
Hbm's Nuclear Tech Mod
Nukes, reactors, missiles, tech and more!
Обновлён 6 мая 2026 г. · опубликован 9 июля 2022 г.
Hbm's Nuclear Tech Mod is, as the name implies, all about technology, atomic science and nuclear weapons. Features include, and are not limited to:
- A large tech tree, with progression spanning over many machines and different types of reactors
- Nuclear reactors such as the Chicago Pile, the infamous RBMK and fusion reactors (and more!)
- Nuclear bombs, missiles and artillery
- Turrets, traps and other defensive systems
- Processing machines for extracting ores, assembling parts and refining oil
- Abandoned structures and dungeons to explore
- Hazards such as radiation, flammable gasses and lung diseases
Installation
HBM's NTM does not have any special dependencies, so the installation procedure is the usual:
- Download the .jar file
- Install Forge modloader on your 1.7.10 minecraft profile
- Launch the game once (or manually create the mods folder)
- Navigate to .minecraft and drop the jar file into the mods folder
Compatibility
- Not Enough Items
- Recipe handling which is crucial for the mod to be used in survival. NEI is capable of showing almost all of NTM's recipes.
- OpenComputers
- OC compatibility has recently been added, allowing monitoring and control over some machines.
- Many tech mods
- NTM makes use of the Ore Dictionary - the universal system for making equivalent materials usable between mods.
- For potential incompatibilities or things to look out for, please consult the compatibility notice!
Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 5687 | Бета | 1.7.10 | forge | 6 мая 2026 г. | .jar (51.4 МБ) |
| 5617 | Бета | 1.7.10 | forge | 26 февраля 2026 г. | .jar (52.1 МБ) |
| 5523 | Бета | 1.7.10 | forge | 23 ноября 2025 г. | .jar (52.3 МБ) |
| 5454 | Бета | 1.7.10 | forge | 15 сентября 2025 г. | .jar (51.2 МБ) |
| 5426 | Бета | 1.7.10 | forge | 18 августа 2025 г. | .jar (50.9 МБ) |
| 5336 | Бета | 1.7.10 | forge | 20 мая 2025 г. | .jar (49.8 МБ) |
| 5257 | Бета | 1.7.10 | forge | 2 марта 2025 г. | .jar (50.5 МБ) |
| 5193 | Бета | 1.7.10 | forge | 27 декабря 2024 г. | .jar (50.1 МБ) |
| 5188 | Бета | 1.7.10 | forge | 23 декабря 2024 г. | .jar (50.0 МБ) |
| 5027 | Бета | 1.7.10 | forge | 15 июля 2024 г. | .jar (48.7 МБ) |
| 5026 | Бета | 1.7.10 | forge | 14 июля 2024 г. | .jar (48.7 МБ) |
| 4998 | Бета | 1.7.10 | forge | 16 июня 2024 г. | .jar (48.7 МБ) |
| 4991 | Бета | 1.7.10 | forge | 9 июня 2024 г. | .jar (48.7 МБ) |
| 4895 | Бета | 1.7.10 | forge | 5 марта 2024 г. | .jar (49.0 МБ) |
| 4859 | Бета | 1.7.10 | forge | 29 января 2024 г. | .jar (48.4 МБ) |
Показаны последние 15 из 35 версий. Все версии — на Modrinth.
Ченджлог
5687Бета1.7.10 · 6 мая 2026 г.
Contains all changes since Version X5617. Check out the full changelog on Github. A short list of the most notable changes:
- RBMK rework, new visuals, less lag, slightly altered mechanics
- More Redstone-over-Radio components, buttons, levers, numeric display panels, graphs, many options for operating and monitoring reactors
- The plasma forge, a fusion reactor addon machine which can do high-tier assembly recipes, not used for all post-fusion recipes like the ICF, Gerald, or the DFC
- Grenade rework: Instead of many grenades, most of them redundant, there is now one grenade item which can be assembled out of different shells, fillings, fuzes and extras, grenades now have 3D models and animations
- RoR pager for receiving RoR signals like alerts or reactor monitoring directly to your HUD
- A ton of new QMAW pages for more ingame documentation
- A few recipe changes, balance adjustments, and item retextures
- Freight elevator, a 3x3 hydraulic platform. Why use the stairs when you can have a machine lift you up?
