
HBM Nuclear Tech Mod: Community Edition
The most complete and up-to-date 1.12.2 HBM: Nuclear Tech Mod port.
Fixes
- Meteor impact fallout can once again set flammable blocks on fire, and burning earth now forms correctly when it isn't raining
- Emissive overlay textures on several blocks and items with Optifine
- Muffling a force field now silences all of its spark sounds, including the one played when entities are pushed inside
- Fixed the digamma (DRX) HUD meter using the wrong texture and displaying incorrectly
- Removed stray debug axis lines that were drawn over custom missiles when held or displayed
- The ReaSim RBMK automatic control rod screen now shows a power indicator light so you can tell whether the rod is receiving power
- The Digamma Spear now properly kills nearby living entities — including players in creative mode — when it detonates
- Stack upgrades are no longer mistakenly treated as speed upgrades when installed in machines
- Fixed the fluid temperature line appearing multiple times in the tooltips of tanks, barrels and lead containers
- Cracked keys and launch code pieces now drop from hostile mobs at their intended rate instead of almost never appearing
- 40mm grenades no longer pass harmlessly through enemies at point-blank range; they now only skip detonating against the shooter
- Cluster missiles now reliably split into their submunitions on descent
- The Ore Acidizer now plays its running sound while operating
- The TOM now correctly spawns its mushroom cloud when it falls below the world surface
- Fixed volcano cores not saving and resuming their eruption progress
- Fixed a crash that could occur when a looping machine sound restarted before its previous instance had fully stopped
- Fixed missing lever and boiler sound effects caused by mismatched sound file names
- Crane contents, including installed upgrade items, no longer vanish when rotating or adjusting the crane with a screwdriver
- Fixed a crash when entering a decimal number into the Dark Fusion Core emitter's output field (by xdoxx123)
- Cable diodes now correctly show their configured throughput limit and network priority on the client instead of stale or default values
Changes
- Changed some recipes to reflect upstream changes
- FaU and DNS power armor now also provide strong physical and fire resistance
- Foundry Scraps are now named after the material they contain (e.g. "Iron Scraps"), with cleaned-up tooltips
- Overworld bedrock ore deposits now generate in tiers based on local ore density, and higher tiers require a boring fluid (water, sulfuric acid or solvent) to extract; the Ore Density Scanner now reports a deposit's tier and the fluid it needs
- The RBMK graph panel now lets you set fixed minimum and maximum values for each graph
- The Automatic Buzz Saw tooltip now lists coal tar creosote as an accepted fuel
- Volcanic eruptions now react with diamond ore to form gem-bearing volcanic ore (radioactive eruptions produce radioactive gem ore)
- The detector lens overlay can now pinpoint radioactive volcano cores
- Refreshed a range of textures
New Features
- Added radioactive volcanoes: a new radioactive volcano core that erupts radioactive lava and contaminates the surrounding area, plus radioactive lava that irradiates anything it touches and cools into sellafield rock and rare radioactive ores
- Added a shield-volcano variant that melts away surface terrain over a wide area instead of building a tall cone
- Fissure bombs detonated inside crater biomes now tear open radioactive volcanic fissures, and nuclear fallout can transmute ordinary volcano cores into radioactive ones
- Added the Cargo Elevator, a multi-block lift you can extend upward and toggle to raise or lower cargo and entities on its platform
- Added Pneumatic Storage Access and Pneumatic Storage Clutter blocks, letting pneumatic tube networks store and remotely access inventory contents
- Added the Redstone-over-Radio Terminal, a console for manually composing and broadcasting RoR commands, with channel setup, repeating signals and a command history
- Gun turrets and the ZIRNOX reactor can now be controlled remotely over Redstone-over-Radio — toggling power, target filters and whitelists, artillery targeting, venting CO2 and reading reactor stats
- Fluid barrels, fluid tanks, UF6 and PuF6 tanks, the Orbus tank and the Big Ass Tank 9000 now emit a redstone comparator signal based on how full they are, letting you wire them into redstone automation (PR #1408 by Hacker6329)
- Mining Helmets can now be found in abandoned mineshaft and spawn bonus chests, and Cracked Keys in abandoned mineshaft and dungeon chests
- Added a config option to make doors require a continuous redstone signal to stay open, instead of toggling open or closed on each redstone pulse
Misc
- Added a new developer bobblehead
- Updated the Japanese translation for the "dangerous drop" item trait label
Fixed a 2.5.0.0 regression that caused boilers crashing the game on load
Reverted a load order change in 2.5 that caused some regressions.
