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Моды/HBM's Nuclear Tech Modernized
HBM's Nuclear Tech Modernized

HBM's Nuclear Tech Modernized

Мод HBM's Nuclear Tech Modernized - переписанная с нуля версия легендарного ядерного тех-мода для Minecraft 1.20.1 на Forge. Пока рано, но уже есть радиация, бомбы, промышленность и снаряжение. Скачайте и оцените, но осторожно - это пре-альфа.

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Все версииHBM's Nuclear Tech Modernized 0.2.0-alpha

HBM's Nuclear Tech Modernized 0.2.0-alpha

Alpha11.06.2026

Список изменений

HBM's Nuclear Tech Modernized - 1st Anniversary Update

Greetings

A year ago, I began porting the legendary HBM's Nuclear Tech to modern Minecraft - and since then, the project has grown from an experiment with a single advanced alloy sword into a full-fledged port with hundreds of mechanisms, rockets, radiation and tech. Thank you for playing, testing, reporting bugs, and helping with translations.

Join our discord server!

Support development

Main Features

Ballistic Missiles and Warheads

A fully functional ballistic missile system ported from original: launch from a pad, trajectory flight, contrail, debris upon destruction, radar detection. Missiles are visible at any distance. Creative tabs for missiles and nuclear weapons have been added, along with recipes for the arc welder and assembly machine (some recipes are marked as WIP).

Missiles can travel into unloaded chunks and literally have infinite block range limit!

Other

  • Anti-Ballistic Missile (ABM) - interceptor (WIP logic).
  • Rangfinder and 3D render of the Range Detonator for detonation settings.
  • Short Range Designator, Range Designator and Manual Designator with manual coordinates input - lets you set up missile target.
  • Launch Pad - smoke on launch, redstone signal proxy, radar compatibility.
  • Radars - small and large. Kinda WIP, but they works.

Missile launch

Doomsday Missile strike

Mushroom cloud

Schrabidium explosion

Distant rendering

Range detonator


Fat Man Bomb

  • A multi-block Nuke Fat Man bomb with a GUI, detonated by redstone or detonator.
  • Place Early Explosive Lenses, Igniter and Plutonium Core inside to explode!
  • Configurable explosion radius in config, craters, radiation, fallout, particles.
  • Explosion logic also used by some missiles and the /hbm_m explosion command.

BLACK HOLES!

  • A Black Hole Missile summons Hole when explodes. It spaghettis every entity and every block it sucks in!
  • Added Miniature Black Hole item - dangerous to drop!
  • Flame Pony or Antimatter Pellet, thrown into the Hole, disintegrates it.

Radiation System Improvements

  • Mob mutations when a dose is accumulated:
  • Creeper (≥200 RAD) → Nuclear Creeper (or death by radiation)
  • Cow (≥50 RAD) → Mooshroom
  • Villager (≥500 RAD) → Zombie
  • At ≥1000 RAD - lethal dose for all entities
  • Status effects at intermediate levels: confusion, slowness, weakness, poison, wither

Blood vomiting with high doses of radiation

  • New creepers (ported since 1.7.10):

    • Nuclear - radiation aura
    • Tainted - explosion with spreading Taint
    • Volatile, Phosgene, Gold - unique detonation behavior
  • Chunk Radiation Absorbers - blocks of several levels (base/red/green/pink), crafting and placement to reduce background radiation in a chunk.

  • Player Decontaminator - a passive decontamination block ported from 1.7.10. Stand on top of it and your accumulated radiation dose ticks down (−0.5 RAD per tick to nearby living entities).

  • Taint System - Corruption blocks, Taint rocket, infect creepers.

  • Digamma (DRX) - digamma radiation accumulation, DRX fuel rods, digamma items - WIP


Commands

/hbm_m explosion - spawn nuclear scenarios

Requires level 2 (operator) privileges. Syntax:

/hbm_m explosion <type> [key:value ...] [x y z]

Without coordinates - explode at the position of the command source. Supported types:

IDDescription
explosion_nuke_mk5Standard MK5 (25 radius), full options
explosion_nuke_fatmanFat Man
explosion_nuke_genericGeneric standard nuke
explosion_nuke_chargeNuclear charge (block)
explosion_nuke_dudDud Nuke
explosion_nuke_mineNuclear mine
explosion_nuke_grenadeNuclear grenade

Advanced options (via the greedy argument advanced): crater:true/false, damage:true/false, biomes:true/false, particles:true/false, sound:true/false, fallout:true/false, amplifier:<float> - not all options are available for every type.

