mod overview
Nuclearcraft Neoteric
v1.2.28-beta6 for Minecraft 1.20.1
A complex nuclear engineering mod for Minecraft
Adds 1568 items, 1595 recipes, 1 dimension, 33 guidebook entries, 39 sound events. Modifies 7 vanilla systems.
by igentuman · MIT
Modifies (7)
This mod modifies 7 vanilla systems.
nuclearcraft.mixins.json
dev.latvian.mods.kubejs.recipe.RecipesEventJSnet.minecraft.world.level.block.LightningRodBlockmekanism.common.lib.radiation.RadiationManagerigentuman.nc.content.particles.ParticleStacknet.minecraft.world.level.levelgen.structure.pools.StructureTemplatePool
Dimensions (1)
nuclearcraft:wasteland minecraft:noise
- Skylight
- No Ceiling
- No Ultrawarm
- No Natural portal spawn
- Beds work
- No Respawn anchors work
- No Piglin-safe
- No Raids
Guidebook
Guidebook: Nuclearcraft
Accelerators (4)
Beam Diverter 5 pages
The Beam Diverter is a junction box for particle beams. It takes a beam in through one port and sends it back out through another, so a single accelerator can feed several chambers - or loop back into a synchrotron - without laying a separate beam line to each one.
Structure: Beam Diverter (structure preview not yet rendered)
A fixed 5x5x5 cube of Accelerator Casing and Glass. Corners must be casing. Other sizes will not form.
Inside, a cross of Accelerator Beam blocks links the four walls through the center. Above and below that center sits a single dipole magnet - an Accelerator Electromagnet top and bottom, with Accelerator Yokes filling the rest of the inner 3x3x3. The electromagnet's tier sets the diverter's bending strength.
Mount the Beam Diverter Controller anywhere in the casing.
Mount the Beam Diverter Controller anywhere in the casing.
Each wall carries one Accelerator Beam Port at its center, for four ports in total. Set their modes with the multitool:
Exactly one must be an input.At least one must be an output.Spare ports can be left as output or disabled.
Ports can also be switched automatically with redstone or with a computer - see the Open Computers section.
Exactly one must be an input.At least one must be an output.Spare ports can be left as output or disabled.
Ports can also be switched automatically with redstone or with a computer - see the Open Computers section.
The incoming beam is pulled from the input port and pushed out the first active output. Sending it straight through (to the opposite wall) only costs the usual focus loss. Turning it 90 degrees to a side wall costs extra energy that scales with dipole strength, so a stronger electromagnet makes cheaper corners.
The controller draws power every tick it routes a beam; with an empty buffer it simply holds the beam and passes nothing.
The controller draws power every tick it routes a beam; with an empty buffer it simply holds the beam and passes nothing.
Accelerators 27 pages
Accelerators need to be cooled as they and the environment produce heat. If they overheat while operating, some of the overheating components will explode. (Castle Bravo overran its yield estimate by 250%. Don't be Castle Bravo.)
To cool an accelerator, you need to pipe in a cold coolant and pipe out a hot coolant. Each coolant has a different temperature; this determines the minimum temperature your accelerator can reach.
To cool an accelerator, you need to pipe in a cold coolant and pipe out a hot coolant. Each coolant has a different temperature; this determines the minimum temperature your accelerator can reach.
For example, Liquid Helium is 4 Kelvin (K), Liquid Nitrogen is 70 K. The valid coolants and their temperatures can be seen in JEI.
To pipe coolant in and out of an accelerator you need at least 2 Accelerator Coolant Vents, one in input mode and one in output mode. The mode can be switched using the NuclearCraft multitool.
To pipe coolant in and out of an accelerator you need at least 2 Accelerator Coolant Vents, one in input mode and one in output mode. The mode can be switched using the NuclearCraft multitool.
The outside (casing) of all accelerators is made out of Accelerator Casing or Accelerator Glass. In the casing you need: The accelerator's controllerAt least one port.
Inside each accelerator is a connected line of Beam Blocks that the particles will travel through. Around this beam can be 3 different types of component structures: Radio Frequency (RF) Amplifiers, Dipole Magnets, and Quadrupole Magnets. Coolers are placed around these component structures to cool the whole accelerator.
Each structure contributes to a different stat of the accelerator: RF Amplifiers add voltage, Dipole Magnets add dipole strength, and Quadrupole Magnets add quadrupole strength. The amount each structure adds can be seen on the tooltip of the block that makes it.
diagram: RF amplifiers are constructed from 8 RF Amplifier blocks of the same type in a ring around the accelerator beam as shown above. RF amplifiers cannot be directly next to each other, requiring at least a block of space between them.
RF amplifiers increase the accelerating voltage of the accelerator and thus the energy of the resulting particle out the end. The accelerating voltage of each RF Amplifier is determined by the material of the amplifier's blocks. Shown to the left is an RF amplifier made of niobium titanium.
diagram: Quadrupole Magnets are constructed from 4 Accelerator Electromagnets of the same type around an Accelerator Beam as shown above.
Quadrupoles increase the focus (basically the confinement) of the particle beam. The focus is used to tell how far a beam can travel. If the beam travels too far in an accelerator it will not output. So more quadrupoles need to be added to compensate for the loss in focus. The strength of a quadrupole is determined by the type of electromagnet used to create it. Shown to the left is a quadrupole made of copper.
diagram: Dipole Magnets are created by placing an Accelerator Electromagnet of the same type above and below a beam, then filling the rest of the 3x3x3 space around that beam with Accelerator Yokes. Shown above is a Synchrotron accelerator with 5 Dipoles.
diagram_low: Dipoles can have multiple beam blocks coming in and out of them, replacing the yokes. Shown below is the same Synchrotron with the yokes removed to show where the beam blocks are.
Each RF amplifier block and electromagnet produces heat while operating. To get rid of this heat, coolers are placed inside the accelerator. They only work if their required rules are met. These rules are shown on the tooltips of each cooler. You can check if coolers are in valid positions by sneak right-clicking the controller of a formed accelerator with the multitool.
nuclearcraft:diagram_high: Shown above is a Linear Accelerator with a quadrupole and RF amplifier with coolers placed around them.
There are a few things one should know about how to operate accelerators before building or turning them on. They are Power, Heating, Coolant, Focus, and Control.
Hovering over the Power bar (left) of the GUI will show you the power stored in the accelerator and the power used by the accelerator when on. The power used can be calculated as P=p/ε where p is the sum of all the components' base power and ε is the average component efficiency. The percentage in brackets is 1/ε, which is how much of the base power is used.
There are 2 sources of heating in an accelerator. External heating from the warm environment, which depends on where the accelerator is and is always present; and internal heating. The internal heat comes from the components in the accelerator and is only present when the accelerator is turned on.
