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

ow

25 Feb 15:56

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Changed

  • Updated russian localization
  • Removed T45 protections entirely
  • The ICF laser controller max output can now be adjusted in the config, both stats for the capacitors and turbochargers can be changed separately

Fixed

  • Fixed NCRPA and taurun armor not having working gas masks
  • Refactored the armor system, stats like radiation and particle protection are no longer scattered over various registries, making future sets less likely to miss them
  • Fixed crucible smeling one too many items with no template installed, causing the gauge to exceed the boundaries
  • Potentially fixed another issue with artillery rocket targeting

MD5: 67bc150019ea5ad887b186eb20b2974a
SHA1: a44e06fde418dcf1a6eb9ac1e0a7135cae37b685

dawn of the final day

24 Feb 20:32

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Added

  • Heavy duty electricity connector
    • Upgraded version of the standard model
    • Two times as chunky, ten times as powerful
    • Ideal for custom pylon designs
  • Two new expensive mode items
    • Ultra fine gold dust, which can be combined with ferric schrabidate in the particle accelerator to create degenerate matter
    • Degenerate matter, which is used instead of regular ferric schrabidate in the exposure chamber to create DNT

Changed

  • Snow golems now use the grey metallic gib particles instead of blood
  • The heavy magnetic storage tank now uses BSCCO instead of AA
  • Increased the industrial steam turbine's throughput to 150mB/t of UDS exactly
    • In addition to being an almost 50% buff, this also fixes the slight issue where turbine chains couldn't reach 100% throughput
  • The remants power armor melee ability now has a refire check, meaning the attack will be repeated automatically if the attack button is held down
    • ATATATATATATATATATATATATATATA
  • Power armor melee attacks now detect entities with a hitbox that's 0.5 blocks larger in all directions, making it substantially easier to hit small targets
  • As a side effect, this also increases the maximum range by 0.5 blocks

Fixed

  • Fixed chemical factory internal tank sharing ignoring tank pressure
  • Fixed the NCR ranger power armor missing most protection stats
  • Fixed LPS pipes not properly connecting to the new industrial turbines
  • Fixed NCRPA missing radiation resistance stats (it's 97% for the full set)
  • Fixed NCRPA chestplate giving night vision even without a full set
  • Probably fixed the fused meteorite sword recipe being missing (untested)
  • Decreased the fusing difficulty of chlorine and calcium in the ICF which should hopefully make ClCa fuel pellets usable (untested)
  • Fixed loot piles only having a single block render AABB, causing armor rewards from red rooms to blink out of existence at certain angles
  • Fixed filled crate blocks not dropping crate items with a stack lock in place
  • Fixed stack lock not being applied when an item crate is opened, allowing them to be stacked while the item is open
  • Fixed clientonly melee component call on the power armor melee controller
  • Fixed SEDNA melee (bayonets, power armor melee) being able to punch dead or dying entities, which would swallow hits intended for entities behind them

MD5: cfc95020f4790d64eb248ed0edbed864
SHA1: 0ce2815f857cad586414b989e256aee76aef2088

a gloachmas miracle

23 Feb 20:04

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Added

  • Target pistol
    • Weapon steel tier pistol that holds 15 rounds and shoots .22 LR
    • Accepts silencers
  • NCR Ranger Power Armor
    • Legendary set, like the remnants power armor
    • Stats are largely similar, but has a speed boost when sprinting
    • Red room exclusive
    • Comes with the power armor - melee controller item
      • If the full set is equipped, the melee controller allows for powerful melee attacks
      • Left click does two rapid swings, right click causes both arms to swing at once
      • The NCRPA's blades are armor-piercing and gib enemies on death
      • The blades do 250% damage on large enemies, i.e. ones with 100 or more max health
    • And also the power armor - ranged controller
      • Allows the NCRPA to fire rockets straight from the inventory
      • Left click fires guided rockets and right click unguided ones
      • Only does 25 damage max, but has no reload and a fire rate of 120 per minute

