A definitive port of HBM's Nuclear Tech Mod from 1.7.10 to 1.12.2, the most completed one among others.
IMPORTANT NOTE
Firstly, we accept bug reports and feature requests only through "Issues" tab on GitHub.
Secondly, before sending any issues there, please make sure you're playing on the latest NTM:CE version. You can download it via "Releases" section on GitHub.
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NTM:CE is a modernized port of the legendary 1.7.10 Hbm’s Nuclear Tech Mod, bringing its signature focus on technology, atomic science, and nuclear weaponry to the 1.12.2 ecosystem. It preserves the original’s expansive tech tree of processing and utility machines, craftable bombs and missiles, guns, and abandoned structures to explore—while improving stability and performance drastically.
This project is the current, up‑to‑date 1.12.2 port of NTM and the direct successor to the Reloaded and Extended editions, aiming to be more feature‑complete and faithful to the original 1.7.10 mod, while it also brings fixes and optimizations (for example, having threaded packets and explosions, making bombs explode roughly 50x faster than on other 1.12 ports!)
Nukes are no longer just green TNT blocks: you’ll synthesize advanced explosives, enrich uranium, and engineer devastating nuclear missiles to unleash upon your friends—or enemies.
Pictures say more than a thousand words - you're welcome to check out the Gallery tab!
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Is the mod survival-ready?
While there is still a plenty of bugfixing to be done, the mod itself has been proven to be in a state where it can be played in survival without fatal crashes, though it still has many minor/substantial bugs to be fixed and some rather minor things to be ported.
Is the mod compatible with NTM: Extended Edition addons/shaders?
Sadly, no. Installing EE addons will most likely result in crashes, making the modpack unplayable; due to having the new gun system ported, shaders are also incompatible and will cause heavy visual artifacts when holding a gun.
Also shaders are incompatible with NTM skybox; this can be fixed in 'config/hbm -> hbm.cfg' by changing the line 'B:1.00_enableSkybox=true' to 'false'.
We're looking forward to fixing shader-related issues, though this will take time.
How different is it from Extended edition?
Extended worlds are fully incompatible!
We have rewritten ~75% of the entire mod, porting every single feature we can. The amount of changes is difficult to track at this point. I invite you to check our GitHub issues, as we use them to track missing/added content.
What shaders/resource pack did you use for the screenshots?
We used Complementary Unbound shaders + 1.16 for 1.12 resource pack.
If you have more questions or you're willing to take part in developing this 1.12.2 NTM port, we welcome you on our GitHub and Discord!
Also you can find translated Chinese/Korean/Russian/Ukrainian README on the GH page.
### Breaking Changes
- Removed the unused Mini RTG and Polonium RTG blocks; any placed in existing worlds will disappear.
- Addon API: machine control packets now always pass the sending player; the old player-less `IControlReceiver#receiveControl` overload has been removed.
### Fixes
- Tilted machines now appear tilted on clients; large fluid tanks in particular stayed upright for everyone but the server.
- Conveyors, chutes and lifts built with the conveyor wand now face the same way as hand-placed ones; dragging a run downwards produced a tower that spat items out backwards.
- The conveyor ejector now drops its installed upgrades when broken.
- Lethal radiation no longer bypasses effects that prevent death, such as the totem of undying.
- The industrial drill's area mining no longer floods the client with full block-break effects for every block in range.
- Satellite cooldowns and science sensor progress now survive a world reload.
- Machine control panels now respect block protection, so claim and region mods can deny them like any other right-click.
- Rocket flame particles now honour their size setting; debris, explosion clouds and missile contrails were all drawing at the default scale.
- The Soyuz capsule and its landing pod no longer land one block off when coming down at negative coordinates.
- The Soyuz capsule no longer crashes the game if it lands somewhere its cargo container cannot be placed.
- The satellite frequency linker no longer lets automation pull an unprogrammed chip out or feed it items that are not chips.
- The Soyuz capsule's contents can now be pulled out by hoppers and pipes from any side, not just the top slot.
- Fixed a crash when an inserter pushed items into a steel furnace the moment it was placed. (PR #1657 by znibsss)
- Machines with several output slots, such as the rock mill, now actually use all of them instead of stalling once the first slot fills.
- Hoppers, pipes and AE2 buses attached to different ports of the same multiblock machine no longer all behave like whichever port was used first, and item insertion now respects each side's slot rules.
- Chicago Pile blocks no longer lose their stored data when their block state changes.
- Oil derricks and pumpjacks can reach oil deposits further away from the drill pipe again.
- Sneak-right-clicking a multiblock machine now lets you place blocks against it instead of doing nothing.
- Players no longer suffocate while standing inside a multiblock machine's bounds.
- Pneumatic storage fixes:
- The clutter storage now accepts compressed air.
- The bulk storage now works with the pneumatic storage network at all, and its type filter can be set from its interface.
- Shift-clicking items into the exporter's filter no longer consumes them.
- Fixed misaligned slots and several rendering issues in the access terminal and other pneumatic storage interfaces.
- The storage access terminal now has a proper 3D item model, and the importer and exporter are no longer invisible when placed.
- Chicago Pile fixes:
- Vents now accept compressed air.
- Hoppers no longer void items into loaders that cannot currently take them.
- Connected textures on the pile structure work again with CTM installed.