Hovering over the heat bar (middle) of the GUI will show you the heat stored in the accelerator, the Cooling: the amount of cooling the coolers provide, the Current Heating: the amount of heat currently generated, the Maximum Heating: the max amount of heat the accelerator can possibly generate (if your cooling is greater than this and the accelerator has a constant supply of coolant, then it will never overheat), -
- the Maximum External Heating: the max amount of external heat from the environment (this is already included in Maximum Heating).
To calculate the maximum heating, take the sum of the internal and external heating. The external heating is
Hₑ=κA(Tₑ-Tₐ) where Tₑ is the environment temperature (usually around 300 K), Tₐ is the accelerator's temperature, κ is thermal conductivity (default config is 0.0025), and A is the surface area of the accelerator. The maximum external heating is therefore when Tₐ = 0 K. The Internal Heating is the sum of all the component blocks' heat generation values.
Hₑ=κA(Tₑ-Tₐ) where Tₑ is the environment temperature (usually around 300 K), Tₐ is the accelerator's temperature, κ is thermal conductivity (default config is 0.0025), and A is the surface area of the accelerator. The maximum external heating is therefore when Tₐ = 0 K. The Internal Heating is the sum of all the component blocks' heat generation values.
Hovering over the coolant bar (right) of the GUI will show you the amount of coolant stored, the maximum rate coolant can be used, and the maximum amount of hot coolant that can be produced. The accelerator's coolant tanks (both input and output) can be cleared by holding shift in the GUI and pressing the button that appears. The type of components you use in the accelerator determines its maximum operating temperature.
The temperature of the coolant used must be below this for the accelerator to cool down below its maximum operating temperature. If the accelerator temperature rises above its maximum operating temperature while running, then some of the overheating components will explode.
The output focus can be calculated using
f = f₀-(α(1+|q|sqrt(I/Iᵢ)))L + |q|B₄
where f₀ is the input beam's focus. For a new beam created from an ion source the starting focus is determined by the ion source and is seen on its tool tip. α is the beam attenuation rate (this can be seen on Beamline's tool tip, by default 0.02).
f = f₀-(α(1+|q|sqrt(I/Iᵢ)))L + |q|B₄
where f₀ is the input beam's focus. For a new beam created from an ion source the starting focus is determined by the ion source and is seen on its tool tip. α is the beam attenuation rate (this can be seen on Beamline's tool tip, by default 0.02).
I is the pu/t of the beam, Iᵢ is the beam scaling factor (10000 with default configs), L is the length of the accelerator, q is the particle's charge, and B₄ is the quadrupole strength in Tesla of the accelerator (the sum of the strength of each quadrupole).
The length and quadrupole strength can be seen in the accelerator's GUI.
The length and quadrupole strength can be seen in the accelerator's GUI.
You can control accelerators in 2 ways: either with redstone signals, or with a computer (if a Computers mod is installed). For redstone control: a redstone signal to the controller or a Port will try to turn the accelerator on if it can. If it can't, there will be an error message in the GUI.
You can find out more details about specific accelerator control in their sections. You can also see more about computer control in the Open Computers section.
In output mode, redstone ports emit a signal strength proportional to the ratio of the current temperature to the maximum operating temperature of the accelerator. So at the maximum operating temperature and above, the redstone signal strength is 15; at half the maximum operating temperature, the signal strength is 7.
Linear Accelerator 13 pages
Linear Accelerators are used to either create particle beams and increase their energy and focus, or to increase the energy and focus of an existing particle beam.
The change in energy and focus is determined by the structures inside the accelerator.
The change in energy and focus is determined by the structures inside the accelerator.
diagram_high: Example Linear Accelerator.
Linear accelerators, like all Accelerators, are constructed out of casing or glass and require a Coolant Vent in both input and output modes and an Energy Port. They are 5 blocks wide and tall, by at least 6 blocks long. They must have a continuous line of Accelerator Beam blocks down the center.
diagram_low: Where the beam blocks meet the casing there must be an Accelerator Ion Source at one end and an Accelerator Beam Port in output mode at the other. Example of an empty linear accelerator below.
diagram_low: Alternatively, the Ion Source can be replaced by a beam port in input mode to use an already existing beam. Example shown below.
At the start of any accelerator system there will be a linear accelerator with an ion source. Ion sources are used to create new particle beams with either fluids or ion source items. These fluids and ion source items can be found in JEI by looking at the Accelerator Ion Source block's uses. Fluids can be piped directly into the ion source, or through an Accelerator Ion Source Port in the casing of the accelerator.
Items can also be piped in and out of the ion source, or through an Accelerator Ion Source Port. The ion source also has a GUI viewed by right-clicking the block. This GUI allows for manual item access and can be used to void the current fluid by shift left-clicking the tank in the GUI.
By default there are 2 types of ion sources: the normal Accelerator Ion Source and the Accelerator Laser Ion Source. Each ion source has different stats which can be viewed on their block's tooltips. Base Power is how much power the source adds to the component power of the accelerator; Particle Output Multiplier multiplies the amount of particles outputted by an ion source recipe; and Output Focus is the focus particles start with.
Linear accelerators function and have the same requirements as all accelerators, needing energy and coolant to operate. (The Manhattan Project did this with calutrons and a great deal of patience; you have neither.)
The maximum outputted Particle Energy is calculated using Eₓ= E₀+|q|V where E₀ is the starting energy (normally 0 for an ion source), q is the particle's charge, and V is the accelerator's voltage - the sum of all the RF Cavities' voltages (the structure, not the block), which can be seen in the accelerator's GUI.
The output particle energy can be controlled with the strength of the redstone signal according to E=EₓSᵣ/15 where Sᵣ is the redstone strength. If a redstone strength of 15 (max) is applied to the controller (or input redstone port) it will output the maximum energy. Anything less than 15 will output the corresponding fraction of the maximum energy - for example, a redstone strength of 2 is 2/15 = 13.3% of the max energy.
The output particle energy can also be controlled with Open Computers. See the Open Computers section for more information.
Synchrotron Accelerator 12 pages
Synchrotron Accelerators accelerate particles put into them to much higher energies than Linear Accelerators, but cannot be the start of an accelerator system. The start must be a linear accelerator with an ion source. Synchrotrons have a minimum input particle energy - this is usually 5 MeV but can be changed in the configs.
diagram_high: Example Synchrotron Accelerator.
Synchrotron Accelerators are a square torus of Accelerator Casings or Glass that must be 5 wide. Power, coolant, redstone and computer access all run through the dedicated Ring Accelerator Port - the linear Accelerator Port and Ion Source Port will not validate on a ring. Particle input and output use Accelerator Beam Ports. There must be a continuous ring of Accelerator Beam Blocks down the center. Any beam port must be connected to the central beam ring with a beam block. Example shown on the opposite page.
diagram_high: At each corner and beam port intersection there must be a dipole magnet. So a synchrotron has a minimum of 4 dipoles. The example above will require at least 5 dipoles.
diagram_low: Lastly, the inside corners of the accelerator must not be accelerator casing or accelerator glass. That area can instead be used to place certain coolers. Example below.