- Oil bubbles are now more common in deserts, and they often spawn with surface indicators making them eaiser to spot
- Changed reactor and nuke balance, most neutron reflectors now need tungsten carbide which is made in a pyro oven (and therefore post oil 3)
- Bedrock ores now need bore fluid and tiered drills again, the actual tier needed depends on the bedrock ore's quality
5617Бета1.7.10 · 26 февраля 2026 г.
Rough summary of all the changes and additions since the last Modrinth release, for a comprehensive list, check the github releases page.
Added
- Precision assembler and a new and improved 528 mode
- Target pistol, a .22 semi automatic gun on weapon steel tier
- NCR ranger power armor, a new red room exclusive armor set with stats comparable to RPA, comes with a melee controller to use the arm blades as weapons
- Heavy duty cable connectors with much larger range
Changed
- Batteries got deprecated and replaced with a single socket block that holds new standardized battery and capacitor items
- Simplified selfcharger recipes, there's now new tiers which are better balanced
- Updated the FENSU to be even bigger and have true unlimited storage
Also fixed a ton of bugs, did some re-balancing with the overhauled machines and systems, and killed off some unused blocks. Y'know, the usual.
5523Бета1.7.10 · 23 ноября 2025 г.
Added
- New fusion reactor
- More dynamic system with more components to choose from
- Models and GUIs that are less eye-bleeding
- Plasmas are now represented as a recipe selector instead of dedicated fluids, making the entire thing fully configurable
- Despite being recipe based, fusion reactors will still burn fuel at a steady rate
- Comes with load-balancing, if the solenoid power or fuel supply drops, the reaction will slow down
- This ensures that supply below maximum demand doesn't cause "flickering" due to constantly running out of fuel
- Comes with many juicy parts
- The plasma vessel is where the magic happens, has four connectors for other parts
- Klystron is used to ignite the plasma
- Breeding chamber uses the plasma's outout flux to do irradiation recipes
- Collector increases byproduct yield
- Boiler turns water into SDS
- MHD turbine makes power out of the plasma directly at greater efficiency
- Coupler turns plasma output energy into usable klystron energy, allowing one reactor to be powered by another, creating a multi-torus setup
- Also has full QMAW documentation, if the tooltips aren't enough
- Boxcables
- Like boxducts, but for power
Changed
- Updated chinese localization
- Updated meteors
- Meteors will now punch through weak blocks like leaves instead of getting stuck on trees
- Meteor impacts now have new visuals
- Falling meteors will produce a sound instead of stealthily blowing people up
- Fallen meteors will now be placed deeper into the actual crater instead of hovering awkwardly over the hole
- Added QMAW pages for the particle accelerator parts along with a PA overview page and a simple step by step construction tutorial
- Increased the acidizer partitioner's input limit from 9 to 45 slots
- Ammo containers are now functional again
- Each gun has a fixed "default ammo" that will be given
- Grants ammo for up to three held guns, selected randomly
- Ammo given does not respect caliber conversion mods
- Amount of ammo given depends on the mag size and type of ammo
- Most pistols and low capacity rifles will get two reloads worth of ammo
- High capacity rifles will typically get only one magazine
- Rocket launchers typically only get a small amount of rockets
- The fat man only gets a single nuke
- Certain legendaries do not give ammo at all, they are omitted when three randomly held guns are selected
- Ammo containers are now found in more itempools
- The arc furnace input queue can now be moved into the recipe grid if the lid is at least slightly open instead of requiring a fully opened lid
- This means that in system with slow input, the time window when items can be added to the arc furance is now more forgiving
- Pipe anchors now have a look overlay showing the currently configured fluid type