- Old pile rods now state in their tooltip that they are legacy items that do not work with the new Chicago Pile.
- Semtex and C4 blocks now drop as items when broken instead of glitching out.
- The inserter's destroy-overflow toggle now updates visually right away instead of only after a chunk reload.
- Cigarettes and crack pipes are now held properly in hand.
- The RTG block no longer renders on top of its own animated model.
- The Welded BSCCO Coils and Fusion Reactor Blanket names were swapped; each now shows its correct name.
- The charge thrower's rope is now drawn correctly between the gun and its projectile.
- Fixed the rubber boat's texture.
- Broken items now have a proper name.
- Fixed rendering issues in the Soyuz and Lambda launch pad interfaces, and the launch pads now show proper item models.
### Changes
- The Soyuz rocket's skin tooltip is now translatable instead of hardcoded English.
- Asteroid and lunar mining satellites no longer need the sat dock to send a rocket up on a timer; they now mine continuously and hold their haul in orbit until a dock calls it down, and report their progress in the satellite interface.
- The Soyuz rocket and lander now need flight simulation drives to build, cost considerably more power to assemble, and are gated behind the 528 blueprint pool rather than a discovery.
- Building a Soyuz launch pad now claims a service area beside the pad instead of behind it, and cables, pipes and hoppers can be attached anywhere on the pad's structure rather than only the core block.
- Taint no longer spreads in dimensions where world destruction is disabled.
- The health bar HUD is now enabled by default. (PR #1653 by Shibva)
- Remnant power armor is now built in the precision assembly machine behind a blueprint discovery instead of the crafting table, and its damage resistances have been raised.
- Refreshed the RBMK meltdown fire, steam jet and mushroom cloud particle textures.
- Updated the RTG and radiolysis generator interfaces, and refreshed the energy bars in several other machine interfaces.
### New Features
- Added the Lambda launch pad and the Lambda-98 rocket: a silo-style pad that erects the rocket from underground, fuelled with leaded gasoline and peroxide, with an auto-launch toggle and a launch countdown. Ported from 1.7.
- Added Aviation Grade Sheeting, an assembly machine part with two recipes (aluminium/copper and titanium/plastic).
- The Soyuz launch pad finally has a recipe; it had none before.
- The Soyuz launch pad can now actually launch. Its interface gained a cargo/satellite mode switch, fuel, oxidiser and power indicators, an orbital module warning and a launch button with a ten second countdown, and the pad retracts its gantry and lifts off on its own.
- Added cargo delivery pods: orbiting satellites now drop their cargo to a sat dock in a landing pod that touches down on its legs, unloads, and flies back up. Pods show up on radar and explode if shot down.
- Added the zero-gravity assembler satellite and orbital assembly kits. Send an assembly kit up to an orbiting space laboratory and it will build the recipe in orbit, then send the result down by delivery pod. The first recipe produces the new Crystal Circuit Board.
- The Soyuz launch pad has been retextured, and gained sounds for its gantry, carriage and launch countdown.
- AE2 autocrafting of NTM machine recipes now handles fluid ingredients: JEI exposes them to fluid pattern-encoding addons, and fluid packets from AE2 Fluid Crafting are fed straight into the machine without a Fluid Packet Decoder.
### Breaking Changes
- Removed the old fusion reactor and the plasma heater. Use the current fusion multiblock instead.
- Removed the old hadron collider, along with its analysis/plating/diode/access/core/power blocks, the antiproton and antielectron particles, and its recipe category.
- Removed the Gluon Gun and the Occult Shotgun.
- Removed the template crate.
- Removed the carrier, endothermic and exothermic missiles, all three of which upstream retired. The carrier had no entity, no launch pad entry and no recipe, so it could only ever be taken from the creative menu and never fired. Existing ones vanish silently instead of erroring.
- Removed toothpicks, the Star Bottle Cap and the Sunset Bottle Cap (and their cap blocks).
- Meteor settings moved out of the general config into their own "meteors" section, and the leftover space config file was deleted. Meteor settings will revert to their defaults once and need to be reapplied.
- NTM cables now convert between FE and HE automatically by default. This makes other mods' cables redundant; packs that don't want it must turn `autoCableConversion` off.
- Satellite chips are now a single item with one variant per satellite type, replacing the separate per-type chips. The old chips still work and can still be launched, but no longer appear in creative or JEI, and recipes and manual pages now point at the new item.
### Fixes
- Fluids stored in tanks, barrels and machines are now saved by name instead of by internal number, so adding or removing fluids no longer scrambles the contents of existing tanks.
- Fixed a crash on entering old worlds that contain a diesel generator.
- Fixed a crash when opening the ammo container.
- Fixed a crash caused by sliding blast doors.
- Fixed a crash on worlds with Draconic Evolution, Brandon's Core or any other CodeChickenLib mod, which could kick players with a packet error.
- Fixed a startup crash and missing bucket textures for fluids without their own texture (most visibly oil) when LoliASM is installed.
- Fixed Potion Core making hits from certain NTM damage sources fail; the hit now lands and the error is logged instead.
- Crates no longer duplicate their contents when a stack of more than one is placed, and hand-held crates keep their inventory instead of voiding it. A crate that holds anything is now a single item and cannot stack, which also covers fluid tanks, capacitors, batteries, barrels and everything else that keeps its contents when broken.