A Synchrotron Accelerator functions the same as any other accelerator, requiring power and coolant. It requires an existing particle beam to be piped in at a minimum energy of 5 MeV (by default). Synchrotrons can have multiple beam ports but only one can be an input and one an output at any given time. Switching beam ports can be done automatically with redstone or Open Computers.
Just like the Linear Accelerator, a redstone signal applied to the controller (or input redstone port) will turn it on, and the output particle energy will be E=EₓSᵣ/15.
Also like linear accelerators, the output particle energy can be controlled with Open Computers - see the Open Computers section for more information.
Also like linear accelerators, the output particle energy can be controlled with Open Computers - see the Open Computers section for more information.
The resulting particle energy is more complicated to figure out than in a linear accelerator. The energy is limited by 2 factors, and whichever factor is smaller will be the maximum particle output energy Eₓ=min(Eᵩ,Eᵣ). These factors come from the dipole field strength and the synchrotron radiation losses.
The maximum energy (in GeV) from the dipole strength is Eᵩ=(qB₂R)²/(2m) where q is the particle's charge, B₂ is the dipole strength (the sum of the strengths of all the dipoles), R is the radius of the synchrotron, and m is the mass of the particle in MeV/c². For heavy particles like the proton, this is the major concern.
The maximum energy (in GeV) from radiation losses is Eᵣ=m(3VR/|q|)⁰˙²⁵ where V is the accelerator's voltage (in kV). For light particles like the electron, this is the major concern.
diagram: Synchrotron accelerators can have a special port installed: the Accelerator Synchrotron Port. This port lets out synchrotron radiation (high energy photons). The same position rules as beam ports apply to Synchrotron ports. Only one can be installed.
The amount of pu/t of photons produced is equal to the amount of pu/t of particles going through the synchrotron; the focus is the same as the particles going through the synchrotron; and the energy (in MeV) is Eᵧ=E³/(2πR(1000m)³) where E is the energy (in MeV) of the particle outputted by the synchrotron.
Because the energy is proportional to 1/m³, light particles like electrons give much higher energy.
Because the energy is proportional to 1/m³, light particles like electrons give much higher energy.
Anomalies (3)
Field Guide 4 pages
Anomalies are stationary environmental hazards found only in the Wasteland. They are not animals, and they take no interest in you personally - they simply do what they do to anything inside their radius.
You cannot kill them - weapons, explosions, fire, and falls all register as nothing. Each is removed only by its own counterplay.
Placement is fixed per world seed, they never move on or despawn, and once cleared they stay cleared.
Placement is fixed per world seed, they never move on or despawn, and once cleared they stay cleared.
Every variant announces itself with an ambient sound, a particle haze, and a shimmer. The effect reaches well past the visible core, so scout the edge before committing.
If the air is humming, crackling, or warping - stop walking.
If the air is humming, crackling, or warping - stop walking.
Clearing an anomaly through its counterplay drops Resonite Shards - the raw material for crystals. The reward survives the collapse blast.
Radioactive anomalies have no counterplay, so they drop nothing; mark them, route around them, move on.
Radioactive anomalies have no counterplay, so they drop nothing; mark them, route around them, move on.
Shards & Crystals 6 pages
items/1: The Resonite Shard is what every counterplayed anomaly leaves behind (radioactive ones never resolve, so they never pay out). Plain on its own, but the only feedstock for crystals.
items/1: Nine shards in a 3x3 press into one raw Resonite Crystal. Raw, it does nothing - no buff, no power. Its potential is sealed until it is analyzed.
blocks/1: Run a raw crystal through an Analyzer. Analysis rolls a grade (Common, Rare, Epic, Legendary - higher is rarer) and a resonance (one random beneficial effect), then writes them in for good.
Re-analyzing an already-analyzed crystal is safe: it keeps its grade and resonance rather than rerolling. (The certification stamp does not come off.)
The resonance pool includes radiation resistance, a vitality boost, and a quickdraw boost.
The resonance pool includes radiation resistance, a vitality boost, and a quickdraw boost.
An analyzed crystal works passively while it is in your inventory or worn in a Curios slot.
Resonance: you continuously gain its effect, scaled by grade. Duplicate resonances don't stack - the strongest wins; different ones all apply. Power: it acts as a bottomless FE battery that never drains. Higher grades output more FE/t.
Resonance: you continuously gain its effect, scaled by grade. Duplicate resonances don't stack - the strongest wins; different ones all apply. Power: it acts as a bottomless FE battery that never drains. Higher grades output more FE/t.
Anomaly Types 6 pages
Drags everything within reach toward its core, flings the unlucky skyward, and swallows loose blocks and dropped items. The more it eats, the larger and hungrier it grows.
Counterplay: feed it until it collapses in an explosion - or simply walk out of its pull.
Counterplay: feed it until it collapses in an explosion - or simply walk out of its pull.
Lashes nearby creatures with arc lightning on a cycle. The bolts are showy; the damage is real.
Counterplay: set a battery with a large empty energy buffer beside it. The anomaly dumps its charge into the buffer and dissipates.
Counterplay: set a battery with a large empty energy buffer beside it. The anomaly dumps its charge into the buffer and dissipates.
Bathes the area in a heavy dose. Players accumulate radiation; other creatures simply cook.
Counterplay: none. This one is permanent. Shield up and keep your distance.
Counterplay: none. This one is permanent. Shield up and keep your distance.
Sets everything in range alight and periodically throws off a small explosion. May ignite the landscape if your server allows it.
Counterplay: drown it - enough water source blocks against the core put it out for good.
Counterplay: drown it - enough water source blocks against the core put it out for good.
Floods the minds of nearby players with blindness, nausea, weakness, and slowness, and conjures vexes for company. Other creatures are unaffected.
Counterplay: a direct hit from the Q36 Quantite Disruptor. The splash does not count.
Counterplay: a direct hit from the Q36 Quantite Disruptor. The splash does not count.
Hovers above the surface, blinking from spot to spot, and hurls anything that strays too close up to a hundred blocks away. Do not approach. (Per Directive 12-B, which exists because someone did.)
Counterplay: a direct hit from the Q36 Quantite Disruptor.
Counterplay: a direct hit from the Q36 Quantite Disruptor.
Nuclear Fusion (1)
General Info 10 pages
Fusion reactors generate decent amounts of energy by fusing particles together. They can also boil coolants, which must be supplied in order to cool down the reactor's function blocks.
