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Create: Going Nuclear

A nuclear power addon for Create (Minecraft 1.21.1, NeoForge 21.1). You mine rare uranium, process it with Create machines, enrich it, build a real pressurised water reactor, turn its heat into rotation, and try not to blow it up.
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goingnuclear-0.512-6.jar

File namegoingnuclear-0.512-6.jar
Uploader
OrdektifOrdektif
Uploaded
Oct 30, 2026
Downloads
1.1K
Size
1.5 MB
Mod Loaders
NeoForge
File ID
9373354
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:going-nuclear-1732437:9373354"

Learn more about Curse Maven

What's new

0.512-6 Beta (build your own core)

Create integration

  • Create’s own pipes and tanks: steam runs in Create’s copper pipes and fluid tanks; the Reactor Creator now builds with them. The Lead Pipe and Lead Tank are removed; in old worlds they disappear, so replace them with Create pipes and tanks.
  • Reactor Casing needs lead: the casing recipe takes a lead ingot in the middle instead of andesite alloy.
  • Control Desk Redstone Links: the desk has a new Link tab with the same channels as the Control Panel: SCRAM, rods in, rods out (each pulse moves 10 %), alarm out and power out.
  • Radiator: a new block that condenses steam and Exhaust Steam into water. Blow an Encased Fan at it or pull air through it (from any side, within the fan’s range): it condenses 20 mB/s by itself and 10 mB/s more for every RPM of the fans, so one 256 RPM fan takes the 2400 mB/s of one turbine. Steam goes in from any side; the water leaves at the bottom or through a pump.
  • No more passive condensation: steam no longer turns into water by itself in tanks and pipes, and a tank no longer needs a Blaze Burner under it to keep its steam. Condense it on purpose in a Radiator or a Low Pressure Turbine. The old behaviour is the config option passiveCondensation.
  • Steam stages: a Steam Turbine now lets its used steam out of the top as Exhaust Steam instead of water. A new Low Pressure Turbine (copper) takes Exhaust Steam and makes half as much power again from it (config lowPressurePower), letting water out of the top. A Radiator also turns Exhaust Steam into water. The old behaviour (water straight from the Steam Turbine) is the config option turbineExhaustSteam.
  • Reactor Creator: its plant now puts a Radiator on each turbine with an Encased Fan driven by a Creative Motor at 256 RPM, so the water still comes back to the Cold Leg.
  • Ponder: the steam scenes use Create’s pipes and tanks.
  • Steam Vent instead of the Cooling Tower: the Cooling Tower is gone. Extra steam now goes out through a Steam Vent: a piece of Create pipe with holes on top, closed at its far end, that joins the pipe you place it against. Pump steam or Exhaust Steam into it and it blows out of the holes, 2400 mB/s by default (config ventSteam); the water is lost. Old Cooling Towers disappear from worlds.
  • Argus (new automatic protection): the automatic scram is rewritten as a small AI that watches the reactor. Its core is a neural network (11 inputs, 24 hidden, 3 outputs, a few hundred multiplications a second) trained on thousands of simulated plant upsets; from the margins, trends, power rise, water level, pump and steam it forecasts the chance of hitting a limit within 10 s and within 60 s and of the core running dry, and Goggles on the controller show that forecast. It builds up a level of worry from it, and first tries gentle steps (start the pump, open the relief valve for a moment, drive the rods in a few percent) before it scrams. It scrams only when a limit is crossed or a few seconds away, the power rises far too fast, the core runs dry, or its gentle steps keep failing. It tells you in chat what it does and why, and Goggles on the controller show its mood. autoScram false switches it off completely; then nothing acts by itself.
  • Physics Desk: back to its 0.512-5 look.
  • Update notice: when you join a world the mod looks on CurseForge for a newer version. If there is one, a small window pops up once with Download, Later and Skip this one; nothing is downloaded or forced. Config checkUpdates turns it off.
  • Control Desk links by frequency: a desk no longer grabs the nearest reactor. Sneak and right-click one of the reactor’s nozzles to open its link slots, put two items in, and put the same two items in the desk’s Reactor slots (top right). The desk then runs that reactor from up to 256 blocks away. The SCRAM link moved to the first row of the LINK page; old desks keep their links. The Physics Desk still reads the nearest reactor.
  • Control Panel: the button on the block is gone (the SCRAM button is in its window). The frequency slots light up in their channel’s colour, brighter when filled or under the mouse, and the row under the mouse is highlighted.
  • Gas Centrifuge: new textures after the real machines: a plain brushed aluminium casing, bolted steel flanges and a cap with the feed, product and tails ports.
  • Spent fuel, deeper: the pool cools every delivery on its own clock, so fresh fuel no longer holds back older fuel; Goggles show the batches and when the next one is ready, and cooled batches leave oldest first. A Dry Cask can be sealed (sneak and right-click when it holds fuel): it then takes no more, radiates about twenty times less than an open cask and keeps its fuel when broken, so it can be carried away. Pools and casks give a comparator signal.
  • Look: a new Control Desk model; the mod logo, the Control Desk emblem and the creative tab banners are new for this version (a fan emblem in steam blue; a radiator bank, a turbine hall and the RBMK refuelling machine).
  • Operator’s Manual rewritten for this version and available as a PDF.