- Bobmazon offers with no achievement requirement - torches, definitelyfood and the geiger counter - could never be ordered, and always answered that the requirement was not met. These are the entries shown with a book icon, which in 1.7.10 was the vanilla "Taking Inventory" achievement every player already had.
- The railgun's power storage and per-shot consumption settings had no effect, because both were written into the railgun damage setting instead of their own.
- The glowstone, phosphorus and quartz spawn weights for nether bedrock ore can be configured again. World generation read them, but they were never registered, so editing them did nothing.
- Fixed item duplication on conveyor belts when a moving item was destroyed twice.
- Fluid tanks no longer overflow past their capacity, which silently broke overfill-triggered behaviour such as the Watz reactor's mud explosion.
- Fluid tanks are no longer nearly indestructible and can be blown up again.
- Explosions were re-ported to behave like they do upstream, fixing drops, entity damage and block destruction inconsistencies.
- Fixed meteor blocks dropping extra items with a fortune pickaxe.
- Fixed the ore acidizer not syncing at range, the laser rifle's scope and 3-way beam splitter, the fuze fuel overflow and the RadialAUTOCAL side selection.
- Fixed the cargo elevator getting stuck when toggled mid-travel, and its platform sometimes not rendering.
- The cargo elevator's top section no longer has an invisible full-block collision box.
- Fixed the top-half slab attachment rules and a crash when a lamp beam met a double slab.
- Fixed spotlight beams eating multiblock machine drops when a block below them was broken.
- Fixed the cable switch playing its sound and re-firing every time a neighbour changed instead of only when actually toggled.
- Assembly machines, chemical plants, PUREX processors and the rock mill no longer lose their frame check against non-air, non-solid blocks above them.
- Fixed the fan forgetting its redstone state on reload, and it now accepts redstone from all sides.
- Fixed the environmental suit's sprint speed bonus sticking around permanently or stacking.
- Turrets no longer target players in creative mode.
- The Richard turret's rockets now spawn pointing the right way.
- Items on conveyor belts are no longer lit incorrectly.
- Fixed the meteorite sword's held and inventory pose.
- Fixed the centrifuge GUI texture failing to load.
- Fixed the incorrect recipe for the electric drill engine mod.
- Fixed radio torch receivers not resetting to zero while polling an empty channel, and their redstone output not updating neighbours reliably.
- Pipelines now drop stale connections to blocks that no longer exist instead of keeping dead links.
- Armour filter tooltips no longer swallow the first line of the filter's own description.
- Guide books other than the first are available again, and the missing hadron book entry no longer shifts the rest.
- Fixed the overworld dimension being re-registered on impact worlds, which could break other mods' world providers.
- Fixed a rare crash from the mirror alignment tool, which now reports why an alignment was rejected instead of silently failing.
- Armour stands, boats and paintings no longer catch fire from radiation burn effects.
- Fixed crates being broken twice with a crowbar on servers.
- Config files are now read and written as UTF-8, so non-Latin entries survive a restart.
- Cable boxes no longer show a dark bar where the connector should be on curves and junctions.
- Manual pages now open for items that carry data, such as satellites, guns, batteries and renamed items. Previously the manual simply did nothing for them.
- The pneumatic storage exporter's slots are no longer drawn away from their sockets, and its request-mode buttons can now actually be clicked.
- Pneumatic tubes no longer give up on a delivery when the first receiver refuses an item; they now try the rest.
- The mining laser's two side fluid ports connected to the wrong block, and the laser now stops when its multiblock is powered by redstone.
- Moving RBMK control rods over radio now produces the same power surge as moving them by hand.
- Radio-controlled artillery no longer crashes the controller when given a coordinate that isn't a number.
- Fluid counter valves no longer lose the current tick's throughput when reset over radio or OpenComputers.
- The wrench no longer loses its stored coordinates.
- Chemical factories no longer route output into a tank at the wrong pressure.
- Breaking a Dark Fusion Core now drops its contents instead of voiding them.
- Cargo elevators now drop every block they were built from.
- Items that pile up in one spot on conveyor belts are now cleared out instead of accumulating forever.
- Mobs no longer spawn on concrete and ducrete.
- Structures no longer generate down through bedrock.
- PWR moderators now boost total heat output as well as the moderation multiplier.
- The lit RTG diffusion furnace asked for a brightness above the maximum, which wrapped around and left it slightly dimmer than a fully lit block instead of brighter.
- Antennas generated in cold biomes instead of warm dry ones, the opposite of where they are meant to appear, and ignored rainfall entirely.
- Breaking a pneumatic storage clutter destroyed everything inside it instead of dropping it.
- Breaking a pneumatic storage exporter duplicated the nine filter items, which are only templates and were never really stored there.
### Changes
- The power diode is now configured through its own screen, where the throughput limit can be typed in directly and the network priority picked from a list, instead of being nudged with a screwdriver, hand drill and defuser. Existing diodes keep their setting.
- The diesel generator has to be switched on now, holds four times as much fuel, and no longer gets a tenfold power cap from Nitan.
- Crates now emit a comparator signal, list their contents in the tooltip, and show their custom name when looked at. Locked crates only hint at whether they're empty.
