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

my tummy is so full of silicon monocrystals yum

26 May 19:15
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Due to large changes regarding both wires and circuits, it's likely that most custom recipe configs are not compatible with this version. The game is going to work, but the affected recipes (a ton) are going to break.

Added

  • Arc furnace
    • A large version of the arc furnace that can do several types of recipe
    • Solid mode smelts items like a furnace, however to work the recipe needs an ingredient or result that is oredicted as either an ore, block, ingot or plate
    • Liquid mode smelts items like a crucible would, effectively liquiefying metals. Non-castable materials are voided
    • Both modes have arc furnace exclusive recipes (smelting sand/quartz/fiberglass into silicon)
    • Can be upgraded only with regular speed upgrades
  • Soldering station
    • Works similar to arc welders
    • Used to assemble circuits from parts
  • New circuits
    • The old circuits will be phased out, the items remain but can be recycled
    • Circuits use an entirely new approach for crafting, instead of upgrading tiers constantly, all circuits are made from common parts
    • Circuits can be automated entirely with only autocrafters, presses and the soldering station, no assembler or chemplant required
    • Legacy circuits can be recycled in any anvil, yielding the roughly equivalent new circuit

Changed

  • Updated russian and italian localization
  • Nerfed conventional explosives (dynamite, TNT, semtex, C4) in order to not outclass small nukes
  • Plastic explosive blocks no longer drop and blocks
  • Sellafite diamond ore now shreds into diamond gravel
  • ICF vessel blocks now use half as much fullerite as before
  • ICF capacitor and turbocharger blocks are now quite a bit cheaper
  • MEP is no longer self-igniting
  • The foundry storage basin now holds 4 blocks worth of material instead of 1
  • The small arc furnace is being retired and is no longer craftable. However, it will still function, and it can use any type of electrode without depleting it
  • Wires now use the autogen system and are oredicted with the "wireFine" prefix (equivalent to GT fine wires, 1/8 of an ingot)
  • Removed the assembler recipes for wires
  • Increased the maximum durability for all stamps
  • All upgrades now use the soldering station for their recipes, except for overdrive
  • Overdrive upgrade recipes have been rebalanced

Fixed

  • Fixed missing localization for meteorite ores and the new crucible materials
  • Removed the starmetal crystallization recipe, despite starmetal ore no longer existing
  • Fixed the ICF structure block detection being incorrect, omitting some parts
  • Fixed armor mods adding health showing only half as much as they actually do
  • Fixed RBMK fuel xenon burn function being described wrong
  • When converting ComparableStacks to ItemStacks, there is now a check that replaces null items with the nothing placeholder, fixing crashes caused by incorrect recipe configuration
  • Fixed item icon lighting in the anvil's search field
  • Fixed custom machine NEI handlers (again)
  • Fixed FEL making sounds when turned on but not actually active

And now for something interesting

The cost for circuits after the update

  • Vacuum Tube
    • 1 Glass Pane
    • 1/8 Tungsten Ingot
    • 1 Insulator
  • Capacitor
    • 1 Insulator
    • 1/8 Copper Ingot
    • 1 Niobium Nugget
  • Analog Circuit
    • 6 Insulators
    • 1/2 Lead Ingot
    • 1/4 Copper Ingot
    • 2 Niobium Nuggets
    • 1 Glass Pane
    • 1 Gold Ingot
  • Integrated Circuit
    • 5 Insulators
    • 1/2 Lead Ingot
    • 1 Gold Ingot
    • 4 Silicon Wafers
    • 1/2 Copper Ingot
  • Military Grade Circuit
    • 22 Insulators
    • 1 Lead Ingot
    • 2 Gold Ingots
    • 16 Silicon Wafers
    • 1/4 Copper Ingot
    • 4 Niobium Nuggets
    • 2 Rubber
    • Sulfuric Acid
  • Versatile Chipset
    • 55 Insulators
    • 1 1/2 Lead Ingots
    • 3 Gold Ingots
    • 3 1/2 Copper Ingots
    • 24 Silicon Wafers
    • 24 Niobium Nuggets
    • 4 Bismuth Nuggets
    • 4 PVC/Hard Plastic
    • Solvent