- Removed ammo duping using nitra, instead, four large piles can now be combined into an ammo container
- Ammo containers crafted from nitra cannot give "expensive" ammo types
- This mainly excludes mini nukes and .35
- Comes in a distinct blue color instead of military green
- Makeshift containers also yield only half as much ammo as regular ones
- Using a defuser, creepers can now be rendered harmless manually
- Defusing creepers now also works if the creeper hasn't lit its fuse yet
- Defused creepers are now permanently harmless, they can no longer be manually re-ignited at all
- Manual defusers now also affect big man johnson
- Defusing only works if the timer is active
- The glpyhid will explode instantly, but only about as powerful as a conventional rocket, not destroying blocks
- Doing so will also drop one usable demolition mini nuke
- The painsaw ability no longer plays the blood splash particle effect
- Instead, it will outright gib the target
- Pile plutonium rods can now be reprocessed in the PUREX in addition to the old anvil recipes
- The recipes require 100mB of sulfuric acid and 100HE/t, the lowest requirement for all reprocessing recipes
- The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary
- Grass is no longer a valid paint block for paintable cables and ducts
- Multiblocks are no longer affected by collapses caused by nuclear explosions
- The old NITAN powder chests have been removed
- In their place, there's now a different, more useful structure with similar but not identical spawn rules
- ROR controller torches can now set the threshold of particle accelerator dipoles
- Removed the legacy recipes from the terra drills
- Slag can now be cast into ingots
- Re-solidifcation of bedrock ore crumbs now requires ore slop instead of nitric acid
- Due to ore slop being only obtainable from processing raw bedrock ore, this places a hard cap on how many times a single ore can be re-solidified out of crumbs
- This approach means that crumb yields don't have to be nerfed, and prevents that issue from popping up again should there ever be a new, more efficient processing path
- Rewrote the ore layer generator (hematite, bauxite) to be way more performant during worldgen
- The mining laser can now be stopped by applying a redstone signal to one of the ports
- Ionized particles can no longer be liquefacted into helium-4, helium is now a direct liquid byproduct of several fusion reactor recipes
- Adjusted schrabidic acid recipe to account for higher ionized particle yield
- Increased the ICF's stellar flux output by a factor of four
Fixed
- Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up
- Fixed issue where the
amountstracker wasn't being used correctly when using a custom acidizer config, preventing the acidizer partitioner from working - Fixed multi fluid ID search potentially not working on systems with a non-latin locale
- Fixed particle accelerator source working even if not cooled
- Fixed foundry channels being overly laggy in certain setups
- Fixed potential mod incompatibilities with world generation mods that use outdated forge hooks
- Fixed the buzzsaw not properly replanting trees using the
leaves2block type - Fixed creepers regaining their exploding AI task upon relog, if defused
- Fixed assembly and chemical factories not properly saving their recipe fluid buffers
- Fixed light blue and light gray dyes not working when dyeing cables
- Fixed bismuth armor not having a valid repair material
- Fixed compressors needing at least one mB of fluid more to process a recipe than necessary
- Fixed many NTM structure spawn conditions being hardcoded (again) preventing them from spawning in modded biomes that would otherwise be a fit
- Fixed spawn offset for some structures which caused them to float in the air
- Fixed icons in the QMAW title bar often times being too dark when rendered with a 3D model
- Fixed rocket artillery modes having incorrect tooltips
MD5: 8bc02098c29188fd9cca86306eef4e4f
SHA1: 6d59403c6798e50e9d2cfd3b018f3691c3fa6563
5454Бета1.7.10 · 15 сентября 2025 г.