Breaking Changes
- Dropped unmaintained translation files. Supported languages are now: English, German, French, Italian, Japanese, Polish, Russian, Simplified Chinese, Ukrainian.
Fixes
- Fixed T-51 texture loading
- Fixed jetpack rendering not following the player's body orientation while elytra-flying
- Fixed industrial fans and turret biometric whitelists desyncing between client and server
- Fixed sawmill recipe (#1424)
- Fixed NTM tools being unable to mine bobbleheads
- Fixed gun shader rendering under Optifine (2.3 regression)
- Fixed turbofans applying player motion on the client even when the engine wasn't running
- Fixed multiblock placement being blocked when the player's head merely clipped the build area, and fixed large flare-tower blocks suffocating players and allowing hostile mob spawns
- Fixed decoration blocks (CRT, toaster, satellite-dish pole, tape recorder, filing cabinet, misc. deco) losing their stored state when pushed/pulled by block-movers, and fixed CRT/toaster/filing cabinet/screen blocks rotating incorrectly when placed (#1360)
- Fixed the pole satellite receiver model
- Fixed control-panel composite data values retaining stale entries after reload
- Fixed control-panel Input nodes failing to deserialize when their name was missing
- Fixed crash with low-radius contaminating drops
- Fixed crash and incredible log spam when a node queries a te in a not-yet-loaded chunk during world load
- Fixed dedicated server crash on chunk load for RBMK Gauge, Graph, Indicator, KeyPad, Lever, and Numitron blocks
- Fixed Experience Bottles not being convertible to Experience Juice in barrels and fluid tanks
- Maskman now only spawns near player who have obtained or placed the Ore Acidizer
- Fixed crash when copying fluid from a fluid duct to a multi fluid identifier
Changes
- On-screen info messages now render in a stable, deterministic order instead of being reordered by timing
- Oil ore can no longer be silk-touched
- Alexandrite ore now drops at most two gems regardless of fortune
- Oil deposits now spawn less often in hot, arid biomes
- Steel grates now have an additional height level
- Removed the crafting recipes for the Mini RTG and the Power RTG
- Re-ported sliding blast door
New Features
- Ported recent upstream additions from X5671, including:
- New Redstone-over-Radio Pager item
- New Redstone-over-Radio Indicator Lights and Lever panel blocks (screwdriver-configurable), with matching manual pages
- Paintable fluid ducts, exhaust pipes, and pneumatic tubes now document paint and port configuration in their tooltips
- New lever click and electrical spark sound effects
- New IR-tier Tesla capacitor ammo with a chain-lightning beam
- Self-charging batteries placed in Battery Sockets now intermittently arc to nearby entities and detonate locally
- Empty pipelines now adopt the connecting pipeline's fluid type when joined
- New mixer recipe converting tar (any) into Bitumen
- New Mug Can drink that grants Resistance and Regeneration when consumed
- Removed the legacy Plasma block
- Added OpenComputers integration for the RBMK Gauge, Graph, KeyPad, and Numitron
- Added a
HEALTHBAR_HUDclient config to toggle the VATS-style entity healthbar overlay (#1447) - Added a
mobWeaponSootReductionserver config to lower the soot threshold for skeletons spawning with guns - Ported Foundry Spill Outlets
Performance
- Reduced per-tick work and network traffic. For developers: this is a substantial API change for TileEntityLoadedBase! You are now required to override (de)serializeInitial instead of vanilla updateTag methods for the correct first sync on chunk load.
- Sawmills now cache their recipe lookup
- Made rendering slightly less CPU intensive
Misc
- Some localization changes
- Reduced jar size by ~10MiB by removing unused assets
Breaking Changes
- Ported upstream rework of grenades; existing grenades in the world and in inventories will be lost
- Removed
crucible_template; the recipe is now picked directly on the crucible through its GUI, andtemplate_folder/journal_pip/journal_bj/journal_silverno longer open a template folder GUI - Removed
turret_control - Siege mobs now drop plain steel ingots instead of tier-specific siege coins
Fixes
- Fixed multiblocks jump-placing over living entities; placement is now refused if anything is standing inside the footprint
- Fixed sliding blast door dropping its keypad when broken
- Fixed diesel generator failing to locate its smokestack
- Fixed wood-burner visual drift
- Fixed RBMK console text drifting over time
- Fixed ICF splash particle being off-center
- Fixed custom missile rendering glitches
- Fixed Astolfization potion effect not having its intended visuals
- Smoothed out the visual transition of items moving between conveyors
- Drill-equipped weapons no longer spam block-break sounds on unbreakable blocks
- Custom Control Panel: fixed visual color leak and relog bug, keyboard-repeat not firing, nodes being deletable while typing in text fields, and panels not loading properly
- Fixed skeleton particle rendering
- Fixed a crash when reloading a world with nuke/fallout without restarting the client
- Fixed BAT9000 not having persistent NBT for item drops
Changes
- Ported new fallout block textures
- RBMK Crane Console: highlights the column currently under the crane in yellow on both
rbmk_consoleandrbmk_displayscreens - Machine Press GUI gained a 9-slot extra-storage row
- Custom mob bonus drops (spider/zombie/skeleton/creeper ingots) are now gated behind the
doMobLootgamerule - Bedrock heavy-metal radsolvent output tweaked: bismuth 1 → 2, added tantalium 2
- Plasma Forge port completed
- DFC parts (
dfc_core,dfc_emitter,dfc_receiver,dfc_injector,dfc_stabilizer) can no longer be crafted on the crafting table and must now be produced in the Plasma Forge
New Features
- Added modular RBMK Redstone-over-Radio panel system:
rbmk_key_pad,rbmk_gauge,rbmk_graph,rbmk_numitron, andrbmk_display_blank, compatible with RBMK control rods, manual control rods and fuel rods - Added fluid-barrel connector: barrels now visually link up to adjacent fluid pipes carrying the same fluid
- Added
pill_redconsumable - Added
plates_castmold and matching triple-cast-plate anvil recipe - Added toggle-magnet keybind (default Z) with on-screen ON/OFF feedback; existing jetpack and HUD toggles also report their new state
- Added zombie bonus drops (copper, aluminium, titanium ingots at 1/200 each)
- Added crafting recipes for NUMITRON circuit, vanilla hopper, vanilla bucket, and graphite ingot from fine carbon wire
- Added copy-paste for Custom Control Panel instruments
- Added tagged-link system for Custom Control Panel: links survive the linked block being broken and can be identified by a tag string; hint "Shift+A to add node" shown in the node editor
- Added composite data-value type for the Custom Control Panel
- Siege mobs can now be configured with laser-weapon responses (block-breaking, explosion, incendiary)
- Added more JEI recipe transfer handlers
- Grouped some items in HEI (requires HEI 4.30.0+)
Performance
- Reduced redundant per-frame work in the chunk and tile-entity rendering path
Misc
- Custom Control Panel is no longer marked
[WIP]
- Fixed crate item stack custom name not being displayed
- Fixed a crash when the GUI of Klystron is opened immediately after placement
- Fixed a 2.3.0.0 regression that caused Celeritas to incorrectly cull chunks
- Fixed an issue that may cause RBMK to explode on chunk load/unload
- Fixed a hazard system oredict aliasing issue
SUBSTANTIAL CHANGES
- The mod now requires
mixinbooter 10.7to bootstrap!