Changed

  • Reworked the industrial turbine
    • New model and texture
    • Removed the GUI, it now uses the same in-world compressor toggle as the leviathan turbine
    • No longer has a volatile power buffer, power isn't buffered at all anymore, similar to steam engines and MHD turbines
    • Steam capacity changes based on compression level, the ratio for turbine cascades is now 1:1:1:1
    • Comes with a flywheel, energy output slowly ramps up as steam is supplied and slowly goes down as steam cuts out
    • Recipe is similar to the old industrial turbine, but slightly simplified and cheaper
  • Leviathan turbines no longer have a power buffer
  • Updated russian and chinese localization
  • The PWR can now be controlled via RoR
    • The RoR value reader can read core and hull heat as well as fuel depletion in percent
    • The RoR controller can set the control rod level in percent as well as jettison all loaded fuel
  • Having 528, expensive or rampant mode enabled now displays a badge in the top left corner, showing that it is enabled
    • Badges can be disabled with the BADGES_HUD value of /ntmclient
    • The badge only shows up if the "true" configuration is used, 528 requires default settings, expensive requires the precision assembler config to not be modified and rampant needs most of the default settings enabled
    • If all three modes are enabled, the "328 mode" badge also appears
  • Removed toothpicks, as they haven't been used in recipes for well over a year
  • Cleaned up a ton of unused assets
  • The old crucible smelting rules when not using a template can be restores with the /ntmserver value LEGACY_CRUCIBLE_RULES
  • Due to repeated complaints, power armor sounds are now generally more quiet, with 25% volume for steps and 50% volume for jumping and landing
  • Reduced mask man's projectile resistance from 75% to 50%
  • Reduced maskman's resistance to damage above 50 from 75% to 50%
  • Remnants power armor can now use the melee controller, allowing Sergeant Arch Dornan to beat the snot out of people
  • Improved gibbing
    • All cybercrab variants can now be gibbed, turning into metal fragments
    • Iron golems now also turn into metal instead of fleshy chunks
    • Slimes can now be gibbed, turning into slime globs
    • Creepers now also gib into slime instead of blood
  • The ZIRNOX can now be toggled by supplying redstone to one of its ports

Fixed

  • Fixed proxy tiles that do not use electricity at all visually connecting to cables
  • Fixed missing texture for canned horse slime
  • Fixed incorrect ore dictionary key used by enriched naquadah watz pellet recipe
  • Fixed out of bounds light level for the RTG blast furnace
  • Fixed the recipe configs now allowing NBT data for output items, rendering the precision assembler and annihilator configs useless
  • Fixed the PWR waiting a whole second for the fluid reconnect after the game is paused or loaded

MD5: 2e2e96c5e0e33edc0ee8111738f09066
SHA1: 5ea5a7b56fe91fde2470688b08ae301d131971e4

i have cured my rabies

01 Feb 19:47

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Changed

  • Updated russian localization
  • Rad absorbers now use metadata, existing blocks will be converted automatically
  • Fissure bombs that go off in crater biomes now create fissures with metadata 1 which creates radioactive volcanic lava
    • If a crater biome is created on top of an existing fissure, it will keep producing normal volcanic lava
  • Simplified the battery socket's client packets, reducing CPU load
  • Muzzle flashes on guns now work in third person mode, including on other players and on NPCs, making it more apparent when you're being fired at
    • This includes non-standard special effects like the .44 gap flash and the .35-800 ejector plume
  • Removed the old unused satellite deco blocks, freeing up 6 block IDs
  • Crucibles that smelt metal with no template set will no place the metal in the recipe stack instead of the waste stack, this should make it easier to get a recipe to work in the many, many cases where people add the template after smelting the material
  • Battery sockets and the FENSU now support the copy tool
  • Removed unused displaylist support from the model loader
    • DLs have been long phased out in favor of VBOs anyway
  • Rebranded canned horse slime
    • Now with extra bone marrow
  • Updated the deuterium tower's model
  • Updated most blast door visuals
  • RBMKs now have QMAW pages
  • Updated the model on the heavy magnetic storage container
  • Increased the power draw on the osmiridium welding recipe
  • Bullet casings now make sounds when falling to the ground
  • Most ammo types now have QMAW pages, including information on whether or not they are a war crime
  • Both assembly and chemical factories now have four special ports that only allow items inserted to go into one recipe group
  • All models using the HFR wavefront loader can now be hot-swapped via resource reload (F3 + T)
  • Updated most door models
    • Door skins are no longer a dedicated item, the skin can be changed using a screwdriver
    • Available skins are cycled through in the item preview
    • Fire doors and secure access doors no longer use clipping planes (i.e. making the doors not render outside of their frames)
    • Vault doors have been ported to the current door system, the blocks should convert automatically

