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 2.3.0

### This is a big one, make sure to backup your worlds before updating! ### Note: Dynamic Surrounding mod sounds are temporarily disabled ### You can enable them if you want in minecraft/config/dsurround/dsurround.cfg ### Line #210 B:"Enable Biome Sounds"=false -> B:"Enable Biome Sounds"=true ## What's changed? **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 output 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 - 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 - Created Recipe Widget; Recipe GUI: Infinity Scroll; Recipe GUI: Max Height Settings - Added NEI function to copy item name and meta - Added Scroll to NEI Recipe Catalysts - Implemented Dynamic Handler Height (NEI) - Added NEI 'Bookmark recipe with count' Option - Added option to sort the player's inventory with the keybind while the GUI is closed - Added terracota variations - Integrated AppleCore food tooltips into all NEI GUI panels - 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 - Added Bob Fluid Translator └ This allows better NTM-AE2 compatibility - Added Immersive Cave Gen - Added ability to swim underwater - Added foxes - Added bundles (who asked bruh) - Added new sound system └ Overworld now has an ambient └ Your surrounding can affect sounds - Player face now showing in chat and tab menu - Added skin layer support - Reworked villages - Annihilator └ Destroys items and fluids and keeps track of how much has been destroyed - NEI handlers for └ Atmospheric Extraction via Compression └ Celestial Bedrock Ore Processing └ Celestial Fluid Table Extraction └ Celestial Oil Extraction - Beernox resourcepack included by default - ForgeEssentials for easy server login - Added budding certus quartz - Added sugarcane seeds recipe - Added Spatial Rift Synthesizer **Fixed** - Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up - Fixed issue where the amounts tracker 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 leaves2 block 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 - 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" - Fixed ore acidizer recipe config just straight up not working with ore dictionary keys - Fixed logistic network nodes disabled via redstone not re-enabling when redstone is cut - Added provisional emergency brake to drone pathfinding, pathfinding will simply fail if it goes on for too long - Fixed ore acidizer partitioner freezing the game - Fixed ore acidizer partitioner trash slots not being accessible via automation - Fixed recipe for the measuring tape - Fixed Witch Spider infinite projectile duplication - Fixed crash when opening lunch box from offhand - Fixed some crashes when grabbing items from drawers - Fixed teleport task player reference crashes - Fixed pressing '2' when hovering crafting output not putting the crafted item(s) in the hotbar (NEI) - Fixed missing lang key for NEI favorite keybind - Fixed NEI Permutation Filter - Fixed NEI Favorite Recipes in bookmarks for ingredients - Fixed NEI Bookmarks Shadow Items - Fixed NEI None hotkeys for java8 - Fixed NEI tooltip item lighting - Fixed NEI HUD flickering - Fixed recipe result count - Fixed NEI Bookmarks Chain Tooltip Height - Fixed NEI Button Texture - Fixed shift+scroll of ingredients in the recipe GUI - Fixed 'Delete Item' tooltip not showing in Creative Mode - Fixed small mouse movement while double-clicking causing drop all items - Fixed NEI favorite state refresh - Fixed NEI recipe collapsing - Fixed pressing space in text box close UI if space is your inventory key - Fixed glider showing upside-down for other players - Fixed non-deployed glider position for other players - Fixed a Haunted Miner research requiring itself (HEE) - Fixed splitting of items with max stack size of 1 during sorting (Bogosorter) - Fixed Bogosorter Keybindings - Fixed Bogosorter refill sync issue - Fixed various p2p binding issues - Fixed issues when changing p2p type that involves conversion - Fixed conversion to p2p-static doesn't return replaced p2p to inventory - Fixed conversion to p2p-normal doesn't consume p2p from inventory - Fixed drops in p2p are only dropped when no space in player inventory - Fixed the quest name in the notification is not localized (in multiplayer) - Fixed chisel slot voiding in some conditions - Fixed fast clouds rendering with setting off after game restart - Fixed Tileentities not casting shadows - Fixed entity/item textures and lighting break with shaders - Fixed Bibliocraft clipboard skipping a page - Fixed offhand attack dealing 1 damage - Fixed offhand item switching animations - 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 - Fixed gamebreaking issue causing crashes and world corruption where the multi detonator had its tooltip misspelled - Fixed panzerschreck equip animation not speeding up with the sawed off mod - Fixed FENSU not keeping its charge when broken - Added more null checks to world generation, hopefully preventing weird one-off crashes - Fixed arc furnace queue slots inserting too many items, causing the