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Licensed GPL-3.0-only
Published 2 years ago
Updated 3 days ago
All versions
X5572_H261
Beta
wave of babies9 months ago 1,445
Uploaded by
Compatibility
Minecraft: Java Edition
1.7.10
Platform
Forge
Supported environments
Client and server
Changes
Added
- NEI handlers for
- Atmospheric Extraction via Compression
- Celestial Bedrock Ore Processing
- Celestial Fluid Table Extraction
- Celestial Oil Extraction
- Animated orbital transfers for all rockets, not just orbital stations!
- Sun occlusion is now calculated using the eclipse solver, no more random darkness during transfers!
- Improvements to the orbital transfer animations for more ⊹₊ ˚‧︵‿₊୨ realisme ୧₊‿︵‧ ˚ ₊⊹ are planned
- Fuel calculations are already accurate though, using derived dV based on Hohmann transfers
- Oxygen-Rich Air - found on Earth and Laythe
- All your setups will automatically use this fluid instead of compressed air, where applicable
- Minmus mint icecream and delicious Aussie Mint Slice biscuits
- Mint plants will spawn in the same places strawberries do
- Orbital station launching port
- Allows you to construct and launch rockets from orbital stations
- The terrestial VAB and rocket launch pad no longer function in orbit
- Tekto bedrock oil
- Avoid collecting this near your base, the fracking damage is a fair bit more pronounced than other bedrock deposits!
- Synthetic leather/pleather
- Very useful for Martian playthroughs
- Depressurization effects!
- Breaking any sealed room will cause depress event, which will suck entities through the hole, if they fit
- Space stations now emit a gentle, soothing hum inside pressurized rooms (a la ST:TNG), this can be muted/modified with /ntmclient set AUDIO_SHIP_HUM_VOLUME [0.0 - 1.0]
Changed
- Station drives can now be used to recall docked & fueled drop pods to your current location
- Stations now show up in the sky of the orbited planet
- New models for:
- Stardar
- Orbital Station Computer
- Solar Panel
- New GUIs for:
- Cryogenic Distillation Machine
- Vacuum Solderer
- Station hum now uses the ambient sound category
- A few other sounds moved into more appropriate sound categories
- Conglomerate processing now requires an initial brine washing step
- DNT suit now functions as a full spacesuit, without the need for a PLSS
- Suffocation damage now scales over time
- Seeding slurry is now appreciably boosted in growing power
- Will only work in atmospheres with at least trace amounts of CO2
- As an upside, will now convert CO2 into O2 at a rate of 100mB of O2 per block of grass
- Stages now decouple in two steps, with the engine shroud decoupling shortly after the prior stage
- Remove template requirement for Stardar and Drive Processor
- Air intake is no longer decorative, can create compressed air
- Will consume air inside pressurized rooms and convert it into compressed air at a 1:100 ratio
- This means a klystron will consume 25mB/t of oxygen if used in an orbital station, just a tad more than the old fusion reactor consumed
- Stardar and drive processors now require blueprints to assemble, like the Soyuz recipes
- Entanglement kits now use krypton instead of xenon, which can be acquired on Earth after stainless steel
- T-51 armor can now be used as a spacesuit
- Minor circuit rework
- Avionics chip added
- Existing avionics chip renamed to astrionics unit
- Cheaper military grade chips on Tekto!
- Murky wings can now descend properly when used in orbit
- Updated zh_CN localization
- T-51 armor can now equip a PLSS to be used as a spacesuit
- Ike now has more common sellafield craters, and they are more radioactive than on Earth
- Added animations to the LPW-3N
- MORE MORE MORE electrolyser ports
- PLSS will now consume O2 when underwater
- QMAW pages for zinc
- Basalt now has cobblestone oredict
- Earth crystalline bedrock is now: Redstone - Asbestos - Diamond - Emerald
- This means an Earth bedrock plant can produce all basic alloys! (Steel, Red Copper, Advanced Alloy)
- Duna now spawns repairable lanterns (at double the rate of Earth!)
- Schrabidium ore generates naturally on Eve
- Ike now has rad hotspots
- Red keyholes now spawn on all planets
- Space stations now see the satellites of the currently orbited body, allowing asteroid miners to function (but only when orbiting the correct planet!)
- Extra port added to the Electrolyser
- Platinum was kill (it was unused)
- Bigger, Better, And More Uncut Biome Crash Message (I will cut your bals off if you don't read it)
- PLSS now consumes oxygen when underwater, you'll drown as normal if you run out of O2
Fixed
- Being able to put non-drive items into planner drive slots
- Log spam when suffocating
- Air bubbles appear when using DNT, even though it works as a spacesuit without PLSS
- Ore clusters rendering partially transparent
- Custom rockets churning chunks with unused vanilla lava/water checks
- Station distance config can be set below 1024, causing crashes (although you shouldn't set it any lower to begin with!)
- Energy storage blocks don't show charge/discharge information until used for the first time
- Capsules can be exited during transfers, when the doors should be locked
- Holding crouch can inconsistently drop you out of a capsule even when the doors are locked
- Due to some vanilla shenanigans, you'll sometimes encounter visual issues if you hold the key, but now you'll still remain in the capsule
- To prevent potential gamebreaking issues, you can force-leave a capsule by holding crouch for three seconds (unless in deep space, where you'll always be fully blocked from leaving)
- Fixed the old fusion station thruster appearing as the new. as-of-yet unimplemented one
- Player models now tilt with rockets, no more feet sticking out during gravity turns
- Worldgen performance was poo poo, now it is 14x less poo poo (that's 28x less poo with RTG installed!)
- Crash with certain malformed rideable rockets
- Celestial world providers extended the wrong class, breaking oregen in GT
- Meteors spawning in non-surface modded dimensions (like AE2 spatial cells)
- Insane thunder spam when a dimension with no atmosphere is loaded
- Attempt at fixing station thrusters remaining "on"
- Players in different pressurized rooms are affected by depressurization
- Light dummies for multiblocks are placeable and crash the game
- A few more recursion crashes on light dummies
- A whole lot of worldgen cascading on Moho, Tekto, and others
- Crash on mismatched stored dimension IDs for transporter linker
- Crash with OptimiazationsAndTweaks
- Crash when using a linked stardar console after removing the stardar
- Crash when dying in orbit
- Minor localisation fixes
- We definitely needed a whole release for this borb ;)
- PLSS audio sometimes doesn't play when multiple players with PLSSes are present in a given dimension
- "Unnamed" bedrock ore that causes crashes when inserted into a Bedrock Ore Processor
- A whole chunk of Block is allocated unnecessarily during structure generation
- Gas dock visually shows Jool Gas even on Tekto
- Crash with certain mods trying to spawn entities with a FakeWorld (why)
- Small custom missiles don't work (restored the UI elements that indicate what thrusters work with what warheads)
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:LKOB3KzA:SBLPGyzl"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:LKOB3KzA:SBLPGyzl"
}

