If you are updating an existing world to V2, you MUST completely dismantle your active reactors before updating!
Leaving an old reactor assembled could result in corruption or an immediate nuclear meltdown.
About
Create nuclear is a mod that adds a whole nuclear system to the create mod. An optimized reactor can now produce over eight millions SU.
Create nuclear also adds Uranium and Thorium ores, and all the refining process to create and power the reactor automatically. You can even build setups from infinite sources like cobblestone with a complex refining process that exploits all the potential of create appliances.
New in V2:
Reactor Tiers: Build Tier 1, Tier 2, and Tier 3 reactors for higher energy outputs and heat capacities.
Coolant System: Use new fluids like Nitrogen to balance your reactor's heat and prevent meltdowns.
Radiation: Radioactive items now emit ambient radiation. Protect yourself using the new Iodine system and Anti-Radiation armor.
Meltdowns & Biomes: A reactor meltdown will now trigger a massive nuclear explosion, leaving behind a hostile Irradiated Land biome.
Wiki
Need help building your reactor or understanding the new mechanics? Check out our Official Wiki!
The nuclear explosion effects and visuals in V2 are based on code originally created by the Alex's Caves team, which we then adapted and reworked to fit the specific needs of our mod. A huge thanks to them for their incredible work!
# Modrinth Changelog :
## [2.0.0]
### Reactor Overhaul
- Added two new reactor sizes (Tier 2 and Tier 3), on top of the original size, each offering higher energy output and a higher acceptable heat threshold.
- Added a new liquid input block that lets players supply a coolant fluid to the reactor, alongside a brand new Nitrogen fluid to use with it. Reactor coolant fluids are fully configurable via datapack.
- Added a new reactor alarm block. It can be triggered by a redstone signal, and is also triggered automatically by the reactor itself when heat reaches a dangerous level, warning players ahead of a meltdown.
- Added a brand new nuclear explosion, with its own mushroom cloud, custom model and dedicated sound, replacing the previous plain explosion.
- The item input, fluid input, and alarm blocks can now be placed anywhere on the reactor's structure, instead of being restricted to fixed positions like before.
- The reactor's heat system has been reworked to follow the official fuel-to-coolant ratio, fixing cases where proximity heat was calculated incorrectly and made reactors behave inconsistently.
- Overheating is now properly capped based on the fluids used, so reactors can no longer exceed their intended maximum heat.
- Rod and fluid types are no longer hardcoded to uranium/graphite — the reactor now works dynamically with whichever rod and fluid types are configured, making it easier to support new fuels and coolants in the future.
- Fixed several issues causing incorrect reactor readiness checks regardless of which fuel or coolant was actually loaded.
- Reworked the RPM/output system to match the new energy values, and smoothed out output flickering with a new heat buffering system.
- Fixed a bug where items placed in the reactor could be lost during certain block state changes.
- Improved reactor structure rendering performance, especially noticeable on larger reactor tiers.
### Radiation & Iodine Protection
- Radioactive items (such as raw Uranium and Uranium Ore) now emit radiation on their own when carried in your inventory, on top of environmental sources like irradiated biomes. Reactors themselves don't emit radiation — only a nuclear explosion does, which is also what creates the irradiated biome around it.
- Added a new Radiation Resistance attribute to the mod, used by both the Iodine effect and the anti-radiation armor to reduce radiation exposure.
- Radiation exposure now uses a dose-based contagion system instead of a single on/off effect, making radiation sickness feel more gradual and consistent.
- Radiation now affects all living entities, not just players.
- Added the Iodine protection effect, including new potions, a brewing recipe chain, tooltips, and icons.
- Added new anti-radiation armor models, including colored variants, with improved visuals.
- Added new irradiated heart icons to the HUD, and the radiation vision overlay is now properly hidden in Creative and Spectator mode.
### World Generation & Irradiated Biome
- Added the Irradiated Land biome. It doesn't generate naturally — it spreads around the area of a nuclear explosion, converting the terrain there. The idea of irradiated zones has been part of the mod since its early days (vision overlay, irradiated mobs), but this is the first time it's backed by an actual biome.
- Adjusted Thorium and Uranium ore generation rates in the world.
- Added the Biome Irradiation Extractor along with its crafting recipe chain, including the new Reinforced Glass Bottle, allowing players to revert irradiated biome zones.