Fixes
- Fixed impact overworld provider rebinding clashing with OTG / other mods' custom provider
- Fixed RBMK Display facing/render
- Fixed RBMK columns' extreme placing / removing lag due to improper quads caching
- Mitigated duct and cable placing / removing lag due to eager net destruction and reconstruction
- Fixed potential CME when switching door states
- Fixed clash with Universal Tweaks by migrating to mixins
- Fixed ClassCastException on fake worlds in RadiationSystemNT (PR #1446 by kaduvill)
- Fixed baked models missing tintindex and shading issues with Optifine
- Fixed upgrade dupe caused by server-side invocation of client-only sound code
- Fixed latent GL state leaks in meteor sword, Egon gun, and JShotgun renderers
- Fixed bobblehead render not capturing blend state
- Fixed Xaero's Minimap black screen caused by badge HUD rendering on wrong overlay event type
- Fixed rad sealed duct having an absurdly high blast resistance (10000 → 400)
- Fixed capability wrapper crash messages not reporting the offending TileEntity class
- Fixed capacitor not marking dirty state on power change
- Fixed sawmill and drone crate registering erroneous capabilities
- Fixed crane router facing (used custom enum order instead of
EnumFacing.byIndex) - Fixed glyphid StackOverflowError caused by recursive
getAttackTarget/setAttackTargetloop when blind - Fixed missing 2x scale in torex instanced billboard path
- Fixed funnel ClassCastException and funnel not properly inputting/outputting items (e.g. via conveyor inserter/ejector)
- Fixed RBMK Cooler console stats not displaying fluid levels; cooler now reports both cold and hot tank types, fill, and capacity
- Fixed firebox not returning container items (e.g. lava bucket → empty bucket) when fuel is fully consumed
- Fixed baked model culling/lighting as well as TESR culling issues
- Fixed hardcore darkness mod compatibililty
Changes
- Removed
enableHardcoreDarknessconfig option - JEI recipe lookup for
fluid_iconitems is now forwarded to their Forge fluid mirror - RBMK Cooler console tooltip now shows cold/hot fluid type, fill, and max capacity instead of just cryogel amount
- Crane router now has a standard tooltip
- Partially migrated coremod ASM transformers to Mixin
- Tool ability HUD overlay now properly manages GL depth/lighting/color state
New Features
- Updated RBMK debris block textures and added new RBMK decorative panel/slab blocks (PR #1450 by Leafia)
- Added network compatibility mode config option
- Ported Creative klystron and Plasma Forge
Performance
- Substantially reduced CPU rendering overhead with a ton of mixins
Misc
- Refactored container shift-click transfer routing
- The mod now requires
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
- RBMK absorber columns now heat up when exposed to neutrons
- Removed legacy
machine_assembler,machine_assemfac,machine_chemplant, andmachine_chemfac, plus their legacy templates/JEI/category/render assets - Removed
hf_swordandhs_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 hiddenkit_custominstead - Removed the legacy
relayphased/worldgen structure and the/hbmstruct relaygenerator 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_coreslot - Removed old
struct_plasma_coreandmarker_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_oilbeing 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
Slopinstead ofNitric 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
IUpgradeInfoProviderGUIs, 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.jsonplus/ntmclientand/ntmserverfor 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, andbalefire_and_haminto 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.jsonis 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
Annihilatormultiblock 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, andRadio 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_doorimplementation, 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_containerinto 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_inputevents and weak/strong redstone emission from panels - Added
Universal Fluid Tank V2andHazardous Material Tank V2, which support partial fill/drain and recipe conversions from the legacy tanks (PR #1370 by Hacker6329) - Ported
Heavy Duty Electricity Connectorwith 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.jsonso 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)
- Aligned RBMK cooling behavior to upstream. This MAY blow up your reactor! 1.7 Changelog copied verbatim below:
Fixes
- Fixed NPE crash related to incorrect Combinator Funnel behavior
- Fixed NPE resulting in desync due to BlockWandLogic behavior
- Fixed sound being absent when placing an upgrade in some machines
