
A definitive port of HBM's Nuclear Tech Mod from 1.7.10 to 1.12.2, the most completed one among others.
IMPORTANT NOTE
Firstly, we accept bug reports and feature requests only through "Issues" tab on GitHub.
Secondly, before sending any issues there, please make sure you're playing on the latest NTM:CE version. You can download it via "Releases" section on GitHub.
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NTM:CE is a modernized port of the legendary 1.7.10 Hbm’s Nuclear Tech Mod, bringing its signature focus on technology, atomic science, and nuclear weaponry to the 1.12.2 ecosystem. It preserves the original’s expansive tech tree of processing and utility machines, craftable bombs and missiles, guns, and abandoned structures to explore—while improving stability and performance drastically.
This project is the current, up‑to‑date 1.12.2 port of NTM and the direct successor to the Reloaded and Extended editions, aiming to be more feature‑complete and faithful to the original 1.7.10 mod, while it also brings fixes and optimizations (for example, having threaded packets and explosions, making bombs explode roughly 50x faster than on other 1.12 ports!)
Nukes are no longer just green TNT blocks: you’ll synthesize advanced explosives, enrich uranium, and engineer devastating nuclear missiles to unleash upon your friends—or enemies.
Pictures say more than a thousand words - you're welcome to check out the Gallery tab!
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Is the mod survival-ready?
While there is still a plenty of bugfixing to be done, the mod itself has been proven to be in a state where it can be played in survival without fatal crashes, though it still has many minor/substantial bugs to be fixed and some rather minor things to be ported.
Is the mod compatible with NTM: Extended Edition addons/shaders?
Sadly, no. Installing EE addons will most likely result in crashes, making the modpack unplayable; due to having the new gun system ported, shaders are also incompatible and will cause heavy visual artifacts when holding a gun.
Also shaders are incompatible with NTM skybox; this can be fixed in 'config/hbm -> hbm.cfg' by changing the line 'B:1.00_enableSkybox=true' to 'false'.
We're looking forward to fixing shader-related issues, though this will take time.
How different is it from Extended edition?
Extended worlds are fully incompatible!
We have rewritten ~75% of the entire mod, porting every single feature we can. The amount of changes is difficult to track at this point. I invite you to check our GitHub issues, as we use them to track missing/added content.
What shaders/resource pack did you use for the screenshots?
We used Complementary Unbound shaders + 1.16 for 1.12 resource pack.
If you have more questions or you're willing to take part in developing this 1.12.2 NTM port, we welcome you on our GitHub and Discord!
Also you can find translated Chinese/Korean/Russian/Ukrainian README on the GH page.
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- Removed the unused Mini RTG and Polonium RTG blocks; any placed in existing worlds will disappear.
- Addon API: machine control packets now always pass the sending player; the old player-less
IControlReceiver#receiveControloverload has been removed.
- Tilted machines now appear tilted on clients; large fluid tanks in particular stayed upright for everyone but the server.
- Conveyors, chutes and lifts built with the conveyor wand now face the same way as hand-placed ones; dragging a run downwards produced a tower that spat items out backwards.
- The conveyor ejector now drops its installed upgrades when broken.
- Lethal radiation no longer bypasses effects that prevent death, such as the totem of undying.
- The industrial drill's area mining no longer floods the client with full block-break effects for every block in range.
- Satellite cooldowns and science sensor progress now survive a world reload.
- Machine control panels now respect block protection, so claim and region mods can deny them like any other right-click.
- Rocket flame particles now honour their size setting; debris, explosion clouds and missile contrails were all drawing at the default scale.
- The Soyuz capsule and its landing pod no longer land one block off when coming down at negative coordinates.
- The Soyuz capsule no longer crashes the game if it lands somewhere its cargo container cannot be placed.
- The satellite frequency linker no longer lets automation pull an unprogrammed chip out or feed it items that are not chips.
- The Soyuz capsule's contents can now be pulled out by hoppers and pipes from any side, not just the top slot.
- Fixed a crash when an inserter pushed items into a steel furnace the moment it was placed. (PR #1657 by znibsss)
- Machines with several output slots, such as the rock mill, now actually use all of them instead of stalling once the first slot fills.
- Hoppers, pipes and AE2 buses attached to different ports of the same multiblock machine no longer all behave like whichever port was used first, and item insertion now respects each side's slot rules.
