mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
55 lines
3.9 KiB
Plaintext
55 lines
3.9 KiB
Plaintext
## Added
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* PWR
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* The successor to the old large nuclear reactor
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* Has some design similarities with the RBMK, but in 3D
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* Relatively easy to build and safe to operate
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* 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
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* Balancing might change, so keep that in mind when updating in the future
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* Sodalite
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* A gem that can be extracted from fluorite or lapis ore
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* Can be heated in the combination oven to make sodium and chlorine
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* Liquid sodium
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* Valid PWR coolant with high efficiency rating
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* Made by liquefacting sodium
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* Liquid thorium salt
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* Valid PWR coolant
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* Has a high flux multiplication rate, boosting fuels
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* After cooling, the depleted salt has to be reprocessed using a chemical plant
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* Creative stirling engine
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* A stirling engine with 100% efficiency and no heat cap
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* Still has the 10% delta-T heat transfer rate as the other stirlings
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* Great for quickly benchmarking reactors without needing to set up a turbine cycle
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## Changed
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* Bedrock fluorite ore now yields actual ore instead of fluorite directly
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* Blocks that fall from fallout effects no longer drop items when falling on small blocks, preventing issues like gas blocks being dropped
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* Bullets no longer need primers to be crafted, primers no longer exist at all
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* The automatic buzzsaw can now use wood oil, ethanol, fish oil and heavy oil to run
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* Fluorite ore is now centrifugable
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* Fluorite crystals now centrifuge into slightly less fluorite but also yield sodalite
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* 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.
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* Using a screwdriver, the input and output sides of conveyor cranes (inserters, ejectors, etc) can now be configured, allowing them to operate around corners
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* Sandstone's blast resistance is now as high as stone's, but only against nuclear explosions
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* The tsar bomba model has been updated
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* 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
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* 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
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* Conveyor blocks now have tooltips explaining what they do and how they can be configured
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* The large reactor still works despite the PWR being added, but the parts have been made uncraftable
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* Unused watz parts have been hidden from the creative inventory
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* Removed the bedrok coltan ore, since it was replaced by generic bedrock ores anyway
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* Updated decal on the congo lake grenade launcher
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## Fixed
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* Fixed FEnSU's IO limit not working properly
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* Fixed overflow caused by uncapped Spk values of DFC beams, they are now capped at 9,200,000 Spk
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* Fixed smooth lighting not working on connected textures
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* Fixed the Thermos preventer not working on Crucible type servers
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* Fixed pollution save files not working correctly on certain Thermos forks
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* Fixed blast furnace output overstacking
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* Fixed potential crash caused by centrifuges trying to create a recipe using non-registered items
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* Fixed chemplant GUI crashing when too many upgrades are applied to a short duration recipe
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* 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
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* Fixed bullets not being able to pass things like tall grass
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* 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
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* Fixed electrolyser fluid recipes not showing the input amount
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