The cost of circuits before the update

  • Basic Circuit
    • 1/8 Aluminum Ingot
    • 1 Redstone
    • 1 Steel Ingot
  • Enhanced Circuit
    • T1 Circuit
    • 1 1/2 Copper Ingot
    • 1 Quartz
  • Advanced Circuit
    • T2 Circuit
    • 1/2 Red Copper Ingot
    • 1 Gold Ingot
    • 1 Insulator
  • Overclocked Circuit
    • T3 Circuit
    • 1/2 Gold Ingot
    • 1 Lapis
    • 1 Bakelite/Polymer
    • Petgas
    • Hydrogen Peroxide
  • High Performance Circuit
    • T4 Circuit
    • 1/2 Schrabidium Ingot
    • 1 Diamond
    • 1 Desh
    • Mercury
    • Hydrogen Peroxide

Small reminder that each circuit contained the previous tier, which means the costs accumulate with each tier. New circuits use largely common parts while each tier of the old circuits would use entirely unique materials. Thanks to Nootles for making this list.

MD5: 8221582ef7ac7ca02a76e87051bee7ae
SHA1: ce3ebaa8f5a6ff620f314ffed6fc27d3032174b0

prohibitively expensive

12 May 20:44
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Added

  • ICF pellet maker
    • Can create custom ICF fuel pellets
    • Pellets use binary fuels, meaning they need two different fluids, two different solids or a solid and a fluid
    • Optionally, the pellet maker can accept muon capsules, each capsule can add muons to up to 16 pellets, reducing the laser input requirement
    • Fuels currently only have default stats, custom stats will be added in the future

Changed

  • To make balancing easier, ICFs will only directly convert 25% of incoming laser heat into output heat when there is no fuel pellet loaded, meaning when using fuel, direct heating does not apply
  • The ICF should now display its relevant values using Energy Control screens
  • Sodium and calcium are now valid crucible materials
  • All RBMK models that render as TESRs now use VBOs which should make them somewhat less laggy
  • Blocks like explosive charges, radioactive barrels and so on which used to explode instantly when destroyed by another explosion, now behave more like TNT, spawning a primed version of the block that is knocked back by the initial explosion
    • This fixes an issue where spamming too many blocks like that could potentially crash servers
    • Most explosives go off after a short delay, flammable barrels however will explode on impact
  • Removed unused permanent wings
  • Added recipes to the ICF parts, the ICF can now be made in survival mode (recipes are still subject to change)

Fixed

  • Fixed ICF laser parts being considered valid when bordering an otherwise invalid dependency block
  • Fixed soyuz launcher NEI recipe showing the wrong amount of items
  • Fixed infinite xp exploit by constantly smelting and cooling things like meteorite ingots
  • Fixed centrifuge speed upgrade tooltip
  • Fixed smokestacks not working with a lot of machines
  • Fixed soot values being completely off for most machines
  • Fixed glyphid scouts not spawning in the daylight in rampant mode

MD5: 132c8e87dc028023b125dddf5b9eb6e4
SHA1: 0d3da5e93d377de4ade981fff59aee195f971a34

[ frantic autism music ]

