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Colossal Reactors

Build and run large multiblock nuclear reactors to generate power.
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colossal_reactors-2.5.0.0.0-neoforge-1.21.1.jar

File namecolossal_reactors-2.5.0.0.0-neoforge-1.21.1.jar
Uploader
UnfamilyUnfamily
Uploaded
Oct 24, 2026
Downloads
14
Size
1.6 MB
Mod Loaders
NeoForge
File ID
9311008
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:colossal-reactors-1479149:9311008"

Learn more about Curse Maven

What's new

Colossal Reactors 2.5.0.0.0

Dependencies:

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

Also available for NeoForge 26.1.2 (same feature set as 1.21.1).

Features:

  • pt_br translation updated, and the GuideME guide is now available in pt_br too. Many thanks to Princess Stellar!
  • Builder Website pattern (Reactor + Turbine): integration with a third-party website for designing reactors and turbines. A new first/default rod pattern imports designs made on the site (online or offline) via mdcr1 / mdct1 seeds (BitPack + Base64URL), with EditBox, an Open Link submenu with disclaimer, offset «» / center, and status text inside the GUI.
  • Website seed tools: paste from clipboard (Ctrl+V / middle-click), tooltips, offline-design wording; turbine coil / coil-layer cycle can rewrite the mdct1 seed; reactor Website heatsink control stays blank/disabled (palette comes from the seed).
  • Hyperflow / multi rod-controller turbines: this started out as a bug, but it turned out to be interesting, so I decided to keep it and polish it into a proper feature. Turbines can now have one rod controller per column, with native multi-controller validation and build; if at least one column lacks a controller, the turbine gets a flat −5% blade efficiency (it does not stack, no matter how many columns are missing one). Blade placement between neighboring rods was reworked to match the website's rotor counts.
  • Dynamic reactor rod inside tint: fuel datapack field "color": "#RRGGBB" (uranium #45c159, azurite, red cake, Mekanism fissile #252b27, …); client fallback config rod_inside_fallback_color; rod item form uses fixed uranium green from datapack.
  • JEI ghost drag → Mark Input: drag items from JEI onto Reactor / Turbine builder Mark Input (same idea as Pattern Crafter mark-filter).
  • GuideME: builder / turbine structure / rods & blades docs updated; misplaced unused builder_link.png / turbine_builder.png removed from radiation_and_instability guide assets.

Tweaks:

  • Turbine coil layers applied = stored (default 1; no more stored+1 layout bias).
  • Red cake fuel: waste produce ×2 (datapack / definition aligned).
  • Builder GUI: textures/layout 230×250, button rows tightened (−4px), Mark Input row just above the player inventory, warning strings in the freed middle band aligned with Mark Input; Preview under Center; coil layers control beside Preview; Open Link hides inventory slots; Website keeps ←/−/→ visible but inactive (classic patterns keep full size controls).
  • Turbine Website placement: D-U lives on the ←/−/→ slot; classic layouts keep the previous Placement arrangement.
  • Open / Closed (rod / related builder controls): both mouse buttons toggle (no more one-way next-only).
  • Fuel recipes expose optional color on each entry; internal defaults match datapack uranium / azurite greens.

Bug Fixes:

  • Mark Input: removed duplicate server playSound (client click sound only).
  • Turbine rods & blades: fixed blades facing an unrelated direction being counted as attached to other turbine rods; now only blades whose orientation actually matches a rod are linked to it.

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