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Colossal Reactors

Build and run large multiblock nuclear reactors to generate power.
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colossal_reactors-2.4.0.0.1-neoforge-26.1.2.jar

File namecolossal_reactors-2.4.0.0.1-neoforge-26.1.2.jar
Uploader
UnfamilyUnfamily
Uploaded
Oct 4, 2026
Downloads
29.6K
Size
1.4 MB
Mod Loaders
NeoForge
File ID
9053397
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:colossal-reactors-1479149:9053397"

Learn more about Curse Maven

What's new

Colossal Reactors

Now Requires:

  • Iskandert's Library 1.12.0.1.0+
  • Another Config Manager 1.0.0.0.0+

Features:

  • Full EMI and REI recipe viewers alongside JEI (fuel, coolant, heat sinks, elec coils, turbine generation, melter, melter heats, heating coils); shared layout/visibility helpers; datapack recipe sync to viewers
  • Native RecipeType + serializer for datapack reactor/turbine/melter data (fuel, coolant, heat_sinks, turbine_generation, elec_coils, melter_recipes, melter_heats, radiation_scrubber_catalysts, heating_coils). Bundle files under recipe/ are split by Iskandert Library into progressive RecipeManager ids (<filePath>_<index>; heating coils use heating_coils_<coilPath>_<optionIndex>). JEI copy-id, EMI/REI display ids, and KubeJS event.remove({ id: '…' }) use those same holder ids
  • Melter GUI: left-click the progress bar opens melter recipes in the active recipe viewer (JEI / EMI / REI)
  • Heating coils: recipe JSON under recipe/ + non-recipe load data under load/, with retrocompat for the old unified path; gameplay merges per-option RecipeManager children back into full coil definitions
  • Reactor/turbine builder simulation: consumption/production ratio shown in GUI; selected coolant/fuel (reactor) and generation (turbine) persist on the block entity (saved + synced via payload)
  • Builder structure preview rework (server tracker, markers, clearer client preview networking)
  • Californium End ore + californium crystals + Red Cake fuel (craft: 1 crystal + phantom membrane + redstone; reactor fuel with waste produce: 2)
  • Ore → 8 crystals via Create crushing, Mekanism enriching, Immersive Engineering crusher, EnderIO sag mill, Industrial Reborn crushing, Oritech pulverizer/grinder, Modern Industrialization macerator (mod_loaded gated)
  • Config option to disable californium End oregen
  • Shared GUI number formatting helper; redstone mode icon buttons reused across machine GUIs
  • 26.1.2: Colossal recipe types requested via OnDatapackSyncEvent.sendRecipes so the client receives the same RecipeManager holder ids used by KubeJS on the server

Tweaks:

  • Removed Colossal uranium material chain (ores, ingots, dusts, Mek processing items, recipes, tags, worldgen). External #c:ingots/uranium fuel entry kept for packs that provide uranium elsewhere
  • Californium End veins: size 16, 12 attempts/chunk, Y 0–80 in the End
  • 1.21.1 vs 26.1.2: EnderIO sag-mill input uses tag object on 1.21.1 and #c:… string on 26.1.2; EMI/REI/JEI and native recipes ship on both; Mekanism full boron/chromium processing chain is currently complete on 1.21.1 (26.1.2 has enriching for californium; metal Mek processing parity may still be incomplete)

Bug Fixes:

  • Non-adjacent heat-sink / coolant cells are now capped at 4 × rod count (contribution scaled down when over the cap). Before this, a huge reactor with few rods and a mass of non-adjacent coolant could invent absurd consumption/production ratios and look falsely stable
  • Turbine blade client meshing: long blade rings no longer crash when RenderChunkRegion is asked for blocks outside its 3×3 chunk window (treat out-of-window as air)
  • Turbine runtime restored; high-conduction power port RF↔OP conversion via Brandon's Core re-enabled when Brandon's Core is present
  • Builder sim coolant/fuel/coil selection no longer resets incorrectly across reopen / sync
  • Fuel viewer waste counts use absolute produce / consume (EMI no longer shows a wrong single waste from simplified ratios)

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