Fixed

  • Potentially fixed yet another issue regarding crates
  • Fixed battery socket fillpercent RoR function always assuming a max power of 1
  • Fixed issue where multiblock ports would generate many OpenComputers component entries
  • Fixed RBMK automatic control rods having incorrect settings when using the copy tool
  • Fixed battery sockets producing junk debug data in the logs
  • Fixed an issue where the charging station would crash when trying to charge certain items
  • Fixed the DFC's core component not dropping its contents when mined
  • Fixed audio problems with guns
  • Fixed third person muzzleflash on the miniguns clipping the barrel
  • Fixed arc furnace IO slots stacking items with incompatible NBT
  • Fixed a bounding box issue with casing particles, causing them to slide sideways on the first tick, making trajectories weird
  • Fixed some turrets not using the more modern casing spawner system which allows casings to have a smoke trail
  • Fixed incorrect tooltip on the upgrade stat screen for assembly factories
  • Fixed crash caused by RBMK overpressure meltdown mechanic
  • Fixed a crash causing by the charging station in combination with the new battery packs
  • Fixed a broken and originally unintended feature where the flamethrower turret would be loadable using regular item tanks
    • Most ammo slots now work for loading, the empty canisters are returned via the fluid ID slot
  • Fixed a dupe regarding conveyors

MD5: 0d70f64800991faedebe48b687b6ba3f
SHA1: 23f3df553181968c3aa5355d6d27170bba5dd257

i have contracted rabies

11 Jan 21:51

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Changed

  • Material autogen now creates redstone in ingot form, allowing smaller than block quantities to be cast
  • Removed the ancient ZPE blocks
  • Drone hitboxes are now way smaller, which should cause them to get stuck when flying less
  • The new FENSU now keeps its charge and installed muffler when broken
  • Battery sockets are now compatible with comparator output
  • Battery sockets now have a tooltip when a battery pack is installed
  • Sef-charging batteries have been reworked
    • They are now a new item with metadata (legacy ones still work)
    • The base form is an empty selfcharger which is filled with two billets of material, i.e. no more upgrade recipes
    • There are a few new variants like cobalt-60 and gold-198
    • New selfchargers have a model when plugged into a battery socket
    • Selfchargers are a fair bit weaker than their old counterparts, but substantially cheaper too
  • Old batteries now have the "LEGACY" tag
  • Pneumatic pipe networks with multiple outputs, especially filtered ones, should now have much better throughput due to not constantly failing to send items in round robin mode
  • The [N] calculator window now shows a history of previous operations
  • Simplified the cyclotron recipe

Fixed

  • Fixed the FEnSU, cyclotron and reliant robin missile being uncraftable due to stacksize limitations
    • The system for detecting impossible recipe has been improved, instead of a fixed 64 item limit, it now uses the actual limit of the item (or 64 for ore dictionary inputs)
  • Fixed yet another issue regarding addon fluids breaking on recipe reload
  • Fixed YET ANOTHER issue regarding crates, AGAIN
  • Fixed a rare issue where the fusion reactor could have negative fuel
  • Fixed battery socket priority tooltip offset
  • Fixed enchantability on many armor sets being incorrect
    • Most power armors are intended to not be enchantable at all
  • Fixed crash caused by the balefire bomb
  • Fixed JSON gun reload animations becoming faster and faster with the trenchmaster set
  • Fixed heat transfer rate labels on the boilers and coker unit being off by a magnitude of 10
  • Fixed crucible not having a heat transfer rate tooltip
  • Fixed certain heliostat mirror rotations not showing the mirror
  • Fixed chopper recipe creating eight choppers instead of one

MD5: cf34ea14dcd9dcd77b174f8c5e593616
SHA1: 147104d99115bc240bbd5091f9eac406a5df0331

i;m thinking about those beans

09 Jan 13:59

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Added

  • Creative klystron
    • Always outputs as much KyU as the most demanding existing recipe needs

Changed

  • Updated chinese and russian localization
  • Increased density of osmiridium ores in tom craters considerably (from 1:500 to 1:200)
  • Added a new server setting called ENABLE_MKU to toggle contageon effects, spread and save (part of /ntmserver)
  • Extended logging now logs uses of MKU
  • Mass storage units now display their held item on a display
  • Improved HUD gauges, electric chestplates with jetpacks installed now two gauges side by side

Fixed

  • Fixed missing battery socket tooltip
  • Potentially fixed an issue in regards to some hidden structures spawning
  • Fixed FEnSU not immediately applying the muffler effect when used
  • Fixed fluid counter valve not having a recipe
  • Fixed issue where /ntmreload would break registered fluids from addons
  • Fixed yet another issue regarding crates
  • Fixed RBMK fluid heaters losing their tank types when unable to boil anything