Bug fixes from player reports

  • Scram you could not switch off, and no restart after it: a Control Desk or Control Panel with empty Redstone Link slots put all its channels on the empty frequency, so its own POWER output fed its SCRAM input: the reactor scrammed as soon as it made power, even with autoScram off, and again right after every restart. Channels with empty slots now stay off the link network.
  • Textures back: the turbines, rod drives, Repository Vault, gas centrifuge, reprocessing plant, dry cask, vitrified waste, alarm and control panel are back to their own textures. The Low Pressure Turbine is the Steam Turbine’s model with copper blades.
  • autoScram off: the random “turbine trip” incident still scrammed the reactor with autoScram off. With autoScram off it no longer happens.
  • Rods moving by themselves: in Realistic mode the withdrawal block drove the rods back in whenever the power rose fast, then let them out again, so the rods went up and down on their own and the startup rate jumped. The rods now never go in by themselves: the block only holds them while the power rises fast and lets them go on once it settles. The desk shows where the rods are and where they are going (e.g. “70 % → 3 %”), since they move at the rod speed and need time to reach the slider.
  • Physics Desk: in Simple mode (the default) it showed only zeros, because the reactor physics it reads only runs in Realistic mode. It now shows the power, period, startup rate, rods, temperature, pressure and decay heat in Simple mode and says that the full physics and the calculator need Realistic mode. Labels no longer run into their values, and the calculator’s input boxes sit next to their headings instead of over them.
  • Steam from stored heat: the steam followed the reactor’s power, so a hot core that was shut down made no steam and hardly cooled. The steam now comes from the heat that really leaves the fuel into the water, so a hot core keeps boiling while it cools down.
  • Pump and valve buttons light up green on the Control Desk while the pump runs or the valve is open.
  • Water vanishing: steam left in a pipe or port condensed into water even where only steam fits (the hot leg port, a turbine inlet), and the water was lost. It now condenses only as far as the water has room. A Create tank kept its condensed water hidden until it was empty and dropped it when the fluid changed or was pumped out; that water is now never lost and comes back into the tank.
  • Turbine water outlet: a turbine whose water outlet is full stops taking steam, which stalls the reactor. The turbine’s goggle view shows its water and warns, and the reactor’s “steam blocked” warning names both causes.
  • Where the water goes on purpose: an open relief valve vents about 320 mB/s; when the steam cannot leave, the excess boils off into the containment; a primary break loses most of the vessel.
  • Control rods: the rods came out far slower than they went in, so the startup rate and the fuel use looked frozen and the rods felt inconsistent. They now move both ways at the set rod speed; the withdrawal block still stops them when the power rises too fast. The desk shows where the rods really are, not only the slider.
  • Spent fuel pool: fresh spent fuel boiled the pool’s water away at once, which made the “pool boiled dry, fuel overheating” warning, the radiation spikes while pumping and the empty water reading. Evaporation and heating now follow the decay heat sensibly, and the pool, the dry cask and their goggle readings are sent to the client. The pool shows how far the fuel has cooled; at 100 % it moves into a dry cask or a reprocessing plant next to it. Pumping in fresh fuel keeps the pool from cooling.
  • RBMK and desks: a control desk or control panel found its reactor only once it was assembled, so an RBMK that was not yet whole showed nothing and took no rod orders. Control Panels now find the controller within 32 blocks either way (desks link by frequency, see above).
  • Steam blocked: when the hot leg buffer is full the controller now warns that the steam has nowhere to go, instead of silently stalling.
  • Pressure: the pressure reading is smoothed instead of jumping with the steam back-pressure.
  • Pump and valve: the controller’s goggle view shows whether the coolant pump runs (and its flow) and whether the relief valve is open; an open valve blows steam out of the controller.
  • Relief valve tooltip: said “hold”, but the button is a click to open and a click to close.
  • Radiation HUD: the lower number is the total dose and is now labelled so; it falls slowly (half-life 10 min), only the dose rate drops at once when you walk away.
  • Turbine output: RPM and FE now follow the steam averaged over 6 s, so the output no longer jumps.
  • Turbine pipes: steam goes in at the bottom or the sides of the casing, never the shaft ends; water leaves at the top. Now in the tooltip and the ponder.
  • Docs: the RBMK console tooltip gives its coolant capacity (1 bucket per channel, at least 4); the gas centrifuge tooltip says how many stages give how much enrichment (8 for 5 %); the Physics Desk explains every symbol on hover.
  • Geiger counter: it clicked almost the same at a few µSv/s as at 2 Sv/h. Now about one click per second per µSv/s, running into a rattle at a few hundred.
  • Full inventory dose: a full inventory of uranium no longer rockets the dose. A stack shields its own inside and doses like √count items (64 → 8).
  • RBMK rods: the scram was slower than normal rod movement. The RBMK’s normal rod drive is now slower (25 s full stroke) than its 18 s scram.
  • Cold reactor: a new, cold reactor showed 275 °C and 155 bar, with the hot and cold leg the same. The loop now starts at about 20 °C and 1 bar and heats up as the core makes heat. The low pressure trip is held off while it heats (like P-11 in a real plant).
  • SUR in simple mode: the startup rate (dpm) stood at zero in simple mode. It now follows the power.
  • Relief valve: a reactor without a relief valve could have its “relief valve burst”. That incident is now only for reactors that have one.
  • MOX xenon: MOX showed far too much xenon, because the same xenon is worth more dollars with fewer delayed neutrons. Its xenon worth now follows the harder spectrum.
  • Turbines breaking: turbines broke now and then, and their stress units flickered. The turbine changed its speed too often and Create breaks a generator that does. The steam is now averaged over a few seconds and the speed only moves in real steps, at most every 5 s.
  • Lost water (realistic mode): water was taken twice from the vessel while the steam could leave. Now it is only taken by boil-off when the steam side is full.
  • Fuel alarm: “Fuel running low” came up with a full core. A control desk now stays with its reactor instead of comparing two reactors.
  • RBMK water: a small RBMK held only 1 bucket of water. It now holds 1 bucket per channel, at least 4.
  • Server crash: the steam condensation could crash the server tick with a ConcurrentModificationException.
  • Radiation scan: the scan of radioactive blocks around a player is now cached, done every 3 s or after 2 blocks of walking.

