Hbm's Nuclear Tech Mod

A mod about technology, atomic science and nuclear weapons

File Details

Hbm's Nuclear Tech Mod 1.0.27X4895 for Minecraft 1.7.10

  • R
  • Mar 5, 2024
  • 48.97 MB
  • 27.1K
  • 1.7.10
  • Forge

File Name

HBM-NTM-[1.0.27_X4895].jar

Supported Versions

  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hbms-nuclear-tech-mod-235439:5160674")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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##Added
* CRTs and toasters
  * Found in the new silo structure
* Sentry turret "Edwin"
  * A broken down version of the sentry turret with infinite power and ammo
  * Also found in the new silos
* Snowglobes
  * Will be found in structures in the future
* Launch code piece
  * A rare drop from hostile mobs
  * 8 of them can be combined into launch codes, which are required to launch the missile found in the silo
  * Single-use
* Launch key
  * The key is required to launch the missile found in the silo

## Changed
* Updated chinese localization
* Tweaked super shotgun animations, added config for changing the animation style
* The benelli now has reloading animations and the drum mag as advertised
* Tom will now explode close to bedrock even when not hitting a block
* The assembler recipe config now uses the same system as all other recipe configs, the file has moved into the `hbmRecipes` folder
  * Old files are still compatible if moved to the new folder, since the base structure of the recipe file is the same
  * Recipes should work as expected with the `/ntmreload` command
  * Recipes now have an optional list for specifying which template folder they are made in
* Electrolyzing heavy water now has the same yields as regular water, I don't remember why this incsonsistency existed and there was probably a reason for it but I don't care
* Electrolyzing fluids now only takes 20 ticks instead of 60
  * Batch sizes for water and heavy water have been doubled, effectively increasing throughout 6x
  * The throughput for electrolysis on chemical plants has been halved (but heavy water still has the output buff, effectively remaining unchanged)
* Custom machines now have an optional localization field which allows translations to be added within the config
* The congo lake now has reload and better firing animations
* Improved shift clicking for centrifuges, acidizers, electric furnace, arc furnaces and arc welders
* Schrabidium transmutation by fallout is now limited to the inner 40% of the sellafite conversion radius
* Fluid traits are now listed in a fixed order instead of being arranged randomly
* Hidden fluid trait descriptions will now be added below the visible part of that trait instead of below the last visible trait
* The methusalem turret no longer drops anything when broken
* Gaseous fuels now have a combusion multiplier of 1.5 instead of 1.25
* LPG now has half the base burn value, preventing an unreasonable jump in efficiency simply by liquefacting petroleum gas
  * While overall slightly less efficient that petroleum gas per unit of petroleum needed, LPG is still very much desirable due to being much easier to burn at max efficiency
  * Petroleum gas is now a viable alternative to LPG, yielding better results in the more expensive combined cycle gas turbine
* The ZPE is no longer craftable in 528 mode
* The silo structure has been remade. Instead of a concrete hole with a single small control room, it's now a much larger multi-level silo with a small bunker complex
  * The silo will spawn with the new large silo hatch, as well as a structure-only variant of the silo launch pad
  * The silo has a damaged version of the doomsday missile loaded, which can be launched using the launch code and launch key
  * The missile can be released from the launch position, which renders it inoperable. Repairing it will make it usable again, as well as increase the yield considerably
* There is now a bauxite bedrock ore (spawn weight of 100, identical to iron) which yields 2 bauxite blocks per operation (equivalent to 4 aluminium ingots)
* Solvent can now be made in the mixer from all four naphtha variants (standard naphtha, crack naphtha, coker naphtha and desulfurized naphtha)
* Bats will no longer trigger landmines

## Fixed
* Fixed the structure toggle on the world creation screen not working correctly on most world types
* Fixed antiknock having a broken sprite and localization
* Fixed crash caused by fallout affecting spotlight blocks, crashing the game
* Fixed 528 mode bedrock ore replacements not working
* Fixed potential crashes with improperly configured custom machines
* Fixed misspelling in the custom machine config template
* Fixed custom machine item output not working with machines that have 0 input slots
* Fixed rare earth bedrock ore using the spawn probability value from redstone bedrock ore