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 2.8.0

# 2.8.0 Release ## This release has breaking changes for existing RBMKs! Shut down your reactor, make a backup, and read the changelog carefully before updating! ## What's changed? **Added** - LagGoggles - allows you to check what impacts your performance └ https://www.youtube.com/watch?v=2ALrIvw1S4I - Reasim RBMK control rods └ Come in manual and auto variants, but not moderated └ The same as standard control rods, except they need 5kHE/t └ Have only a single cable connection at the bottom └ Replace standard RBMK control rods when 528 mode is enabled - New RBMK fuels └ UZrH └ Made from MEU, zirconium and hydrogen in the PUREX └ More efficient than MEU but with less durability └ Has a new thermal coefficient mechanic, once the core heat exceeds 1000°C, reactivity drops down └ Very high diffusion, meaning the core is considerably colder than on most fuels - RBMK Display panel └ Single block that shows a 7x7 view of a linked RBMK └ Doesn't have a GUI or tooltips or anything, only acts as a monitor └ Ideal for >15x15 reactor monitoring, since the displays are tileable - Added default server list that will update automatically - Added default key options - Added Matter Manipulator recipes up to Matter Manipulator MKI - Added new ore generation system (GTNH-like https://docs.google.com/spreadsheets/d/1KayyJUUNZorZVQM-iK6vzE_nZjC9YsTl/edit?gid=1205797392#gid=1205797392 ) - Finally added crafting recipes to other types of Vending Blocks - Key pad └ Fits visually with the RBMK display block └ Allows up to four buttons to be configured with a screwdriver (shift click!) └ Buttons will send RoR signals when pressed, with a configured value on the configured frequencies └ Can be set to polling, which will re-send the command until the button is pressed again └ Single push buttons and buttons set to polling which are enabled will glow in the dark └ Each button can be assigned a label with glow in the dark paint └ Allows RBMK control rods to be fully remote controllable with no console - Gauge └ Allows up to four gauges to be configured with a screwdriver └ Gauges can read RoR signals and display numeric values on a specified range └ Minimum and maximum values can be defined, the gauge also has a red area for when the value exceeds the maximum └ If the minimum value is larger than the maximum, the needle will start at the top and run backwards └ Also has glow in the dark paint labels - Astroturf └ Looks like the classic pre-biome grass and doesn't die from fracking or radiation - Radioactive Angel └ Boss mob that can be crafted and spawned, find the shards! - Invasion mode └ Spawned from defeating the radioactive angel, whos pieces can be found on ike. └ has 3 waves + a boss wave └ Good luck! └ Purely optional. - Combat Drop pods └ Spawn glyphids for now for invasion mode - New UFO mobs **Fixed** - Fixed experience bar black background if there is an item in the hotbar - Fixed translucent particles becoming very dark with Complementary shaders enabled (e.g. cooling tower steam particles from Hbm's NTM) - Fixed crash when rendering gun - Fixed #20 - Fixed NBTStack serialization omitting the stack size most of the time, preventing deserialization (mainly in the precision assembler config) - Fixed precision assembler not being listed in the creative inventory - Fixed OpenComputers integration for the CCGT - Fixed tool abilities switching when clicking on a block with a special interaction - Fixed outdated info on the QMAW pages involving AA and BSCCO due to the fusion reactor update - Fixed ammo container giving 9mm instead of .22 for the akimbo target pistols - Fixed RBMK control rods incorrectly showing up in the red group when no group is set - Fixed fluid output direction being incorrect on boilers, causing them to break with pipe anchors - Fixed an issue where the industrial turbine's tendency to round up the possible operation counter would cause it to use up steam it doesn't actually have - Fixed yet another issue with the settings tool when copying automatic control rod settings - Fixed quad rocket launcher steering not working right - Fixed standard and industrial boilers not respecting the heating efficiency value of the fluid trait - Fixed copy tool integration for RBMK automatic control rods (again) - Fixed RBMK fuel channel RoR not being properly parseable due to not being integers - Potentially fixed a dupe regarding safes - Moved the flow control pump's GUI code out of the block class which should hopefully fix an issue where spigot servers crash instantly when placed down - Fixed RBMKs melting down when removing the covers from fuel channels with hot fuel in them - Fixed Backhand integration and resolved block placement issues with certain mods - Fixed bibliocraft clipboard skipping a page - Fixed offhand attack dealing 1 damage - Fixed offhand item switching animations - Fixed sponge recipe - Fixed some damage categories not applying correctly, causing things like general energy resistance to not work against lasers - Fixed RoR components not being able to be attached to the top of reasim fuel rods - Fixed a crash in multiplayer regarding RBMK control rods - Fixed outdated QMAW description of some RBMK parts - Fixed log spam when placing down a RoR controller - Fixed the RBMK fuel crane being all jittery and awful - Fixed RoR reader sending the xenon value on RBMK fuel rods that's 100x the intended value - Fixed rocket launch pads (regular + orbital) don't accept inserted rocket fuel - Meteor dungeons spawning above ground **Changed** - Updated the main menu music - Conserve crate can now be bought via Bobmazon - Fixed the interface overload, now it is much more comfortable to use - Updated RBMK visuals └ The indentations on most RBMK passive elements have been removed, heavily reducing tri count and allowing face culling, making RBMKs render much more efficiently └ The caps no longer render