File Details
NuclearCraft-1.21.1-1.4.0.jar
- B
- May 23, 2026
- 19.75 MB
- 13
- 1.21.1
- NeoForge
File Name
NuclearCraft-1.21.1-1.4.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
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NUCLEARCRAFT FORK — PATCH NOTES [EXPERIMENTAL]
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PHYSICS
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* Moderator heat formula is now exponential (base^modPowerSum - 1, base=1.26)
Calibrated to match old linear at 3 mods. Diverges steeply above that.
* Reflectors corrected to h/fe neutral — bonus now added to cell accumulators
equally. Previously reflectors amplified heat more than FE. Now physically
correct: reflected neutrons cause identical fission events, same ratio.
* Poison suppression compounding confirmed correct on all four accumulators.
Balance is locked for optimizer modeling.
NEW BLOCK MECHANICS
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* Moderator tier system — 7 types with per-block modPower coefficient:
light_water(0.6) magnesium(0.7) graphite(1.0) hard_carbon(1.1)
pyrolitic_carbon(1.2) beryllium(1.4) heavy_water(2.0)
* Reflector blocks — 5 types, h/fe neutral amplification:
graphite(+8%, dual) lead(+10%) bismuth(+12%)
lead_bismuth(+14%) beryllium(+18%, dual)
* Neutron poison blocks — 4 types, compounding suppression:
boron(15%) boron_nitride(22%) hafnium(32%) gadolinium(45%)
* All blocks now craftable via 1:1 shapeless conversion from material block.
* All blocks show correct per-block stats in item tooltip.
NEW COOLANT PRODUCTION CHAINS
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* NaK: sodium dust + potassium dust → alloy smelter → ingot → fluid
→ fluid infuser → active_nak_heat_sink (fluid route only, no dust)
* Lead-bismuth: lead dust + bismuth dust → alloy smelter → ingot → fluid
* FLiBe: lithium dust + beryllium dust → alloy smelter (1.5x cost) → fluid
* Heavy water: deuterium + liquid oxygen → chemical reactor → D2O
→ fluid infuser + glass pane → heavy_water_block → moderator
* Light water: water → fluid infuser + glass pane → light_water_block → moderator
NEW HEAT SINKS
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Passive: heavy_water(220) sodium(240) lead_bismuth(265) flibe(290)
Active: active_heavy_water(660) active_sodium(740) active_nak(800)
active_lead_bismuth(860) active_flibe(950) [new ceiling]
All fluid-based sinks made via fluid infuser only — no crafting table recipe.
HEAT SINK REBALANCE
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Netherite 220 Cobalt 150 Carobbiite 175 Platinum 200 Glowstone 160
Arsenic 170 Quartz 100 active_redstone 300 active_enderium 380
active_liq_helium 450 active_cryotheum 520 active_liq_nitrogen 600
Lapis constraint tightened: now requires moderator adjacency (was casing).
FUELS
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* Full rewrite — h/fe ratio escalates by tier across all 9 elements.
* Einsteinium added: HEEs/LEEs-254. HEEs peaks at 4200 FE/t, 2520 H/t.
* Downshift fuels ~0.15 h/fe across all tiers (patient path, not safe).
* Upshift fuels 0.45-0.75 h/fe (specialist, brutal thermal tradeoff).
MELTDOWN REWORK
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* No explosion. Fuel voided. Corium fills core. Scaled radiation burst.
* Structure survives. Reactor deforms. Clean up corium and reform.
PERFORMANCE
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* FissionBlockColors: 650k getBlockEntity() calls/frame → 1 map lookup.
* HotCellBE: full recipe scan every tick → parent cache used correctly.
* RenderChunkRegion crash fixed (try/catch in resolveController).
RECIPES & JEI
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* Irradiator rod slot now craftable (lead plates + servo + chamber).
* Irradiated sodium: JEI info entry — reactor byproduct, not craftable.
* All moderator/poison blocks appear in JEI with crafting recipes.
* All new heat sinks appear in JEI with fluid infuser recipes.
STATUS: All new systems require in-game validation testing.
FissionOpt reflector formula sync pending.
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