Plasma in bigger reactors can reach higher temperatures. A larger reaction chamber can also hold more fuel and produce more energy.
blocks/2: Reactor casing blocks are used to build the toroidal structure (Reaction Chamber) around the Fusion Core.
Structure: Unnamed structure (structure preview not yet rendered)
You can use any casing block, or combine them, to build the toroidal section. The center of the section must be empty.
blocks/1: Without a controller, the reactor multiblock will not form. Its GUI shows information about the reactor, such as the averages of relevant components' stats.
blocks/1: Fusion Connectors are used to connect the fusion core to the toroidal reaction chamber. They transfer fuel, coolant, and energy.
The Fusion Reactor Chamber needs 2 kinds of functional blocks: Electromagnets and RF Amplifiers. These blocks require energy to operate and coolant to keep cool. They must be placed at the corners of the toroidal reaction chamber section.
blocks/2: Electromagnets are used to sustain plasma in the reaction chamber. A bigger electromagnetic field means better plasma stability and cross-section. It also means less plasma heat loss.
blocks/1: RF Amplifiers are used to increase plasma energy with radio-frequency waves (like a microwave). In other words, they heat up the plasma. The leftovers do not reheat well.
Structure: Unnamed structure (structure preview not yet rendered)
This is a simple reactor design. Good for starting with low-temperature reactions.
Items (8)
Multitool 1 page
items/1: The Multitool is used to interact with and configure multiblocks in various ways. It is highly recommended to carry one with you at all times.
Radiation Detection 2 pages
items/1: The Geiger Counter lets the user detect radiation and know their current irradiation level. It can also be used to read the irradiation level of entities. If the Geiger Counter is not in the hotbar, its audio will be muted. It is also available in block form, which gives radiation readings for the chunk it is placed in.
items/1: The Dosimeter lets the user track their change in irradiation level while it is being worn. It notifies the user of their exposure in specific increments, up to a maximum change in irradiation level. Recommended for personnel who would prefer to learn about their dose before the dose announces itself.
QNP 1 page
items/1: The QNP is an advanced multitool. It can mine any block and has several modes: 3x3, 3x3x3, 5x5, vein, and single block. Requires energy.
Radiation Shielding 1 page
items/4: Radiation Shielding can be added to armour to give it radiation resistance. The amount of radiation resistance added to the armor depends on the type of shielding used. When adding shielding to armour, the radiation resistance from each piece stacks.
Hazmat Suit 1 page
items/4: The Hazmat Suit is used to lower radiation exposure. Each part of the set has a rad resistance value which determines how much protection it provides. A full set is strongly encouraged; partial coverage is exactly as effective as you would expect.
… and 3 more
Rad-X 1 page
items/1: Rad-X provides its user with a set amount of radiation resistance for a set amount of time. Although the effect can be stacked, higher levels of resistance wear off more quickly than lower ones.
HEV Suit 1 page
items/4: The HEV Suit is an advanced technological ensemble. It provides protection from radiation and other environmental hazards, along with a variety of other useful features. Requires charge to operate. (Battery sold separately. So is the Demon Core demo unit; don't ask.)
Radaway 1 page
items/2: RadAway, and its slower counterpart Slow-Acting RadAway, remove rads from the user at a set rate. Standard RadAway acts faster than the slow-acting variant, but does not last as long.
Machines (5)
In Situ Leaching 3 pages
blocks/1: This is the perfect way of getting resources from ores without having to mine them. In this method, you pump acid into the ground; the acid dissolves minerals, and the leacher pumps the solution back up. Surface integrity and groundwater quality are addressed in a later pamphlet.
blocks/1: The Leacher operates in 2 modes. The first mode requires an analyzed map; in this mode it pumps real resources from the ground. The second mode requires a research paper containing mineral vein information. Use the Analyzer to analyze chunks; if a chunk contains a mineral vein, that information is written onto the research paper. In this mode, the Leacher pulls resources from deep underground and must be placed in the exact chunk containing the vein.
blocks/2: Place the Leacher block and it will highlight the required placements for pumps. After all blocks are placed, insert the data source and supply some acid and energy. It will start leaching.
Pump 1 page
The Pump is used to collect fluids and gases from the environment. To operate, it needs a proper catalyst and energy.
Generator Machines 4 pages
These machines generate energy in relatively small quantities, but they are also simple to operate. Ideal for outposts where the grid is more of a rumor than a guarantee.
blocks/4: Solar Panels generate energy at a specific rate during the day.
blocks/4: An RTG generates energy from the decay of its radioactive payload. Output is steady, modest, and continues whether you are paying attention or not.
blocks/1: The Steam Turbine generates energy from steam produced by reactors.
Processor Upgrades 7 pages
Most processors have upgrade slots on the side of the GUI. Stack upgrade items in those slots to change behavior.
Slot 0 takes Energy Upgrades. Slot 1 takes speed-type upgrades. Single-slot processors take any speed-type.
Slot 0 takes Energy Upgrades. Slot 1 takes speed-type upgrades. Single-slot processors take any speed-type.
blocks/1: Speed Upgrade adds +1 speed per item. Recipe runs faster, but energy cost grows quadratically with speed. Stack up to 64 per slot.
blocks/1: Energy Upgrade reduces energy cost (subtracts quadratically) and grows the internal energy buffer (x N / 10). Required to keep heavily speed-boosted processors affordable.
blocks/1: Stack Upgrade enables parallel processing: ceil(count / 4) recipes per tick, capped at 32. Acts like speed plus parallel I/O. More energy-efficient than raw speed.
blocks/1: Quantum Upgrade = x5 speed and 1 parallel recipe per item. End-game tier. Energy cost scales hard. Pair with many Energy Upgrades.
speedMult = upgrades + 1 (x5 for quantum)
parallel = ceil(stack / 4) or quantum count
energyMult = max(speedMult, (speedMult - 1)^2 + speedMult - energyUp^2)
Energy upgrades cancel speed cost quadratically. Balance the two.
parallel = ceil(stack / 4) or quantum count
energyMult = max(speedMult, (speedMult - 1)^2 + speedMult - energyUp^2)
Energy upgrades cancel speed cost quadratically. Balance the two.
When GT energy cap is enabled, every N Energy Upgrades bumps the processor's accepted EU tier by +1. N comes from config ENERGY_UPGRADES_NEEDED_TO_NEXT_TIER. Hover the upgrade to see current N.