The reactor starts again

  • Fixed: a reactor could not be started (0.512-4 report, the Reactor Creator’s plant too). Pulling the rods only a few percent past the critical position made the core prompt critical, and the short period protection scrammed it every time.
  • New setting: Physics Mode (Mods > Create: Going Nuclear > Config):
    • Simple (default): the power follows the control rods. Pull the slider and the reactor comes to that power in a few seconds; no criticality, no reactor period. Heat, steam, cooling, scrams and meltdowns work as before, so a reactor whose steam has nowhere to go still overheats.
    • Realistic: the full reactor physics with k-effective, the critical rod position and xenon, now with a rod withdrawal block like a real plant. The shutdown bank comes out first; while the power rises fast the rods hold, and they go on once it settles. Pulling the slider all the way no longer trips the reactor; the rods come out only as fast as the power can follow, and the drives on the roof show where the rods really are.
  • Fixed: the vessel ran dry at full power however much water was pumped in. The cold leg let at most 16 buckets a second into the vessel, while full power boils away 28.8. It now takes up to 48 buckets a second (and holds 16 buckets instead of 8), so a reactor at full power keeps its water level when it is fed enough.
  • Real Create shafts. Every shaft in the mod’s models is now Create’s own shaft model, not a look-alike:
    • The Steam Turbine’s block no longer draws its own hub over the shaft.
    • The turbine rotor’s hub only sits in the middle of the blades, so the real shaft shows through on both sides.
    • The turbine item shows Create’s shaft.
    • The two wooden pinions of the Control Rod Drives turn on a stub of Create’s shaft that spins with them.
    • The Classic Look pack follows the same rule.

