Compatibility
Minecraft: Java Edition
1.7.10
Platforms
Supported environments
Creators
Details
Licensed LGPL-3.0-only
Published 3 years ago
Updated 3 days ago
Changelog
Added
- New fusion reactor
- More dynamic system with more components to choose from
- Models and GUIs that are less eye-bleeding
- Plasmas are now represented as a recipe selector instead of dedicated fluids, making the entire thing fully configurable
- Despite being recipe based, fusion reactors will still burn fuel at a steady rate
- Comes with load-balancing, if the solenoid power or fuel supply drops, the reaction will slow down
- This ensures that supply below maximum demand doesn't cause "flickering" due to constantly running out of fuel
- Comes with many juicy parts
- The plasma vessel is where the magic happens, has four connectors for other parts
- Klystron is used to ignite the plasma
- Breeding chamber uses the plasma's outout flux to do irradiation recipes
- Collector increases byproduct yield
- Boiler turns water into SDS
- MHD turbine makes power out of the plasma directly at greater efficiency
- Coupler turns plasma output energy into usable klystron energy, allowing one reactor to be powered by another, creating a multi-torus setup
- Also has full QMAW documentation, if the tooltips aren't enough
- Boxcables
- Like boxducts, but for power
Changed
- Updated chinese localization
- Updated meteors
- Meteors will now punch through weak blocks like leaves instead of getting stuck on trees
- Meteor impacts now have new visuals
- Falling meteors will produce a sound instead of stealthily blowing people up
- Fallen meteors will now be placed deeper into the actual crater instead of hovering awkwardly over the hole
- Added QMAW pages for the particle accelerator parts along with a PA overview page and a simple step by step construction tutorial
- Increased the acidizer partitioner's input limit from 9 to 45 slots
- Ammo containers are now functional again
- Each gun has a fixed "default ammo" that will be given
- Grants ammo for up to three held guns, selected randomly
- Ammo given does not respect caliber conversion mods
- Amount of ammo given depends on the mag size and type of ammo
- Most pistols and low capacity rifles will get two reloads worth of ammo
- High capacity rifles will typically get only one magazine
- Rocket launchers typically only get a small amount of rockets
- The fat man only gets a single nuke
- Certain legendaries do not give ammo at all, they are omitted when three randomly held guns are selected
- Ammo containers are now found in more itempools
- The arc furnace input queue can now be moved into the recipe grid if the lid is at least slightly open instead of requiring a fully opened lid
- This means that in system with slow input, the time window when items can be added to the arc furance is now more forgiving
- Pipe anchors now have a look overlay showing the currently configured fluid type
- Removed ammo duping using nitra, instead, four large piles can now be combined into an ammo container
- Ammo containers crafted from nitra cannot give "expensive" ammo types
- This mainly excludes mini nukes and .35
- Comes in a distinct blue color instead of military green
- Makeshift containers also yield only half as much ammo as regular ones
- Using a defuser, creepers can now be rendered harmless manually
- Defusing creepers now also works if the creeper hasn't lit its fuse yet
- Defused creepers are now permanently harmless, they can no longer be manually re-ignited at all
- Manual defusers now also affect big man johnson
- Defusing only works if the timer is active
- The glpyhid will explode instantly, but only about as powerful as a conventional rocket, not destroying blocks
- Doing so will also drop one usable demolition mini nuke
- The painsaw ability no longer plays the blood splash particle effect
- Instead, it will outright gib the target
- Pile plutonium rods can now be reprocessed in the PUREX in addition to the old anvil recipes
- The recipes require 100mB of sulfuric acid and 100HE/t, the lowest requirement for all reprocessing recipes
- The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary
- Grass is no longer a valid paint block for paintable cables and ducts
- Multiblocks are no longer affected by collapses caused by nuclear explosions
- The old NITAN powder chests have been removed
- In their place, there's now a different, more useful structure with similar but not identical spawn rules
- ROR controller torches can now set the threshold of particle accelerator dipoles
- Removed the legacy recipes from the terra drills
- Slag can now be cast into ingots
- Re-solidifcation of bedrock ore crumbs now requires ore slop instead of nitric acid
- Due to ore slop being only obtainable from processing raw bedrock ore, this places a hard cap on how many times a single ore can be re-solidified out of crumbs
- This approach means that crumb yields don't have to be nerfed, and prevents that issue from popping up again should there ever be a new, more efficient processing path
- Rewrote the ore layer generator (hematite, bauxite) to be way more performant during worldgen
- The mining laser can now be stopped by applying a redstone signal to one of the ports
- Ionized particles can no longer be liquefacted into helium-4, helium is now a direct liquid byproduct of several fusion reactor recipes
- Adjusted schrabidic acid recipe to account for higher ionized particle yield
- Increased the ICF's stellar flux output by a factor of four
Fixed
- Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up
- Fixed issue where the
amountstracker wasn't being used correctly when using a custom acidizer config, preventing the acidizer partitioner from working - Fixed multi fluid ID search potentially not working on systems with a non-latin locale
- Fixed particle accelerator source working even if not cooled
- Fixed foundry channels being overly laggy in certain setups
- Fixed potential mod incompatibilities with world generation mods that use outdated forge hooks
- Fixed the buzzsaw not properly replanting trees using the
leaves2block type - Fixed creepers regaining their exploding AI task upon relog, if defused
- Fixed assembly and chemical factories not properly saving their recipe fluid buffers
- Fixed light blue and light gray dyes not working when dyeing cables
- Fixed bismuth armor not having a valid repair material
- Fixed compressors needing at least one mB of fluid more to process a recipe than necessary
- Fixed many NTM structure spawn conditions being hardcoded (again) preventing them from spawning in modded biomes that would otherwise be a fit
- Fixed spawn offset for some structures which caused them to float in the air
- Fixed icons in the QMAW title bar often times being too dark when rendered with a 3D model
- Fixed rocket artillery modes having incorrect tooltips
MD5: 8bc02098c29188fd9cca86306eef4e4f
SHA1: 6d59403c6798e50e9d2cfd3b018f3691c3fa6563
Files
Metadata
Release channel
BetaVersion number
5523Loaders
Game versions
1.7.10Downloads
489Publication date
November 23, 2025 at 9:01 PMPublisher
HbmMods
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