- Chicago Pile blocks no longer lose their stored data when their block state changes.
- Oil derricks and pumpjacks can reach oil deposits further away from the drill pipe again.
- Sneak-right-clicking a multiblock machine now lets you place blocks against it instead of doing nothing.
- Players no longer suffocate while standing inside a multiblock machine's bounds.
- Pneumatic storage fixes:
- The clutter storage now accepts compressed air.
- The bulk storage now works with the pneumatic storage network at all, and its type filter can be set from its interface.
- Shift-clicking items into the exporter's filter no longer consumes them.
- Fixed misaligned slots and several rendering issues in the access terminal and other pneumatic storage interfaces.
- The storage access terminal now has a proper 3D item model, and the importer and exporter are no longer invisible when placed.
- Chicago Pile fixes:
- Vents now accept compressed air.
- Hoppers no longer void items into loaders that cannot currently take them.
- Connected textures on the pile structure work again with CTM installed.
- Old pile rods now state in their tooltip that they are legacy items that do not work with the new Chicago Pile.
- Semtex and C4 blocks now drop as items when broken instead of glitching out.
- The inserter's destroy-overflow toggle now updates visually right away instead of only after a chunk reload.
- Cigarettes and crack pipes are now held properly in hand.
- The RTG block no longer renders on top of its own animated model.
- The Welded BSCCO Coils and Fusion Reactor Blanket names were swapped; each now shows its correct name.
- The charge thrower's rope is now drawn correctly between the gun and its projectile.
- Fixed the rubber boat's texture.
- Broken items now have a proper name.
- Fixed rendering issues in the Soyuz and Lambda launch pad interfaces, and the launch pads now show proper item models.
- The Soyuz rocket's skin tooltip is now translatable instead of hardcoded English.
- Asteroid and lunar mining satellites no longer need the sat dock to send a rocket up on a timer; they now mine continuously and hold their haul in orbit until a dock calls it down, and report their progress in the satellite interface.
- The Soyuz rocket and lander now need flight simulation drives to build, cost considerably more power to assemble, and are gated behind the 528 blueprint pool rather than a discovery.
- Building a Soyuz launch pad now claims a service area beside the pad instead of behind it, and cables, pipes and hoppers can be attached anywhere on the pad's structure rather than only the core block.
- Taint no longer spreads in dimensions where world destruction is disabled.
- The health bar HUD is now enabled by default. (PR #1653 by Shibva)
- Remnant power armor is now built in the precision assembly machine behind a blueprint discovery instead of the crafting table, and its damage resistances have been raised.
- Refreshed the RBMK meltdown fire, steam jet and mushroom cloud particle textures.
- Updated the RTG and radiolysis generator interfaces, and refreshed the energy bars in several other machine interfaces.
- Added the Lambda launch pad and the Lambda-98 rocket: a silo-style pad that erects the rocket from underground, fuelled with leaded gasoline and peroxide, with an auto-launch toggle and a launch countdown. Ported from 1.7.
- Added Aviation Grade Sheeting, an assembly machine part with two recipes (aluminium/copper and titanium/plastic).
- The Soyuz launch pad finally has a recipe; it had none before.
- The Soyuz launch pad can now actually launch. Its interface gained a cargo/satellite mode switch, fuel, oxidiser and power indicators, an orbital module warning and a launch button with a ten second countdown, and the pad retracts its gantry and lifts off on its own.
- Added cargo delivery pods: orbiting satellites now drop their cargo to a sat dock in a landing pod that touches down on its legs, unloads, and flies back up. Pods show up on radar and explode if shot down.
- Added the zero-gravity assembler satellite and orbital assembly kits. Send an assembly kit up to an orbiting space laboratory and it will build the recipe in orbit, then send the result down by delivery pod. The first recipe produces the new Crystal Circuit Board.
- The Soyuz launch pad has been retextured, and gained sounds for its gantry, carriage and launch countdown.
- AE2 autocrafting of NTM machine recipes now handles fluid ingredients: JEI exposes them to fluid pattern-encoding addons, and fluid packets from AE2 Fluid Crafting are fed straight into the machine without a Fluid Packet Decoder.
- Removed the old fusion reactor and the plasma heater. Use the current fusion multiblock instead.