05 May 19:06
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Added

  • New meteorite ores
    • All previous meteorite ores have been removed (each took up an entire block ID...) which have been replaced with a single block that uses metadata
    • There's now only five variants with the contents chosen to be especially useful in earlygame: iron, copper, aluminium, rare earth and cobalt
    • Each ore smelts into 16 items, except for cobalt which yields only 4 ingots
    • All meteorite ores are now equally likely to spawn
    • The new ores can only be smelted, shredding or other processing is not possible
  • ICF (WIP!)
    • A new tier of fusion reactor that replaces the FWatz
    • Powered by external lasers which are dynamic multiblocks, using fuel pellets
    • Construction of lasers: Place a controller, then a straight line of cells behind it, surround those with flash tubes, those with capacitors and optionally those with turbochargers (not recommended as of now)
    • Stuff left unfinished:
      • Pellet creation and recycling
      • Final balancing (especially for lasers and cooling)
      • Uses for stellar flux
      • Crafting and assembling
    • Cooling this reactor is exceedingly difficult due to the limitations of heat exchangers and the relatively low heat capacitor of most available coolants, there will most likely be more powerful ICF-exclusive coolants in the future (liquid lead? sodium compounds?)

Changed

  • Updated russian localization
  • Added italian localization
  • The Souyz' recipe is now available in the standard template folder
  • Removed some unused crap
    • UV lamps (2 IDs)
    • AMS (9 IDs)
    • Rotary engine (1 ID)
    • FWatz (8 IDs)
    • Meteorite ores (10 IDs)
    • Tiny nuclear rector (1 ID)
  • The small oil heaters are no longer craftable and the NEI handler has been removed, however existing ones can still be used
  • The loot pool for meteorite treasure blocks has been updated
    • Treasures are no longer senselessly progression breaking, radioactive or plain stupid (whole-ass machines inside meteorites)
    • The treasure now consists of mainly some rarer earlygame ingots, circuits, some gear, a small selection of armor mods and alexandrite (rare)
  • Schraranium processing now yields neptunium as a byproduct instead of plutonium, making neptunium easier to automate outside of the cyclotron
  • Using the guide book now opens a link to the new wiki
  • Certain earlygame things can now be recycled like stirling engines and gears
  • Antenna part recycling has been moved to the anvil
  • NTM's pickaxes now have a break speed bonus for glass
  • Renamed the foundry slag outlet to foundry spill outlet because people always assume it's for slag and only slag (it is not)
  • The description for heatable/coolable fluid tags is now written in the same line as the label
  • Rubber can now be made from acidizing latex with sour gas (requires just 25mB)
  • Heating oil can now be reformed into naphtha
  • Coker naphtha can now also be reformed like the other naphtha types (yields refgas instead of petgas as a byproduct)
  • Drainage pipes will now violently explode when voiding antimatter
  • Seeding slurry can now place grass over dead grass
  • Added an extra digit to the heat exchanger's configuration panel, allowing effective utilization of all 24,000mB per tick
  • Biomass can now also be made from cactii

Fixed

  • Fixed DFC receivers not outputting power
  • Fixed the custom machine NEI handlers not working
  • Fixed a potential crash caused by invalid assembly templates
  • Fixed general weirdness with the schrabidium transmutator item IO
  • Fixed certain tooltips using the backslash escape character despite not needing them
  • Hopefully fixed the immense lag caused by tom post impact mechanics, burning grass will now only spread 20% of the time (instead of 100) and the world destruction handler will only process half the blocks per chunk
  • Hopefully fixed an issue where substations would not reliably connect to cable blocks
  • Fixed assembler rendering bugging out with Angelica installed and a door template loaded
  • Fixed medium pylon localizations
  • Fixed crash related to spotlights
  • Fixed RBMK auto rod recycling yielding the wrong items
  • Fixed the bobblehead and snowglobe breaking behavior being weird, causing them to drop in creative mode when broken and allowing shredded plastic to be duped using the auto shredder ability

MD5: 412f1bb2516e1d043e793720e2307aea
SHA1: 725b59e3f8bfcd237528e490c67711a9628e5283

nor the gloom of night

21 Apr 19:38
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Added

  • Bismuth bronze and arsenic bronze
    • Kind of self-explanatory
    • Can be made into anvils, allows for an alternative that doesn't involve 10 entire ingots of bismuth for a single anvil