Processing Machines 19 pages
These machines process materials, usually by the use of energy, to convert materials from one type to another.
blocks/1: The Manufactory is a machine that has many uses, mainly in processing materials.
blocks/1: The Separator separates materials into their constituent parts.
blocks/1: The Decay Hastener forces radioactive materials to decay, resulting in the formation of a different isotope or material. Radiation is released during the decay process.
blocks/1: The Fuel Reprocessor extracts materials from depleted fuel, allowing for the isolation of useful material from depleted fuel.
blocks/1: The Alloy Smelter combines base metals together into alloys.
blocks/1: The Fluid Infuser adds fluids to materials.
blocks/1: The Melter melts down materials into a liquid form.
blocks/1: The Supercooler lowers the temperature of fluids.
blocks/1: The Electrolyzer splits fluids into their constituent parts.
blocks/1: The Assembler combines components into a complex product.
blocks/1: The Ingot Former forms molten materials into ingots or gems.
blocks/1: The Pressurizer processes materials under immense pressure.
blocks/1: The Chemical Reactor houses reactions between fluids, allowing for chemical reactions to occur.
blocks/1: The Crystallizer precipitates solids from a fluid.
blocks/1: The Fluid Enricher adds materials to fluids.
blocks/1: The Fluid Extractor extracts fluids from materials.
blocks/1: The Centrifuge separates isotopes out of fluid materials.
blocks/1: The Rock Crusher crushes rocks to produce mineral dusts.
Molten Salt Reactor (1)
General Info 9 pages
The Molten Salt Reactor runs on liquid fuel. Instead of arranging heat sinks and moderators, you pump carrier salt through a chamber packed with fuel pebbles and manage two coupled stats - temperature and reactivity.
It does not make power directly. It turns cold salt into hot salt; pump that hot salt to a Heat Exchanger and on to a Turbine. Pumping hot salt out is also the core's only cooling - stop, and it overheats.
blocks/1: Place exactly one Controller in the shell to form the reactor. It runs the simulation and owns the salt tanks and pebble slots. Its GUI reports temperature, reactivity, depletion and the salt rates.
blocks/2: The MSR reuses the fission shell. Edges and corners are Reactor Casing; walls can be Casing, Reactor Glass, or both. The shell is a cube from 5x5x5 up to 26x26x26.
blocks/1: Fill the entire interior with MSR Fuel Cells - no other interior block is allowed. The fuel-cell count sets the reactor's salt volume and heat budget, so a bigger core holds more and runs harder.
blocks/1: Ports move everything in and out: cold salt in, hot salt out, pebbles in, depleted pebbles out. One port type carries both items and fluid. A port also emits a comparator signal (Temperature or Depletion).
Fuel is loaded as TRISO pebbles - the _tr fuel variants, e.g. Thorium, LEU-235, HEU-235, Plutonium. As a pebble burns out it leaves a depleted pebble in the output slot. Carrier salt is FLiBe Molten Salt; the reactor pumps it in cold and out hot.
Structure: Unnamed structure (structure preview not yet rendered)
A 7x7x7 build: a casing-and-glass shell around a solid 5x5x5 core of Fuel Cells, with the Controller and an Irradiator on one wall and a pair of Ports on each side wall.
Running it: pipe cold salt in, load pebbles, apply redstone. With enough fuel and salt the core goes critical and heats up. Reactivity has a negative temperature coefficient - it falls as the core warms, so it self-stabilizes. Raise the salt output rate to keep temperature off the 2000 K ceiling. The reactor can also be read and driven from computers (type nc_msr_reactor).
Heat Exchanger (1)
General Info 8 pages
The Heat Exchanger runs two coolant loops around a shared heat buffer. The hot loop cools a hot coolant and banks the released heat; the cold loop spends that heat to condense spent steam back into water. Waste heat from one job pays for the other.
blocks/1: The structure is a cuboid shell, 3x3x3 up to 11x11x11. Non-cube shapes are allowed (e.g. 5x6x10). All edges and corners are Heat Exchanger Casing - no glass variant.
blocks/1: Place exactly one Controller in the shell to form the multiblock. It owns the heat buffer and reports stored heat, the four tanks, energy, and interior count. It only runs while it gets a redstone signal.
blocks/1: The hot loop runs through these. Pipe a hot coolant in (Hot Helium, Hot FLiBe Molten Salt) and collect it cooled. Each operation adds heat to the buffer. A full buffer stalls the hot loop.
blocks/1: The cold loop runs through these. Pipe spent steam in (Exhaust Steam, Low-Quality Steam) and collect condensed water. Each operation draws heat from the buffer. An empty buffer stalls the cold loop. Hot and cold fluids keep to their own ports.
blocks/1: Radiators sit in the shell and passively vent heat from the buffer - every tick the structure is formed, no redstone or energy needed. Use them to shed heat the cold loop can't keep up with, so the hot loop never jams. (They keep shedding heat even on the night shift.)
blocks/1: Fill the interior with Heat Exchanger blocks. Each one raises throughput and grows the heat buffer - but also raises the standby energy drawn per tick. An empty interior forms but does nothing.
Structure: Unnamed structure (structure preview not yet rendered)
A 5x5x5 build: casing shell with a Hot Coolant Port, Cold Coolant Port, Controller and Radiator on one wall, interior packed with Heat Exchanger blocks. Feed hot coolant to the hot port, spent steam to the cold port, supply FE, and apply redstone.
Kugelblitz (1)
General Info 10 pages
A Kugelblitz is a type of black hole formed from the energy of light, rather than from the collapse of a massive star. According to Einstein's theory of relativity, energy and mass are interchangeable, as described by the equation $$$. This means that a sufficiently concentrated beam of light can create a gravitational field strong enough to form a black hole.
The Kugelblitz chamber is a symmetric 11x11x11 spherical multiblock structure. It is used to create a black hole by firing an EXPL laser burst from all 6 sides at the same moment in time. (Containment manual, page 1: do not improvise.)
blocks/1: Neutronium Frame is used mostly in the corners of the chamber. It is a frame block that holds the structure together.
blocks/1: Stabilizers allow the chamber to keep the black hole as stable as possible. They need to be placed in the walls of the chamber.
blocks/2: The chamber harnesses black hole evaporation energy and quantum fields to generate power and transform one item into another. More Flux Regulators give better energy output. More Quantum Transformers give better transformation speed.
blocks/1: The Chamber Port is used to transfer items, fluids, and energy into and out of the reactor. The port can also be used for redstone control and computers.
A black hole loses its mass during evaporation. To feed the black hole you need to supply Subliquid Matter. If the black hole's mass gets too low, it will evaporate. If it gets too high, it will collapse.
In JEI you can see which items can be produced by the quantum transformation process. Those products are also allowed as inputs. To start the transformation, you need to find the correct quantum frequency. The player has to discover which items can be produced by the process. Transformation pairs are bound to the world seed.
Structure: Unnamed structure (structure preview not yet rendered)
This is a simple chamber design. It is a good starting point. Best fuel for this chamber is HEU-235.