- Fixed the overclocking upgrade not working in JEI for gas centrifuges
- Fixed metadata saving from bobbleheads when they're being shredded
- Fixed trench armor having no radiation resistance
- Fixed fluid dupe in NTM tanks via regular buckets
- Fixed visual artifacts while holding the South Star
- Fixed secondary fire mode not working for double-barrel shotgun
- Fixed JEI press recipe animation
- Fixed incorrect artillery barrel rotation
Changes
- Some GUIs that had old power bars now have the same bar as others
- Added translation key for hydrazine fluid
- Updated armor inventory models to have 3D variants instead of 2D ones
- Updated footstep sounds for NTM armor
- Updated gib particles - now there are some more types (e.g. for slimes, tesla/cyber crabs)
- Updated armor power capacity tooltip color
- Any powered armor now doesn't discharge while the player is in creative mode
- Added particles for DNT armor jetpack under the legs
- Removed EE recipes in DFC, meaning you also no longer have to waste 5000x more energy than needed for yharonite
New Features
- Added a config option to disable advancements. Search for
0.99_CE_02_enableAdvancementsinhbm.cfgto disable in case you need to. - Added redstone control for ZIRNOX
- Added recipes for laser pistol
- Ported new industrial turbine along with leviathan turbine changes
- Ported NCR armor
- Ported melee/ranged power armor controllers
- Ported floodlights, cage/tritium lamp
- Ported precision assembly machine along with broken items for 528 mode
- Ported N I 4 N I
Misc
- Made rad pockets unlimited
Fixes
- Fixed
dialEnableMeltdownOverpressurenot exploding the pipes - Fixed ForgeFluid <-> NTM tank co-op (see issue #1194)
- Fixed FPP baked model transforms
- Fixed alpha not being enabled for certain transparent particle textures (see issue #1345)
- Fixed a potential
TileEntityMachineRadarNTCME - Fixed incompatibility with Ancient Warfare (fixed a networking bug for them)
- Fixed player skins z-fighting powered armor models
Changes
- Updated Heavy Magnetic Storage Tank model
New Features
- Added missing block auto replacement (PR#1283 by Leafia). Set
0.99_CE_01_enableBlockAutoReplacingtotrueinhbm.cfgto enable. - Ported new Redstone Over Radio models and radio torch counter
- Ported Combinator funnel
- Fixed
SUBSTANTIAL CHANGES
Fluid ID order has changed. No attempts have been made to avoid Fluid ID shifting on NTM items/tanks/machines.
This is why we bumped the major version to 2. To mitigate, move your fluids into a Forge fluid tank (e.g., Mekanism tanks) before updating!Breaking Changes
- Removed Watz pellets from the NTM:Space fork
- Removed
gas_mask_filter_radon
Fixes
- Added missing machine upgrade entries
- Fixed the Balefire Bomb crashing when inserting a spark battery
- Fixed a race-condition crash in the Foundry Channel
- Fixed plant generation
- Fixed various machine inventory shift-click issues
- Fixed gun rendering artifacts with active shaders
- Fixed an RBMK console NPE
- Fixed Crayon item texture Z-fighting
- Fixed some crucible bugs
- Fixed Fallout Rain pinning worker threads on the JVM
- Fixed diode texture and energy transfer
- Fixed the fluid tank slot shift-click issue in the Chemical Plant
- Fixed QMAW localization
- Fixed various turret bugs (see issue #1335)
- Fixed a GL crash with the battery socket
- Fixed an NBT world-gen ClassCastException
- Fixed ZIRNOX OpenComputers functions
Changes
- Reworked the phased world-gen system (
package com.hbm.world.phased) to be vastly more extensible and robust.
Don’t hesitate to contact us on Discord if you need help making a structure addon mod!
New Features
- Ported new turret casing ejections from 1.7
- Ported new inspections for the Assembly Factory / Chemical Factory from 1.7
- Added radiation pocket visualization as the default RadVis mode (enable with
/radvis on) - Customizable Siren Soundtracks! (PR #1320 by Vidarin)
- Ported
missile_shuttle - Doors are now configurable! See
hbm.cfg→9.99_CE_02_doorConf. Three modes are available:DEFAULT: default behaviorTOOLABLE: toggle between default and redstone-only mode with a screwdriver; when locked, requires a key in the offhandREDSTONE: redstone only
- Ported
IFluidRegisterListener - Ported the calculator
Performance
- Overhauled the radiation system (~60% faster)
- Made Nuke Algorithm 2 marginally faster
- Reduced RBMK console network traffic
Breaking Changes
- Fixed colored concrete stairs losing their color when the chunk is unloaded. For technical reasons new blocks must be
introduced to fix this issue,
hbm:concrete_colored_stairsandhbm:concrete_colored_ext_stairshas been removed.
Fixes
- Fixed VAO crashing the game on Apple devices when using Cleanroom / lwjgl3ify by using VBO instead.