Changed

  • Arsenic is now made from only 16 oils scrap (instead of 256) in an ore acidizer using high-performance solvent (instead of chemical plant using sulfuric acid)
  • Meteorite and starmetal anvils have been replaced with desh and saturnite ones
  • Increased the nuke flash' intensity, having 100% occupancy at the peak instead of 80%
  • NTM now has integration for GTNH's fork of NEI, listing all valid crafting machines on the side of the recipe page

Fixed

  • Limited assembler input to up to 10 attempts per ingredient, fixing a rare issue where the assembler freezes the server when pulling items
  • Fixed fallout effects not loading chunks
  • Fixed RBMK steam channel recycling recipe
  • Rewrote the transfer part of the power system again
    • The current system is a hybrid of the previous transfer code and the old system
    • While a little bit slower than the previous transfer code, it is still much faster than the old system
    • This should fix issues caused by order (as order is now entirely irrelevant, just like with the old system) as well as issues caused by buffers wasting transfer capacity doing nothing

MD5: 146328aabb81a3f0276cf4c6eb88c97b
SHA1: 3e648a16bdfe7d643f4541131e333087b60dcadf

The fixening

18 Apr 12:58
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Changed

  • Large models no longer use display lists, instead their rendering makes use of the more modern VBO system
    • Models using VBOs should now render slightly faster
    • This also fixes an issue with Angelica where certain parts of the model would render transparently
  • All pylons and electrical connectors are now dyeable, using any dye (even modded ones, based on ore dict) to change the color of the cable
    • Colors are based on the connecting pylon, not the cables themselves, meaning that using one dye will change all wires connected to that pylon right up to the half way point
  • Glyphid behemoths now spew sulfuric acid instead of hydrogen peroxide
  • Glyphid brawlers can now leap at nearby players
  • The structure config has changed
    • Instead of a central toggle for enabling/disabling structures, there's now three possible settings, enabling structures, disabling structures or making structure spawn respect the setting from the world creation menu
  • Pressurized gauges like for the vacuum refinery and hydrotreater no longer have slots for item barrels (as those would logically not work), instead they show a pressure symbol
  • Auditory geiger counters in armors will now click based on the radiation level inside the suit, i.e. the effective exposure for the player
  • Diamonds are now a valid crucible material, turning into carbon at a 1:1 ratio (like graphite)
  • Emerald is also a valid crucible material now, turning into beryllium at a 4:3 ratio
  • Emeralds can now be mined as bedrock ores with a weight of 50 (half as common as iron, as common as redstone)
  • Tritium lamps are now substantially cheaper
  • Glyphid scouts can now spawn during the day when rampant glyphid spawning is enabled (artificial light however will still prevent them from spawning, keeping them out of bases)
  • Balefire now has a much higher ignition radius
  • Balefire becomes darker the more it spreads, making it possible to gauge how much further or if at all the balefire will spread
  • The comparator output range of the pile fuel rods has been adjusted, allowing rods to be ejected exactly when they turn into bred uranium rods

Fixed

  • Fixed rocket artillery turret not saving loaded ammo type/count
  • Fixed crash caused by custom missile launchers operating without designator
  • Fixed meltdown elementals rendering their beam in the NEI spawner screen, causing extreme lag or the game to freeze
  • Fixed certain incompatibilities with Angelica, like machine models being transparent and connected texture blocks not rendering at all
  • (Hopefully) fixed the issue of balefire spreading forever for good
  • Fixed stirling engines not outputting into cables
  • Power buffers (i.e. things that act as both providers and receivers in the same network) now have the lowest sending priority (sending priority didn't exist until now), preventing them from wasting transfer capacity by ping-ponging before all other relevant parts of the network are done transferring
  • Fixed potential issue causing diodes to consume negative energy

MD5: 1462f98166eb1c6fbbec7b91de284113
SHA1: 646f18692996dba9be1742ad6977a5c99671748f

neither snow nor rain

15 Apr 11:35
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Addendum to yesterday's release: Batteries work like cables now, so they can connect cables attached to both sides into one network. For true network splitting, use diodes.