(also includes plenty of changes and additions of the previous github previews)
Added
- New assembly factory
- Once again four recipe units at double the base speed
- Upgrades and stats are identical to the chemical factory
- Comes with an improved version of the old assemfac animations
Changed
- Updated chinese localization
- Added more QMAW manual pages
- WIAJ presentations now use the same configurable keybind as QMAW
- Shift has to be held for the presentations, while F1 will open the standard QMAW page
- Double UZIs no longer render weirdly when dropped
- Added keyboard controls to the recipe selector's scroll function
- Up and down keys scroll by one line
- PgUp and PgDown scroll by 5 lines (full page)
- Pos1 and End keys scroll to the top and bottom of the list respectively
- C4, like semtex, is now edible
- Assembly machines can now be made with the assembly machine
- The recipe is similar to the anvil recipe, but it uses only half as much steel, and one analog circuit instead of four vacuum tubes
- Added a (LEGACY) tag to the schrabidium transmutator
- Existing schrabidium transmutators are now way slower
- get souped
- Removed the schraranium tooltip mentioning the transmutator
- Changed the last remaining recipes that use the old steel pipes item, as well as the recipe for the steel pipes
- Any remaining steel pipes can be either smelted in a crucible or shredded
Fixed
- Fixed various issues with the localization
- Fixed fusion reactor item IO being broken
- Fixed issue with the chemical factory where the declogging feature would be triggered by a recipe processor that doesn't even own the reported slot
- Fixed the new PA not triggering the omega-12 achievement
- In addition to granting the achievement to nearby players on recipe completion, it is also granted when taking it out of the output slot
- Fixed the PUREX recipe for processing ZIRNOX MEU fuel not yielding technetium as it should
- Fixed turbofans pulling in players even when disabled via redstone
5426Бета1.7.10 · 18 августа 2025 г.
Check the github releases page for a comprehensive changelog
- New anti material rifle variants
- Updated chemical plant, assembler and chemical factors (no longer use templates)
- PUREX for waste reprocessing
- Paintable pneumatic tubes and opencomputers cables
- Rebar which accepts liquid concrete to construct buildings with ease
- RBMK autoloader to finally automate swapping out RBMK fuel rods
- QMAW (quick manual and wiki) for more ingame documentation (press F1 on items by default)
- /ntmlocate for finding all current gen NBT based structures
- Tons and tons of bugfixes, recipe tweaks and minor changes
5336Бета1.7.10 · 20 мая 2025 г.
Added
- Sandbags
- Connect to other sandbags or solid blocks
- Pretty
- Wooden barrier
- Pretty
- Automatically walls off connected solid blocks in addition to the direction it was placed in
- Some other wooden blocks like a roof, ceiling and scaffold
- Flow control pump
- The fluid equivalent to a diode
- Supports up to 10,000mB/t
- Unlike the diode, it is configured via GUI
- Can be shut off with redstone like a fluid valve
- Charge thrower
- A new weapon/tool
- Can fire two tiers of demolition charges or a grappling hook
- The grappling hook's line can be controlled via left and right mouse buttons
- Anti-materiel rifle
- Fires 12.7mm of fun
- x5 magnification scope
Changed
- Increased bayonet damage from 5 to 7.5 hearts
- Two numeric redstone over radio signals sent over the same channel will now be added together instead of one signal replacing the other
- This means that reading the fill state of multiple batteries over the same channel should result the combined fill state of all batteries
- Halved base spread of the .22 SMG
- Certain secret guns now have a proper way of being obtained
- Demolition mini nukes now create fire again
- New server configs
CRATE_OPEN_HELDcan toggle whether crates can be opened when heldCRATE_KEEP_CONTENTScan toggle whether crates keep their contents when brokenITEM_HAZARD_DROP_TICKRATEcan change the time between ticks for dropped item hazard checks (gunpowder, lithium), default is 2, lowest is 1
- Duds now have multiple variants
- Dismantling different variants yields different drops
- Magnetic extraction can no longer be performed
isItemBlacklistedon the item hazard checks now employs caching instead of doing a full ore dictionary lookup for every single check, this should make it marginally more performant- The unfinished trains stuff is no longer listed in the creative tabs
- All compound plates can now also be made in the assembler
- Opening crates when held is now disabled by default
- Updated chinese localiation
- Duds now have a radioactive AoE effect around them based on type
- HPS is no longer tagged as radioactive and no longer requires hazardous materials tanks to store
- Somehow, these meaningless tags triggered people exceptionally hard. Go annoy someone else.
- Solderers and arc welders can now use overdrive upgrades
- Do note that processing speed rises linearly, but power draw rises exponentially
Fixed
- Fixed RoR controller having the wrong recipe
- Either fixed the crate dupe/voiding issues or made them even worse
- Fixed skeletons and pedestals allowing blocks to be placed inside the player
- Fixed artillery shells not playing the explosion animation when directly impacting entities
- Fixed bauxite and malachite vein toggles being on backwards
- Fixed pneumatic tube order settings not saving
- Fixed crash caused by launching ABMs with blank target designators
- Fixed particle source throwing errors when trying to save nonexistant particles
- Fixed all dud variants having the balefire explosion effect
- Fixed demolition charges being able to explode multiple times when hitting entities
- Condensers are no longer affected by post-impact effects, fixing an issue where HP condenser tanks would go into the negatives
- Probably fixed particle accelerator recipe config not working
- Fixed potential dupe bug involving many held inventories
- Crates? Maybe?
