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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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22 lines
1.7 KiB
Plaintext
22 lines
1.7 KiB
Plaintext
## Changed
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* Updated RBMK visuals
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* The indentations on most RBMK passive elements have been removed, heavily reducing tri count and allowing face culling, making RBMKs render much more efficiently
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* The caps no longer render as part of the TESR and instead use much more performant ISBRH rendering
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* Due to most passive elements no longer needing TESRs for their caps, most parts no longer use any TESRs at all
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* 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
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* Control rods now show their set color as part of the model
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* Improved buzzsaw tree detection
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* Instead of just clearing a pillar, it now tries to detect branches
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* The max size of trees that can be successfully harvested is now way bigger
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* This means that things like 2x2 jungle trees can now be automated
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* Annihilating radioactive items now creates that item's radiation value x5 as chunk radiation
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* The maximum per tick is a 1000 RAD/s increase to prevent world-destroying radiation levels from annihilating demon cores
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## Fixed
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* Fixed NBTStack serialization omitting the stack size most of the time, preventing deserialization (mainly in the precision assembler config)
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* Fixed precision assembler not being listed in the creative inventory
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* Fixed OpenComputers integration for the CCGT
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* Fixed tool abilities switching when clicking on a block with a special interaction
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* Fixed outdated info on the QMAW pages involving AA and BSCCO due to the fusion reactor update
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* Fixed ammo container giving 9mm instead of .22 for the akimbo target pistols
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* Fixed RBMK control rods incorrectly showing up in the red group when no group is set |