Fixed

  • Fixed battery connection priority being broken, all battery blocks present during the previous updates will now have their priority default to LOW
  • Fixed batteries sometimes ending up transferring themselves, wasting their entire receiving and sending speed on doing effectively nothing
    • Energy tracking is still a bit flakey so there could be issues that remain with buffer mode batteries, however the transfer caps should mitigate most potential issues

MD5: 3b23242f6ce0fbab3c20ee491f98f586
SHA1: da2a7a0baf3451bb01512d951fa1623650d98cbd

this is the last time i'm redoing the energy system

14 Apr 19:33
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The new power network

The entire energy transfer system has been rewritten which should hopefully fix a few things

  • Energy should no longer be voided (at least voiding is minimized due to timeouts for unloaded receivers)
  • Transfers should be way less resource intensive, as the expected iteration count is now max(providers, receivers) instead of providers * receivers

The new system should respect priorities and diodes just like the old system did. Batteries still have their original three priority settings, diodes got two additional modes: LOWEST and HIGHEST.
A bunch of tests have been done using the most important machines, however not all machines that had to be changed for the new system have been fully tested. Expect some things to not work, in which case please file a bug report on the issues board.
Just like with the old system, grids going though unloaded chunks should still work so long as the endpoints are loaded. Grids should be less janky when changing while having unloaded parts, which is likely the main cause for energy voiding.
The system can potentially support saving to the world, i.e. keeping unloaded grids functional even after the entire world is unloaded, although the functionality hasn't been implemented yet.

Added

  • New medium sized electricity pylons
    • Come in wood and steel flavor
    • The regular ones don't connect to cable blocks, the variants with transformers do (i.e. they act like substations for huge pylons)

Changed

  • Updated russian localization
  • Condensers now need cast plates instead of welded plates
  • Tweaked the substation recipe, it now yields two substations
  • There is now a config option for steam clouds from cooling towers
  • Nuclear explosions no longer play thunder and explosion sounds in a loop, instead they play one singular sound once the shockwave passes the player
    • The HUD shake is now also synced up with the shockwave
    • In addition to the HUD shake, there is one brief screen shake, the same used for mini nukes (although it ends up being more subtle because your screen is most likely covered in shockwave dust)
    • The HUD shake is now 3x more intense, but also only 1.5s long (instead of 5) making it snappier

Fixed

  • Changed the translation keys for bolts, pipes and shells to avoid naming conflicts
  • Fixed glpyhid scout rampant mode spawning not working correctly
  • Fixed nuclear explosions petrifying fallout layers, turning them into full sellafite blocks
  • Fixed drones not getting used up when placed in survival mode

MD5: f5a28a87f523dded581dc619d347bedc
SHA1: 17b9227dc37e92b46c534882d1b2ff8f8afe1d08

NTM, now even betterer

01 Apr 11:11
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The Good Edition™

Over the years, there's been plenty of games that I had some issue with, but I have been told that it wasn't because it's the game which had a flaw, but rather it was me who is stupid and wrong and stupid. In an effort to making NTM as good as possible, I have now decided to seek out these parts of games that are guaranteed to be good (I wouldn't know, I'm stupid and wrong) and add them to NTM!

