## 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)
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }