3 items at once
- Requires an external heat source like a firebox
- Certain items, especially ores and wood add to a "bonus" meter, giving free additional output
- Fire door
- Ported from 1.12
- In order to get it to work, the whole door system had to be fixed properly. This should allow the rest of the doors to be added somewhat easily.
- Fluid heater
- A more powerful version of the firebox that uses fluids to make heat
- Stirling engine
- A cheap and not very efficient generator
- When using a firebox burning normal coal, makes abut twice as much energy per tick as a combusion generator
- The firebox is a lot more efficient when burning coal, meaning the resulting energy per unit is much higher
- Will use as much heat as the heater provides, if that heat exceeds a limit the engine overspins, causing it to give a warning and potentially break
- If the engine breaks, the large gear comes loose, turning into a deadly projectile. The gear can be picked up and reattached to repair the engine.
- Shield infusion
- Can be made from alexandrite and nuka cola in an anvil
- When consumed, adds 5 shield points (with a maximum of 100)
- Shields take damage before the player's health does
- Damage to the shield is not affected by the player's armor
- The shield will regenerate over time when the player has not been damaged for 3 seconds
- Balefire solid fuel
- Created by solidifying BF rocket fuel
- Very potent fuel, lasting 10x longer than regular solid fuel
- Can also be made into incredibly powerful presto log variants
- Can be re-liquefacted into BF rocket fuel
- Ferroruanium
- Made in a blast furnace from steel and U238
- Currently only used for making the ferrouranium anvil
Changed
- Updates russian localization
- Sellafite now slowly decays into its cooler forms until becoming inert
- Most sellafite blocks have been removed, the hotter types now use metadata
- Fallout effects can now re-heat sellafite
- LBS mode now has a config for making AE2's ME drives safe
- All turrets now have a tooltip showing off what ammo types they can use
- Desh dynosynthesis now returns its full desh content
- Machine descriptions now use localization
- The iGen now has item connectors everywhere, allowing you to use hoppers to feed it with fuel
- The old turret controller has been yeeted
- The old fusion reactor core has also been yeeted
- Same with the telemetry linker, as the new turrets have no use for it
- the 256k fluid tanks have now been redesigned, the texture is a lot more modern, the labels are much better and more recognizable and the entire model now has a frame
- If a conveyor inserter can't insert a stack, it will now make a second attempt with a single item. This should fix issues where it cannot insert due to that container's stack size limitations.
- The structure marker has been gutted, only displaying the three remaining structures
- The fire effect of fallout has been limited to 65% of its radius instead of all of it
- The "roof collapse" effect of fallout now affects up to three blocks, allowing it to destroy larger buildings and even caves
- Nuclear explosions no longer constantly generate radiation as they progress, instead there is an initial "gamma flash" in the beginning that uses a proper AoE effect
- This fixes an issue where people would die from radiation poisoning even when deep underground or hidden behind a hill
- This should reduce lag as there won't be radiation cloudlets during the explosion
- The lingering radiation is now fully handled by the resulting sellafite
- Nuclear creepers now respect the mob griefing rule
- The turbofan has been rewritten, it remains functionally almost identical
- Instead of spinning outright, it will spin up for about a second and spin down as its fuel runs out
- The engine sound pitch matches the momentum during spinup and when using afterburners
- The engine no longer creates small cloudlets, and the afterburner exhaust now uses newer and better looking particles
- The engine's pull should now properly sync, meaning players in multiplayer are also affected again
- The engine's blades now use interpolation for rendering, which makes them look a lot smoother
- The engine now correctly uses the afterburner texture that was added during the redesign but never used
- The solar boiler now boils only half as much water with the same energy
- The artillery turret's shot delay in artillery mode has been increased from 10 seconds to 15
Fixed
- Fixed mini nuke 16" shells listing the "splitting" trait