### New Items & Blocks
- Added the full Thorium chain: Thorium Ore (and its Deepslate variant), Raw Thorium, Thorium Block, Thorium Dust, Thorium Ingot and Thorium Nugget, all the way up to the new Thorium Rod usable in the reactor.
- Added Nitrate Ore (and its Deepslate variant), along with a new processing chain (Nitrate, Nitrate Sludge, Nitrogen Concentrate, Cooled Nitrogen Concentrate) used to produce the new Nitrogen fluid.
- Added a new Snow Powder recipe processed with Create's fans, used as part of the new Nitrogen production chain.
- Building the reactor's item, fluid input, and output blocks now requires a Create Deployer instead of simply placing the item, in line with Create's automation style.
- Added the Irradiated Cow, a new spawnable mob like the other irradiated animals. Still a work in progress at this stage.
### Advancements
- Reworked the advancement tree into a clearer, linear progression covering every stage of building and operating a reactor, including new Tier 2 and Tier 3 milestones.
- Added several new nuclear-themed advancements for surviving reactor hazards, crafting key items, and reaching late-game milestones.
- Placement-related advancements are now correctly awarded through the reactor controller instead of individual parts.
### Sound & Ambience
- Added dedicated sound effects for reactor assembly, disassembly, and the new reactor alarm block.
- Added a running hum sound while the reactor is active.
- Added a ringing sound effect that plays after a nuclear explosion.
- Added ambient music to the Irradiated Land biome.
- A few other new sound effects were added in this version (including Geiger-counter sounds and some reactor/explosion variants) but aren't hooked up to anything in-game yet.
### Quality of Life
- General performance improvements to radiation checks and reactor structure scanning, reducing lag in larger builds.
- Various tooltip, formatting, and text clarity fixes across reactor and armor items.
### Bug Fixes
- Fixed reactor output flickering caused by rapid heat fluctuations.
- Fixed several cases of items being lost when reactor blocks changed state unexpectedly.
### Configuration
- Added several new config sections (biome restoration, explosions, notifications, radiation, reactor heat) letting server owners tune these systems.
- Reworked and renamed several existing config values (reactor rods, world generation, general settings) for clarity and consistency.
## Mod Compatibility:
* Added optional compatibility with **Create Aeronautics / Sable**: the reactor multiblock now works correctly when built on a moving contraption, and explosions/notifications happen at the right position in the world.
* Added optional compatibility with **Create Dragons Plus**: Snow Powder can also be processed with its fans.
* Ores, raw materials and storage blocks now use NeoForge's common `c:` tags, for better compatibility with other mods and modpacks.
### Notes
- **Mod loader:** NeoForge
- **Game version:** 1.21.1
- Version bump: **2.0.0** (The massive V2 Update!)
- If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
- Some translations were verified/completed using AI, if you find any issues let us know on our Discord!
# Modrinth Changelog :
## Reactor Display & Interface:
* Reactor summary on Display Links: when the reactor is not assembled, the display now says so instead of freezing on the last known values.
* Reactor summary status, heat and fluid thresholds now come from the reactor's real state and size, so the readings match what's actually going on.
* Reactor summary now has separate layouts for Flap Displays (text) and gauge-style targets, so each is easier to read.
## Mod Compatibility:
* Added optional compatibility with **Create: Dragons Plus**: when Dragons Plus is installed, its fan freezing now handles Create Nuclear's Snow Powder recipes, instead of both systems running side by side.
* Snow Powder catalyst blocks work with Dragons Plus freezing.
* Snow Powder recipes appear in the Dragons Plus freezing category in JEI, and Create Nuclear's own Snow Powder category is hidden so recipes aren't listed twice.
## Bug Fixes:
* Heat and Liquid Level display sources now set their maximum from the reactor's real size instead of a fixed value, so gauges and percentages are accurate on every reactor size.
If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
Some translations were verified/completed using AI, if you find any issues let us know on our Discord!
# Changelog
## [2.0.0]
### Reactor Overhaul
- Added two new reactor sizes (Tier 2 and Tier 3), on top of the original size, each offering higher energy output and a higher acceptable heat threshold.
- Added a new liquid input block that lets players supply a coolant fluid to the reactor, alongside a brand new Nitrogen fluid to use with it. Reactor coolant fluids are fully configurable via datapack.
- Added a new reactor alarm block. It can be triggered by a redstone signal, and is also triggered automatically by the reactor itself when heat reaches a dangerous level, warning players ahead of a meltdown.
