## Added * 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 ## Changed * 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 * Chanced 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 ## Fixed * 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)