Changelog
Added
- Heat exchanging heater
- A TU source that uses hot fluids with the "heat exchangable" tag to generate heat
- Can be configured to change the conversion rate and conversion delay for even more fine-tuning
- Gas tester
- Will click when flammable gasses are nearby
- Will beep when hazardous gasses are nearby
- Will detect most gas types except meltdown gas and tomb gas
- Can also be installed onto armor to reduce inventory clutter
- Golden wirecutter
- An armor mod that will defuse nearby creepers
- Creepers that have been defused will reverse their fuse progress, lose the AI trait for igniting and either drop copper wire or safety fuse
- Due to AI traits not being saved, constantly reloading the world allows for repeated defusing of the same creeper, but who does that?
- Industrial combustion engine
- A multiblock version of the diesel generator
- Has an on/off switch in the GUI as well as a slider for changing the burn rate from 0-6mB/t in increments of 0.2
- Accepts all combustible fuels, the efficiency depends on what type of pistons are installed
- Steel is cheap and works very well with low-grade fuels like heating oil, but diminishes in usefulness with higher tier fuels
- HSS Works well with mid to high-grade fuels
- Desh works at full efficiency with high-grade fuels, and decently with aviation-grade ones
- Starmetal has higher efficiency all across the board but is a lot more expensive than all other sets
- Uses revolutionary "send now, ask questions later" technology that allows it to burn fuels at very high HE-rates if connected to a power grid, energy is only lost if the grid cannot support as much and the buffer runs full. This allows it to utilize extremely high-tier fuels like NITAN and BF
Changed
- Updated russian and chinese localization
- Boiling recipes using the TU-powered boiler are now shown in NEI
- More fuels have been rebalanced
- NITAN now has a fixed burn rate, being exactly 25x higher than kerosene
- Coal oil and gas have been rebalanced with coal's burn value in mind
- Ethanol has been rebalanced to be half as powerful as diesel, and the sugar requirement has been increased
- Biogas is now almost as powerful as normal diesel and requires ethanol in addition to biogas
- Biogas has also been rebalanced but remains an un-viable fuel due to a low flammability penalty
- BF rocket fuel can no longer be made from liquefying BF solid fuel
- Biomass recipes have been changed as well, some ways like using all wood have been removed entirely, and all recipes have a fixed requirement of 1x sugar and 2x sawdust
- Skulls now shred into 4x more biomass
- Apples, sugarcane and carrots now shred into sugar directly, making them viable sources for ethanol
- Oil wells can now be configured using
hbmMachines.json
- HEP-239 plate fuel now has double the reactivity, making it significantly more useful
- Updated ivy mike model and texture
- All .44 revolvers now use the new model as well as updated textures
- In addition to spawning in regular veins, hematite now spawns in larger strata-like layers that are more common but significantly smaller than schist strata
- Regular generation still exists but will be removed soon
- The oredict suffixes
Naquadah
,Naquadah-Enriched
andNaquadria
are now recognized by the hazard system and made radioactive blockSolid
is now a recognized ore dict prefix for the crucible of GT6 is installed- If GT6 is installed, three new near identical steel recipes will be generated, one for wrought iron, one for pig iron and one for meteoric iron
- These three new iron types are recognized by NTM and visible in the creative inventory even if GT6 is not installed
- Processing of trixite has changed, regular centrifuging no longer yields any special powders while spark blend is only obtainable by acidizing and SILEXing with UV. All options other than centrifuge ore will still yield NITAN blend
- Steel furnaces now have a glowing animation and lava particles when operating
- RBMK heating columns now use the fluid system's standardized heating values, making them consistent with the TU system
- As a consequence of being both compatible with heat exchanging heaters and being consistent with the new system, using cooleant, mug or even oil is now a viable way of cooling a reactor
- The "new" hazard system finally reacts to dropped items again, making gunpowder dropped in fire or lithium dropped in water explode
- Coal and asbestos hazards now correctly use the stacksize to apply lung disease and damage filters
- To prevent people's filters from breaking instantly when holding a stack of shredded coal, the damage is no longer guaranteed and instead happens based on chance, being stacksize/64. A full stack will do the same damage as before the update and a single item only 1/64th
- Guutted RBMK heat exchanger, the small block is now obsolete and was never that great anyway
- The stilring's gear and sawmill's blade will now jump higher when overspinning at higher heat
- Oil bubbles and bedrock nodes now have configs for changing the spawn frequency
- Flamethrower turret Fritz can now use any liquid (even if gaseous at room temperature) and flammable fluid. Ones with higher heat will deal more damage. Fritz is now generally more powerful, and only requires 2mB/t instead of 10
- Dedicated fluid storage blocks like barrels, tanks and magnetic storage now use a fair distribution system (similar to batteries) that eliminates side-bias when connected to multiple networks at once
- The rotary performance engine has had its efficiency lowered and no longer has an exponential power gen bonus when using more pistons
Fixed
- Fixed levi efficiency being 100% instead of the stated 85%
- Fixed barrel item IO being on backwards
- Fixed half of the fallout config not being loaded and/or saved properly
- Fixed pre-identified fluid duct items not properly setting the type of the duct they place
- Fixed all remaining instances of the new fluid system not working with some machines (thanks to Lyeo for the list), as well as the RBMK pieces that weren't on that list, and RBMK connectors
- Fixed new fluid ducts often not visually connecting to machines, especially generation 1 multiblocks
- Fixed bug where excess water that cannot be distributed anywhere else would land in a chemical factory even if the cap is already reached, overfilling the gauge
- Fixed the hazard system's explosive traits going off with stacks of stacksize 0, making zombies holding gunpowder explode constantly when on fire
- Fixed discrepancy with stacksizes concerning the asbestos and coal hazards
- Fixed N2 GUI texture not existing
- Fixed power saving upgrade not doing anything in the liquefactor
- Fixed stirling sawmill not saving progress or whether it lost its sawblade
MD5: 129de06758f4799b5bd325d3b0dc627e
SHA1: 21692b20ad237056f10f3b62614c444bbff78053
Files
HBM-NTM-[1.0.27_X4438].jar(46.42 MiB) Primary
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Release channel
BetaVersion number
1.0.27X4438Loaders
Forge
Game versions
1.7.10Downloads
359Publication date
December 4, 2022 at 9:34 PMPublisher
HbmMods
Owner