- Added a brand new nuclear explosion, with its own mushroom cloud, custom model and dedicated sound, replacing the previous plain explosion.
- The item input, fluid input, and alarm blocks can now be placed anywhere on the reactor's structure, instead of being restricted to fixed positions like before.
- The reactor's heat system has been reworked to follow the official fuel-to-coolant ratio, fixing cases where proximity heat was calculated incorrectly and made reactors behave inconsistently.
- Overheating is now properly capped based on the fluids used, so reactors can no longer exceed their intended maximum heat.
- Rod and fluid types are no longer hardcoded to uranium/graphite — the reactor now works dynamically with whichever rod and fluid types are configured, making it easier to support new fuels and coolants in the future.
- Fixed several issues causing incorrect reactor readiness checks regardless of which fuel or coolant was actually loaded.
- Reworked the RPM/output system to match the new energy values, and smoothed out output flickering with a new heat buffering system.
- Fixed a bug where items placed in the reactor could be lost during certain block state changes.
- Improved reactor structure rendering performance, especially noticeable on larger reactor tiers.
### Reactor Display & Interface
- Added support for Create's Display Boards / Display Links on the reactor controller, letting players show live stats (heat, fuel, coolant, output, size) on in-world displays.
- Rod stats (heat, proximity heat, timer, ratio) are now displayed directly in the item's tooltip, including for the Thorium rod.
- Rods can now be added through a datapack, or by other mods, without needing custom code — they will show up with their stats in the tooltip just like the built-in ones.
- Fixed incorrect text formatting and fluid density values shown on the reactor controller.
### Radiation & Iodine Protection
- Radioactive items (such as raw Uranium and Uranium Ore) now emit radiation on their own when carried in your inventory, on top of environmental sources like irradiated biomes. Reactors themselves don't emit radiation — only a nuclear explosion does, which is also what creates the irradiated biome around it.
- Added a new Radiation Resistance attribute to the mod, used by both the Iodine effect and the anti-radiation armor to reduce radiation exposure.
- Radiation exposure now uses a dose-based contagion system instead of a single on/off effect, making radiation sickness feel more gradual and consistent.
- Radiation now affects all living entities, not just players.
- Added the Iodine protection effect, including new potions, a brewing recipe chain, tooltips, and icons.
- Added new anti-radiation armor models, including colored variants, with improved visuals.
- Added new irradiated heart icons to the HUD, and the radiation vision overlay is now properly hidden in Creative and Spectator mode.
### World Generation & Irradiated Biome
- Added the Irradiated Land biome. It doesn't generate naturally — it spreads around the area of a nuclear explosion, converting the terrain there. The idea of irradiated zones has been part of the mod since its early days (vision overlay, irradiated mobs), but this is the first time it's backed by an actual biome.
- Adjusted Thorium and Uranium ore generation rates in the world.
- Added the Biome Irradiation Extractor along with its crafting recipe chain, including the new Reinforced Glass Bottle, allowing players to revert irradiated biome zones.
### New Items & Blocks
- Added the full Thorium chain: Thorium Ore (and its Deepslate variant), Raw Thorium, Thorium Block, Thorium Dust, Thorium Ingot and Thorium Nugget, all the way up to the new Thorium Rod usable in the reactor.
- Added Nitrate Ore (and its Deepslate variant), along with a new processing chain (Nitrate, Nitrate Sludge, Nitrogen Concentrate, Cooled Nitrogen Concentrate) used to produce the new Nitrogen fluid.
- Added a new Snow Powder recipe processed with Create's fans, used as part of the new Nitrogen production chain.
- Building the reactor's item, fluid input, and output blocks now requires a Create Deployer instead of simply placing the item, in line with Create's automation style.
- Added the Irradiated Cow, a new spawnable mob like the other irradiated animals. Still a work in progress at this stage.
### Advancements
- Reworked the advancement tree into a clearer, linear progression covering every stage of building and operating a reactor, including new Tier 2 and Tier 3 milestones.
- Added several new nuclear-themed advancements for surviving reactor hazards, crafting key items, and reaching late-game milestones.
- Placement-related advancements are now correctly awarded through the reactor controller instead of individual parts.
### Sound & Ambience
- Added dedicated sound effects for reactor assembly, disassembly, and the new reactor alarm block.
- Added a running hum sound while the reactor is active.
