NTM: Decentralized Edition

HBM's Nuclear Tech Mod on 1.21.1: a backport of NTM: NEXT. Reactors, nukes, radiation and heavy industry, and all of it flies on Create: Aeronautics airships. Unofficial build.
Back to Files

ntm-decentralized-neoforge-1.21.1-1.0.0-beta.11.jar

File namentm-decentralized-neoforge-1.21.1-1.0.0-beta.11.jar
Uploaded
Oct 16, 2026
Downloads
93
Size
63.2 MB
Mod Loaders
NeoForge
File ID
9215658
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ntm-decentralized-edition-1719854:9215658"

Learn more about Curse Maven

What's new

Caught up with NEXT 1.0.3, and your armor mods came along

Now based on NTM: NEXT 1.0.3 (was 1.0.0), so everything NEXT added in 1.0.1 to 1.0.3 is here too. Worlds from beta.10 open and are converted when they load. As always, back up your world before updating.

!!!BACKUP YOUR WORLDS!!!

Added

  • Addon support: NTM addons such as NTM: DE Space (coming soon) run on top of this version
  • Suit protection and medicine are data files: datapacks and KubeJS can change them or add new ones. More: KubeJS and datapacks
  • A much bigger Japanese translation, including twister716's additions (GitHub #21)
  • Bug fixes shared with NTM: NEXT: bugs both mods fixed, who fixed each one first, and which fix DE keeps

Changed

  • Glyphid hives in existing worlds send out their first wave once more after the update
  • For pack makers:
    • Block entity classes moved from com.hbm.tileentity to com.hbm.blockentity
    • The #hbm:ore_processing/* item tags are gone: use #c:ores/* and #c:raw_materials/*
    • NTM's crafting table recipes use their own types, hbm:crafting_shaped and hbm:crafting_shapeless

Fixed

  • Armor mods put into armor in beta.10 or earlier stay on it: they are moved to the new storage the first time the armor is used
  • The Cloud armor mod no longer cancels out the speed of servos and inserts on the same chestplate: they add up again, as in 1.7.10
  • NTM entities that the client smooths between server updates (torpedoes, shells, falling boxcars and buildings and the like) could stop turning halfway and stay tilted until the next full update

Known issues

  • With Chipped installed, creating or loading a world can crash (Adding duplicate key ... minecraft:empty). I'm looking into it
  • World generation can be slow on processors without FMA support (some older CPUs and virtual machines)

This mod has no additional files