- Removed the old hadron collider, along with its analysis/plating/diode/access/core/power blocks, the antiproton and antielectron particles, and its recipe category.
- Removed the Gluon Gun and the Occult Shotgun.
- Removed the template crate.
- Removed the carrier, endothermic and exothermic missiles, all three of which upstream retired. The carrier had no entity, no launch pad entry and no recipe, so it could only ever be taken from the creative menu and never fired. Existing ones vanish silently instead of erroring.
- Removed toothpicks, the Star Bottle Cap and the Sunset Bottle Cap (and their cap blocks).
- Meteor settings moved out of the general config into their own "meteors" section, and the leftover space config file was deleted. Meteor settings will revert to their defaults once and need to be reapplied.
- NTM cables now convert between FE and HE automatically by default. This makes other mods' cables redundant; packs that don't want it must turn
autoCableConversionoff. - Satellite chips are now a single item with one variant per satellite type, replacing the separate per-type chips. The old chips still work and can still be launched, but no longer appear in creative or JEI, and recipes and manual pages now point at the new item.
### Fixes
- Fluids stored in tanks, barrels and machines are now saved by name instead of by internal number, so adding or removing fluids no longer scrambles the contents of existing tanks.
- Fixed a crash on entering old worlds that contain a diesel generator.
- Fixed a crash when opening the ammo container.
- Fixed a crash caused by sliding blast doors.
- Fixed a crash on worlds with Draconic Evolution, Brandon's Core or any other CodeChickenLib mod, which could kick players with a packet error.
- Fixed a startup crash and missing bucket textures for fluids without their own texture (most visibly oil) when LoliASM is installed.
- Fixed Potion Core making hits from certain NTM damage sources fail; the hit now lands and the error is logged instead.
- Crates no longer duplicate their contents when a stack of more than one is placed, and hand-held crates keep their inventory instead of voiding it. A crate that holds anything is now a single item and cannot stack, which also covers fluid tanks, capacitors, batteries, barrels and everything else that keeps its contents when broken.
- Bobmazon offers with no achievement requirement - torches, definitelyfood and the geiger counter - could never be ordered, and always answered that the requirement was not met. These are the entries shown with a book icon, which in 1.7.10 was the vanilla "Taking Inventory" achievement every player already had.
- The railgun's power storage and per-shot consumption settings had no effect, because both were written into the railgun damage setting instead of their own.
- The glowstone, phosphorus and quartz spawn weights for nether bedrock ore can be configured again. World generation read them, but they were never registered, so editing them did nothing.
- Fixed item duplication on conveyor belts when a moving item was destroyed twice.
- Fluid tanks no longer overflow past their capacity, which silently broke overfill-triggered behaviour such as the Watz reactor's mud explosion.
- Fluid tanks are no longer nearly indestructible and can be blown up again.
- Explosions were re-ported to behave like they do upstream, fixing drops, entity damage and block destruction inconsistencies.
- Fixed meteor blocks dropping extra items with a fortune pickaxe.
- Fixed the ore acidizer not syncing at range, the laser rifle's scope and 3-way beam splitter, the fuze fuel overflow and the RadialAUTOCAL side selection.
- Fixed the cargo elevator getting stuck when toggled mid-travel, and its platform sometimes not rendering.
- The cargo elevator's top section no longer has an invisible full-block collision box.
- Fixed the top-half slab attachment rules and a crash when a lamp beam met a double slab.
- Fixed spotlight beams eating multiblock machine drops when a block below them was broken.
- Fixed the cable switch playing its sound and re-firing every time a neighbour changed instead of only when actually toggled.
- Assembly machines, chemical plants, PUREX processors and the rock mill no longer lose their frame check against non-air, non-solid blocks above them.
- Fixed the fan forgetting its redstone state on reload, and it now accepts redstone from all sides.
- Fixed the environmental suit's sprint speed bonus sticking around permanently or stacking.
- Turrets no longer target players in creative mode.
- The Richard turret's rockets now spawn pointing the right way.
- Items on conveyor belts are no longer lit incorrectly.
- Fixed the meteorite sword's held and inventory pose.
- Fixed the centrifuge GUI texture failing to load.
- Fixed the incorrect recipe for the electric drill engine mod.
- Fixed radio torch receivers not resetting to zero while polling an empty channel, and their redstone output not updating neighbours reliably.
- Pipelines now drop stale connections to blocks that no longer exist instead of keeping dead links.
