Install Nuclear Tech: New Horizons

Step 1

Installing a modpack using the Technic Launcher is easy. If you don't already have the launcher downloaded, visit our download page to get the latest version.

Step 2

Type in the modpack name (Nuclear Tech: New Horizons) or paste the following url into the search box.

Step 3

Finally, click Install at the bottom right of the launcher after you select Nuclear Tech: New Horizons from the list on the left. The launcher will handle everything else!

Nuclear Tech: New Horizons

by Bufka2011
Version 2.10.0 • Minecraft 1.7.10

Nuclear Tech: New Horizons updated to version 2.2.0

# 2.2.0 Release ### Worldgen performance should be considerably improved with this update! ## What's changed? **Added** - MrCrayfish's Furniture Mod - Powered drill └ Gasoline-fueled mining drill with AoE └ Uses the gun system and therefore does not have configurable abilities └ Mining level of iron tools by default └ AoE, melee damage, reach and mining level can be upgraded with drill bits └ Mining speed and fuel used can be changed with engines (diesel, aviation, electric, turbo) └ Fortune can be added as mods (both mods do in fact stack, yielding fortune III) └ Not a precision tool, intended to be used alongside pickaxes instead of replacing them └ Despite this, sneaking allows the AoE to be disabled └ Unlike pickaxes, shows a preview for what area is to be mined └ Due to not being considered a tool like a vanilla one, it's not affected by dig speed penalties from fatigue, being underwater or on a ladder - Pipe anchor └ Works like a electricity connector but for fluids └ Range of 10 blocks └ Can be connected using a pipe wrench - T-51b power armor └ Serves as a replacement for the T-45 - Depressurization effects! └ Breaking any sealed room will cause depress event, which will suck entities through the hole, if they fit - Added a few interesting and helpful resourcepacks **Fixed** - Fixed screen flickering when looking at players - Fixed slow world loading - Fixed rewards for some AE2 quests └ "Dense ME Cable", "ME Dual Interface", "ME Storage Bus", "Wireless Terminal" and "Dual P2P Interface" specificly. - Fixed weird bug caused by changing BetterPlacement settings - Potentially fixed a crash on thermos-derived servers involving the flow control pumps - Fixed crash caused when another tile entity replaces an RBMK component due to an unchecked cast - Fixed constant cascading chunk gen caused by meteorites and flower patches - Fixed garbage loot pool sometimes producing "stone wires" - Fixed mining lasers targeting blocks with the "gas" material - Fixed gun looping sounds behaving weird when moving while firing - Fixed an issue where weapon mods with the highest stat change priority would break the mod sorting, leading to inconsistent behavior - Fixed fluid container items breaking when NBT is attached to them - Potentially fixed a mod conflict where corium fluid would crash when flowing into wate - Fixed a potential crash caused by inserters connected to multiblocks that don't have a core tile - 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 - Fixed wood burner only being able to create one ash pile per item burned, even when that item yields more, creating a backlog in the internal ash value - Fixed some QMAW link icons not having the correct block lighting applied - Fixed a rare crash caused by RBMK neutron calculations happening in unloaded chunks - Fixed moonstone recipe being broken - Crash when using a linked stardar console after removing the stardar - Crash when dying in orbit **Changed** - **NTNH Vanilled resourcepack was temporarily removed to fix MMC/Prism extraction issue!** - Added reward for "Fluix Crystal" quest - Removed Deconstruction table └ Cry about it └ Probably temporarily, until I fix the performance and fairness of this block (did you know that you can disassemble chainmail and get FIRE?) - Removed Extra Utilities mention from the "Numbers in the Corner?" quest - Removed "Vanilla changes" quest - Removed "Farming and Cooking" questline └ To be reworked - Updated "A Feast of Variety" quest - Reduced spawn rate for aggressive mobs - Increased spawn rate for passive mobs - Added "Storage Drawer Keys" quest - Added "Steel Furnace" quest - Updated russian and chinese localization - VNT type explosions now track affected block positions when the explosion events fire, this should ensure compatibility with mods that rely on that └ For example, this should make ForgeCreeperHeal work with most of NTM's explosions - Obliterated standard fluid IDs └ The multi ID is now a lot cheaper └ For convenience in the creative tab, fluid IDs are now listed with all fluids pre-defined, just like how the old IDs were available └ The multi ID now changes metadata based on the selected fluid type, allowing it to be usable for crafting pre-defined pipes - The multi ID fluid selector now displays fluid traits in addition to the name when hovering over an icon - Added more values to the data table returned by RBMK consoles via OC integration - The conveyor ejector now has a "only take maximum possible" toggle └ Enabling this means that, if stack ejection upgrades are installed, only stacks that meet the limit can be ejected └ Items with a lower maximum stacksize will be ejected regardless - Survey scanners now pick up bedrock oil - The conveyor sorter filter slots now have directional labels instead of only color coding └ Apparently color blind people exist? - Conveyor sorters can now process boxes └ All stacks are sorted individually, and each