- Mass storage blocks now show what they're holding as a 3D model on the front, and shift-clicking fills or empties them in one go.
- Armour mods such as gas masks and jetpacks are now drawn as a proper armour layer, so they follow sneaking, elytra flight and other players' animations correctly.
- Held and inventory poses for block and machine items now match the 1.7 originals exactly.
- Many machine screens were redrawn and reorganised, including the diesel generator, electric furnace, press, electric press, shredder, key forge, satellite linker, satellite dock, Soyuz launcher and capsule, oil well, ZIRNOX, the fusion screens and the centrifuge.
- The cyclotron and the catalytic reformer got new models and textures.
- The reactor core and radio box recipes now use high-speed steel plates instead of neutron reflectors.
- Armour batteries are now made from the matching capacitor battery packs and dense mining-grade wire.
- The chemical plant can turn compressed biomass into solid fuel, and heating oil or lubricant into arc electrodes. Biogas can now be cracked.
- Crayons can be made in all sixteen dye colours.
- Saturnite blocks can be packed and unpacked like other metals, and tungsten carbide is now registered for cross-mod recipes.
- The mirror alignment tool reaches 100 blocks and requires a 45 degree minimum angle, and tells you which of the two failed.
- RBMK fuel values were brought back in line with upstream: americium melts sooner, HEAU burns linearly and runs cooler, and DRX has a tenth of its former yield.
- Loot pools were reshuffled: component crates can now contain a decorative computer, blueprint folders and a screwdriver, and the red room hides one more secret.
- Iron and gold ore generation in gneiss can now be configured per dimension.
- Added a compatibility option that stops NTM from re-enabling tree, big mushroom and cactus generation that Dynamic Trees disabled. (pejsanek)
- Explosions and fallout now tell Dynamic Trees when they destroy part of a tree, rather than deleting the blocks underneath it and leaving the remainder floating. Blasts take the whole tree, and fallout petrifies dynamic trees into charred logs the same way it does vanilla ones instead of making them disappear.
- Crates can only be nested one level deep. Hoppers and pipes are held to the same limit, not just the crate screen. Existing deeper nests still open and are left alone.
- The maximum amount of data a crate or lead box may carry as an item is now configurable, and no longer fixed at 8 kB.
- Precision assembler success rates were raised substantially across circuits, controllers, overdrive upgrades and machine upgrade tier-ups, and quantum chips now need far less helium-4 and hard plastic.
- The industrial steam turbine now runs on a flywheel: it stores energy and spools up and down gradually rather than tracking steam flow directly. Denser steams take considerably longer to reach full output.
- Flue gas burns hotter.
- The blast furnace now produces flue gas in proportion to how long an operation actually took, rather than a flat amount per operation. Output is higher overall, and running the furnace faster finishes sooner and so yields less gas per batch.
- Machine speeds and block strengths were brought back in line with upstream: the iron furnace smelts faster, the liquefactor and solidifier process faster, and PWR blocks and pneumatic tubes take longer to break.
- Balefire gold and flashlead are now made in the PUREX plant rather than on the crafting grid.
- Controller circuits and machine upgrade tier-ups can no longer be soldered unless 528 mode is enabled.
- Added an alternative chemical plant recipe using ducrete plating.
- 12ga shredder submunitions now deal plasma damage instead of laser damage.
- The cyanide smithing recipe now also accepts red pills.
- Machines whose recipe was set over radio run at quarter speed, shown by a differently coloured progress bar.
- The orbital death ray's cooldown is now five in-game minutes rather than ten seconds of real time, and no longer counts down while the world is unloaded.
### New Features
- A large batch of missing 1.7 content was ported over:
- **Chicago Pile** - the graphite pile multiblock with its fuel loader, vent and control rod devices, and its full set of rods.
- **Rock Mill**, **Automatic Thresher**, **Supercomputer**, **Foundry Tank**, **Piston Inserter**, **Industrial Generator**, **LPW Mk2**, **Satellite Ground Station**, **Drive Enclosure** and its drives, and the **Soyuz Launch Pad**.
- **Pneumatic storage network** - importer, exporter and bulk storage.
- **Rails** - wooden and narrow gauge track, standard gauge straights, curves, ramps, buffers and switches, plus NTM minecarts (crate, ore, powder, semtex and destroyer) and the coupling tool. Cargo trams exist but aren't obtainable in survival yet.
- **Classic red copper cable**, a **paintable OpenComputers cable**, a small **steel electricity pylon** and the **cargo door**.
- **Rubber boat**, **holotapes**, the **PWR printer**, **eternal coal**, the **power cube**, the **duck spawn egg** and the **electric nuke starter kit**.
- **New mobs** - the block spider, the ghost and the plastic bag, plus the siege laser and drifting nuclear waste items.
- **Decoration** - platemetal in all sixteen colours, forgotten bricks and their lock, phosphor vines, lightstone slabs, biome stone, wooden structure blocks, emitters, fragile jungle brick and asphalt stairs.
- Added the **Turret Mob Filter**, a craftable tool that opens a searchable, scrollable list of mobs on any turret so you can pick exactly what it shoots. Entries can be toggled with a double click. (EOS, PR #1604)
- Multiblock machines now show a wireframe outline of their full footprint while held, green where they fit and red where they don't.