- Armour filter tooltips no longer swallow the first line of the filter's own description.
- Guide books other than the first are available again, and the missing hadron book entry no longer shifts the rest.
- Fixed the overworld dimension being re-registered on impact worlds, which could break other mods' world providers.
- Fixed a rare crash from the mirror alignment tool, which now reports why an alignment was rejected instead of silently failing.
- Armour stands, boats and paintings no longer catch fire from radiation burn effects.
- Fixed crates being broken twice with a crowbar on servers.
- Config files are now read and written as UTF-8, so non-Latin entries survive a restart.
- Cable boxes no longer show a dark bar where the connector should be on curves and junctions.
- Manual pages now open for items that carry data, such as satellites, guns, batteries and renamed items. Previously the manual simply did nothing for them.
- The pneumatic storage exporter's slots are no longer drawn away from their sockets, and its request-mode buttons can now actually be clicked.
- Pneumatic tubes no longer give up on a delivery when the first receiver refuses an item; they now try the rest.
- The mining laser's two side fluid ports connected to the wrong block, and the laser now stops when its multiblock is powered by redstone.
- Moving RBMK control rods over radio now produces the same power surge as moving them by hand.
- Radio-controlled artillery no longer crashes the controller when given a coordinate that isn't a number.
- Fluid counter valves no longer lose the current tick's throughput when reset over radio or OpenComputers.
- The wrench no longer loses its stored coordinates.
- Chemical factories no longer route output into a tank at the wrong pressure.
- Breaking a Dark Fusion Core now drops its contents instead of voiding them.
- Cargo elevators now drop every block they were built from.
- Items that pile up in one spot on conveyor belts are now cleared out instead of accumulating forever.
- Mobs no longer spawn on concrete and ducrete.
- Structures no longer generate down through bedrock.
- PWR moderators now boost total heat output as well as the moderation multiplier.
- The lit RTG diffusion furnace asked for a brightness above the maximum, which wrapped around and left it slightly dimmer than a fully lit block instead of brighter.
- Antennas generated in cold biomes instead of warm dry ones, the opposite of where they are meant to appear, and ignored rainfall entirely.
- Breaking a pneumatic storage clutter destroyed everything inside it instead of dropping it.
- Breaking a pneumatic storage exporter duplicated the nine filter items, which are only templates and were never really stored there.
### Changes
- The power diode is now configured through its own screen, where the throughput limit can be typed in directly and the network priority picked from a list, instead of being nudged with a screwdriver, hand drill and defuser. Existing diodes keep their setting.
- The diesel generator has to be switched on now, holds four times as much fuel, and no longer gets a tenfold power cap from Nitan.
- Crates now emit a comparator signal, list their contents in the tooltip, and show their custom name when looked at. Locked crates only hint at whether they're empty.
- Mass storage blocks now show what they're holding as a 3D model on the front, and shift-clicking fills or empties them in one go.
- Armour mods such as gas masks and jetpacks are now drawn as a proper armour layer, so they follow sneaking, elytra flight and other players' animations correctly.
- Held and inventory poses for block and machine items now match the 1.7 originals exactly.
- Many machine screens were redrawn and reorganised, including the diesel generator, electric furnace, press, electric press, shredder, key forge, satellite linker, satellite dock, Soyuz launcher and capsule, oil well, ZIRNOX, the fusion screens and the centrifuge.
- The cyclotron and the catalytic reformer got new models and textures.
- The reactor core and radio box recipes now use high-speed steel plates instead of neutron reflectors.
- Armour batteries are now made from the matching capacitor battery packs and dense mining-grade wire.
- The chemical plant can turn compressed biomass into solid fuel, and heating oil or lubricant into arc electrodes. Biogas can now be cracked.
- Crayons can be made in all sixteen dye colours.
- Saturnite blocks can be packed and unpacked like other metals, and tungsten carbide is now registered for cross-mod recipes.
- The mirror alignment tool reaches 100 blocks and requires a 45 degree minimum angle, and tells you which of the two failed.
- RBMK fuel values were brought back in line with upstream: americium melts sooner, HEAU burns linearly and runs cooler, and DRX has a tenth of its former yield.
- Loot pools were reshuffled: component crates can now contain a decorative computer, blueprint folders and a screwdriver, and the red room hides one more secret.
