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## Added | ||
* Doors! | ||
* Your favorites from 1.12, the 7 remaining doors have finally been ported | ||
* Thanks to KoblizekXD for biting the bullet | ||
* Rubber boat | ||
* Made from latex or synthetic rubber | ||
* A much less jankier alternative to the vanilla boat. Rotations are silky smooth and done via the strafe keys instead of based on the player's orientation | ||
* Won't break from ramming into blocks | ||
* Faster than a regular boat, but will decelerate quicker when there's nobody sitting in it, preventing the boat from drifting off too far when empty | ||
* Exposure chamber | ||
* Now performs the particle transmutation recipes that were previously done in the crafting table | ||
* Stylish as hell | ||
* Decoy missile | ||
* A cheap tier 1 missile that shows up on radar screens as tier 4 (eg. nuclear) missiles | ||
* Printing press stamps | ||
* 8 different stamps for printing certain pages | ||
* If a meteor dungeon safe is generated without a black book inside, it will generate two random stamps instead | ||
* With all 8 stamps, allows you to print your own black book | ||
* Gylphid pheromones | ||
* Used by certain glyphids, killing those allows for the pheromone glands to be harvested | ||
* By mixing the pheromone with blood and medicine, it can be modified to extend its positive effects to non-glyphid entities | ||
* Disperser canisters | ||
* Throwable like grenades, will cause a small AoE effect based on the fluid | ||
* Effectively a gas grenade, allows phosgene and mustard gas to be used directly | ||
* Hot things like hot coolant or steam are especially effective | ||
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## Changed | ||
* Updated russian localization | ||
* Reduced the blast resistance of the large doors from absurdly high to still very but not quite as high | ||
* Custom missiles are now launchable using the radar | ||
* NTM's structures should no longer spawn in dimensions besides the overworld. Ores will still generate, assuming the config option is set. | ||
* Decreased M1tty's radiation resistance | ||
* It's really damn cheap, what did you expect | ||
* M1tty's helmet now acts like a protective mask | ||
* Most non-custom missiles except tier 0s are now assembled in the arc welder | ||
* Crafting complexity has been reduced, the recipes only need the three major components without any extra loose plates | ||
* Non-custom missiles have been slightly buffed | ||
* Explosions are now slightly larger and they use the new cross-detection entity damage code which still affects entities behind small hills that would otherwise be shielded | ||
* Explosions now have a 2x larger entity damage radius | ||
* Updated the digiminer recipe for mekanism compat | ||
* Added config options to the ground water pumps | ||
* Missile parts such as non-custom thrusters and fuselages are now made in the arc welder, recipe ingredients have been adjusted as well | ||
* Null grenades now have a slightly larger radius, should no longer wipe playerdata and require UNDEFINED to make | ||
* Added some breedable material to BFB PWR fuel rods, meaning that the recycling recipes now actually yield a net positive instead of being a massive waste of time | ||
* The RBMK control panel has been upgraded | ||
* Right.clicking the color buttons will now assign the color to the selected control rods | ||
* There's now a new button that allows to cycle through compressor settings on RBMK steam channels | ||
* The flux display is now functional. It will display the flux curve of the last 30 seconds, as well as labels for the total flux level. | ||
* With the color assigning buttons and the flux display finished, the console is now finally complete | ||
* Compressing blood at 4 PU now turns it into crude oil at a ratio of 2:1 | ||
* Increased the cap for the overdrive upgrade in acidizers, tier 2 should now yield the proper amount and tier 3 should now be better than tier 2 | ||
* The tooltip of valid upgrades now changes when a compatible machine GUI is open | ||
* Reworked glyphids | ||
* Hives are no longer open, instead they are much flatter with multiple spawners inside | ||
* Naturally spawning hives now spawn with some loot inside | ||
* Spawners now place glyphids nearby instead of on top, preventing them from suffocating instantly | ||
* Glyphids no longer spawn every second, instead they spawn in waves | ||
* More config option for spawning behavior | ||
* A new config option for rampant mode which makes glyphids more aggressive, scouts expand directly towards players and all glyphids able to dig away obstacles | ||
* A dedicated glyphid for digging also exists outside of rampant mode | ||
* Glyphid meat can now be processed into resources | ||
* Glyphid behemoths now have an acid attack and create a gas effect on death | ||
* Larger glyphids can now destroy lanterns | ||
* Infested glyphids | ||
* 10% of all glyphid hives will be infested | ||
* Infested glyphids are roughly equal, but apply a poison effect and nausea when attacking | ||
* When killed, they will drop maggots that attack the player | ||
* Infested scouts will also create infested hives | ||
* Glyphid hive blocks no longer drop when broken | ||
* The industrial generator no longer has an exponential modifier for power generation, which means it no longer produces several times more power than any other generator | ||
* The igen by default only burns with 50% efficiency, which can be raised back to 100% with water and even to 125% with lubricant, making it slightly better when lubed than the fluid burner | ||
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## Fixed | ||
* Fixed ancient bug where custom missiles launched using the launch table would not use the accuracy calculation and always be pin-point accurate | ||
* Fixed RBMK heat exchangers being able to use heatable fluids that don't have heat exchanger efficiency defined like liquid sodium, heavy water and thorium salt | ||
* Fixed RBMK heat exchangers not using the heat exchanger efficiency variable to determine cooling power | ||
* Fixed the ballistic gauntlet spawning a client-side ghost bullet that doesn't move or despawn | ||
* Fixed bug where different custom machine cores would merge in a stack when picked up, turning them into the same type | ||
* Fixed radar screen blips being visible through the back of the model | ||
* Fixed desh crate's last half of slots preventing radiation entirely | ||
* Fixed large mining drill shift-clicking | ||
* Fixed the info system not being visible with a gun equipped | ||
* Fixed a potential crash with suit batteries |
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