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Моды/HBM Nuclear Tech Mod: Community Edition
HBM Nuclear Tech Mod: Community Edition

HBM Nuclear Tech Mod: Community Edition

The most complete and up-to-date 1.12.2 HBM: Nuclear Tech Mod port.

24.6K
17

2.2.0.0

Release3 нед. назад

Список изменений

Breaking Changes

  • Aligned RBMK cooling behavior to upstream. This MAY blow up your reactor! 1.7 Changelog copied verbatim below:
    • RBMK absorber columns now heat up when exposed to neutrons
      • The type of neutron does not matter, only the quantity
      • 20 flux equals 1°C heatup
    • RBMK passive cooling has changed
      • The default value is now 2.5°C/t instead of 1
      • This value only applies to rods that have exposed sides, i.e. the edges of a reactor
      • There is now a second passive cooling variable used for rods on the inside (dialPassiveCoolingInner, 0.1°C/t by default)
      • The effective passive cooling value is scaled smoothly depending on how many sides are exposed, using dialPassiveCoolingInner with no exposed sides and dialPassiveCooling for rods with four exposed sides
      • Simply put, spindly RBMKs are now way less desirable, structural columns no longer just debuff the reactor and reactors that actually look like reactors are now more powerful
    • Changed the way RBMK coolers work
      • Instead of using cryogel, coolers use 50mB of cold PFM per tick and return an equal amount of warm PFM
      • In a 5x5 square around the cooler, all components are cooled down by 200°C per tick, down to a minimum of 20°C
      • This renders that section of the reactor unsuitable for boiling water, however it means very high heat fuels can be used
      • Cold PFM is used up at a steady rate, even if the reactor is already cold
  • Removed legacy machine_assembler, machine_assemfac, machine_chemplant, and machine_chemfac, plus their legacy templates/JEI/category/render assets
  • Removed hf_sword and hs_sword
  • Removed paa_helmet; PaA armor now uses the chest/legs/boots only, while hazmat-capable helmet behavior lives on the hazmat helmet variants.
  • Reworked dynamic model/TEISR registration and placeholder handling; renderer/model registration integrations depending on the previous client-side binding path may require API updates
  • Removed legacy toolbox_legacy; serialized custom kits now use hidden kit_custom instead
  • Removed the legacy relay phased/worldgen structure and the /hbmstruct relay generator hook
  • Oil Well, Pumpjack, and Fracking Tower now serialize only the NTM-native tank/power fields; legacy fluid/power contents are not migrated on load
  • Tsar Bomba now uses the upstream six-slot inventory layout; contents from the removed legacy stage slots are discarded on load, and the GUI/recipe/starter kit now match the new tsar_core slot
  • Removed old struct_plasma_core and marker_structure