- Iron and gold ore generation in gneiss can now be configured per dimension.
- Added a compatibility option that stops NTM from re-enabling tree, big mushroom and cactus generation that Dynamic Trees disabled. (pejsanek)
- Explosions and fallout now tell Dynamic Trees when they destroy part of a tree, rather than deleting the blocks underneath it and leaving the remainder floating. Blasts take the whole tree, and fallout petrifies dynamic trees into charred logs the same way it does vanilla ones instead of making them disappear.
- Crates can only be nested one level deep. Hoppers and pipes are held to the same limit, not just the crate screen. Existing deeper nests still open and are left alone.
- The maximum amount of data a crate or lead box may carry as an item is now configurable, and no longer fixed at 8 kB.
- Precision assembler success rates were raised substantially across circuits, controllers, overdrive upgrades and machine upgrade tier-ups, and quantum chips now need far less helium-4 and hard plastic.
- The industrial steam turbine now runs on a flywheel: it stores energy and spools up and down gradually rather than tracking steam flow directly. Denser steams take considerably longer to reach full output.
- Flue gas burns hotter.
- The blast furnace now produces flue gas in proportion to how long an operation actually took, rather than a flat amount per operation. Output is higher overall, and running the furnace faster finishes sooner and so yields less gas per batch.
- Machine speeds and block strengths were brought back in line with upstream: the iron furnace smelts faster, the liquefactor and solidifier process faster, and PWR blocks and pneumatic tubes take longer to break.
- Balefire gold and flashlead are now made in the PUREX plant rather than on the crafting grid.
- Controller circuits and machine upgrade tier-ups can no longer be soldered unless 528 mode is enabled.
- Added an alternative chemical plant recipe using ducrete plating.
- 12ga shredder submunitions now deal plasma damage instead of laser damage.
- The cyanide smithing recipe now also accepts red pills.
- Machines whose recipe was set over radio run at quarter speed, shown by a differently coloured progress bar.
- The orbital death ray's cooldown is now five in-game minutes rather than ten seconds of real time, and no longer counts down while the world is unloaded.
### New Features
- A large batch of missing 1.7 content was ported over:
- Chicago Pile** - the graphite pile multiblock with its fuel loader, vent and control rod devices, and its full set of rods.
- Rock Mill**, **Automatic Thresher**, **Supercomputer**, **Foundry Tank**, **Piston Inserter**, **Industrial Generator**, **LPW Mk2**, **Satellite Ground Station**, **Drive Enclosure** and its drives, and the **Soyuz Launch Pad**.
- Pneumatic storage network** - importer, exporter and bulk storage.
- Rails** - wooden and narrow gauge track, standard gauge straights, curves, ramps, buffers and switches, plus NTM minecarts (crate, ore, powder, semtex and destroyer) and the coupling tool. Cargo trams exist but aren't obtainable in survival yet.
- Classic red copper cable**, a **paintable OpenComputers cable**, a small **steel electricity pylon** and the **cargo door**.
- Rubber boat**, **holotapes**, the **PWR printer**, **eternal coal**, the **power cube**, the **duck spawn egg** and the **electric nuke starter kit**.
- New mobs** - the block spider, the ghost and the plastic bag, plus the siege laser and drifting nuclear waste items.
- Decoration** - platemetal in all sixteen colours, forgotten bricks and their lock, phosphor vines, lightstone slabs, biome stone, wooden structure blocks, emitters, fragile jungle brick and asphalt stairs.
- Added the **Turret Mob Filter**, a craftable tool that opens a searchable, scrollable list of mobs on any turret so you can pick exactly what it shoots. Entries can be toggled with a double click. (EOS, PR #1604)
- Multiblock machines now show a wireframe outline of their full footprint while held, green where they fit and red where they don't.
- Full GroovyScript support for every NTM machine, so packs can add, remove and edit machine recipes. (SilentYeti)
- AE2 integration: NTM machines can be driven by ME interfaces and crafting CPUs for autocrafting, and NTM fluids can be imported into and stored in an ME fluid system. (SilentYeti)
- Redstone-over-Radio now reaches every machine that supports it upstream. On top of the gas turbine, cargo elevator and mass storage, that adds the oil burner, heat exchanger, both heat boilers, combustion engine, assembly machine and factory, chemical plant and factory, PUREX plant, plasma forge, core emitter, every particle accelerator component, capacitors, the pneumatic storage exporter and the RBMK terminal.
- Satellites can now be driven over radio instead of only through the interface screen, covering radar sweeps and filtering, player spotting, smog readings, dimensional relaying and firing the death ray and Horizons.
- OpenComputers support now reaches every machine that has it upstream. That adds the whole fusion reactor (torus, boiler, breeder, klystron and MHD transformer), all four particle accelerator components, the research and breeding reactors, the RBMK terminal, both steam turbines, the coker, mass storage, the microwave, the satellite link, both radio torches, the AUTOCAL and the HIMARS turret. The RBMK terminal also regained its OC mode, which turns the screen over to the computer and is remembered across reloads.
- JEI recipes can now be loaded onto the anvil with the transfer button.
- The structure block can now load structures as well as save them, with screens for naming a save and for picking a file to load. It also comes in a separate loading variant. (Mapmaking tool, not obtainable in survival.)
- Added
/ntmreapnetworks, which clears out stuck power, fluid and item networks. - Added
/ntmwikirender, a client-side command for capturing item renders for the wiki. - The battery socket now renders its support frame when one is present.
- RTTY pagers self-destruct on receiving a "selfdestruct" signal.
- Storage crates can be opened by right-clicking with them in hand instead of placing them, when enabled in the server config.
- The ICF laser's capacitor and turbo power draw are now configurable.
- Superconducting batteries now carry a hazard warning in their tooltip.
### Performance
- Reeds are much cheaper to render, especially in large fields.
### Misc
- NTM now writes a small
identityfile to the config folder on first launch. It holds one random number and can safely be deleted. - Updated Russian translations, fixing spelling and restoring the ё character. (Mark)
- Updated the potion effect icons.
- Updated the bundled HEI version.
- Fixed compatibility with Modern Splash 1.5.0+. Older versions of Modern Splash are no longer supported.
- Artillery shells no longer duplicate their cargo when right-clicked repeatedly.
- Fixed missing textures on the airblast and flue gas fluid tanks.
- Corrected the blast furnace's JEI recipe-lookup click area.
- Fixed a crash that could occur near climbable blocks (ladders, cables, etc.).
- Fixed a crash and leftover stray particles when changing dimensions or leaving a world with instanced particles enabled.
- Number displays no longer misrender; a misplaced decimal point is fixed, digits no longer overflow the display, and oversized values now read as all 9s.
- Smoothed out the RBMK crane console's arm movement, which could appear jittery.
- Fixed fluid networks mishandling transfers when multithreaded network updates are enabled.
- The schrabidium missile is now crafted with an anti-schrabidium cell and a quantum circuit.
- Fuel- and battery-powered F.S.B. armor can now be enchanted.
- RBMK numitron displays gained per-screen toggles to abbreviate large numbers (e.g. 12.3k) and to pad with leading zeroes, along with a redesigned setup screen.
- Advanced Alloy has been retired: its ingot, plate, block, wires, coils, tools and armor can no longer be crafted or obtained, and recipes that previously required it now use steel, titanium, copper or gold instead — existing Advanced Alloy items are marked "(LEGACY)" and can no longer be crafted or repaired
- The standalone Energy Core battery can no longer be crafted
- The original Blast Furnace, along with its Extension and Nuclear (RTG) variants, has been replaced by the new multiblock Blast Furnace and can no longer be crafted
- Removed the Iron, Aluminium, Lead, Cobalt and Tungsten ladders and the Iron Fluid Barrel
- Fixed a crash that could occur when using the chainsaw
- Fixed a rendering crash that could occur while chunks were being rebuilt
- Fixed the Electrolyser still showing molten material in its interface after its tank had been emptied
- The RTG's pellet slots now only accept valid radioisotope pellets instead of any item
- Fixed adjusting a tool's ability or fluid type applying the change to the off-hand item instead of the one in your main hand
- The first perfluoromethyl compression step now appears in JEI
- Fixed Control Panel labels being clipped or hidden behind the panel surface
- Gas blocks no longer play a breaking sound or spawn particles when replaced, such as by a bucket
- Fixed the RBMK autoloader being unable to place columns onto RBMK cover slabs
- Fixed Glyphid Hives spawning underground or on top of trees
- Fixed the dusty filing cabinet not showing breaking particles when mined
- Painted ducts and cables now display their connected textures correctly
- The detonator can now trigger silo launch pads in unloaded chunks
- The detonator no longer falsely reports a target as too far away, or miscounts linked launch pads, when it is outside render distance
- Fixed garbled text in the electrical coil's warning message
- Fixed an invalid crucible recipe that registered a broken item
