## Added * New Chicago Pile * Assembled multiblock, similar to the PWR * Requires new chicago pile graphite bricks * Assembled with a hand drill out of a box made from graphite bricks, at least 5x5x5, and at most 15x15x15 blocks large * Drilling the assembled reactor will add channels at the selected locations * Drilling along the reactor's orientation will add a fuel channel * Drilling perpendicular to fuel channels will add a ventilation channel * Drilling vertically will add a control rod channel * Fuel insertion is now done with a dedicated fuel loader which can be operated by hand or automated with hopper IO and redstone * Ventilation channels need chicago pile vents which are powered with compressed air at 1 PU * Chicago pile control rods can either be fully withdrawn with redstone or fine tuned with RoR * Additionally, channels can be drilled by right clicking a pile addon device with the hand drill, the addon doesn't need to be removed beforehand * This is mainly for convenience when disassembling and reassembling the reactor, which requires all channels to be drilled again * Piles that overheat will explode, throwing flaming graphite everywhere * Satelllite Ground Station * Can relay RoR commands to connected satellites and satellite info back to RoR * Platemetal * Decorative connected texture metal block * Comes in all colors except brown * NTM poop theory debunked * Make a nice clanking noise when placing and breaking ## Changed * Updated all oil well GUI textures * There's now only two upgrade slots instead of three * All legacy pixel gauges have been replaced with smooth ones (watz, ZIRNOX, CCGT) making them more accurate * Updated the diesel generator's GUI * The diesel gen now also has an in-GUI button for turning it on and off like the industrial combustion engine * MS-ESv1.1 `split` instruction now supports variable substitution * Multiblocks now display a wireframe preview of how much space they take up * This preview is green if it can be placed and red if it can not * On some machines, this preview might not be perfect, but the check on whether it can be placed should always be accurate * This makes it easier to anticipate how much space a machine takes up, as well as lining up large parts like fusion reactor components which were notoriously hard to place down right * Updated the small pylon model * The small pylon now has a steel variant * Items in the battery socket which previously didn't show up in the socket's model are now rendered * Reduced the cost for the heavy stirling engine * Removed the satellite interface item for being basically completely useless * Updated the satellite ID manager texture and recipe * Satellite ID chips are now soldered * Overhauled all satellites * Satellites now use one item ID with meta, most satellites now have new textures * Satellites can now be connected to ground stations and controlled with RoR commands * Satellites now have manual pages detailing the commands * The recipes have been updated, they now use mostly common parts and no longer feature the satellite base and heads items which are welded together * Legacy satellites still function and can still be launched * The PWR's coolant levels can now be read with RoR * Soyuz and related assembly recipes now use 25kHE/t instead of just 100 * Updated the GUI textures for the refinery, various particle accelerator parts and a few other machines * Glyphid hive blocks now use state-of-the-fart flesh sounds ## Fixed * Fixed held block being placed when not sneaking when opening the cable diode's GUI * Fixed an issue where the diesel generator's fuel capacity is the original 4,000mB instead of the intended new 16,000mB * This means that explosive barrels and universal barrels can now be loaded into the diesel generator * Fixed RoR terminal's `set` command not working * Fixed a longstanding issue where the transparent part of beams from tile entity models would often have incorrect render order, sometimes rendering things behind them invisible * This also fixes the same phenomenon for other types of beams, such as those from hitscan laser and tesla weapons * Fixed some issues regarding the new crane structure * Fixed skeletonizer ashes floating over the floor after landing * Fixed backface rendering of the capacitor frames when inserted in the battery socket