Fixes

  • Fixed chunkloader ticket lifecycle for fallout effects, delivery drones, EMPs, missiles, artillery projectiles, railgun blasts, and other entity-backed chunkloaders so restored tickets are reused correctly and released on death
  • Fixed gas centrifuge fluid rendering in GUI tanks
  • Fixed chlorine/mist/chemical effects being applied to creative or spectator players
  • Fixed fence connections for yellow barrels, storage drums, and tape recorders
  • Fixed missing "too far" chat warning while linking pylons
  • Fixed beam/door pathfinding crashes by returning non-null empty AABBs
  • Fixed a possible concurrent modification while firing powered drills
  • Fixed artillery turrets not clearing invalid/dead entity targets
  • Fixed Assembly Factory upgrade info showing the Chemical Factory label
  • Fixed scraps model registration conflict (#1158)
  • Fixed precision/rounding drift in power and fluid network distribution
  • Fixed simulation side effects in power transfer paths (REDD, charger, capacitor, cable diode)
  • Fixed siren track indexing/model registration
  • Fixed ore_oil being unbreakable
  • Fixed MHD Turbine and Boiler missing Forge capability compatibility
  • Fixed some latent misuse issues of Vec3d methods
  • Fixed Multi Fluid ID not working when another item is held off-hand
  • Fixed Industrial Turbine not having any sound
  • Fixed gas centrifuge speed upgrades not being accepted
  • Fixed empty container returns being deleted in autocrafters
  • Fixed Heatex multiblock parts opening the wrong GUI instead of the core
  • Fixed hazmat/gas-mask helmet behavior parity, gas mask filter removal, swapping, and installation, Mass Storage capacity sync, and Assembly Machine slot validation for meteorite alloyed sword recipes
  • Fixed low-pressure steam pipes not visually connecting to Industrial Steam Turbines
  • Fixed missing radiation resistance on the M1TTY Environment Suit armor set
  • Fixed special-model rendering/orientation issues across modular spotlights, scaffolds, wavefront-based models, standard-block item transforms, crane partitioners, spinny lights, UV-scaled baked models, cable diodes, pneumo tubes, ducts, and cables
  • Fixed keybind and sound issues around invalid overlap handling, the alternate copy-tool binding, looped sound pitch, and laser pistol/bobble sound registration
  • Fixed bedrock ore crumbs crystallizing with Slop instead of Nitric Acid
  • Hardened control panel save/load and editor flows so duplicated controls round-trip through serialized state, unresolved links are preserved, and missing controls are kept as placeholders instead of being discarded
  • Fixed latent bugs affecting Forge Fluid item tank I/O in NTM tanks
  • Fixed Cable Boxes and medium pylons using incorrect connection directions, restoring proper power-network attachment
  • Fixed Rotary Furnace JEI recipes not showing steam usage
  • Fixed guide book grant state not being preserved correctly across player lifecycle events
  • Fixed gas flares not polluting while burning vented fluids
  • Fixed Electric Press, Sawmill, and Shredder automation, input, and output-space edge cases, corrected crane output textures, and avoided Sedna weapon-mod priority overflow
  • Fixed Assembly Machine, Assembly Factory, and Press recipe previews rendering with incorrect orientation/scaling (#845)
  • Fixed several custom-rendered armor, powered-suit items, and back modules using incorrect fancy-missing-model perspective transforms or wrong equipped-slot poses in inventory/hand/player views
  • Fixed machine upgrade tooltips not showing machine-specific descriptions for IUpgradeInfoProvider GUIs, including oil drill family machines and Maxwell turrets (#1152)
  • Fixed oily terrain generation replacing the wrong surface layer and leaving floating snow layers/leaves behind (#1184)
  • Fixed OpenComputers component passthrough on combo proxies, preserving component names and delegated methods (#1305)
  • Fixed special-AABB block placement checks so cables, cable boxes, red wire connectors, and fluid pipe anchors use the actual placement state for preview/collision
  • Fixed RBMK client column-height sync
  • Fixed Radio Receiver functionality and facing, adding a tuning GUI and restoring RTTY note playback; also corrected broadcaster/satellite receiver rotation, Geiger Counter collision, and RTG base rendering
  • Fixed named-tag smithing rename recipes consuming input stacks incorrectly
  • Fixed several structure/worldgen issues, including weighted biome structure selection, flat-world height handling, required/instance-limited jigsaw pieces, and missing dungeon helper assets/blocks

Changes

  • Diesel Generator now uses a refreshed animated model/GUI, rotates like other machines, emits smoke while running, supports a larger internal power buffer when fueled with Nitan, and has corrected block/item presentation
  • Reworked Autosaw tree felling to better handle complex trunk/leaf structures, sapling replanting, and nearby entity damage
  • Refreshed RBMK presentation and behavior with new baked-model rendering for columns/rods/controls, updated textures/GUI art, corrected inventory models, and height-aware renderer caching
  • Assembly Factory now exposes truly separate recipe ports using position-aware slot access
  • Starter kit now provides new assembly/chemical machine variants instead of removed legacy ones
  • Template folder now focuses on crucible templates after removing legacy assembly/chem templates
  • Reworked Conveyor blocks to match upstream behavior
  • Added hbmClient.json / hbmServer.json plus /ntmclient and /ntmserver for live-editable client/server settings
  • Reworked conveyor crane logistics toward 1.7 behavior, including package-capable routers, extractor max-stack mode, inserter overflow-destroy mode, and restored package flow/orientation handling
  • Crates and safes can now be opened while held, with live item-backed storage, self-insertion guards, and server-configurable keep-contents behavior
  • Electric Arc Furnace Large now has five buffer/queue slots and a taller GUI
  • Restored powered armor and fueled jetpack charge/fuel bars beside the armor HUD
  • Contaminating items now use waste contamination, making spontaneous U -> Sa326 transformations much less likely
  • Normalized glowing_stew, balefire_scrambled, and balefire_and_ham into standard soups; the balefire variants no longer trigger balefire/cloud effects
  • Removed phased bedrock coltan world generation from new chunks
  • SPAS-12, Congolake, and Fat Man can now switch ammo types during reload
  • RBMK fuel channels can now accept rods directly by right-clicking an empty channel with an RBMK rod item
  • Exposed the Precision Assembly Machine in the machine creative tab
  • Refreshed bomb/crystallizer GUI art, moved bomb schematic textures under the weapon GUI namespace, and reworked Gadget, Fat Man, Ivy Mike, and Tsar Bomba screens toward the upstream info-panel style
  • Rebalanced SILEX MOX reprocessing yields and restored xenon output on the alternate MOX processing path
  • Updated _explosive8, steel tool, and plasma forge textures
  • Chainsaw now uses a refreshed animated 3D item/in-hand renderer
  • Post-impact sky and overworld lighting can now use an impact-aware skybox/world provider, configurable via enableImpactWorldProvider
  • Armor radiation resistance is now configurable via config/hbmConfig/hbmRadResist.json; _hbmRadResist.json is generated as a template until the live file is created