- Fixed the Russian translation of the gasoline recipe
- Fixed the ammo belt on the Sexy and Heretic shotguns rendering at the wrong angle
- Fixed the Radio Torch Sender and Receiver causing inventory desync when their interface was opened
- Fixed radioactive lava showing a missing-model placeholder when held as an item
- Fixed the Radio Torch Controller's info button not correctly showing the connected device's details
- Fixed the autosaw misreading Mustard Willow growth stages, so it no longer skips harvestable plants or cuts ungrown ones
- Fixed cage lights rendering too dark; they now correctly appear as a translucent wire cage with a bright lamp
- Fixed powered fans blowing air in the wrong direction
- Fixed the Radiobox rendering in the wrong orientation when facing west or east, along with a server crash it could cause
- Fixed the Diesel Generator's fuel-grade tooltip showing internal text instead of proper fuel names
- Fixed the industrial boiler's groan playing far too loudly, audible from a huge distance
- Fixed crash when a mod ships immutable SpawnableList to suppress spawns in modded biomes
- Realigned which blocks nuclear explosions transmute to match upstream: coal ore once again follows vanilla diamond/emerald behavior and a few other special cases were dropped, while stone and bedrock are still converted through the fallout system
- Fans can now be toggled between blowing and sucking by using a defuser on them, pulling entities in instead of pushing them away
- Steel and Titanium tools and armor have been buffed with a higher harvest tier, durability and enchantability; Steel pickaxes, axes and shovels now mine blocks in an area, and the Steel sword stuns enemies
- Desh tools are now simply named "Desh" instead of "Worker's Alloy"
- The Blast Furnace now produces Meteorite Ingots from cobalt and meteorite powder, which Star Metal now requires
- Circuit chips and the atomic clock are now produced in the Assembly Machine, with cheaper alternate recipes, rather than at a crafting table, and the Chemical Plant gained recipes for napalm canisters, obsidian, and turning cobblestone into gravel and sand
- Rebalanced several recipes, including the Nuclear Detonator, the satellite base, and demolition and Schrabidium grenade fillings
- Natural gas and sour gas now release toxic pollution when burned
- The Chlorine geysir can now generate in Plains biomes
- Gun-wielding mobs now aim based on their weapon's real accuracy and can fire in fixed bursts, making their fire less random
- Added container1000water ore dictionary to water bucket
- Added the Blast Furnace, a new multiblock machine that smelts steel, red copper, firebrick, starmetal and more; it burns solid fuel and runs faster when fed Hot Air Blast (made by heating air in a boiler), giving off Flue Gas as exhaust
- Added the Custom Machine system: define your own processing machines through a config file — setting their recipes, interface layout, power, heat, pollution and multiblock structure — with full JEI support and an example Paper Press, plus a set of custom-machine building blocks (casings, tanks, ports, motors, circuits and more)
- Added the Vending Machine, a block that dispenses random food or drinks when used with a Vending Machine Token; soda and snack variants are both available from the Bobmazon
- Added AUTOCAL, a programmable controller for the Redstone-over-Radio network that runs scripts you write (loaded from a text file) to send and receive RoR signals, do math, branch and loop
- Added the Big-Ass Tank, a large multiblock fluid-storage machine
- Added the Grenade Machinegun, a fully-automatic 40mm grenade launcher
- Added the Target Pistol (.22 LR), along with an akimbo Target Pistols variant, a silenced form, and a 9mm conversion
- Loot containers in generated structures can now spawn locked, with a configurable lockpicking difficulty that counterfeit keys cannot bypass
- Added new gear loot to structure loot piles, plus two new generated structures: a modified crane and a radio repeater
- Added a config option (off by default) that makes large machines require a proper foundation, or they will tilt over and break
- Recipe-view tooltips for the PUREX, Fusion Reactor and Plasma Forge now show their processing time, power and temperature
- HBM blocks are now excluded from Quark's stair-recrafting to avoid duplicate or unbalanced recipes
- Added new metal-impact sound effects
- Added CTM compat for paintable blocks
- When Less Bullshit Mode's Full Schrab option is enabled, Schraranium Ingots now display as "Nikonium" with their own texture
- 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
- 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
- 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
- Added a new developer bobblehead
- Updated the Japanese translation for the "dangerous drop" item trait label
- Dropped unmaintained translation files. Supported languages are now: English, German, French, Italian, Japanese, Polish, Russian, Simplified Chinese, Ukrainian.