- Full GroovyScript support for every NTM machine, so packs can add, remove and edit machine recipes. (SilentYeti)
- AE2 integration: NTM machines can be driven by ME interfaces and crafting CPUs for autocrafting, and NTM fluids can be imported into and stored in an ME fluid system. (SilentYeti)
- Redstone-over-Radio now reaches every machine that supports it upstream. On top of the gas turbine, cargo elevator and mass storage, that adds the oil burner, heat exchanger, both heat boilers, combustion engine, assembly machine and factory, chemical plant and factory, PUREX plant, plasma forge, core emitter, every particle accelerator component, capacitors, the pneumatic storage exporter and the RBMK terminal.
- Satellites can now be driven over radio instead of only through the interface screen, covering radar sweeps and filtering, player spotting, smog readings, dimensional relaying and firing the death ray and Horizons.
- OpenComputers support now reaches every machine that has it upstream. That adds the whole fusion reactor (torus, boiler, breeder, klystron and MHD transformer), all four particle accelerator components, the research and breeding reactors, the RBMK terminal, both steam turbines, the coker, mass storage, the microwave, the satellite link, both radio torches, the AUTOCAL and the HIMARS turret. The RBMK terminal also regained its OC mode, which turns the screen over to the computer and is remembered across reloads.
- JEI recipes can now be loaded onto the anvil with the transfer button.
- The structure block can now load structures as well as save them, with screens for naming a save and for picking a file to load. It also comes in a separate loading variant. (Mapmaking tool, not obtainable in survival.)
- Added `/ntmreapnetworks`, which clears out stuck power, fluid and item networks.
- Added `/ntmwikirender`, a client-side command for capturing item renders for the wiki.
- The battery socket now renders its support frame when one is present.
- RTTY pagers self-destruct on receiving a "selfdestruct" signal.
- Storage crates can be opened by right-clicking with them in hand instead of placing them, when enabled in the server config.
- The ICF laser's capacitor and turbo power draw are now configurable.
- Superconducting batteries now carry a hazard warning in their tooltip.
### Performance
- Reeds are much cheaper to render, especially in large fields.
### Misc
- NTM now writes a small `identity` file to the config folder on first launch. It holds one random number and can safely be deleted.
- Updated Russian translations, fixing spelling and restoring the ё character. (Mark)
- Updated the potion effect icons.
- Updated the bundled HEI version.
### Breaking Changes
- Fixed compatibility with Modern Splash 1.5.0+. Older versions of Modern Splash are no longer supported.
### Fixes
- Artillery shells no longer duplicate their cargo when right-clicked repeatedly.
- Fixed missing textures on the airblast and flue gas fluid tanks.
- Corrected the blast furnace's JEI recipe-lookup click area.
- Fixed a crash that could occur near climbable blocks (ladders, cables, etc.).
- Fixed a crash and leftover stray particles when changing dimensions or leaving a world with instanced particles enabled.
- Number displays no longer misrender; a misplaced decimal point is fixed, digits no longer overflow the display, and oversized values now read as all 9s.
- Smoothed out the RBMK crane console's arm movement, which could appear jittery.
- Fixed fluid networks mishandling transfers when multithreaded network updates are enabled.
### Changes
- The schrabidium missile is now crafted with an anti-schrabidium cell and a quantum circuit.
- Fuel- and battery-powered F.S.B. armor can now be enchanted.
### New Features
- RBMK numitron displays gained per-screen toggles to abbreviate large numbers (e.g. 12.3k) and to pad with leading zeroes, along with a redesigned setup screen.
### Breaking Changes
- Advanced Alloy has been retired: its ingot, plate, block, wires, coils, tools and armor can no longer be crafted or obtained, and recipes that previously required it now use steel, titanium, copper or gold instead — existing Advanced Alloy items are marked "(LEGACY)" and can no longer be crafted or repaired
- The standalone Energy Core battery can no longer be crafted
- The original Blast Furnace, along with its Extension and Nuclear (RTG) variants, has been replaced by the new multiblock Blast Furnace and can no longer be crafted
- Removed the Iron, Aluminium, Lead, Cobalt and Tungsten ladders and the Iron Fluid Barrel
### Fixes
- Fixed a crash that could occur when using the chainsaw
- Fixed a rendering crash that could occur while chunks were being rebuilt
- Fixed the Electrolyser still showing molten material in its interface after its tank had been emptied
- The RTG's pellet slots now only accept valid radioisotope pellets instead of any item
- Fixed adjusting a tool's ability or fluid type applying the change to the off-hand item instead of the one in your main hand
- The first perfluoromethyl compression step now appears in JEI
- Fixed Control Panel labels being clipped or hidden behind the panel surface
- Gas blocks no longer play a breaking sound or spawn particles when replaced, such as by a bucket
- Fixed the RBMK autoloader being unable to place columns onto RBMK cover slabs
- Fixed Glyphid Hives spawning underground or on top of trees
- Fixed the dusty filing cabinet not showing breaking particles when mined
- Painted ducts and cables now display their connected textures correctly
- The detonator can now trigger silo launch pads in unloaded chunks
- The detonator no longer falsely reports a target as too far away, or miscounts linked launch pads, when it is outside render distance
- Fixed garbled text in the electrical coil's warning message
- Fixed an invalid crucible recipe that registered a broken item
- Fixed the Russian translation of the gasoline recipe
- Fixed the ammo belt on the Sexy and Heretic shotguns rendering at the wrong angle
- Fixed the Radio Torch Sender and Receiver causing inventory desync when their interface was opened
- Fixed radioactive lava showing a missing-model placeholder when held as an item
- Fixed the Radio Torch Controller's info button not correctly showing the connected device's details