MD5: f855ca3273b258076f34e323329c6eec
SHA1: bdd9385bcdfb4e2f422d374f85330b7384a04c59

the staterans bought 50,000 nukes from temu, what do we do

06 Jan 20:42

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Added

  • New battery system
    • Energy storage blocks, capacitors and battery items are now deprecated, but can still be used
    • There is now new types of battery items, as well as capacitor items
    • Instead of energy storage blocks, there is now a battery socket, which allows those new items to be connected to the power grid
    • Battery sockets act like cables, they will connect power grids when two cables are plugged into them in different directions
    • Self-chargers and creative batteries are still around, as well as spark batteries which are needed for the balefire bomb
    • The FEnSU has been replaced by a much larger version with unlimited energy storage
  • /ntmreapnetworks
    • Deletes all active nodespace instances
    • Mainly useful for server owners, in case nodespace builds up too much garbage data that isn't cleared correctly
  • Fluid valve with counter
    • Reads total fluid movement within a network
    • Value can be read or reset with OC or RoR
    • Allows for very precise portioning and fluid control

Changed

  • Updated italian localization
  • After not being part of worldgen for a long time, oily coal is finally being removed
  • The rare metal blocks that had been unobtainable and unused for the longest time have been removed
  • The schrabidium transmutator's grace period is over, it is finally being destroyed
  • Most of the legacy fusion reactor components, which were unobtainable and unusable, have been removed
    • The block ID economy is looking better than ever
  • Infinite water barrels can now be crafted with any water container and not just buckets
  • OpenComputers integration for the PWR can now also read the heat capacity stats
  • Removed the restriction that demands that cluster ores need to be mined by hand
  • Laser beams from energy weapons are now a lot more narrow
  • All steam turbines now have a passive drain on unused power in their buffers

Fixed

  • Fixed meteors using a nonexistant keepalive timer, causing potential audio flickering in certain cases
  • Fixed 528 coltan deposit config misspelling
  • Potentially fixed a performance issue caused by transmission networks not being deleted when they have no active links
  • Fixed multi output recipe objects not deserializing right, causing the precision assembler config to not load
  • Fixed pedestal recipes not using the correct register option, making custom config files wipe all clay tablets
  • Fixed custom fluids breaking when using the /ntmreload command
  • Fixed power not saving for mining lasers
  • Fixed the annihilator producing blank 528 mode blueprints when 528 mode isn't even enabled
  • Fixed black fire not using the skeletonizer on death
  • Fixed arc furnace electrodes not being able to be plugged into the arc furnace unless the lid is fully open
  • Fixed broken keybind localization

MD5: f7679704655dab7d1db3f501bc547821
SHA1: 5a3a42ac80892532c8e1d95f683f76da8933dadc

the broken crap supreme deluxe, extra cheese

16 Dec 14:25

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Changed

  • For consistency with the crucible material, all tantalium items now go by "tantalum"

Fixed

  • Fixed MHD turbines requiring a 528 blueprint in normal mode
    • The game will now crash when the default pool list has a 528 blueprint entry, preventing this from happening again
    • Configured recipes do not have this check, you can use 528 mode templates in normal mode if you really want for some reason
  • Fixed ancient misspelling of "ketamine" on the splash screens
  • Fixed tantalum fragments not using autogen correctly, becoming unusable
  • Fixed 528 mode cracking tower requiring rubber instead of plasic for the blueprint, rendering it unobtainable

MD5: c72f83e69d7925dae0b2ec23260c8758
SHA1: dc41a33da193842048b621f18065af2c8a56b6b9

tummy hort :(

15 Dec 14:35
76e6e78

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Changed

  • Updated russian localization
  • Changed the recipe change button on the mixer to be bright red with arrows on it (since the "C" looked too much like it meant "clear")
  • The refinery and the vacuum refinery now have working recipe configs
  • Recipe autogen for foundry casting now deprioritizes fragments, preventing them from being casted when nuggets of that material are available

Fixed

  • Fixed atomic clock precision assembler recipe not working
  • Fixed ICF parts using 528 mode templates in normal mode
  • Fixed arc furnace queue slots inserting too many items, causing the output to exceed max stack size