batch of items that comes out of one side is sent as a box - Conveyor boxers can now accept boxes, this is useful for batching up partial boxes that come out of sorters - Conveyor inserters can now accept boxes directly instead of causing them to burst open - Conveyor inserters now have a special rule when supplying an arc furnace where instead of trying a full stack and then one item, the first always failing and the last being too slow, they will supply the slot target amount instead └ Given the cycle delay and the lid's movement speed, the inserters should now be fast enough to fully supply a speed III arc furnace - Skeletons can now be gibbed by explosions, although it will spawn clean bone particles and omit the gore splash effect - Polymer power tools now only have AoE 1 instead of AoE 2 - The fluid container NEI handler now also includes the empty container, making it easier to find what fluids a canister for example is usable for - Changed Mk2 infinite water barrel to use generic cast parts instead of a very specific type of pipe - Retextured the multi fluid IDs to look more like the old IDs they replaced - Logistics provider and requester crates can now only connect to a path node if that path is a dedicated waypoint └ This means that requesters and providers will no longer connect automatically, a logistics net now requires at least one dedicated waypoint └ This also means that in larger networks with many providers and requesters, all the useless connections between them which scale exponentially will no longer exist └ This is a band-aid fix for logistics nets destroying the game even at lower scales due to the path finding being unperformant as hell └ The system will have to be reworked entirely sooner or later (ough) - PWR parts have been moved from the workbench to the assembler └ Some oil proc machines are now a tad cheaper └ Extensive boards now use four rubber bars instead of gold wires └ The CCGT is now considerably cheaper, using similar materials as a turbofan └ Fusion reactors now use welded tc/cd alloy again └ 256k tanks now use half as much steel └ Gerald is now way more expensive └ PWR parts are now subject to expensive mode - Fluid container items now keep their custom name when filling or emptying - Pneumatic tube endpoints now have a GUI that allows filters to be defined - Fortune on a drillbit now affects the quality of mined bedrock ore, each level of fortune adds 10% of the value to the item - The arc furnace now has a five slot input queue which accepts full stacks └ This removes the need for weird, hacky, buggy special implementations for inserters to work at a reasonable speed └ This also means that pneumatic tubes and other mods' automation systems can now insert into the arc furnace with little issue └ Should the mode change and items in the input queue no longer be usable, they automatically become ejectable via automation └ The input queue slots are always accessible, not just when the lid is open - Removed all the NTM sand mix blocks and replaced them with a single block that uses metadata - Removed all tiers of the deprecated PA power plugs except one, leaving the old PAs just barely operational - Ike now has more common sellafield craters, and they are more radioactive than on Earth - Added more QMAW pages - Removed most old particle accelerator blocks from the creative inventory - All dual wielded guns now render more accurately when dropped instead of only showing one gun - Added support for left handed guns (currently unused)* - Removed the presentations for the old particle accelerator and schottky diode - Gibbing NPCs now also spawns bones, if supported by the skeletonizer └ Gibbed bones only have a 50% chance of spawning and come with a unique red texture └ Gibbed bones have a way shorter lifetime and higher gravity to match the gib particles - Updated the factory structure - Drills no longer clip through depth rock, depth rock now has to be cleared before bedrock ore becomes accessible - When an area modifier is selected on a tool, an icon will now render next to the crosshair to make it obvious that the modifier is active - Crucibles will now produce a smoke effect when producing pollution, making it more obvious where the pollution is coming from - Halved the amount of schrabidic acid needed in the schrabidium recipes in the PUREX, increasing the defacto yield per used fuel rod - Changed thorium salt enrichment recipe from 5s to 1s - There are now two new alternate recipes for making solid fuel in the chemical plant out of biomass - The helium-3 recipe no longer requires batches of 8, the input, duration and output have been divided equally - Helium-4 can now be filled into gas tanks R- einforced concrete can now also be created by filling rebar with liquid concrete in the acidizer - Graphite electrodes can now be made in the chemical plant from either heating oil or lubricant - Lubricant can now be made in the chemical plant from either coal tar or heavy oil - The cracking tower and coker are now cheaper in expensive mode, using more bolted steel plates and fewer heavy frameworks - Added animations to the LPW-3N - MORE MORE MORE electrolyser ports - PLSS will now consume O2 when underwater - QMAW pages for zinc [Full Changelog](https://github.com/Nuclear-Tech-New-Horizons/NTNH/compare/2.1.0...2.2.0) ## Download [GitGub](https://github.com/Nuclear-Tech-New-Horizons/NTNH/releases/tag/2.2.0)

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Latest Update
Nuclear Tech: New Horizons was updated to version 2.10.0