output to exceed max stack size - Fixed MHD turbines requiring a 528 blueprint in normal mode └ The game will now crash when the default pool list has a 528 blueprint entry, preventing this from happening again └ Configured recipes do not have this check, you can use 528 mode templates in normal mode if you really want for some reason - Fixed ancient misspelling of "ketamine" on the splash screens - Fixed tantalum fragments not using autogen correctly, becoming unusable **Changed** - **REMOVED IRON BACKPACKS - EMPTY THEM BEFORE UPDATING** - **REWORKED WHOLE QUESTBOOK** (thank you \_SkippyPlaysMC_!) - Added completely new crash reportation system - Debuffed mobs └ Decreased their spawn rate └ Now there are no Bosses (Infernal Mobs) - Rebalanced food system └ Now snacks, meals meaty meals are giving you way more saturation └ But raw vegetables are not that good now - 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 - 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 - 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 - Removed the old ZOMG beams, negative energy type explosions now use DFC-like effects instead - Removed the old multitool (it sucked) - Stages now decouple in two steps, with the engine shroud decoupling shortly after the prior stage - Most seeds can now be obtained by plowing the land - Removed GregCaves - Added Backhand Support for Storage Drawers - Paused Bloodmoon for a couple of days after world creation - Speedup NEI rendering - Improved NEI recipe search - Optimized NEI Bookmark Chains - Optimized NEI permutations - Removed Permutations from Output (NEI) - Optimized cross-dimension loading - Disabled Bogosorter keybindings by default - Backhand slot is now being skipped during dropoff - Optimized FMP Rendering and memory leaks - Moved Snakestone head and body blocks into the Smooth Stone chisel - Network Visualizer now shows connections between a Crafting Input Bus/Buffer and its proxies - Improved zoom key handling (reset on GUI enter and compatibility with mouse buttons) - Optimized in-world item rendering - [Shaders] Basic compatibility with NTM:Space skybox & more - Removed HBMAEAddon - Updated tips in loading screen └ Should be less cringe - Removed legacy fusion reactor parts from the creative inventory - Removed the legacy fusion reactor core components - If a legacy fusion reactor explodes, it is now destroyed forever and cannot be reassembled - Legacy fusion reactors no longer disassemble when being mined, rather they drop as one block - Legacy templates are no longer listed in the creative tab - Removed the old meltdown achievement - Eating canned fists now hurts - Due to repeated incidents regarding canned black holes, the mechanics have changed └ Vortices spawned now have a flag set that prevents them from breaking blocks entirely └ Vortices decay 4x faster than those spawned by singularity items, it should last about 2.5 seconds in total └ It will still very much kill you instantly and destroy your items - Storage crates can no longer be placed into containment boxes - Both types of blueprint booklets are now obtainable via precision assembler └ The recipes are lengthy, require a lot of power and have a low chance of succeeding └ Recipes require the divine pufferfish, driver of all innovation └ Where can you get this much pufferfish? Go figure it out - Bedrock coltan is no longer a dedicated bedrock ore type - Alt fire is now available for 10ga double barrel shotguns, allowing only a single barrel to be fired at once - Drainage pipes, flare stacks and the annihilator now have the default fluid priority of LOW, meaning that excess removal using those no longer requires flow control pumps - Halved base energy consumption for the solidifier and liquefactor - Changed cracking tower recipe to use desh instead of polymer, as well as a little bit more niobium in favor of all the clay catalysts it used to have - Iron and corroded barrels have been deprecated and are no longer obtainable - Steel barrels and 256k tanks no longer use tar in their recipes - Solidifying biogas into compressed biomass now yields 4x more, making the biogas route twice as efficient as simply compressing biomass - Finally removed the long deprecated ambience radiation generator and geothermal generator - Nerfed the ballistic jackets, as they are comically cheap and made some zombies impossible to kill in early game - RBMK fuel rod items can now be inserted directly into fuel rods via right click, instead of having to open the GUI - Containment boxes now use ferrouranium instead of raw U-238 - Added missing recipes to two legendary weapons - Trash can is now forbidden - Hunger depletes slower now - Updated russian localization - Changed the recipe change button on the mixer to be bright red with arrows on it (since the "C" looked too much like it meant "clear") - For consistency with the crucible material, all tantalium items now go by "tantalum" [Full Changelog](https://github.com/Nuclear-Tech-New-Horizons/NTNH/compare/2.2.0...2.3.0)

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