- Fixed the autosaw misreading Mustard Willow growth stages, so it no longer skips harvestable plants or cuts ungrown ones
- Fixed cage lights rendering too dark; they now correctly appear as a translucent wire cage with a bright lamp
- Fixed powered fans blowing air in the wrong direction
- Fixed the Radiobox rendering in the wrong orientation when facing west or east, along with a server crash it could cause
- Fixed the Diesel Generator's fuel-grade tooltip showing internal text instead of proper fuel names
- Fixed the industrial boiler's groan playing far too loudly, audible from a huge distance
- Fixed crash when a mod ships immutable SpawnableList to suppress spawns in modded biomes
### Changes
- Realigned which blocks nuclear explosions transmute to match upstream: coal ore once again follows vanilla diamond/emerald behavior and a few other special cases were dropped, while stone and bedrock are still converted through the fallout system
- Fans can now be toggled between blowing and sucking by using a defuser on them, pulling entities in instead of pushing them away
- Steel and Titanium tools and armor have been buffed with a higher harvest tier, durability and enchantability; Steel pickaxes, axes and shovels now mine blocks in an area, and the Steel sword stuns enemies
- Desh tools are now simply named "Desh" instead of "Worker's Alloy"
- The Blast Furnace now produces Meteorite Ingots from cobalt and meteorite powder, which Star Metal now requires
- Circuit chips and the atomic clock are now produced in the Assembly Machine, with cheaper alternate recipes, rather than at a crafting table, and the Chemical Plant gained recipes for napalm canisters, obsidian, and turning cobblestone into gravel and sand
- Rebalanced several recipes, including the Nuclear Detonator, the satellite base, and demolition and Schrabidium grenade fillings
- Natural gas and sour gas now release toxic pollution when burned
- The Chlorine geysir can now generate in Plains biomes
- Gun-wielding mobs now aim based on their weapon's real accuracy and can fire in fixed bursts, making their fire less random
### New Features
- Added container1000water ore dictionary to water bucket
- Added the Blast Furnace, a new multiblock machine that smelts steel, red copper, firebrick, starmetal and more; it burns solid fuel and runs faster when fed Hot Air Blast (made by heating air in a boiler), giving off Flue Gas as exhaust
- Added the Custom Machine system: define your own processing machines through a config file — setting their recipes, interface layout, power, heat, pollution and multiblock structure — with full JEI support and an example Paper Press, plus a set of custom-machine building blocks (casings, tanks, ports, motors, circuits and more)
- Added the Vending Machine, a block that dispenses random food or drinks when used with a Vending Machine Token; soda and snack variants are both available from the Bobmazon
- Added AUTOCAL, a programmable controller for the Redstone-over-Radio network that runs scripts you write (loaded from a text file) to send and receive RoR signals, do math, branch and loop
- Added the Big-Ass Tank, a large multiblock fluid-storage machine
- Added the Grenade Machinegun, a fully-automatic 40mm grenade launcher
- Added the Target Pistol (.22 LR), along with an akimbo Target Pistols variant, a silenced form, and a 9mm conversion
- Loot containers in generated structures can now spawn locked, with a configurable lockpicking difficulty that counterfeit keys cannot bypass
- Added new gear loot to structure loot piles, plus two new generated structures: a modified crane and a radio repeater
- Added a config option (off by default) that makes large machines require a proper foundation, or they will tilt over and break
### Misc
- Recipe-view tooltips for the PUREX, Fusion Reactor and Plasma Forge now show their processing time, power and temperature
- HBM blocks are now excluded from Quark's stair-recrafting to avoid duplicate or unbalanced recipes
- Added new metal-impact sound effects
- Added CTM compat for paintable blocks
- When Less Bullshit Mode's Full Schrab option is enabled, Schraranium Ingots now display as "Nikonium" with their own texture
### Fixes
- Meteor impact fallout can once again set flammable blocks on fire, and burning earth now forms correctly when it isn't raining
- Emissive overlay textures on several blocks and items with Optifine
- Muffling a force field now silences all of its spark sounds, including the one played when entities are pushed inside
- Fixed the digamma (DRX) HUD meter using the wrong texture and displaying incorrectly
- Removed stray debug axis lines that were drawn over custom missiles when held or displayed
- The ReaSim RBMK automatic control rod screen now shows a power indicator light so you can tell whether the rod is receiving power
- The Digamma Spear now properly kills nearby living entities — including players in creative mode — when it detonates
- Stack upgrades are no longer mistakenly treated as speed upgrades when installed in machines
- Fixed the fluid temperature line appearing multiple times in the tooltips of tanks, barrels and lead containers
- Cracked keys and launch code pieces now drop from hostile mobs at their intended rate instead of almost never appearing
- 40mm grenades no longer pass harmlessly through enemies at point-blank range; they now only skip detonating against the shooter
- Cluster missiles now reliably split into their submunitions on descent
- The Ore Acidizer now plays its running sound while operating
- The TOM now correctly spawns its mushroom cloud when it falls below the world surface
- Fixed volcano cores not saving and resuming their eruption progress
- Fixed a crash that could occur when a looping machine sound restarted before its previous instance had fully stopped
- Fixed missing lever and boiler sound effects caused by mismatched sound file names
- Crane contents, including installed upgrade items, no longer vanish when rotating or adjusting the crane with a screwdriver
- Fixed a crash when entering a decimal number into the Dark Fusion Core emitter's output field (by xdoxx123)
- Cable diodes now correctly show their configured throughput limit and network priority on the client instead of stale or default values
### Changes
- Changed some recipes to reflect upstream changes