as part of the TESR and instead use much more performant ISBRH rendering └ Due to most passive elements no longer needing TESRs for their caps, most parts no longer use any TESRs at all └ This should fix various issues regarding lower-end hardware (especially Pojav) as well as issues with TESRs getting skipped due to the sheer number of things to render └ Control rods now show their set color as part of the model - Improved buzzsaw tree detection └ Instead of just clearing a pillar, it now tries to detect branches └ The max size of trees that can be successfully harvested is now way bigger └ This means that things like 2x2 jungle trees can now be automated - Annihilating radioactive items now creates that item's radiation value x5 as chunk radiation └ The maximum per tick is a 1000 RAD/s increase to prevent world-destroying radiation levels from annihilating demon cores - The water door now has a skin that isn't rusted with less contrast - The containment door now has a lead-colored skin with a trefoil on it - Using a screwdriver on a beamline now toggles a window which flashes if a particle passes - Particles now start slowly and accelerate, instead of passing a fixed 10 components per tick, particles only do 1 component per tick, which increases by 1 every 1,000 momentum - RBMK absorber columns now heat up when exposed to neutrons └ The type of neutron does not matter, only the quantity └ 20 flux equals 1°C heatup - RBMK passive cooling has changed └ The default value is now 2.5°C/t instead of 1 └ This value only applies to rods that have exposed sides, i.e. the edges of a reactor └ There is now a second passive cooling variable used for rods on the inside (dialPassiveCoolingInner, 0.1°C/t by default) └ The effective passive cooling value is scaled smoothly depending on how many sides are exposed, using dialPassiveCoolingInner with no exposed sides and dialPassiveCooling for rods with four exposed sides └ Simply put, spindly RBMKs are now way less desirable, structural columns no longer just debuff the reactor and reactors that actually look like reactors are now more powerful - Changed the way RBMK coolers work └ Instead of using cryogel, coolers use 50mB of cold PFM per tick and return an equal amount of warm PFM └ In a 5x5 square around the cooler, all components are cooled down by 200°C per tick, down to a minimum of 20°C └ This renders that section of the reactor unsuitable for boiling water, however it means very high heat fuels can be used └ Cold PFM is used up at a steady rate, even if the reactor is already cold - The RBMK structural column recipe now uses only half as many metal plates, and rubber instead of insulator - Changed the way reasim RBMK fuel channels work └ Instead of six randomized neutron streams, reasim rods now use eight 75% strength streams in an even star pattern └ The pattern is rotated in a random multiple of 9° (i.e. four possible angle variations) - RBMK steam channels now spawn steam particles if water is voided due to the steam buffer not being emptied in time - Rebalanced 528 mode └ Increased the chance for most precision assembler recipes to succeed └ Increased the chance for items to be salvaged by recycling └ In expensive mode, the chances have been increased drastically compared to the old values - Added RoR functionality to some RBMK columns └ Manual control rods can have their target height set, allowing them to be remote controlled without a console └ All fuel channels can now provide values such as column heat, fuel skin heat, depletion and xenon poison - RBMK consoles and displays no longer show the temperature value of control rods as a red gradient, instead they show the control rods' color grouping - RBMK fuel rods can no longer be removed by hand if the skin temp exceeds 200°C - RBMK fuel rods can no longer be cycled via autoloader if the skin temp exceeds 1,000°C └ For fully automated high powered reactors, it may now be necessary to read the depletion via RoR and then throttle the reactor with control rods └ RBMK cranes can still remove any fuel, no matter how hot it is - RBMK fuel channels will now undergo meltdown if it is broken when a fuel rod is still loaded with a heat temperature of at least 1,500°C - The annihilator now creates pollution when destroying fluids, with a 200% pollution modifier - MOX fuel now uses plutonium-239 instead of RGP, and more uranium-238 └ This makes it a decent option for pu239 from the chicago pile without having to use HEP239 - Updated russian, ukrainian and chinese localizations - Safes now properly use the inventorytweaks API, allowing slot sorting via GUI - The meltdown disabling dial now also affects meldown caused by breaking fuel channels while hot - The dots on the grpahite moderator columns are now a lot darker to tell them apart from fuel channels much more easily - Increased the maximum stacksize per slot in a food containers (lunch bag and lunchbox) - Updated Discord RPC (status/activity) - Updated textures for some nuclear bomb GUIs - Updated textures for steel tools - RBMK fuel rods too hot to be taken out manually can now be removed by players in creative mode - Updated the SILEX recycling recipe for MOX fuel to reflect the recent recipe change └ High-xenon MOX pellets now yield xenon-135 again - Improved logging for incorrectly configured machine recipes - Removed the legacy toolbox item - Due to complaints, the MOX recipe was now made more expensive - Manual control rods now have the extendrods command, which allows the target setting to be adjusted without using an absolute value - Removed the legacy relay structure - Placing RBMK fuel rods in the fuel channels by right click no longer consumes the item in creative mode [Full Changelog](https://github.com/Nuclear-Tech-New-Horizons/NTNH/compare/2.7.0...2.8.0) ## Download [GitGub](https://github.com/Nuclear-Tech-New-Horizons/NTNH/releases/tag/2.8.0)

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