mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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85 lines
6.7 KiB
Plaintext
85 lines
6.7 KiB
Plaintext
## Added
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* Reasim RBMK control rods
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* Come in manual and auto variants, but not moderated
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* The same as standard control rods, except they need 5kHE/t
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* Have only a single cable connection at the bottom
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* Replace standard RBMK control rods when 528 mode is enabled
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* New RBMK fuels
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* UZrH
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* Made from MEU, zirconium and hydrogen in the PUREX
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* More efficient than MEU but with less durability
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* Has a new thermal coefficient mechanic, once the core heat exceeds 1000°C, reactivity drops down
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* Very high diffusion, meaning the core is considerably colder than on most fuels
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* RBMK Display panel
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* Single block that shows a 7x7 view of a linked RBMK
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* Doesn't have a GUI or tooltips or anything, only acts as a monitor
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* Ideal for >15x15 reactor monitoring, since the displays are tileable
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## 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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* The water door now has a skin that isn't rusted with less contrast
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* The containment door now has a lead-colored skin with a trefoil on it
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* Using a screwdriver on a beamline now toggles a window which flashes if a particle passes
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* 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
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* RBMK absorber columns now heat up when exposed to neutrons
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* The type of neutron does not matter, only the quantity
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* 20 flux equals 1°C heatup
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* RBMK passive cooling has changed
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* The default value is now 2.5°C/t instead of 1
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* This value only applies to rods that have exposed sides, i.e. the edges of a reactor
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* There is now a second passive cooling variable used for rods on the inside (`dialPassiveCoolingInner`, 0.1°C/t by default)
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* 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
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* 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
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* Chanced the way RBMK coolers work
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* Instead of using cryogel, coolers use 50mB of cold PFM per tick and return an equal amount of warm PFM
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* In a 5x5 square around the cooler, all components are cooled down by 200°C per tick, down to a minimum of 20°C
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* This renders that section of the reactor unsuitable for boiling water, however it means very high heat fuels can be used
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* Cold PFM is used up at a steady rate, even if the reactor is already cold
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* The RBMK structural column recipe now uses only half as many metal plates, and rubber instead of insulator
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* Changed the way reasim RBMK fuel channels work
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* Instead of six randomized neutron streams, reasim rods now use eight 75% strength streams in an even star pattern
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* The pattern is rotated in a random multiple of 9° (i.e. four possible angle variations)
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* RBMK steam channels now spawn steam particles if water is voided due to the steam buffer not being emptied in time
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* Rebalanced 528 mode
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* Increased the chance for most precision assembler recipes to succeed
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* Increased the chance for items to be salvaged by recycling
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* In expensive mode, the chances have been increased drastically compared to the old values
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* Added RoR functionality to some RBMK columns
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* Manual control rods can have their target height set, allowing them to be remote controlled without a console
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* All fuel channels can now provide values such as column heat, fuel skin heat, depletion and xenon poison
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* RBMK consoles and displays no longer show the temperature value of control rods as a red gradient, instead they show the control rods' color grouping
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* RBMK fuel rods can no longer be removed by hand if the skin temp exceeds 200°C
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* RBMK fuel rods can no longer be cycled via autoloader if the skin temp exceeds 1,000°C
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* For fully automated high powered reactors, it may now be necessary to read the depletion via RoR and then throttle the reactor with control rods
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* RBMK cranes can still remove any fuel, no matter how hot it is
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* RBMK fuel channels will now undergo meltdown if it is broken when a fuel rod is still loaded with a heat temperature of at least 1,500°C
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* The annihilator now creates pollution when destroying fluids, with a 200% pollution modifier
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* MOX fuel now uses plutonium-239 instead of RGP, and more uranium-238
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* This makes it a decent option for pu239 from the chicago pile without having to use HEP239
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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
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* Fixed fluid output direction being incorrect on boilers, causing them to break with pipe anchors
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* 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
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* Fixed yet another issue with the settings tool when copying automatic control rod settings
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* Fixed quad rocket launcher steering not working right
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* Fixed standard and industrial boilers not respecting the heating efficiency value of the fluid trait
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* Fixed copy tool integration for RBMK automatic control rods (again)
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