When designing a reactor, the usage of a reactor planner is recommended. Reactor planners assist with the design of the reactor, providing feedback on design rules, heat control, and predicted output.
Particle Chambers (4)
Target Chamber 18 pages
Target Chambers are where you smash particle beams into a fixed target of material to induce nuclear reactions. They are useful for all sorts of things, from transmuting elements to creating new particles.
Target Chambers, like all particle chambers, are constructed out of casing or glass and have an energy port. They can also have optional item and fluid ports. They are cubes that can be any odd size from 3 to 9 blocks across. They must have only one Particle Chamber Beam Port in input mode, but can have from 0 to 3 beam ports in output mode. Beam ports can be placed in the center of any horizontal face.
diagram_low: In the center there must be a Particle Chamber block connected to any beam ports via a line of Particle Chamber Beam Blocks.
Below: a size 7 target chamber with 2 beam port outputs and item ports.
Below: a size 7 target chamber with 2 beam port outputs and item ports.
There can be 0 to 3 output beams depending on how the target chamber is constructed. The position of the outputs in relation to the input matters: it determines which beam comes out of which beam port. The beams come out 1 to 3 clockwise as viewed from the top, and correspond top-to-bottom in the GUI of the Target Chamber. This can be switched by shift right-clicking one of the 2 side beam ports with the multitool.
Note: the middle output beam will always come out the back.
Generally, neutral particle beams will come out the middle port, as they are not bent by magnetic fields.
Generally, neutral particle beams will come out the middle port, as they are not bent by magnetic fields.
Like all particle chambers, target chambers can have detectors inside to increase the chamber's efficiency at the cost of power.
The target chamber's efficiency η modifies the recipe cross-section σ by Σ=min(ησ,1).
The target chamber's efficiency η modifies the recipe cross-section σ by Σ=min(ησ,1).
Items can be manually put into and out of target chambers in the GUI, but in order to pipe items and fluids in and out of a target chamber automatically, ports must be used. Ports can be placed on any side of the target chamber. Item ports can be used to pipe items both in and out, while fluid ports must be set to either input or output mode. Items can also be piped in and out of the controller.
diagram: To show how the target chamber operates, let's look at the example recipe in JEI above. Here neutrons hit aluminum ingots, creating sodium-22, helions, and neutrons.
The first important thing is the range: 43 MeV-80 MeV. This means that the recipe only works if we input a beam of neutrons with an energy in this range.
Other things to note for later are the cross-section: 5%, and the energy released: -42.1 MeV.
Also, if we hover over the input (cyan box) neutron, the focus says 0. This is the minimum focus required for the recipe. Most recipes have a minimum of 0.
Other things to note for later are the cross-section: 5%, and the energy released: -42.1 MeV.
Also, if we hover over the input (cyan box) neutron, the focus says 0. This is the minimum focus required for the recipe. Most recipes have a minimum of 0.
If we hover over the input neutron, it tells us the amount is 20 Mpu. This means we need to supply 20 Mpu of neutrons to convert one aluminum into a sodium-22. For a 10 kpu/t beam this will take 20 Mpu / (10 kpu/t) = 2000 t = 100 seconds. But we can speed this up by either increasing the input beam pu/t or increasing the chamber efficiency. Let's say we have an efficiency of 290%; then we have modified the cross-section to 5% × 290% = 14.5%.
This has decreased the amount of pu to complete the recipe to 20 Mpu / 290% ≈ 6.90 Mpu. So the recipe completes 2.9× faster, taking 689 t ≈ 34.5 seconds to complete. Note that the effective cross-section can only be 100% at max, so if we have a chamber efficiency above 2000% (because 5% × 2000% = 100%) it does not speed up the recipe anymore.
The minimum amount of particles needed can be calculated as aσ. So in this case, it is 20 Mpu × 5% = 1 Mpu.
The minimum amount of particles needed can be calculated as aσ. So in this case, it is 20 Mpu × 5% = 1 Mpu.
For normally balanced QMD (i.e. no custom recipe changes) this is always 1 Mpu.
Because of this minimum amount of particles to complete the recipe, the maximum speed of a recipe is still dependent on the input pu/t.
Because of this minimum amount of particles to complete the recipe, the maximum speed of a recipe is still dependent on the input pu/t.
The recipe also has output particles. Hovering over the output neutron in JEI, we see it has an amount of 3 pu. This means that for every input particle we get 3 output neutrons, if at 100% cross-section. The equation for the amount of particles outputted is aₒ=aᵢaΣ where aᵢ is the amount of particles inputted, a is the amount shown in the recipe, and Σ is the effective cross-section.
diagram_low: In our example below we are putting in 10 kpu/t and have a chamber efficiency of 290%, so the effective cross-section is 14.5%, therefore the output is 10kpu/t×3pu×14.5% = 4.35kpu/t as can be seen hovering over the output neutrons.
The energy of the output particles is calculated as
E=(E₀+Q)/n where E₀ is the input particle energy, Q is the energy released in the recipe and n is the total amount of particles released in the recipe.
In our example case we are putting in neutrons at 45 MeV and the energy released is -42.1 MeV. In JEI 3 neutrons and 1 helion is the output so n=4. Thus in this case (45 MeV + -42.1MeV)/4 = 725 keV as seen in the image to the left.
E=(E₀+Q)/n where E₀ is the input particle energy, Q is the energy released in the recipe and n is the total amount of particles released in the recipe.
In our example case we are putting in neutrons at 45 MeV and the energy released is -42.1 MeV. In JEI 3 neutrons and 1 helion is the output so n=4. Thus in this case (45 MeV + -42.1MeV)/4 = 725 keV as seen in the image to the left.
Like in accelerators and beamlines, particles in target chambers lose focus with every block traveled. The distance traveled is the beam length is shown in the gui. The loss in focus is calculated the same as normal but there is a few things to note: the input particle travels half the beam length and so does the output particle.
So in our example the input neutron beam is at 5 focus and the beam length is 5, so the input and output particle both travel 2.5 blocks. If we want to calculate the focus for the output helion then we do
5-2.5×0.02(1+0×sqrt(10kpu/10k))-2.5×0.02(1+2×sqrt(1.45kpu/10k)≈ 4.8619 (the gui rounds it to 4 decimal places).
This is a bit complicated but really just remember to have high focus and you don't really need to worry about the specifics, because too much focus is never a bad thing.
5-2.5×0.02(1+0×sqrt(10kpu/10k))-2.5×0.02(1+2×sqrt(1.45kpu/10k)≈ 4.8619 (the gui rounds it to 4 decimal places).
This is a bit complicated but really just remember to have high focus and you don't really need to worry about the specifics, because too much focus is never a bad thing.
Particle Chambers 8 pages
Particle Chambers are the multiblocks where you actually do things with particles: bombard items and fluids, collide particles together, and create new ones. They are the second key ingredient in any accelerator system (the first being the accelerators themselves).