- Fixed waste earth having missing bottom texture
- Fixed Capacitor placement direction
- Fixed a 1.5.2.0 regression that caused certain machines to be unable to subscribe to networks
- Fixed diode crash
- Fixed Settings Tool crash
- Fixed animation bug with settings tool
- Fixed PWR item I/O (PR #1310 by Kellen)
Changes
- Made it possible to change fluid type of Heat Exchanger by shift-clicking with a fluid identifier
- The game will now crash when an incompatible NTM: Extended Edition mod is detected.
Performance
- Refactored radiation system. It now runs ~30% faster.
- Fixed colored concrete stairs losing their color when the chunk is unloaded. For technical reasons new blocks must be
introduced to fix this issue,
Fixes
- Fixed a 1.5.1.4 regression that caused incorrect rocket trajectories
- Fixed a 1.4.2.0 regression that caused the recipe of gas turbine to be missing
- Added some other missing crafting recipes
- Fixed radiation system not diffusing correctly across non-uniform sections
Fixed VAO not detected on macOS with cleanroom / lwjgl3ifystill not working, will fix in a future release- Fixed Liquidator Medal incorrect slot & inapplicable to helmets
Changes
- Added new absorber blocks that use block metadata. Old absorber blocks will be transformed automatically.
- Ported new model for deuterium tower from 1.7
New Features
- Ported rebar & rebar placer
- Added an integrated-server-only visualizer for radiation system. Run
/radvisfor more information.
Breaking Changes
- Removed Schrabidium Transmutator (PR #1247 by SilentYeti)
- Removed
ore_coal_oil,ore_coal_oil_burning,ore_reiium,ore_weidanium,ore_verticium,ore_unobtainium,ore_daffergon,waste_dirt,waste_gravel,waste_sandstone,waste_sand,waste_red_sandstone,waste_sand_red,waste_terracotta,waste_snow,waste_snow_block,waste_ice,block_reiium,block_weidanium,block_verticium,block_unobtainium,block_daffergon,struct_iter_core,fusion_conductor,fusion_center,fusion_motorand all related recipes (PR #1247 by SilentYeti) - Removed
battery_su,battery_su_l,battery_steam,battery_steam_large battery_trixiteandbattery_sparkcan no longer function as a battery- Removed
machine_amgenandmachine_geo
Fixes
- Fixed Particle Accelerator Detector / Source item I/O
- Fixed OpenComputers integration floppy disk crafting, updated PWRangler lua script
- Fixed various advancement/qmaw json problems
- Fixed varous container shift-click problems (PR #1197 by Vidarin)
- Fixed Meteorite Dungeon Generation Config not working (PR #1197 by Vidarin)
- Fixed a crash when opening the GUI of Ammo Press
- Fixed alexandrite and iron cluster spawn rate can't be controlled by config
- Fixed a crash when looking at mass storage
- Fixed hydroactive items exploding in dry biomes
- Fixed a severe offset calculation error in radiation simulation system that may cause segmentation faults
- Fixed MKU crafting recipe
- Fixed gas blocks being mineable when mined with silk touch
- Fixed fluid availability accounting across receiver priority tiers in fluid net, causing lost fluid volume
- Fixed MIRV custom missiles not working
- Fixed a memory leak related to resource reloads
- Fixed missiles dropping items with meta = 0 unconditionally and doesn't drop rare items when hit by AB missile
Changes
- Most old batteries were hidden in creative tabs
- Aligned black hole entity behavior with 1.7
- Updated Bomber logic to match 1.7 behavior
New Features
- Ported new FEnSU and other changes to energy storage blocks from 1.7
- Ported fluid valves and fluid switch from 1.7
- Added a command to clear Tom impact data(
/hbm tom reset) - Ported new silo hatch doors from 1.7
Performance
- Reduced Enum#values() and Class#enumConstants Enum[] array allocation
- Made entity raytracing more efficient
- Made ASM transforms more efficient, now we only register one IClassTransformer to forge
Misc
- Added a config option to restore deprecated templates in template folder
Fixes
- Fixed a crash when unloading a chunk containing an RBMK autoloader (PR #1214 by Katecatus)
- Fixed a bug where glyphids could make other models in the world glow or become transparent
- Fixed an issue where the new fusion reactor could not disconnect removed components