Examples:

/hbm_m explosion explosion_nuke_fatman
/hbm_m explosion explosion_nuke_mk5 amplifier:1.5 crater:true ~ ~ ~

New machines and mechanisms

With working logic

MachineStatus
Chemical PlantFully functional, fluid network
Battery SocketLogic completes, renderer needs finalizing.
Ore AcidizerFully completed
Fluid TankFully functional, added Hazard Diamond rendering
Oil Derrick, Hydraulic Fracturing TowerFull logic
Oil RefineryPartial (works sometimes)
Steam Turbine, Condenser, Industrial Boiler, Fracking towerPartial
ZirnoxComplete (reactor, fuel rods, GUI, debris renderer)
Arc WelderLogic + recipes (including warheads)
Soldering StationLogic + recipes
Heating OvenLogic and recipes
Assembly Machine / Advanced Assembler, Press, Centrifuge, AnvilAdded JEI integration
Radar / Large RadarRadar sees missiles; large radar sees named mobs, WIP
Prototype NukeLogic works, but model & textures are missing. WIP
Naval MineFully functional, generates naturally

Machine Upgrades (accelerators)

Port of the classic HBM machine upgrade system: insert upgrade items into dedicated GUI slots to boost compatible machines. Each type comes in Mk.I / Mk.II / Mk.III tiers; levels stack up to the per-machine cap (usually 3).

Upgrade typeEffect
Speed−25% processing time per level; increases power draw
Power−25% energy consumption per level
Overdrive×2 processing cycles per tick per level; extreme speed at high cost
EffectivenessBetter range/effect; free-craft chance on some machines
FortuneIncreased output yield where applicable
AfterburnerAdditional processing effects on supported machines

Machines with working upgrade logic: Chemical Plant, Oil Derrick, Fracking Tower, Cyclotron. Crystallizer has upgrade slots and GUI hints; full upgrade processing is still WIP.

WIP content

  • RBMK - columns with renders, without full reactor logic.
  • Volcano missile warhead - TODO
  • Crucibler, Cyclotron, Breeder, Mixer (in lang - WIP, but Derrick has logic)
  • Steam infrastructure (Watz, Hydrotreater, Cracking Tower, etc.) - decorative/WIP blocks
  • Missile recipes in Assembler and other machines
  • Bad JEI support for some machines
  • Fuel from launch tanks - "temporarily not required (WIP)"
  • WIP content is hidden from creative tabs.

Fluid System

The internal MK2 fluid network was ported and heavily reworked.

Network balancing and priorities

  • Connection priorities (LOWESTHIGHEST) - receivers are filled highest-priority first; within the same tier, demand is split proportionally between all connected tanks and machines.
  • Pressure levels and per-connection speed caps - providers and receivers negotiate how much fluid moves per tick, matching original HBM behavior.
  • Infinite source/sink bypass - Infinite Fluid Tank can force-fill or force-drain an entire connected network in one tick when appropriate.

Fluid pipes and routing

  • Fluid Ducts - standard (NEO), colored, and silver variants; ducts carry a single assigned fluid type through the MK2 pipe graph.
  • Ducts connect to Fluid Tank, Chemical Plant, Oil Derrick, steam infrastructure, Zirnox, Cyclotron, and some other machines.

Fluid Identifier

  • Two fluid slots (primary / secondary) - RMB swaps them; Shift+RMB in air opens the selection GUI.
  • Shift+RMB on a Fluid Duct - paints the identifier's fluid onto the entire connected duct network of the same duct type.
  • Shift+RMB on a Fluid Tank - sets the tank's fluid filter in-world with feedback message and sound.
  • Improved tooltips and network packet sync for remote GUI control.

JEI and Integrations

Just Enough Items (JEI) - categories with NEI GU styleI:

CategoryCatalyst Machine
AnvilAll Anvils
AssemblerAssembler + Advanced Assembler
CentrifugeGas Centrifuge
Chemical PlantChemical Plant + Chemical Factory
CyclotronCyclotron
Crucible Casting / Alloying / SmeltingCrucible, Foundry Basin
Arc WelderArc Welder
Soldering StationSoldering Station
CrystallizerCrystallizer
PressPress
  • Clicking on the progress area in the GUI opens recipes (recipe click areas).
  • Subtype interpreters for Fluid Barrel, Fluid Identifier, Assembly Template.

Other Integrations:

  • HTTP Version Parser - checks for a new version of Modrinth upon entering a world; MOTD with links to Modrinth, CurseForge.
  • Architectury API dependency - shared codebase between different loaders to make further port simpler.

