2026-03-06 14:40:15 +01:00

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## 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
## 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 half strength streams in an even star pattern
* The pattern is rotated in a random multiple of 9° (i.e. four possible angle variations)
## 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