- FaU and DNS power armor now also provide strong physical and fire resistance
- Foundry Scraps are now named after the material they contain (e.g. "Iron Scraps"), with cleaned-up tooltips
- Overworld bedrock ore deposits now generate in tiers based on local ore density, and higher tiers require a boring fluid (water, sulfuric acid or solvent) to extract; the Ore Density Scanner now reports a deposit's tier and the fluid it needs
- The RBMK graph panel now lets you set fixed minimum and maximum values for each graph
- The Automatic Buzz Saw tooltip now lists coal tar creosote as an accepted fuel
- Volcanic eruptions now react with diamond ore to form gem-bearing volcanic ore (radioactive eruptions produce radioactive gem ore)
- The detector lens overlay can now pinpoint radioactive volcano cores
- Refreshed a range of textures
### New Features
- Added radioactive volcanoes: a new radioactive volcano core that erupts radioactive lava and contaminates the surrounding area, plus radioactive lava that irradiates anything it touches and cools into sellafield rock and rare radioactive ores
- Added a shield-volcano variant that melts away surface terrain over a wide area instead of building a tall cone
- Fissure bombs detonated inside crater biomes now tear open radioactive volcanic fissures, and nuclear fallout can transmute ordinary volcano cores into radioactive ones
- Added the Cargo Elevator, a multi-block lift you can extend upward and toggle to raise or lower cargo and entities on its platform
- Added Pneumatic Storage Access and Pneumatic Storage Clutter blocks, letting pneumatic tube networks store and remotely access inventory contents
- Added the Redstone-over-Radio Terminal, a console for manually composing and broadcasting RoR commands, with channel setup, repeating signals and a command history
- Gun turrets and the ZIRNOX reactor can now be controlled remotely over Redstone-over-Radio — toggling power, target filters and whitelists, artillery targeting, venting CO2 and reading reactor stats
- Fluid barrels, fluid tanks, UF6 and PuF6 tanks, the Orbus tank and the Big Ass Tank 9000 now emit a redstone comparator signal based on how full they are, letting you wire them into redstone automation (PR #1408 by Hacker6329)
- Mining Helmets can now be found in abandoned mineshaft and spawn bonus chests, and Cracked Keys in abandoned mineshaft and dungeon chests
- Added a config option to make doors require a continuous redstone signal to stay open, instead of toggling open or closed on each redstone pulse
### Misc
- Added a new developer bobblehead
- Updated the Japanese translation for the "dangerous drop" item trait label
### Breaking Changes
- Dropped unmaintained translation files. Supported languages are now: English, German, French, Italian, Japanese, Polish, Russian, Simplified Chinese, Ukrainian.
### Fixes
- Fixed T-51 texture loading
- Fixed jetpack rendering not following the player's body orientation while elytra-flying
- Fixed industrial fans and turret biometric whitelists desyncing between client and server
- Fixed sawmill recipe (#1424)
- Fixed NTM tools being unable to mine bobbleheads
- Fixed gun shader rendering under Optifine (2.3 regression)
- Fixed turbofans applying player motion on the client even when the engine wasn't running
- Fixed multiblock placement being blocked when the player's head merely clipped the build area, and fixed large flare-tower blocks suffocating players and allowing hostile mob spawns
- Fixed decoration blocks (CRT, toaster, satellite-dish pole, tape recorder, filing cabinet, misc. deco) losing their stored state when pushed/pulled by block-movers, and fixed CRT/toaster/filing cabinet/screen blocks rotating incorrectly when placed (#1360)
- Fixed the pole satellite receiver model
- Fixed control-panel composite data values retaining stale entries after reload
- Fixed control-panel Input nodes failing to deserialize when their name was missing
- Fixed crash with low-radius contaminating drops
- Fixed crash and incredible log spam when a node queries a te in a not-yet-loaded chunk during world load
- Fixed dedicated server crash on chunk load for RBMK Gauge, Graph, Indicator, KeyPad, Lever, and Numitron blocks
- Fixed Experience Bottles not being convertible to Experience Juice in barrels and fluid tanks
- Maskman now only spawns near player who have obtained or placed the Ore Acidizer
- Fixed crash when copying fluid from a fluid duct to a multi fluid identifier
### Changes
- On-screen info messages now render in a stable, deterministic order instead of being reordered by timing
- Oil ore can no longer be silk-touched
- Alexandrite ore now drops at most two gems regardless of fortune
- Oil deposits now spawn less often in hot, arid biomes
- Steel grates now have an additional height level
- Removed the crafting recipes for the Mini RTG and the Power RTG
- Re-ported sliding blast door
### New Features
- Ported recent upstream additions from X5671, including:
- New Redstone-over-Radio Pager item
- New Redstone-over-Radio Indicator Lights and Lever panel blocks (screwdriver-configurable), with matching manual pages
- Paintable fluid ducts, exhaust pipes, and pneumatic tubes now document paint and port configuration in their tooltips
- New lever click and electrical spark sound effects
- New IR-tier Tesla capacitor ammo with a chain-lightning beam
- Self-charging batteries placed in Battery Sockets now intermittently arc to nearby entities and detonate locally
- Empty pipelines now adopt the connecting pipeline's fluid type when joined
- New mixer recipe converting tar (any) into Bitumen
- New Mug Can drink that grants Resistance and Regeneration when consumed
- Removed the legacy Plasma block
- Added OpenComputers integration for the RBMK Gauge, Graph, KeyPad, and Numitron
- Added a `HEALTHBAR_HUD` client config to toggle the VATS-style entity healthbar overlay (#1447)
- Added a `mobWeaponSootReduction` server config to lower the soot threshold for skeletons spawning with guns
- Ported Foundry Spill Outlets
### Performance
- Reduced per-tick work and network traffic. For developers: this is a substantial API change for TileEntityLoadedBase! You are now required to override (de)serializeInitial instead of vanilla updateTag methods for the correct first sync on chunk load.