MD5: bcc7c3ed2c8f1a322d25e9b9888c1ed0
SHA1: 5edff052d104d9b60caec26bf9d1c7f5f9a3f469

what

14 Dec 20:37

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Added

  • Precision assembler
    • Can create blueprint folders
    • Used extensively in 528 mode
      • Replaces recipes for micro chips, controllers and upgrades
      • All recipes only have a chance to be completed, broken items yielded otherwise need to be recycled
    • Can do precise recipes, but it very unreliable. Many recipes have a high chance of outputting a broken version of the made item
    • Broken items can be recycled in the precision assembler, returning some of the ingredients
  • Annihilator
    • Destroys items and fluids and keeps track of how much has been destroyed
    • In 528 mode, destroying quantities of certain items yield unique progression relevant blueprints

Changed

  • Updated chinese localization
  • Changed the way 528 mode works
    • May of the old tantalium requirements no longer exist since the assembler rework
    • Some important recipes have been moved to the precision assembler
    • Many key "milestone" recipes now require 528 mode exclusive blueprints
    • 528 exclusive blueprints are obtained from annihilating large quantities of certain items
    • AE2 blocks, by default, will detonate when interacted with
    • Synergizes with expensive mode, many recycling probabilities of the precision assembler are massively lowered with expensive mode enabled, increasing effective cost massively
    • :)
  • New fusion reactor and particle accelerator parts now have OpenComputers compat
  • Irradiation recipe config now has the fusionOnly flag, preventing the recipe from being done in the RBMK irradiation channel
  • Removed legacy fusion reactor parts from the creative inventory
  • Removed the legacy fusion reactor core components
  • If a legacy fusion reactor explodes, it is now destroyed forever and cannot be reassembled
  • Legacy fusion reactors no longer disassemble when being mined, rather they drop as one block
  • Legacy templates are no longer listed in the creative tab
  • Removed the old meltdown achievement
  • Eating canned fists now hurts
  • Due to repeated incidents regarding canned black holes, the mechanics have changed
    • Vortices spawned now have a flag set that prevents them from breaking blocks entirely
    • Vortices decay 4x faster than those spawned by singularity items, it should last about 2.5 seconds in total
    • It will still very much kill you instantly and destroy your items
  • Storage crates can no longer be placed into containment boxes
  • Expensive mode now has a new microcrafting item, being made from multiple types of plastic
  • Fusion reactor parts now have expensive mode recipes
  • Both types of blueprint booklets are now obtainable via precision assembler
    • The recipes are lengthy, require a lot of power and have a low chance of succeeding
    • Recipes require the divine pufferfish, driver of all innovation
    • Where can you get this much pufferfish? Go figure it out
  • Chance output stacks no longer do an RNG call to determine if the whole stack is provided or none, rather, each single item of the stack has its own RNG call
  • Hiperf bedrock ore processing of heavy metals now yields tantalium
  • Bedrock coltan is no longer a dedicated bedrock ore type
  • Alt fire is now available for 10ga double barrel shotguns, allowing only a single barrel to be fired at once
  • The custom mapping function on RoR torches now supports up to 32 characters instead of 15
  • Drainage pipes, flare stacks and the annihilator now have the default fluid priority of LOW, meaning that excess removal using those no longer requires flow control pumps
  • Halved base energy consumption for the solidifier and liquefactor
  • Changed cracking tower recipe to use desh instead of polymer, as well as a little bit more niobium in favor of all the clay catalysts it used to have
  • Iron and corroded barrels have been deprecated and are no longer obtainable
  • Steel barrels and 256k tanks no longer use tar in their recipes (except in expensive mode)
  • Solidifying biogas into compressed biomass now yields 4x more, making the biogas route twice as efficient as simply compressing biomass
  • Finally removed the long deprecated ambience radiation generator and geothermal generator
  • Nerfed the ballistic jackets, as they are comically cheap and made some zombies impossible to kill in early game
  • RBMK fuel rod items can now be inserted directly into fuel rods via right click, instead of having to open the GUI
  • Containment boxes now use ferrouranium instead of raw U-238
  • Added missing recipes to two legendary weapons

Fixed

  • Fixed gamebreaking issue causing crashes and world corruption where the multi detonator had its tooltip misspelled
  • Fixed panzerschreck equip animation not speeding up with the sawed off mod
  • Fixed FENSU not keeping its charge when broken
  • Removed skeletonizer reloading from /ntmreload as it wasn't usable for end users and just caused error messages on servers
  • Added more null checks to world generation, hopefully preventing weird one-off crashes

MD5: cef49c949152d709d43fd6613b2e912f
SHA1: a248d4169c12dc9a69802eb2f563dfdff234c004