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Licensed LGPL-3.0-only
Published 4 years ago
Updated 6 months ago
All versions
5336
Beta
Hbm's Nuclear Tech Mod 1.0.27X5336 for Minecraft 1.7.10last year 21.3K
Compatibility
Minecraft: Java Edition
1.7.10
Platform
Forge
Supported environments
Client and server
Changes
Added
- Sandbags
- Connect to other sandbags or solid blocks
- Pretty
- Wooden barrier
- Pretty
- Automatically walls off connected solid blocks in addition to the direction it was placed in
- Some other wooden blocks like a roof, ceiling and scaffold
- Flow control pump
- The fluid equivalent to a diode
- Supports up to 10,000mB/t
- Unlike the diode, it is configured via GUI
- Can be shut off with redstone like a fluid valve
- Charge thrower
- A new weapon/tool
- Can fire two tiers of demolition charges or a grappling hook
- The grappling hook's line can be controlled via left and right mouse buttons
- Anti-materiel rifle
- Fires 12.7mm of fun
- x5 magnification scope
Changed
- Increased bayonet damage from 5 to 7.5 hearts
- Two numeric redstone over radio signals sent over the same channel will now be added together instead of one signal replacing the other
- This means that reading the fill state of multiple batteries over the same channel should result the combined fill state of all batteries
- Halved base spread of the .22 SMG
- Certain secret guns now have a proper way of being obtained
- Demolition mini nukes now create fire again
- New server configs
CRATE_OPEN_HELDcan toggle whether crates can be opened when heldCRATE_KEEP_CONTENTScan toggle whether crates keep their contents when brokenITEM_HAZARD_DROP_TICKRATEcan change the time between ticks for dropped item hazard checks (gunpowder, lithium), default is 2, lowest is 1
- Duds now have multiple variants
- Dismantling different variants yields different drops
- Magnetic extraction can no longer be performed
isItemBlacklistedon the item hazard checks now employs caching instead of doing a full ore dictionary lookup for every single check, this should make it marginally more performant- The unfinished trains stuff is no longer listed in the creative tabs
- All compound plates can now also be made in the assembler
- Opening crates when held is now disabled by default
- Updated chinese localiation
- Duds now have a radioactive AoE effect around them based on type
- HPS is no longer tagged as radioactive and no longer requires hazardous materials tanks to store
- Somehow, these meaningless tags triggered people exceptionally hard. Go annoy someone else.
- Solderers and arc welders can now use overdrive upgrades
- Do note that processing speed rises linearly, but power draw rises exponentially
Fixed
- Fixed RoR controller having the wrong recipe
- Either fixed the crate dupe/voiding issues or made them even worse
- Fixed skeletons and pedestals allowing blocks to be placed inside the player
- Fixed artillery shells not playing the explosion animation when directly impacting entities
- Fixed bauxite and malachite vein toggles being on backwards
- Fixed pneumatic tube order settings not saving
- Fixed crash caused by launching ABMs with blank target designators
- Fixed particle source throwing errors when trying to save nonexistant particles
- Fixed all dud variants having the balefire explosion effect
- Fixed demolition charges being able to explode multiple times when hitting entities
- Condensers are no longer affected by post-impact effects, fixing an issue where HP condenser tanks would go into the negatives
- Probably fixed particle accelerator recipe config not working
- Fixed potential dupe bug involving many held inventories
- Crates? Maybe?
- Fixed conveyor placer not being usable on the conveyor sorter
- Fixed crucible trying to autogen recipes for nonexistant nether thorium ore
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:M4Z75E5X:9wpwDjxa"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:M4Z75E5X:9wpwDjxa"
}

