## Added * PWR * The successor to the old large nuclear reactor * Has some design similarities with the RBMK, but in 3D * Relatively easy to build and safe to operate * Does not use any tile entity rendering and all math is pre-calculated when the reactor is assembled, making this one even more performant than the old large reactor * Balancing might change, so keep that in mind when updating in the future * Sodalite * A gem that can be extracted from fluorite or lapis ore * Can be heated in the combination oven to make sodium and chlorine * Liquid sodium * Valid PWR coolant with high efficiency rating * Made by liquefacting sodium * Liquid thorium salt * Valid PWR coolant * Has a high flux multiplication rate, boosting fuels * After cooling, the depleted salt has to be reprocessed using a chemical plant * Creative stirling engine * A stirling engine with 100% efficiency and no heat cap * Still has the 10% delta-T heat transfer rate as the other stirlings * Great for quickly benchmarking reactors without needing to set up a turbine cycle ## Changed * Bedrock fluorite ore now yields actual ore instead of fluorite directly * Blocks that fall from fallout effects no longer drop items when falling on small blocks, preventing issues like gas blocks being dropped * Bullets no longer need primers to be crafted, primers no longer exist at all * The automatic buzzsaw can now use wood oil, ethanol, fish oil and heavy oil to run * Fluorite ore is now centrifugable * Fluorite crystals now centrifuge into slightly less fluorite but also yield sodalite * Blast resistance values for most resistant blocks have been changed, most blocks now have much lower resistance which means there's now a practical difference between concrete and ducrete. Resistance values also match the block's cost more closely. * Using a screwdriver, the input and output sides of conveyor cranes (inserters, ejectors, etc) can now be configured, allowing them to operate around corners * Sandstone's blast resistance is now as high as stone's, but only against nuclear explosions * The tsar bomba model has been updated * The nuclear explosion animation has been replaced with the TOREX system, instead of a static model that moves around, the mushroom clouds are now made of simulated particles * Sellafite now uses random ticks instead of scheduled ticks every second, while this does reduce its radioactivity quite a bit, it prevents the tick queue from slowing down to a crawl with large amounts of sellafite from nuclear explosions * Conveyor blocks now have tooltips explaining what they do and how they can be configured * The large reactor still works despite the PWR being added, but the parts have been made uncraftable * Unused watz parts have been hidden from the creative inventory * Removed the bedrok coltan ore, since it was replaced by generic bedrock ores anyway * Updated decal on the congo lake grenade launcher ## Fixed * Fixed FEnSU's IO limit not working properly * Fixed overflow caused by uncapped Spk values of DFC beams, they are now capped at 9,200,000 Spk * Fixed smooth lighting not working on connected textures * Fixed the Thermos preventer not working on Crucible type servers * Fixed pollution save files not working correctly on certain Thermos forks * Fixed blast furnace output overstacking * Fixed potential crash caused by centrifuges trying to create a recipe using non-registered items * Fixed chemplant GUI crashing when too many upgrades are applied to a short duration recipe * Corium is now a finite fluid, fixing an issue where a single fuel rod can be used to create a giant blob of corium, lagging out the server * Fixed bullets not being able to pass things like tall grass * Whether the player has received a guide book is now saved as part of the extprop which might fix an issue where offline mode players get a new book on every start * Fixed electrolyser fluid recipes not showing the input amount