- Sawmills now cache their recipe lookup
- Made rendering slightly less CPU intensive
### Misc
- Some localization changes
- Reduced jar size by ~10MiB by removing unused assets
### Breaking Changes
- Ported upstream rework of grenades; existing grenades in the world and in inventories will be lost
- Removed `crucible_template`; the recipe is now picked directly on the crucible through its GUI, and `template_folder`/`journal_pip`/`journal_bj`/`journal_silver` no longer open a template folder GUI
- Removed `turret_control`
- Siege mobs now drop plain steel ingots instead of tier-specific siege coins
### Fixes
- Fixed multiblocks jump-placing over living entities; placement is now refused if anything is standing inside the footprint
- Fixed sliding blast door dropping its keypad when broken
- Fixed diesel generator failing to locate its smokestack
- Fixed wood-burner visual drift
- Fixed RBMK console text drifting over time
- Fixed ICF splash particle being off-center
- Fixed custom missile rendering glitches
- Fixed Astolfization potion effect not having its intended visuals
- Smoothed out the visual transition of items moving between conveyors
- Drill-equipped weapons no longer spam block-break sounds on unbreakable blocks
- Custom Control Panel: fixed visual color leak and relog bug, keyboard-repeat not firing, nodes being deletable while typing in text fields, and panels not loading properly
- Fixed skeleton particle rendering
- Fixed a crash when reloading a world with nuke/fallout without restarting the client
- Fixed BAT9000 not having persistent NBT for item drops
### Changes
- Ported new fallout block textures
- RBMK Crane Console: highlights the column currently under the crane in yellow on both `rbmk_console` and `rbmk_display` screens
- Machine Press GUI gained a 9-slot extra-storage row
- Custom mob bonus drops (spider/zombie/skeleton/creeper ingots) are now gated behind the `doMobLoot` gamerule
- Bedrock heavy-metal radsolvent output tweaked: bismuth 1 → 2, added tantalium 2
- Plasma Forge port completed
- DFC parts (`dfc_core`, `dfc_emitter`, `dfc_receiver`, `dfc_injector`, `dfc_stabilizer`) can no longer be crafted on the crafting table and must now be produced in the Plasma Forge
### New Features
- Added modular RBMK Redstone-over-Radio panel system: `rbmk_key_pad`, `rbmk_gauge`, `rbmk_graph`, `rbmk_numitron`, and `rbmk_display_blank`, compatible with RBMK control rods, manual control rods and fuel rods
- Added fluid-barrel connector: barrels now visually link up to adjacent fluid pipes carrying the same fluid
- Added `pill_red` consumable
- Added `plates_cast` mold and matching triple-cast-plate anvil recipe
- Added toggle-magnet keybind (default Z) with on-screen ON/OFF feedback; existing jetpack and HUD toggles also report their new state
- Added zombie bonus drops (copper, aluminium, titanium ingots at 1/200 each)
- Added crafting recipes for NUMITRON circuit, vanilla hopper, vanilla bucket, and graphite ingot from fine carbon wire
- Added copy-paste for Custom Control Panel instruments
- Added tagged-link system for Custom Control Panel: links survive the linked block being broken and can be identified by a tag string; hint "Shift+A to add node" shown in the node editor
- Added composite data-value type for the Custom Control Panel
- Siege mobs can now be configured with laser-weapon responses (block-breaking, explosion, incendiary)
- Added more JEI recipe transfer handlers
- Grouped some items in HEI (requires HEI 4.30.0+)
### Performance
- Reduced redundant per-frame work in the chunk and tile-entity rendering path
### Misc
- Custom Control Panel is no longer marked `[WIP]`
- Fixed crate item stack custom name not being displayed
- Fixed a crash when the GUI of Klystron is opened immediately after placement
- Fixed a 2.3.0.0 regression that caused Celeritas to incorrectly cull chunks
- Fixed an issue that may cause RBMK to explode on chunk load/unload
- Fixed a hazard system oredict aliasing issue