The outside (casing) of all particle chambers is made out of Particle Chamber Casing or Particle Chamber Glass. In the casing you need: The Particle Chamber's controllerAt least one Particle Chamber Energy Port.
Inside particle chambers there are particle chamber beam blocks and the particle chamber block itself.
Inside particle chambers there are particle chamber beam blocks and the particle chamber block itself.
diagram_low: The arrangement of these depends on the type of particle chamber. Detector blocks can be placed around them.
Below: a typical arrangement of a target chamber with 3 output beam ports.
Below: a typical arrangement of a target chamber with 3 output beam ports.
Detectors are placed inside particle chambers to increase the chamber's efficiency. The chamber's efficiency affects how the particle chamber works. Generally, the higher the efficiency, the faster items are crafted and the more particles are output. There are different types of detectors; each increases the efficiency and the power usage of the chamber as specified on their tooltips.
diagram_low: They must be placed a certain distance from a particle chamber block to work, as shown on their tooltip.
Below: a typical arrangement of a target chamber with detectors.
Below: a typical arrangement of a target chamber with detectors.
You can check if detectors are in valid positions by sneak right-clicking the controller of a formed particle chamber multiblock with the multitool.
Note: Detectors can increase the energy use of the particle chamber drastically! The grid does not extend credit.
Note: Detectors can increase the energy use of the particle chamber drastically! The grid does not extend credit.
Efficiency and Cross-Section are 2 important values for particle chambers. Cross-Section σ depends on the recipe performed (can be seen in JEI); it can be thought of as the percentage of particles that perform the reaction. Efficiency η depends on the particle chamber and modifies the cross-section. This new 'effective' cross-section Σ is capped at 100%, which means all particles perform the reaction.
Because of this, detectors can only increase the effective cross-section up to this level; any further detectors do nothing and are in fact a waste of power.
Collision Chamber 6 pages
The Collision Chamber smashes two opposing particle beams head-on and rakes new, heavier particles out of the wreckage. It is the largest and most power-hungry of the particle chambers.
Unlike the other chambers, the Collision Chamber is not a cube. It is a long box of particle chamber casing and glass: 5 to 11 blocks wide and tall, and 13 to 21 blocks deep (17 by default).
Down the long axis runs a line of Particle Beam blocks holding at least 2 Particle Chamber Cameras. Both ends of that axis are capped by Particle Chamber Beam Ports set to input mode - the two beams enter here and meet in the middle.
Collision products leave through exactly 4 beam ports set to output mode, placed on the two side walls - two per wall. Each output port must reach a camera along a straight run of Particle Beam blocks. Switch a port's mode with a Multitool.
Like all particle chambers, detectors inside raise efficiency at the cost of power. The Collision Chamber also draws a hefty base power on its own, so wire in a Particle Chamber Port for energy.
A collision recipe takes two incoming particle stacks - one per input beam - and produces new particles forged in the impact. See JEI for the required energies and the products. (Two beams enter. Something heavier leaves.)
Decay Chamber 5 pages
The Decay Chamber takes a single particle beam and lets it fall apart, splitting heavier particles into lighter constituents. Where the Target Chamber builds things up, the Decay Chamber takes them apart.
Like all particle chambers, it is a hollow cube of casing or glass with odd, equal sides, from 5x5x5 up to 11x11x11. At the center sits a Particle Chamber Camera, joined to a Particle Chamber Beam Port on each of the 4 horizontal faces by a line of Particle Beam blocks.
One beam port runs in input mode to receive the beam; the others run in output mode and carry away the lighter particles split out of it. Shift right-click a beam port with a Multitool to switch its mode.
Add at least one Particle Chamber Port for energy, plus optional item and fluid ports.
Add at least one Particle Chamber Port for energy, plus optional item and fluid ports.
Like all particle chambers, detectors placed inside raise the chamber's efficiency at the cost of power, scaling the recipe cross-section.
A decay recipe takes one incoming particle stack - a type, a minimum energy and an amount - and yields several lighter particles. Browse JEI for the full list and the energies involved. (Entropy, for once, working for you.)
Weapons & Demolitions (3)
Q36 Quantite Disruptor 1 page
items/1: The Q36 Quantite Disruptor is a high-energy directed weapon. Discharges a quantite beam that disassembles matter at the molecular level. Consumes internal power per shot - keep a charger nearby, or carry spares. (Marketing brochure omits the cleanup requirements.)
Paxels 1 page
items/2: A Paxel combines pickaxe, axe, shovel, sword, and hoe in one durable tool. The Thorium Paxel is the mid-tier option; the Tough Paxel is end-game grade - higher damage, much more durability. Field maintenance crews carry one each; field maintenance crews are never lightly armed.
Pu-239 Implosion Device 1 page
blocks/1: The Pu-239 Implosion Device is a plutonium-core implosion assembly, Mk-VII pattern. Arms on redstone input, fuses for 3 s, then initiates. Field-rated yield. Recommended minimum standoff: the next biome over. (Fat Man wishes it had this trigger logic.)
Nuclear Fission (1)
General Info 16 pages
Fission reactors generate heat from the self-sustained nuclear reaction of fission fuel. This heat is ultimately transformed into electricity. The method of electricity generation can be switched between boiling and electric mode. (Chicago Pile-1 made do with a squash court; you have an entire chunk.)
The Fission Reactor can operate in 2 modes: energy and boiling. Energy mode means the reactor will produce energy directly. In boiling mode, it will use the produced heat to boil coolant. Use the Reactor Port to input/output coolant.
blocks/2: The interior components of the reactor are contained within a rectangular prism. The reactor must have edges consisting of Reactor Casing, while the walls of the reactor can be Reactor Glass, Reactor Casing, or both.
blocks/1: Without a controller, the reactor multiblock will not form. Its GUI will show information about the reactor, such as the averages of relevant components' stats.
blocks/1: The Reactor Port is used to transfer items, fluids, and energy into and out of the reactor. The port can be configured to input or output items, fluids, and energy. It can also be used for redstone control and computers.
blocks/1: Fuel Cells are used to convert fuel heat into boiling or direct energy production. Each additional fuel cell multiplies fuel depletion speed.
blocks/2: Moderators slow down the high energy neutrons produced by the Fuel Cells into ones that will cause more fission in other fuel components. Moderators must be placed next to Fuel Cells. You can adjust the moderation level with a redstone signal input to the Reactor Port.
Structure: Unnamed structure (structure preview not yet rendered)
You can gain an additional efficiency bonus by placing multiple fuel cells next to one moderator block, providing both efficiency and heat bonuses.
blocks/2: Heatsinks are used when designing a reactor, to balance the Net Heat of the reactor. The designer should aim for a net heat of 0 HU/t for a fully stable reactor. Each heatsink has specific design rules that it must adhere to.
