File Details
NTM-1-of-90-Edition-r.2.jar
- R
- Apr 8, 2025
- 49.78 MB
- 57
- 1.7.10
- Forge
File Name
NTM-1-of-90-Edition-r.2.jar
Supported Versions
- 1.7.10
Curse Maven Snippet
## Added
* Lightstone
* Stylish stone variant that can be crafted from regular stone and limestone powder
* Added a few new structures
* Aircraft carriers, beached boats and oil rigs
* Aircraft carriers can spawn naval mines, which behave like landmines
* New weapon mods
* The laser rifle now has a shotgun barrel, extended capacitor and automatic receiver
## Changed
* .75 bolts now work as advertised
* Updated lead pipe texture
* Removed recipes from a few ancient melee weapons, as well as the creative tab listing
* Removed flat magnets
* Taint should now also affect non-solid blocks that are full cubes
* Reduced the AoE size of 7.62mm, .50 BMG and 10 gauge explosive projectiles
* Removed the old gun mechanism items, turrets now use the new cast parts
* A secret weapon and its variant have become craftable
* NEI now shows RBMK fuel rod recycling and cooling
* Removed most of the old unused siege mobs
* Two weapons with built-in scopes now use the scope item in the crafting recipe
* Updated the FLEIJA model
* Cokers can now have their stats read with OC
* NEI now shows recycling for RBMK fuel rods, and cooling for rods that can't be recycled due to being too hot
* Taint can now replace any block, not just full cubes
* Placing conveyor belts now creates a draggable ghost that will automatically attempt to pathfind towards the destination
* Lifts and chutes are placed automatically, meaning they no longer need crafting recipes
* Changed the optimized receiver generic gun mod to +15% damage
## Fixed
* Fixed taint destroying bedrock
* Fixed ferrouranium plate not being castable
* Fixed bayonet not rendering properly in third person
* Fixed xenon poison gauge in the RBMK control panel not showing up on columns (oops)
* Fixed hitscan projectiles colliding with dead mobs
* Fixed GL state leak caused by blocks with a look overlay
* Fixed issues with the new crate functionality
* Fixed dupe regarding the toolbox
* Fixed dummies with no OC components taking up a ton of component slots
* Fixed infested glyphids spawning maggots also on the clientside, creating unkillable ghosts
## NTM-1-of-90-Edition:
Note: Up-to-date
# Fixes
* SERVER-ONLY: Fixed a issue where the Armor Model was loading client-sided on the server, causing a server crash on startup
* Fixed various Watz Powerplant Gui Bugs
## Core Features
------------
1. Multi-Segment Tower System
- Added support for variable-height reactor towers
- Implemented position detection (Top, Bottom, Middle segments)
- Added tower height tracking
- Each segment maintains its own state while part of the tower
- Segments work together for enhanced efficiency
- Automatic power distribution across segments
2. Special Pellet Integration
- Full support for all Watz pellet types including:
* Digamma (2000D yield, pink/magenta theme)
* Test Object FOE (111)
* XFE (Experimental Fusion)
* Gold Series (GLDONE -> GLDTWO -> GLDSX -> GLDSY)
* Antimatter-based pellets
- Each pellet maintains unique properties and behaviors
- Texture registration using ItemEnumMulti pattern
- Support for variant textures using "iconString.variantName" format
- Progressive power scaling with tower height
Crafting Recipes
---------------
1. Special Watz Pellets
- Test Object FOE (111):
* Schrabidium fuel + antimatter + nitan mix
* Requires beryllium and lithium moderators
* Experimental behavior in tower setup
- Digamma:
* Base: Schrabidium Watz Pellet
* 2x Digamma particles
* Starmetal for stability
* Power powder instead of moderators
* Extremely powerful (2000D yield)
* Optimized for tower configuration
- XFE (Experimental Fusion):
* Advanced alloy + power powder
* Standard moderator configuration
* Early-mid game fusion option
* Balanced for tower setups
- Gold Series (Progressive):
* GLDONE -> GLDTWO -> GLDSX -> GLDSY
* Each tier requires previous tier + AU198
* Varying moderator requirements
* Increasing power with each tier
* Enhanced efficiency in tower formation
- Antimatter:
* Uses 2x antimatter particles
* Standard moderator configuration
* Ultimate power pellet
* Maximum tower synergy effects
# Changes
GUI Changes
----------
1. Tower Status Display
- Added visual indicators for reactor tower segments
- Each segment shows its position in the tower
- Current segment is highlighted for easy identification
- Tower height is visually represented
- Removed middle segment numbering for cleaner interface
- Interactive tooltips for tower information
2. TU Gauge Evolution
Initial Implementation:
- Used ROUND_SMALL gauge type
- Position: (13, 100)
- Heat calculation using logarithmic scaling
- Color changes based on heat level
Experimental Changes (Now Reverted):
- Temporarily changed to smooth gauge style
- Tested different gauge sizes and positions
- Experimented with linear heat scaling
- Tried different color schemes (0x7F0000, 0xFF3300, 0xFF0000)
- Tested various needle lengths and thicknesses
Final State (Reverted to Original):
- Restored ROUND_SMALL gauge type
- Restored original position (13, 100)
- Restored logarithmic heat calculation:
heat = 1 - (float) Math.log(watz.heat / 100_000D + 1) * 0.4F
- Maintained original color scaling
Technical Implementation
----------------------
1. TileEntityWatz.java
- Added tower status tracking variables
- Implemented segment position detection
- Added tower height calculation
- Added serialization for network sync
- Integrated special pellet handling
- Tower efficiency calculations
- Power distribution logic
2. GUIWatz.java
- Implemented tower status visual display
- Added segment indicators
- Restored original TU gauge implementation
- Maintained fluid tank rendering
- Preserved power and lock status indicators
- Enhanced tooltip system
3. Item Implementation
- Extended ItemEnumMulti for variant handling
- Implemented standard texture registration pattern
- Added support for variant-specific textures
- Optimized for multi-pellet support
- Tower-aware behavior system
# Visual Effects & Hazards
-----------------------
1. Digamma Pellet Effects
- Dynamic texture manipulation using TextureAtlasSpriteMutatable
- Shaking effect with compound sine/cosine waves
- Unique time offset per instance
- Theme-appropriate colors (light: 0xFF1493, dark: 0xC71585)
- No enchantment glow effect for performance
- Enhanced visual feedback in tower setup
2. Contamination System
- Digamma contamination when pellet is held in inventory
- Uses ContaminationUtil.applyDigammaData
- Rate: 0.005F per tick
- Only affects player entities
- Adds risk factor to handling Digamma pellets
- Safety considerations for tower maintenance
Note: Watz Reactors Stacks are now working again. Fixed GUI bugs.