Nuclear Tech: New Horizons updated to version 2.8.0
# 2.8.0 Release
## This release has breaking changes for existing RBMKs! Shut down your reactor, make a backup, and read the changelog carefully before updating!
## What's changed?
**Added**
- LagGoggles - allows you to check what impacts your performance
└ https://www.youtube.com/watch?v=2ALrIvw1S4I
- 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
- RBMK Display panel
└ Single block that shows a 7x7 view of a linked RBMK
└ Doesn't have a GUI or tooltips or anything, only acts as a monitor
└ Ideal for >15x15 reactor monitoring, since the displays are tileable
- Added default server list that will update automatically
- Added default key options
- Added Matter Manipulator recipes up to Matter Manipulator MKI
- Added new ore generation system (GTNH-like https://docs.google.com/spreadsheets/d/1KayyJUUNZorZVQM-iK6vzE_nZjC9YsTl/edit?gid=1205797392#gid=1205797392 )
- Finally added crafting recipes to other types of Vending Blocks
- Key pad
└ Fits visually with the RBMK display block
└ Allows up to four buttons to be configured with a screwdriver (shift click!)
└ Buttons will send RoR signals when pressed, with a configured value on the configured frequencies
└ Can be set to polling, which will re-send the command until the button is pressed again
└ Single push buttons and buttons set to polling which are enabled will glow in the dark
└ Each button can be assigned a label with glow in the dark paint
└ Allows RBMK control rods to be fully remote controllable with no console
- Gauge
└ Allows up to four gauges to be configured with a screwdriver
└ Gauges can read RoR signals and display numeric values on a specified range
└ Minimum and maximum values can be defined, the gauge also has a red area for when the value exceeds the maximum
└ If the minimum value is larger than the maximum, the needle will start at the top and run backwards
└ Also has glow in the dark paint labels
- Astroturf
└ Looks like the classic pre-biome grass and doesn't die from fracking or radiation
- Radioactive Angel
└ Boss mob that can be crafted and spawned, find the shards!
- Invasion mode
└ Spawned from defeating the radioactive angel, whos pieces can be found on ike.
└ has 3 waves + a boss wave
└ Good luck!
└ Purely optional.
- Combat Drop pods
└ Spawn glyphids for now for invasion mode
- New UFO mobs
**Fixed**
- Fixed experience bar black background if there is an item in the hotbar
- Fixed translucent particles becoming very dark with Complementary shaders enabled (e.g. cooling tower steam particles from Hbm's NTM)
- Fixed crash when rendering gun
- Fixed #20
- 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
- Fixed quad rocket launcher steering not working right
- Fixed standard and industrial boilers not respecting the heating efficiency value of the fluid trait
- Fixed copy tool integration for RBMK automatic control rods (again)
- Fixed RBMK fuel channel RoR not being properly parseable due to not being integers
- Potentially fixed a dupe regarding safes
- Moved the flow control pump's GUI code out of the block class which should hopefully fix an issue where spigot servers crash instantly when placed down
- Fixed RBMKs melting down when removing the covers from fuel channels with hot fuel in them
- Fixed Backhand integration and resolved block placement issues with certain mods
- Fixed bibliocraft clipboard skipping a page
- Fixed offhand attack dealing 1 damage
- Fixed offhand item switching animations
- Fixed sponge recipe
- Fixed some damage categories not applying correctly, causing things like general energy resistance to not work against lasers
- Fixed RoR components not being able to be attached to the top of reasim fuel rods
- Fixed a crash in multiplayer regarding RBMK control rods
- Fixed outdated QMAW description of some RBMK parts
- Fixed log spam when placing down a RoR controller
- Fixed the RBMK fuel crane being all jittery and awful
- Fixed RoR reader sending the xenon value on RBMK fuel rods that's 100x the intended value
- Fixed rocket launch pads (regular + orbital) don't accept inserted rocket fuel
- Meteor dungeons spawning above ground
**Changed**
- Updated the main menu music
- Conserve crate can now be bought via Bobmazon
- Fixed the interface overload, now it is much more comfortable to use
- 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
- Changed 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 75% strength streams in an even star pattern
└ The pattern is rotated in a random multiple of 9° (i.e. four possible angle variations)
- RBMK steam channels now spawn steam particles if water is voided due to the steam buffer not being emptied in time
- Rebalanced 528 mode
└ Increased the chance for most precision assembler recipes to succeed
└ Increased the chance for items to be salvaged by recycling
└ In expensive mode, the chances have been increased drastically compared to the old values
- Added RoR functionality to some RBMK columns
└ Manual control rods can have their target height set, allowing them to be remote controlled without a console
└ All fuel channels can now provide values such as column heat, fuel skin heat, depletion and xenon poison
- 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
- RBMK fuel rods can no longer be removed by hand if the skin temp exceeds 200°C
- RBMK fuel rods can no longer be cycled via autoloader if the skin temp exceeds 1,000°C
└ 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
└ RBMK cranes can still remove any fuel, no matter how hot it is
- 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
- The annihilator now creates pollution when destroying fluids, with a 200% pollution modifier
- MOX fuel now uses plutonium-239 instead of RGP, and more uranium-238
└ This makes it a decent option for pu239 from the chicago pile without having to use HEP239
- Updated russian, ukrainian and chinese localizations
- Safes now properly use the inventorytweaks API, allowing slot sorting via GUI
- The meltdown disabling dial now also affects meldown caused by breaking fuel channels while hot
- The dots on the grpahite moderator columns are now a lot darker to tell them apart from fuel channels much more easily
- Increased the maximum stacksize per slot in a food containers (lunch bag and lunchbox)
- Updated Discord RPC (status/activity)
- Updated textures for some nuclear bomb GUIs
- Updated textures for steel tools
- RBMK fuel rods too hot to be taken out manually can now be removed by players in creative mode
- Updated the SILEX recycling recipe for MOX fuel to reflect the recent recipe change
└ High-xenon MOX pellets now yield xenon-135 again
- Improved logging for incorrectly configured machine recipes
- Removed the legacy toolbox item
- Due to complaints, the MOX recipe was now made more expensive
- Manual control rods now have the extendrods command, which allows the target setting to be adjusted without using an absolute value
- Removed the legacy relay structure
- Placing RBMK fuel rods in the fuel channels by right click no longer consumes the item in creative mode
[Full Changelog](https://github.com/Nuclear-Tech-New-Horizons/NTNH/compare/2.7.0...2.8.0)
## Download
[GitGub](https://github.com/Nuclear-Tech-New-Horizons/NTNH/releases/tag/2.8.0)
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