- Fixed headshot effects being played even if the weapon is not capable of headshotting
- Fixed HEAus recycling into lesser australium
- Fixed T45 not moving its arms correctly when holding a weapon
- Fixed bug where NEI's automatic wildcard resolver caused things like stained glass and wood subtypes to appear with a stacksize of 1
MD5: e6a1f53c4ddfdf51a340f6be6b562eea
SHA-1: aa27f8e21d200577773274f569dafce3483f037d
Added
- Power net prioritization
- Machines can now have priority in networks, currently only batteries make use of it
- There are three different priority levels which are supplied with energy on a level by level basis
- Config for fallout effects
- More mass storage variants
- Desh (100k items)
- Technetium steel (1M items)
- Atlas
- A revolver that uses multiple .357 types
- Accepts iron, lead, gold and desh bullets
- Also allows for headshots which deal x3 damage
- More artillery ammo
- Multi phosphorus, splits into 10 WP shells
- Multi mini nuke, splits into 5 mini nukes
Changed
- GT6 radiation and universal hazmat suits now have radiation resistance
- Solar boilers will no longer render the light beams at minimal particle setting
- Mass storages now have a tooltip when aiming at the block
- Storage crates now have a limit how big the NBT data can be when dropped. This will fix crashes or playerdata corruption when nesting too many crates (or heavy stacks like AE2 cells and backpacks). The crate will simply drop its contents in this case
- A similar rule now exists for the crate cart. However, the crate cart will explode instead of dropping its contents.
- The fallout range has been increased from 180% to 250% of the blast radius
- Trees in the outer half of the fallout radius won't be charred and the leaves won't disappear, instead they will be replaced with dead leaves
- In the inner half of the fallout radius, roofs made from blocks that aren't very blast resistance will collapse
- Turrets now have sounds when opening and closing the GUI
- Artillery shells now play a much louder rumbling explosion sound
- Extended lang file support
- "Protection applies to damage" for FSB armors
- "Will never protect against" for gas masks
- Armor mod applicability info
- Template folder tooltip
- Siren track "created in template folder"
- WP artillery shells are now cheaper
- Armor mod tables now display slot information when hovering over them (with lang support), in addition to having a blinking center slot, making it more apparent that this is the slot that is used for modifying an armor piece
- Turret target buttons now have tooltips (also with lang support)
- The assembler recipe template is now called
_hbmAssembler.json
to be more in line with the other recipe files - Removed Jon Arbuckle mode from battery blocks, buffer mode is now accessible right away again
- Batteries instead have a toggle for connection priority and a small information tooltip on when to use what mode
- The "miner" tool class should now also include the vanilla "pickaxe" and "shovel" toolclasses
- Added tooltip for artillery modes
- Changed range for arty cannon mode from 128 to 250
- Added ammo information to the arty ammo slots. This type of tooltip will also be added to other turrets.
Fixed
- Fixed FENSU still bugging out due to the transfer limit not being applies properly
- Fixed crash caused by broken assembly template
- Fixed progress bar breaking when putting in an upgrade as the electric furnace is already smelting
- Fixed altitude of mini nuke 16" shell explosion causing it to appear weaker than the HE shell
- Agent orange clouds no longer save to NBT, fixing potential freezes caused by poison geysers at chunk borders
- Fixed batteries not properly saving their power when the block update threshold is not crossed
- Fixed re-eval system having a ton of collisions with the supposedly unique IDs, which caused switches often not properly disconnecting cable segments
- Fixed autocrafter having a hardness of 0, causing it to not drop
- Fixed issue preventing RBMK fuel rods being loaded from NBT, voiding the fuel rod when entering a world
- Fixed xenon not being considered a gas and therefore not being ventable
- Reverted assembler back to the old behavior, only allowing automation via chests and crates. This is only a temporary fix for assemblers ignoring hopper IO rules, potentially voiding or duping items.
MD5: fe81f9ebc55d9506495495120a5d313d
SHA1: d7b233a30e8e9ae63d15961f12cd28a553e3282c
happy 8th birthday to 1.7.10
This is the initial upload to Modrinth. For all previous changes, be sure to check out the changelogs on github.