One rod drive for both reactors

  • The RBMK now uses the same Control Rod Drive as the water reactor: the rack-and-pinion drive with Create’s shafts, its rod sliding down into the rod channel. It is listed in both the boiling water reactor and the RBMK sections of the creative tab.
  • The old RBMK servo drive is gone. In existing worlds it turns into the Control Rod Drive by itself.

Hazmat suit as a second skin

  • The hazmat suit is no longer a bulky armour shell. Each piece is drawn on the player’s own body with a texture in the skin layout, using both layers like a skin:
    • Hood: you see the face through the visor, with a glare on the glass, a rubber gasket, a respirator with two filters and the strap at the back.
    • Suit: zip, rubber collar, a trefoil patch and a dosimeter badge on the chest, reflective tape, a big trefoil on the back, and rubber gloves taped to the sleeves (also in first person).
    • Trousers with knee pads and a drawstring waistband, and black rubber boots taped to them.
  • Under a worn piece the player’s skin is hidden, so the suit replaces it. The lead suit keeps its look.

Design your own core

  • Where you put the fuel now matters. The controller reads the inside of the vessel as a lattice and measures four things:
    • Moderation: how much water or graphite sits next to each fuel cell. Fuel packed tight loses reactivity, up to −3 $.
    • Leakage: how much of the fuel touches the wall. Small or thin cores lose neutrons.
    • Peaking: the hottest column against the average one. A peaked core reaches its boiling crisis sooner.
    • Rod reach: fuel with no rod column next to it is barely held by the rods.
  • The Reactor Creator’s core is the zero point, so existing reactors behave exactly as before.
  • Core map on the CORE page of the Control Desk: your core from above, each fuel column coloured by its share of the power. Fuel no rod reaches blinks amber.

Physical controls

  • New block: Reactor Control Panel. It goes in the reactor wall:
    • Right-click it for its controls with a big SCRAM button.
    • A redstone signal into it also scrams.
    • Its screen has SCRAM, rods in, rods out and reset buttons, plus the readings.
    • It has five Create Redstone Link channels. Three are inputs: SCRAM (held), RODS IN and RODS OUT (10 % per pulse). Two are outputs: ALARM and POWER (0–15).

Two ways to blow up

  • Disaster Mode setting:
    • Arcade (default): the big two-stage blast, the ruin, fallout and the resonance cascade.
    • Realistic: a core meltdown. A steam explosion wrecks about ten blocks around the core, the corium melts down, and the ground is contaminated.
  • In-game settings screen. Every setting can be changed in game under Mods → Create: Going Nuclear → Config, with readable names in English and Turkish.

Electricity mods

  • Steam Turbine generator mode. Hit a turbine with a Wrench to switch it between rotation (SU) and Forge Energy (FE), 50 FE per mB of steam by default.
    • It pushes power into anything next to it that takes FE: Create: New Age connectors (pull mode), the Create: Power Grid FE inverter, Crafts & Additions, Mekanism and others.
  • New block: Reactor Heat Port. An industrial iron port like the nozzles, with Create’s copper casing plate and a stub of Create’s own fluid pipe on its outer face; the end of the stub glows with heat. It goes in the reactor wall and gives core heat to Create: New Age heat pipes and Stirling engines. Each port carries up to a sixth of the plant’s power, and that heat counts as cooling the core. It never overheats a pipe.

Uranium from other mods

  • Uranium ores, raw uranium and ingots from other mods use the common c: tags. Our own ores and lead are in those tags too.
  • Alex’s Caves uranium ore, raw uranium and shards crush into Crushed Uranium Ore.
  • Uranium ingots and Mekanism yellowcake dissolve straight into uranyl nitrate in a heated Mixer.
  • Uranium from other mods is radioactive here too.

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