- Added a ringing sound effect that plays after a nuclear explosion.
- Added ambient music to the Irradiated Land biome.
- A few other new sound effects were added in this version (including Geiger-counter sounds and some reactor/explosion variants) but aren't hooked up to anything in-game yet.
### Quality of Life
- General performance improvements to radiation checks and reactor structure scanning, reducing lag in larger builds.
- Various tooltip, formatting, and text clarity fixes across reactor and armor items.
### Bug Fixes
- Fixed reactor output flickering caused by rapid heat fluctuations.
- Fixed several cases of items being lost when reactor blocks changed state unexpectedly.
### Configuration
- Added several new config sections (biome restoration, explosions, notifications, radiation, reactor heat) letting server owners tune these systems.
- Reworked and renamed several existing config values (reactor rods, world generation, general settings) for clarity and consistency.
### Notes
- **Mod loader:** Forge
- **Game version:** 1.20.1
- Version bump: **2.0.0** (The massive V2 Update!)
- If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
- Some translations were verified/completed using AI, if you find any issues let us know on our Discord!
# Changelog
## [1.4.1]
### Additions
- [1ee4c645](https://github.com/Create-Nuclear-Team/CreateNuclearFabric/commit/1ee4c645) — Added uranium fluid type and enhanced fluid interactions/dispense behavior. (Giovanni)
### Technical / Codebase
- Resolution of some bugs obtained in a non-development environment
- [b64249d9](https://github.com/Create-Nuclear-Team/CreateNuclearFabric/commit/b64249d9) — Refactor project structure: update JDK to 17 and migrate to settings.gradle.kts. (Giovanni)
- [ed495d36](https://github.com/Create-Nuclear-Team/CreateNuclearFabric/commit/ed495d36) — Change JDK version from 21 to 17 in build configuration. (Giovanni)
### Notes
- Version bump: **1.4.1** (from 1.4.0)
# CurseForge & Modrinth Changelog :
## Notes
- Version bump: **1.4.0** (from 1.3.0) aimed at Create V6 compatibility and updated dependencies.
### QOL (Quality of Life)
- Updated repository links, README and copyright/LICENSE. (Giovanni)
### Bug Fixes
- Fixed ingredient tag for `coal dust` in the steel mixing recipe. (Giovanni)
- Fixed tags/ingredients for the graphene recipe and related adjustments. (Giovanni)
- Fixed access widener syntax for `Gui#renderHotbar`. (Giovanni)
- Fixed download/resolution for `com.jozufozu.flywheel:flywheel-fabric`. (Phenix-13)
### Additions
- Added `ReactorBluePrintScreen` and `CNGhostIngredientHandler` for drag-and-drop. (Giovanni)
- Added armor tags for anti-radiation equipment. (Giovanni)
### Technical / Codebase
- Refactored tags (`CNTags`) and ensured consistency between `CNBlocks` and tags. (Giovanni)
- Refactored recipe-generation systems, adopted local `REGISTRATE`, and updated datagen. (Giovanni)
- Refactor/compat for JEI/REI and implemented `REIClientPlugin`. (Giovanni)
- Refactored build (`build.gradle.kts`), dependency declarations and migrated to Kotlin DSL for Create V6 compatibility. (Giovanni)
- Code cleanup and removal of unused items. (Giovanni)
If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
Some translations were verified/completed using AI, if you find any issues let us know on our Discord!
### QOL
- Updated item tags for uranium and coal dusts in `CNItems` and `CNMixingRecipeGen` to make recipes more flexible and tag-driven. ([commit `9a32735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/9a32735))
- Reorganized uranium processing recipes for improved clarity and consistency. ([commit `2f7ae97`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/2f7ae97), [commit `7842a12`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/7842a12))
- Refactored armor and dust tags to simplify tag management and ease future recipe changes. ([commit `2f7ae97`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/2f7ae97))
### Bug Fixes
- Merged fixes from `Fix-create608&craft` ([PR #9](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/pull/9)) addressing crafting and compatibility issues. ([commit `c8cdf6d`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/c8cdf6d))
- Fixed issues in recipe generation and recipe definitions introduced during refactors. ([commit `159f735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/159f735), [commit `7842a12`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/7842a12))
### Additions
- No major feature additions in this set; the changes focus on refactors, tag updates and recipe reorganizations to prepare for ongoing compatibility work. (commits [`9a32735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/9a32735), [`2f7ae97`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/2f7ae97), [`159f735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/159f735), [`7842a12`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/7842a12))
### Technical / Codebase
- Refactored anti-radiation armor item classes and updated recipe generation to be more modular and maintainable. ([commit `159f735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/159f735))
- Reorganized recipe/data generation sources to reduce duplication and improve localization support. ([commit `7842a12`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/7842a12))
### Notes
- This batch merges fixes intended to address crafting crashes and recipe issues related to recent refactors (see PR #9).