Heatsinks remove heat from the reactor. When a fuel cell is active, it will produce heat equal to its base heat output times the Heat Multiplier. The heat multiplier of a cell is determined by the number of moderator lines. Thus, a cell with a single moderator line will have 100% heat efficiency, and a cell with two moderator lines will have 200% heat efficiency.
Structure: Unnamed structure (structure preview not yet rendered)
If a reactor part's placement rule requires a non-fuel-cell block - for example, if it needs another heat sink - that heat sink must be placed according to its own placement rule. The end of the connection chain must always link back to a fuel cell.
blocks/2: When placed at the end of a Moderator line, Irradiators will use the radiative flux to transform items in the Irradiation Chamber. Irradiation speed depends on the number of irradiation lines in the reactor.
Structure: Unnamed structure (structure preview not yet rendered)
You can make up to 6 irradiation lines per irradiation chamber. Each line will increase the speed of irradiation.
blocks/1: An upgraded Irradiation Chamber that runs at 5x the speed of a standard chamber. Drops in as a direct replacement at the end of any irradiation line - same placement rules, same line count, just five times the throughput. (Production quotas wait for no one.)
Structure: Unnamed structure (structure preview not yet rendered)
This is a simple reactor design. It has 1 fuel cell and 1 irradiation line. It's a good starting point for a reactor. The best fuel for this reactor is HEU-235.
When designing a reactor, the usage of a reactor planner is recommended. Reactor planners assist with the design of the reactor, providing feedback on design rules, heat control, and predicted output.
Turbine (1)
General Info 5 pages
blocks/2: The interior components of the turbine are contained within a rectangular prism. The turbine must have edges consisting of Turbine Casing, while the walls of the turbine can be Turbine Glass, Turbine Casing, or both.
blocks/1: Without a controller, the turbine multiblock will not form. Its GUI will show information about the turbine, such as the averages of relevant components' stats.
blocks/1: The Turbine Port is used to transfer fluids and energy into and out of the turbine. It can be configured to input or output fluids and energy. The port can also be used for redstone control and computers.
blocks/2: Coils are used to convert the rotor's kinetic energy into electricity. All coils have different efficiencies and placement rules.
Structure: Unnamed structure (structure preview not yet rendered)
This is a simple turbine design. A good starting point - pair it with steam from your reactor and watch the kilowatts roll in.
Audio & Visual
39 sound events
nuclearcraft:tile.laser_shoot sound_event.nuclearcraft.laser.shoot
nuclearcraft:tile.blackhole_spawn sound_event.nuclearcraft.blackhole.spawn
nuclearcraft:tile.blackhole_idle sound_event.nuclearcraft.blackhole.idle
nuclearcraft:tile.fusion_ready sound_event.nuclearcraft.fusion.ready
nuclearcraft:tile.turbine sound_event.nuclearcraft.turbine
nuclearcraft:tile.fission_reactor sound_event.nuclearcraft.fission_reactor
nuclearcraft:tile.msr_running sound_event.nuclearcraft.msr_running
nuclearcraft:q36.beam_shot sound_event.nuclearcraft.q36.beam_shot
… and 31 more
nuclearcraft:q36.pulse_shot sound_event.nuclearcraft.q36.pulse_shot
nuclearcraft:tile.fusion_charging sound_event.nuclearcraft.fusion.charging
nuclearcraft:tile.fusion_running sound_event.nuclearcraft.fusion.running
nuclearcraft:fusion_switch sound_event.nuclearcraft.fusion.switch
nuclearcraft:boss_angry sound_event.nuclearcraft.boss_angry
nuclearcraft:boss_hit sound_event.nuclearcraft.boss_hit
nuclearcraft:boss_idle sound_event.nuclearcraft.boss_idle
nuclearcraft:boss_action sound_event.nuclearcraft.boss_action
nuclearcraft:feral_ghoul_death sound_event.nuclearcraft.feral_ghoul.death
nuclearcraft:feral_ghoul_charge sound_event.nuclearcraft.feral_ghoul.idle
nuclearcraft:charge_energy sound_event.nuclearcraft.item.charged
nuclearcraft:geiger_1 sound_event.nuclearcraft.item.geiger_1
nuclearcraft:geiger_2 sound_event.nuclearcraft.item.geiger_2
nuclearcraft:geiger_3 sound_event.nuclearcraft.item.geiger_3
nuclearcraft:geiger_4 sound_event.nuclearcraft.item.geiger_4
nuclearcraft:geiger_5 sound_event.nuclearcraft.item.geiger_5
nuclearcraft:geiger_6 sound_event.nuclearcraft.item.geiger_6
nuclearcraft:music.wanderer music.wanderer
nuclearcraft:music.end_of_the_world music.end_of_the_world
nuclearcraft:music.money_for_nothing music.money_for_nothing
nuclearcraft:music.hyperspace music.hyperspace
nuclearcraft:bomb.first_distance sound_event.nuclearcraft.bomb.blast
nuclearcraft:bomb.second_distance sound_event.nuclearcraft.bomb.blast
nuclearcraft:bomb.third_distance sound_event.nuclearcraft.bomb.blast
nuclearcraft:bomb.fourth_distance sound_event.nuclearcraft.bomb.blast
nuclearcraft:entity.anomaly.gravitational sound_event.nuclearcraft.anomaly.gravitational
nuclearcraft:entity.anomaly.electric sound_event.nuclearcraft.anomaly.electric
nuclearcraft:entity.anomaly.radioactive sound_event.nuclearcraft.anomaly.radioactive
nuclearcraft:entity.anomaly.burning sound_event.nuclearcraft.anomaly.burning
nuclearcraft:entity.anomaly.psycho sound_event.nuclearcraft.anomaly.psycho
nuclearcraft:entity.anomaly.teleporting sound_event.nuclearcraft.anomaly.teleporting
6 particle types
nuclearcraft:explosion
nuclearcraft:fire_vertical
nuclearcraft:flash
nuclearcraft:fusion_beam
nuclearcraft:radiation
nuclearcraft:vanilla_flash
Ores (18)


















Ingots & Materials (263)

























Armor (5)
Spawn Eggs (1)
Machines & Other Blocks (216)


































































































































Other (1065)


