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Моды/Hbm's Nuclear Tech Mod
Hbm's Nuclear Tech Mod

Hbm's Nuclear Tech Mod

Nukes, reactors, missiles, tech and more!

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Все версииHbm's Nuclear Tech Mod 1.0.27X5523 for Minecraft 1.7.10

Hbm's Nuclear Tech Mod 1.0.27X5523 for Minecraft 1.7.10

Beta4 мес. назад

Список изменений

Added

  • New fusion reactor
    • More dynamic system with more components to choose from
    • Models and GUIs that are less eye-bleeding
    • Plasmas are now represented as a recipe selector instead of dedicated fluids, making the entire thing fully configurable
    • Despite being recipe based, fusion reactors will still burn fuel at a steady rate
    • Comes with load-balancing, if the solenoid power or fuel supply drops, the reaction will slow down
      • This ensures that supply below maximum demand doesn't cause "flickering" due to constantly running out of fuel
    • Comes with many juicy parts
      • The plasma vessel is where the magic happens, has four connectors for other parts
      • Klystron is used to ignite the plasma
      • Breeding chamber uses the plasma's outout flux to do irradiation recipes
      • Collector increases byproduct yield
      • Boiler turns water into SDS
      • MHD turbine makes power out of the plasma directly at greater efficiency
      • Coupler turns plasma output energy into usable klystron energy, allowing one reactor to be powered by another, creating a multi-torus setup
    • Also has full QMAW documentation, if the tooltips aren't enough
  • Boxcables
    • Like boxducts, but for power

Changed

  • Updated chinese localization
  • Updated meteors
    • Meteors will now punch through weak blocks like leaves instead of getting stuck on trees
    • Meteor impacts now have new visuals
    • Falling meteors will produce a sound instead of stealthily blowing people up
    • Fallen meteors will now be placed deeper into the actual crater instead of hovering awkwardly over the hole
  • Added QMAW pages for the particle accelerator parts along with a PA overview page and a simple step by step construction tutorial
  • Increased the acidizer partitioner's input limit from 9 to 45 slots
  • Ammo containers are now functional again
    • Each gun has a fixed "default ammo" that will be given
    • Grants ammo for up to three held guns, selected randomly
    • Ammo given does not respect caliber conversion mods
    • Amount of ammo given depends on the mag size and type of ammo
      • Most pistols and low capacity rifles will get two reloads worth of ammo
      • High capacity rifles will typically get only one magazine
      • Rocket launchers typically only get a small amount of rockets
      • The fat man only gets a single nuke
      • Certain legendaries do not give ammo at all, they are omitted when three randomly held guns are selected
  • Ammo containers are now found in more itempools
  • The arc furnace input queue can now be moved into the recipe grid if the lid is at least slightly open instead of requiring a fully opened lid
    • This means that in system with slow input, the time window when items can be added to the arc furance is now more forgiving
  • Pipe anchors now have a look overlay showing the currently configured fluid type
  • Removed ammo duping using nitra, instead, four large piles can now be combined into an ammo container
    • Ammo containers crafted from nitra cannot give "expensive" ammo types
    • This mainly excludes mini nukes and .35
    • Comes in a distinct blue color instead of military green
    • Makeshift containers also yield only half as much ammo as regular ones
  • Using a defuser, creepers can now be rendered harmless manually
  • Defusing creepers now also works if the creeper hasn't lit its fuse yet
  • Defused creepers are now permanently harmless, they can no longer be manually re-ignited at all
  • Manual defusers now also affect big man johnson
    • Defusing only works if the timer is active
    • The glpyhid will explode instantly, but only about as powerful as a conventional rocket, not destroying blocks
    • Doing so will also drop one usable demolition mini nuke
  • The painsaw ability no longer plays the blood splash particle effect
    • Instead, it will outright gib the target
  • Pile plutonium rods can now be reprocessed in the PUREX in addition to the old anvil recipes
    • The recipes require 100mB of sulfuric acid and 100HE/t, the lowest requirement for all reprocessing recipes
    • The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary
  • Grass is no longer a valid paint block for paintable cables and ducts
  • Multiblocks are no longer affected by collapses caused by nuclear explosions
  • The old NITAN powder chests have been removed
    • In their place, there's now a different, more useful structure with similar but not identical spawn rules
  • ROR controller torches can now set the threshold of particle accelerator dipoles
  • Removed the legacy recipes from the terra drills
  • Slag can now be cast into ingots
  • Re-solidifcation of bedrock ore crumbs now requires ore slop instead of nitric acid
    • Due to ore slop being only obtainable from processing raw bedrock ore, this places a hard cap on how many times a single ore can be re-solidified out of crumbs
    • This approach means that crumb yields don't have to be nerfed, and prevents that issue from popping up again should there ever be a new, more efficient processing path
  • Rewrote the ore layer generator (hematite, bauxite) to be way more performant during worldgen
  • The mining laser can now be stopped by applying a redstone signal to one of the ports
  • Ionized particles can no longer be liquefacted into helium-4, helium is now a direct liquid byproduct of several fusion reactor recipes
  • Adjusted schrabidic acid recipe to account for higher ionized particle yield
  • Increased the ICF's stellar flux output by a factor of four

Fixed

  • Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up
  • Fixed issue where the amounts tracker wasn't being used correctly when using a custom acidizer config, preventing the acidizer partitioner from working
  • Fixed multi fluid ID search potentially not working on systems with a non-latin locale
  • Fixed particle accelerator source working even if not cooled
  • Fixed foundry channels being overly laggy in certain setups
  • Fixed potential mod incompatibilities with world generation mods that use outdated forge hooks
  • Fixed the buzzsaw not properly replanting trees using the leaves2 block type
  • Fixed creepers regaining their exploding AI task upon relog, if defused
  • Fixed assembly and chemical factories not properly saving their recipe fluid buffers
  • Fixed light blue and light gray dyes not working when dyeing cables
  • Fixed bismuth armor not having a valid repair material
  • Fixed compressors needing at least one mB of fluid more to process a recipe than necessary
  • Fixed many NTM structure spawn conditions being hardcoded (again) preventing them from spawning in modded biomes that would otherwise be a fit
  • Fixed spawn offset for some structures which caused them to float in the air
  • Fixed icons in the QMAW title bar often times being too dark when rendered with a 3D model
  • Fixed rocket artillery modes having incorrect tooltips

MD5: 8bc02098c29188fd9cca86306eef4e4f SHA1: 6d59403c6798e50e9d2cfd3b018f3691c3fa6563

Файлы

HBM-NTM-[1.0.27_X5523].jar(52.25 MiB)
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Метаданные

Канал релиза

Beta

Номер версии

5523

Загрузчики

Forge

Версии игры

1.7.10

Загрузок

26.3K

Дата публикации

4 мес. назад

Загрузил

ID версии

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