mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-08-10 17:55:44 +00:00
63 lines
4.3 KiB
Plaintext
63 lines
4.3 KiB
Plaintext
## Added
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* New Chicago Pile
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* Assembled multiblock, similar to the PWR
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* Requires new chicago pile graphite bricks
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* Assembled with a hand drill out of a box made from graphite bricks, at least 5x5x5, and at most 15x15x15 blocks large
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* Drilling the assembled reactor will add channels at the selected locations
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* Drilling along the reactor's orientation will add a fuel channel
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* Drilling perpendicular to fuel channels will add a ventilation channel
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* Drilling vertically will add a control rod channel
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* Fuel insertion is now done with a dedicated fuel loader which can be operated by hand or automated with hopper IO and redstone
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* Ventilation channels need chicago pile vents which are powered with compressed air at 1 PU
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* Chicago pile control rods can either be fully withdrawn with redstone or fine tuned with RoR
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* 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
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* This is mainly for convenience when disassembling and reassembling the reactor, which requires all channels to be drilled again
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* Piles that overheat will explode, throwing flaming graphite everywhere
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* Satelllite Ground Station
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* Can relay RoR commands to connected satellites and satellite info back to RoR
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* Platemetal
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* Decorative connected texture metal block
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* Comes in all colors except brown
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* NTM poop theory debunked
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* Make a nice clanking noise when placing and breaking
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## Changed
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* Updated all oil well GUI textures
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* There's now only two upgrade slots instead of three
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* All legacy pixel gauges have been replaced with smooth ones (watz, ZIRNOX, CCGT) making them more accurate
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* Updated the diesel generator's GUI
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* The diesel gen now also has an in-GUI button for turning it on and off like the industrial combustion engine
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* MS-ESv1.1 `split` instruction now supports variable substitution
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* Multiblocks now display a wireframe preview of how much space they take up
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* This preview is green if it can be placed and red if it can not
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* On some machines, this preview might not be perfect, but the check on whether it can be placed should always be accurate
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* 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
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* Updated the small pylon model
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* The small pylon now has a steel variant
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* Items in the battery socket which previously didn't show up in the socket's model are now rendered
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* Reduced the cost for the heavy stirling engine
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* Removed the satellite interface item for being basically completely useless
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* Updated the satellite ID manager texture and recipe
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* Satellite ID chips are now soldered
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* Overhauled all satellites
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* Satellites now use one item ID with meta, most satellites now have new textures
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* Satellites can now be connected to ground stations and controlled with RoR commands
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* Satellites now have manual pages detailing the commands
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* 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
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* Legacy satellites still function and can still be launched
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* The PWR's coolant levels can now be read with RoR
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* Soyuz and related assembly recipes now use 25kHE/t instead of just 100
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* Updated the GUI textures for the refinery, various particle accelerator parts and a few other machines
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* Glyphid hive blocks now use state-of-the-fart flesh sounds
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## Fixed
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* Fixed held block being placed when not sneaking when opening the cable diode's GUI
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* Fixed an issue where the diesel generator's fuel capacity is the original 4,000mB instead of the intended new 16,000mB
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* This means that explosive barrels and universal barrels can now be loaded into the diesel generator
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* Fixed RoR terminal's `set` command not working
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* 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
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* This also fixes the same phenomenon for other types of beams, such as those from hitscan laser and tesla weapons
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* Fixed some issues regarding the new crane structure
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* Fixed skeletonizer ashes floating over the floor after landing
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* Fixed backface rendering of the capacitor frames when inserted in the battery socket
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