Added
- Iron furnace
- An upgraded version of the regular furnace
- 2x2x2 "fake" multiblock
- Has burn time bonuses on fuels like coal and solid fuel. For example, regular coal will smelt 10 items
- Fuel is only used up in operation, meaning fuel is never wasted
- Has an upgrade slot for speed upgrades, a level 3 upgrade doubles the smelting speed
- Yes it's the factorio furnace shut up
- Artillery turret
- Fires powerful 16" shells
- Has three firing modes, artillery mode (grace 128m, detector 3km), cannon mode (grace 32m, detector 250m) and manual mode (max. 3km)
- Can be used in manual mode using a artillery remote, simply sneak click on the artillery to link
- Artillery shells load chunks
- Shells come in flavors such as:
- Standard (safe)
- The Factorio Special (also safe)
- HE (destroys blocks)
- Phosphorus (incendiary)
- Mini nuke
- Full scale nuke
- Yes it's the factorio artillery turret shut up
- OpenComputers integration
- Certain machines can now be controlled or motored using OC
- More information on that later
- Glass cannon
- A powerful laser weapon that uses electricity
- Uses different firing modes which can be cycled through with right click
- Zirconium fast breeder for ZIRNOX
- A fuel rod based on MOX used for quickly breeding technetium
Changed
- Updated chinese and russian localization
- Players will receive a guide book when first entering a world
- Gas centrifuges have been reworked again
- The GUI is now prettier, easier to understand and now has 4 output slots
- Outputs don't require fixed slots anymore, reducing clogging
- The NEI handler has also been improved
- Mass storage blocks now have beepy sounds when opening and closing them
- Retextured the conveyor IO blocks
- Updated IO rules for the arc and electric furnaces
- The electric furnace now has a prettier texture and also accepts speed and power saving upgrades
- The vein miner ability will now consider redstone and glowing redstone the same block
- The connection powers on the fusion reactor's torus should now support electricity
- Info about nuclear weapon components have been moved from the item's tooltip to the bomb's slots
- The deuterium extractor is now made in a tier 2 anvil instead of the assembler
- The ZIRNOX now has an IO port for items at the very top
- Increased the lifespan of most ZIRNOX fuel rods
- Decreased the iGen's bonus for boosted presto logs from x10 to x4 (which is still a lot)
- There is now a config option called
1.27_enableReEval
which can be used to turn off the re-eval system. Turning this off might break power grids that rely on crossing unloaded chunks, but it will fix the bug where in rare cases power nets remain connected even when a switch is turned off. - Bumped up the render distance for nuclear explosions
- Removed the titanium and advanced factories. You can get the contained items back by simply breaking the core.
- Vanilla furnaces now have custom IO behavior when used with conveyor IO blocks. It should now be possible to insert and extract from any side, but due to limitations inserting fuel may overflow into the smelting slot. For more precise item IO, please use iron furnaces instead.
Fixed
- Fixed rounding errors with RBMK boilers losing water in a closed cycle
- Fixed issue where conveyor IO blocks did not properly follow hopper IO rules
- Fixed crash caused by broken assembler templates
- Fixed autocrafter not ejecting the last container item
- Fixed UF6 yielding too little uranium furl in gas centrifuges
- Fixed RBMK explosion particle losing transparency under certain circumstances
- Fixed several issues regarding hopper IO with the chemical plants, assembly factorio and mining drill
- These should now roughly (but not perfectly) use the hopper IO rules
- This also fixes the issue where these machines can insert and extract ghost items from filter slots, which would allow for infinite duping
- Fixed bug where armor would seemingly repair itself (but stack to 0) when destroyed by cloud or caustic barbed wire
MD5: a5188a1295c1c3993bebf112c7e1fbce
SHA1: 8ac53575a5669b4cee393c7335f29a891f65e980