- Fixed conveyor placer not being usable on the conveyor sorter
- Fixed crucible trying to autogen recipes for nonexistant nether thorium ore
5257Бета1.7.10 · 2 марта 2025 г.
Added
- A new legendary weapon
Changed
- Updated russian localization
- Large deposits (hematite, malachite, bauxite) and caves (sulfur, asbestos) can now be toggled in the config
- Removed recipes for most old particle accelerator parts
- Dense coils no longer have recipes either for the most part, all coils with no recipes can be recycled back into dense wires
- Natural gas can now be processed in a pyrolysis oven, 12k of gas yields 8k hydrogen and one graphite ingot
- Saturnite now has an alternate recipe, adding one pile of borax for doubled output
- All mass storage units (except wood) are now substantially cheaper
- Reduced base spread for all 12 and 10 gauge buckshot shells from 0.05 to 0.035
- Reduced legendary 12 lever action's spread multiplier from x1.35 to x1.15
- Bullet casings now spawn with randomized angular velocity
- Bullet casings now correctly bounce off walls, and change angles when bouncing
- Two previously unobtainable legendaries are now in the red room loot pool (about 10x less common than most other items)
Fixed
- Fixed an issue where
/ntmreloadwould load fluids after recipes, meaning that recipes using newly added fluids would not work correctly, as the fluids don't exist by the time the recipe is loaded - Fixed bedrock coltan being way too common, drowning out almost all other bedrock ores
- Fixed rotary furnace not saving its output stack
- Fixed strand caster water check being incorrect, creating negative water by allowing operations with insufficient cooling
- Fixed radar not using the small remaining amount of power, causing the animation getting stuck
- Fixed the new system structures being way too common
- Fixed RBMKs losing all their flux when reloading the world
- Fixed issue where DODD fuel item stats would only update when the GUI was open
- Fixed muzzle flashes not being fullbright
- Fixed guns having their name permanently visible over the toolbar
- Fixed hangman being absolutely gigantic when dropped
MD5: 0a94fdc668495339c5237ef1d7851502
SHA1: 7af51e116d9d5662d44fe8ae4c72f8cf0a06efc1
5193Бета1.7.10 · 27 декабря 2024 г.
Added
- Double barrel shotgun
- Special weapon, spawns as part of certain loot pools
- Uses the new 10 gauge caliber
- Will reload after each shot, however it is not belt-fed, if ammo is depleted, the next reload must be triggered manually
Changed
- Removed the old casing items
- Reduced the flicker on the autoshotgun's holo sights
Fixed
- Fixed the bullet casing molds being unobtainable
- Fixed instant crash caused by smelting certain things in the crucible
- Fixed the SPAS' alt fire having a delay of only 10 ticks instead of 20
- Fixed 240mm nuclear shells not triggering properly if they hit their target within 3 ticks of being spawned
- Fixed some items that are supposed to be hidden in NEI being visible
- Fixed dual lever action shotguns having inconsistent damage
- Fixed entities (especially players) not being affected at all by their own explosions (rockets, 40mm grenades, etc)
- To keep rocket jumping at least somewhat viable, self-damage from explosions is reduced by 50%, the knockback remains the same
- Fixed missing localization for the casing molds
- Fixed the broken CIWS turret crashing instantly
- Added safeguards to prevent any unnamed casing config from crashing
- Fixed one of the break action revolver's faces having incorrect normals, making it invisible
- Fixed the fluid trait config not loading correctly
- Fluids are now subject to the /ntmreload command
MD5: e7ead8d5683f4082137ae2d95d845b45
SHA1: 141a043d59bb3c70efa1405e28e3c94dc9abe5cd
Полная история изменений — на Modrinth.
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