New Features

  • Added Satellite Laser Designator
  • Added Reinforced Glass Pane, Reinforced Laminate, and Reinforced Laminate Pane
  • Added UZH RBMK fuel rods and pellets with their recipes and item art
  • Added RBMK Display blocks with dedicated renderer/model support
  • Added control panel editor node graph copy/paste with improved per-control preview layouts and validation for incompatible pasted graphs/variables
  • Ported colored scaffold variants and their dynamic baked model
  • Added OpenComputers callbacks for artillery turrets, including manual coordinate queueing
  • Ported plushies with per-type models, sounds, and squish animation
  • Added fake HE/RF converters (PR #1396 by Leafia)
  • Added the 528 Annihilator multiblock with recycling pools, payout slots, JEI support, blueprint milestone rewards, pollution while burning off stored fluids, and radiation release when destroying radioactive items
  • Ported reeds with river/beach generation and proper long-distance rendering
  • Expanded Redstone-over-Radio with Radio Torch Logic, Radio Torch Reader, and Radio Torch Controller, broader machine read/write integration, and OpenComputers support for Fluid Tanks and Capacitors
  • Overhauled large animated doors with new models, skin support, screwdriver skin cycling, and a generic vault_door implementation, covering vault, airlock, containment, fire, seal, secure, QE sliding/containment, water, and vehicle doors (PR #1402 by Leafia)
    • Some missing door textures are added in PR #1410 by nuhyuh
  • Reworked ammo_container into a functional default-ammo refill item, including a constrained variant that skips high-tier ammo
  • Added control panel addon instrument support, control duplication, and the new Indicator Lamp (RGB) instrument (PR #1407 by Leafia)
  • Added control panel redstone input/output nodes, including redstone_input events and weak/strong redstone emission from panels
  • Added Universal Fluid Tank V2 and Hazardous Material Tank V2, which support partial fill/drain and recipe conversions from the legacy tanks (PR #1370 by Hacker6329)
  • Ported Heavy Duty Electricity Connector with a 100m single-connection range (PR #1413 by purpl3xity)
  • Added Snowglobes with inspection GUI, plus Moonstone chunks and related Crystallizer/pedestal uses
  • Added Bobmazon leftover products, Bobble bobblehead drops, and new Crystallizer recipes for Reinforced Concrete and Cinnabar
  • Added ore-dictionary matching support to hbmFallout.json so fallout conversions can target blocks by ore tag

Performance

  • Added baked-quad caches for Combinator Funnel and Spotlight models
  • Reduced unnecessary Hazard System inventory syncs and optimized NBT lookup
  • Migrated a lot of machines / blocks / items from TESR/TEISR to baked models, thereby significantly reducing draw calls
  • Added specialized fast-immediate vertex buffers
  • Fixed laggy crates
  • Moved more particle effects onto instanced/immediate rendering paths and improved billboard batching

Misc

  • Expanded the in-game manual with Redstone-over-Radio, crude oil, and remaining QMAW/ammo pages
  • Corrected some translations
  • Added more JEI transfer handlers
  • Made make control panel instrument GUI rendering modifiable (PR #1439 by Leafia)

Файлы

ntm-ce-2.2.0.0.jar(80.54 MiB)
Основной
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ntm-ce-java25-2.2.0.0.jar(80.30 MiB)
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Метаданные

Канал релиза

Release

Номер версии

2.2.0.0

Загрузчики

Forge

Версии игры

1.12.2

Загрузок

3.7K

Дата публикации

3 нед. назад

Загрузил

ID версии

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