  • All mobs now have a damage threshold of 2 hearts. Players however now take 2 hearts extra damage from all sources, even ones that otherwise would not deal any damage (bypasses most armor protection).
  • Players now have a 10% chance of taking hard damage, hard damage removes 10% of their max life which cannot be regenerated
  • Players now have a constant chance of randomly exploding. There is no way of preventing this and it will just happen no matter what
  • The player might find themselves inn a random bullet hell situation in regular intervals
  • Anti tank mines now have a 25% chance of spawning per chunk
  • Guide books have been removed, read the wiki, dipshit
  • RBMKs are now gated behind hardcore mode. RBMKs can still be built and operated, however without hardcore mode, the fuel rods will never deplete, and heat will not propagate between RBMK parts, preventing them from cooling
  • Most ammo types are now uncraftable, you will have to make do with the meager amounts you can find in the world
  • Hostile mobs will no longer exist on difficulties below hard, effectively only creating two difficulty options, piss easy and ball crushing
  • Glyphids no longer have a spawn delay, even on difficulty options where they can't exist. Enjoy the lag!
  • Bugs are now near-invincible. Makes every encounter a challenge!
  • NEI integration has been removed. Handholding the player is bad, people should be smart enough to figure things out on their own
  • More mask men. Random bosses with no spawn condition are cool!
  • Servers will now randomly crash
  • Beds now have 25 million RAD/s, making them effectively unusable in survival play. You may only respawn at your spawn point or in beds spawned in structures, this is to make you lament every death and give you plenty of time to think about what went wrong as you drag your ass back to your death point or some bullshit

my eyes and ears are bleeding but we keep crushin' crushin'

31 Mar 21:06
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Added

  • PWR Heatsink
    • Increases the core heat capacity by 5% per block
    • Makes cooling channels and heat exchangers slightly less effective (each heatsink counts as one quarter of a fuel rod in the heat calculation)

Changed

  • All launch pad blocks can now accept items, not just ports
  • Removed the old watz pellets and titanium filter
  • Removed copper panels, cast copper plates now take its place in most use-cases
  • Removed generator bodies and rotors, recipes use 6 dense gold wires per generator instead
  • Removed reinforced turbine shafts, most turbines now use HSS pipes instead
  • Removed the steam batteries (why did we even have those?)
  • Removed some old remap items (from back when the ZIRNOX rods got remapped)
  • Large and small shells have been merged into a single item which uses material autogen
    • A copper variant for shells has been added which is used for artillery shells
    • Shells are now only directly craftable via anvil, however they can be cast using the crucible as well
  • Most instances of the expensive steel pipes as well as the decorative pipes which need tons of microcrafting have been replaced with a new pipe item
    • The new pipes also use autogen, being available in different materials
    • Some of the recipes that used the small shells now use pipes instead
  • Tenfolded the throughout of powered condensers
  • Regular and combo filters now work for blistering agents (like mustard gas or air pollution)
  • Wires now render two faces instead of one, making them appear equally thick from any viewed angle
  • Slag taps can now be toggled and filtered
  • Foundry channels now have twice the throughput (2 ingots)
  • RBMK ReaSim and steam connectors now have tooltips explaining how they work, as there is no other ingame documentation on them

Fixed

  • Fixed crash caused by invalid default loot pool configuration
  • Fixed enchantment glint not rendering on upscaled items like certain swords or tier 2 pickaxes
  • Fixed wire connections becoming invisible when pointing straight down, wires should now rotate correctly
  • Fixed connection issue allowing channels to output into slag taps sideways
  • Fixed the strand caster sometimes voiding small amounts of material

MD5: c0eefce7b35389fb127ac3ab1f55a949
SHA1: 55f83cf3a8d771b059f6ccbcf09c2bef3398f93f

one horrific bug, coming right up

25 Mar 13:43
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Changed

  • Glyphid hive treasures, hive bone piles and bottlecap stashes now have configurable item pools
  • Adjusted glyphid hive treasures, there's now more variety
  • Launch code pieces can now be found in the "expensive" loot pool with low chance
  • Removed Brandon

Fixed

  • Fixed satellite item pool not being registered, resulting in satellites only delivering things from the backup pool
  • Fixed drill bits not correctly setting the tier when customizing a bedrock ore
  • Fixed debugging display showing glyphid damage still being in the game

MD5: fb3ab2987394b97d1b7a617c775883d8
SHA1: 527b3b9a63170c6fed9f8ce07d34c53f8d85a41e