Localization

  • Source of Truth: en_us.json and ru_ru.json are created by our team.
  • Crowdin: Integration via crowdin.yml;
  • Chinese: zh_cn - partial translation; many keys (including missiles and achievements) are still in English.
  • Korean: ko_kr - a significantly more complete translation.
LocaleFileNote
🇷🇺 Russianru_ru.jsonFull (author's primary language)
🇬🇧 Englishen_us.jsonFull (Crowdin source)
🇰🇷 Koreanko_kr.json2/3 of the mod translated
✨ Ukrainianuk-ua.jsonGood progress
🇨🇳 Chinesezh_cn.jsonPartial
🌍 Other localesassets/hbm_m/lang/*.jsonCrowdin community

Creds (Discord)

  • 🇰🇷 Korean translation maintained by BORYU
  • ✨ Ukrainian translation maintained by R3YPER
  • 🇨🇳 Chineese translation maintained by These guys
  • 🇷🇸 🇫🇮 Serbian & Finnish translations maintained by dsclusv

Other improvements

Multi-loader and architecture

  • Added Architecture API dependency (embedded library)

Rendering

  • Instanced batched renderer - reduced draw calls. Multi Draw Indirect implementation attempt
  • RenderDistanceHelper, fade-out for parts.
  • Optimization: Improved shader compatibility.
  • Missile Renderer - all ballistic missiles can be seen from any distance. Can be tweaked in config.
  • Fixed OBJ transforms.

Explosions and Particles

  • ExplosionVNT - new vanilla explosion system with block mutators.
  • Expanded nuclear particles (including dedicated server fix for dud nuke).
  • Black Hole entity + renderer - Used by missiles. Added Black Hole spawning when eating conserved Black Hole
  • EmpPulse, Fleija, Nuclear MK5 scenarios.

Content and World

  • World structures by ThePhoenixKnight - new jigsaw structures for exploration and loot, discoverable in the overworld (locate via /locate structure hbm_m:...):
Structure IDDescription
hbm_m:phoenix_bunker_2mAbandoned Bunker - buried survival shelter; plains, forests, taiga, jungle, savanna, and more
hbm_m:phoenix_office_abandoned_smallDerelict Office (Small) - collapsed office ruin; plains and forest biomes
hbm_m:phoenix_factoryremake_overgrown1Factory Remake (Overgrown) - huge overgrown industrial complex

Factory

Derelict Office

Abandoned Bunker

  • Connected deco blocks, steel deco, concrete recipes.

UX

  • Welcome message on world entry with notifications and links (can be disabled in config).
  • Modrinth/CurseForge update check.
  • SUPPORT.md - support page (Boosty, cryptocurrency).
  • Fixed GUI for some machines

Conclusion

One day, I had the idea to add my own item to the game. So I added a single item "for five minutes." It was an advanced alloy sword. And I really liked the process. Then came the first radiation system, then the assembly machine, the energy system, the first contributors came... and for a year now, we've been methodically porting HBM's Nuclear Tech mod to version 1.20.1, trying to preserve the spirit of the original as much as possible. This is our personal project, not a commercial product, but it takes hundreds of hours, and every bit of your feedback gives our team the strength to continue.

🇨🇳 A special thank you to the Chinese community. You seem to be the mod's largest and most visible audience: views, downloads and patience with pre-alpha bugs. Without you, this port would be much lonelier.

Help with translations. Russian and English are handled in the code; all other languages ​​are handled through Crowdin. Even a few translated strings in zh_cn or ko_kr greatly improve the experience of thousands of players.

👉 Crowdin - help with translation

👉 ModDex - HBM's Nuclear Tech Modernized

Support the development (not required, but greatly appreciated):

👉 Boosty

Cryptocurrency details are here.

Source code, bug reports, and discussions: GitHub - Raptor324/HBM-Modernized. Discord

If you find a bug, create an issue. If you'd like to contribute code or translations, welcome. The factory must grow! ☢️


Thank you for your continued support as we bring this classic mod to modern Minecraft!

- The HBM's NTM Modernized Development Team

Файлы

hbm_m-0.2.0-alpha+1.20.1-forge.jar(34.73 MiB)
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hbm_m-0.2.0-alpha+1.20.1-forge-javadoc.jar(6.14 MiB)
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hbm_m-0.2.0-alpha+1.20.1-forge-sources.jar(32.54 MiB)
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Метаданные

Канал релиза

Alpha

Номер версии

0.2.0-alpha

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

19.6K

Дата публикации

11.06.2026

Загрузил

ID версии

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