- 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
- 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
- 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
- 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
- Some localization changes
- Reduced jar size by ~10MiB by removing unused assets
- 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
- 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
- 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
- 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+)
- Reduced redundant per-frame work in the chunk and tile-entity rendering path
- 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
- The mod now requires
mixinbooter 10.7to bootstrap!
- 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
- 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
- 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
- Substantially reduced CPU rendering overhead with a ton of mixins
- Refactored container shift-click transfer routing
- 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, andmachine_chemfac, plus their legacy
- Removed
hf_swordandhs_sword - Removed
paa_helmet; PaA armor now uses the chest/legs/boots only, while hazmat-capable helmet behavior lives on the
- Reworked dynamic model/TEISR registration and placeholder handling; renderer/model registration integrations depending
- 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
- Tsar Bomba now uses the upstream six-slot inventory layout; contents from the removed legacy stage slots are
tsar_core slot- Removed old
struct_plasma_coreandmarker_structure
### Fixes
- Fixed chunkloader ticket lifecycle for fallout effects, delivery drones, EMPs, missiles, artillery projectiles,
- 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
- 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,
ducts, and cables
- Fixed keybind and sound issues around invalid overlap handling, the alternate copy-tool binding, looped sound pitch,
- 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
- 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
- Fixed Assembly Machine, Assembly Factory, and Press recipe previews rendering with incorrect orientation/scaling
- Fixed several custom-rendered armor, powered-suit items, and back modules using incorrect fancy-missing-model
- Fixed machine upgrade tooltips not showing machine-specific descriptions for
IUpgradeInfoProviderGUIs, including
- 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
- Fixed RBMK client column-height sync
- Fixed Radio Receiver functionality and facing, adding a tuning GUI and restoring RTTY note playback; also corrected
- Fixed named-tag smithing rename recipes consuming input stacks incorrectly
- Fixed several structure/worldgen issues, including weighted biome structure selection, flat-world height handling,
### 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,
- Crates and safes can now be opened while held, with live item-backed storage, self-insertion guards, and
- 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
- 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
- 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
### 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
- 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
- Overhauled large animated doors with new models, skin support, screwdriver skin cycling, and a generic
vault_door
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
- Added control panel addon instrument support, control duplication, and the new
Indicator Lamp (RGB)instrument
- Added control panel redstone input/output nodes, including
redstone_inputevents and weak/strong redstone emission
- Added
Universal Fluid Tank V2andHazardous Material Tank V2, which support partial fill/drain and recipe
- 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
- 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)
- 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
- 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
- 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
- Made rad pockets unlimited
- 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
- Updated Heavy Magnetic Storage Tank model
- Added missing block auto replacement (PR#1283 by Leafia). Set
0.99_CE_01_enableBlockAutoReplacingtotruein
hbm.cfg to enable.- Ported new Redstone Over Radio models and radio torch counter
- Ported Combinator funnel
- 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.
### 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
- Fixed colored concrete stairs losing their color when the chunk is unloaded. For technical reasons new blocks must be
hbm:concrete_colored_stairs and hbm:concrete_colored_ext_stairs has 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)
- 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.
- Refactored radiation system. It now runs ~30% faster.
- 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 / lwjgl3ify~~ still not working, will fix in a future release
- Fixed Liquidator Medal incorrect slot & inapplicable to helmets
- Added new absorber blocks that use block metadata. Old absorber blocks will be transformed automatically.
- Ported new model for deuterium tower from 1.7
- 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
- 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
- Most old batteries were hidden in creative tabs
- Aligned black hole entity behavior with 1.7
- Updated Bomber logic to match 1.7 behavior
- 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
- 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
- Added a config option to restore deprecated templates in template folder
- 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)
\- 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 worlds
- There will be a changelog meant for November-December update from CF:**
- Various fixes/small additions (search by closed issues on GitHub page):**
- 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**