- Fixed various model loading issues
- Fixed rendering issues with box cables
- Fixed AutoSaw cutting and replanting logic
- Fixed Woodburner fluid IO and tooltip
- Fixed typed pipe crafting with the Multi Fluid Identifier
- Fixed cave and 3D ore layer generation
- Fixed missing
sellafite_corium - Fixed an
EntityShrapnelcrash - Fixed reinforced glass and slab ambient occlusion
- Fixed the red key hole being obtainable in survival
- Fixed storage crates disappearing when mined with the power drill
- Fixed various bugs related to the fluid pump
- Fixed various bugs related to meteors
- Fixed Solidifier and Ashpit automation logic
- Fixed pneumatic tubes filtering is now possible on both sides
- Fixed Heat Boiler item persistence
- Fixed a siphon crash
- Fixed cap/basalt ore having no drops
- Fixed RBMK connector connection visuals
- Fixed being unable to put
flame_ponyin the turbofan upgrade slot - Fixed various tooltips
Changes
- More machines now produce pollution to match 1.7 behavior
- Updated radiation world destruction logic to match 1.7 behavior
- Updated entity radiation effects to match 1.7 behavior
- Updated
oil_pipeand PAA suit textures to match 1.7
Breaking changes
- Removed
hbm:briquette_lignite(unused and unobtainable in survival) - Removed the Radioisotope Thermal Heater
- Removed:
hbm:apple_lead1hbm:apple_lead2hbm:apple_schrabidium1hbm:apple_schrabidium2
- Lead apple and schrabidium apple are now meta items (these four items above were unused and unobtainable in survival)
New features
- Added OpenComputers support to the Geiger counter (PR #1219 by PeterStrick)
- Added more QMAW (PR #1225 by Vidarin)
- Ported stalactites and stalagmites
Performance
- Improved performance by parallelizing non-interfering per-tick tasks
- Improved networking system performance
- Mitigated TPS drops caused by nuke fallout rain
- Improved heat distortion particle performance (MinecAnton209)
- Improved performance of various library methods (MinecAnton209)
- Improved meltdown logic and reduced RBMK component network traffic (MinecAnton209)
- Improved performance by replacing most references to
Enum#values()withstatic finalarrays - Added automatic cleanup of empty networks in UniNOS
- Cached all baked models
Misc
- Improved radiation system logging (requires
debug=truein config)
Various fixes and improvements.
- Fixed the creative tab crash (Biomes O' Plenty compat) (#1172)
- Fixed large electricity pylon and substation visual bug, where it wouldn't properly connect (#762)
- Fixed VAO-related crash on Mac (#1195)
- Fixed ICF crashing the game while being connected to FE-providing cable (#1198)
- Fixed the crash after shift+clicking anything except a battery on a battery slot in a energy storage block (#1203)
- Fixed Mass Storage Units causing runaway log spam while placed in-world (#1204)
- Fixed condenser crashing the game while being connected to FE-providing cable (#1207)
- Fixed ejection speed upgrade crashing the game being in conveyor grabbers (#1189)
- Heavy radiation system optimization; it should cause much less strain on CPUs, leading to more stable TPS on servers/singleplayer worldsSince Modrinth page has been quite abandoned for a few months, I couldn't post the full changelog since amount of various fixes/small ports is simply too big.
There will be a changelog meant for November-December update from CF:
- Various fixes/small additions (search by closed issues on GitHub page): #186, #259, #415, #468, #481, #492, #647, #735, #790, #848, #948, #999, #1000, #1001, #1015, #1026, #1032, #1036, #1037, #1038, #1043, #1046, #1047, #1048, #1049, #1050, #1051, #1052, #1054, #1056, #1057, #1059, #1061, #1063, #1064, #1067, #1070, #1071, #1072, #1073, #1080, #1088, #1091, #1092, #1098, #1102, #1104, #1111, #1113, #1118, #1120, #1122, #1124, #1125, #1126, #1127, #1129, #1131, #1132, #1134, #1135, #1136, #1137, #1138, #1139, #1141, #1149, #1159, #1167, #1173
- Ported the new Fusion Reactor and many minor things related to it
- Ported the remaining .nbt structures (reworked meteor dungeon, reworked dish, world features and a few others); fixed partial generation and empty chests in them
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