- Commits included in this changelog:
- [commit `c8cdf6d`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/c8cdf6d) Merge pull request #9 from Create-Nuclear-Team/Fix-create608&craft
- [commit `9a32735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/9a32735) Update item tags for uranium and coal dusts in CNItems and CNMixingRecipeGen
- [commit `2f7ae97`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/2f7ae97) Refactor armor and dust tags, reorganize recipes for uranium processing
- [commit `159f735`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/159f735) Refactor anti-radiation armor item classes and update recipe generation
- [commit `7842a12`](https://github.com/Create-Nuclear-Team/CreateNuclearNeoForge/commit/7842a12) Update recipes and localization for uranium processing and crafting
### QOL
- Refactored variable naming for color values in **anti-radiation item registration** for consistency. ([commit `608d0ed`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/608d0ed81c))
- Replaced **hardcoded item references** with centralized `CNTags` for better maintainability. ([commit `3235d73`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/3235d73))
- Removed commented-out method names from `BaseFireBlockMixin` to improve clarity. ([commit `88ff259`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/88ff259))
- Updated issue tracker link in `mods.toml` to point to the correct repository. ([commit `bde8a82`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/bde8a82))
- Updated `gradle.properties` to reflect new versioning for **Create** and **Ponder**. ([commit `56022d9`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/56022d9))
- Reworked advancement and recipe criteria for anti-radiation armors to use `"has_cloth"` instead of `"has_item"`. ([commit `20b260a`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/20b260a))
### Bug Fixes
- Fixed **recipe and crafting crash** caused by outdated Create API usage. ([commit `608d0ed`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/608d0ed81c))
- Fixed missing and misapplied **item tags** for anti-radiation gear. ([commit `e29bb3b`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/e29bb3b))
- Fixed **data generation crash** due to missing pattern in shaped recipe (`raw_lead_from_compacting`).
- Fixed mixin registration issues in `BaseFireBlockMixin`. ([commit `88ff259`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/88ff259))
- Fixed outdated repository references in metadata. ([commit `bde8a82`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/bde8a82))
### Additions
- Added **launch and task configuration** for Forge data generation and dev environment. ([commit `e6b1a03`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/e6b1a03))
- Added **support for new Registrate API** in recipe and datagen systems. ([commit `5037ef4`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/5037ef4))
- Added **NeoForge metadata section** with proper repository links. ([commit `a679b47`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/a679b47))
- Added **LICENSE file** to repository. ([commit `aa07430`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/aa07430))
- Added **graphene texture** and early material support. ([commit `0ad7a95`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/0ad7a95))
### Technical / Codebase
- Refactored `RecipeProvider` and `RegistrateDataProvider` to extend **new API classes** (Registrate 1.3.3). ([commit `5037ef4`](https://github.com/Create-Nuclear-Team/CreateNuclearForge/commit/5037ef4))
- Cleaned up and merged development branches:
- `fixMixin`
- `fixCraftingAndCrashForCreate608`
- `fix-Tags-#68`
- Simplified logic in `ReactorInputInventory` and `BaseFireBlockMixin`.
- Updated repository structure and documentation.
### Notes
- This version resolves the **`NoSuchMethodError`** crash when interacting with Create 6.0.7.
- If you are using older versions of Create, update to **Create 6.0.7+** for compatibility.
Fix:
- Fixed last missing patches.
If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
Some translations were verified/completed using AI, if you find any issues let us know on our Discord!
Fix:
- Fixed reactor rods consumption
- Fixed the reactor not producing energy while running
- Fixed the uranium powder crafting recipe that was missing
- Fixed the fluid that caused a crash when viewing recipes in JEI
If you want to help us translate to other languages: [https://crowdin.com/project/createnuclear](https://crowdin.com/project/createnuclear)
Some translations were verified/completed using AI, if you find any issues let us know on our Discord!