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Nuclear Craft UPdated

A modern port of NuclearCraft for 1.21 featuring advanced nuclear reactors, realistic fuel processing, and complex radiation mechanics for high-tech gameplay.

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

NeoForge

implementation "curse.maven:nuclear-craft-updated-1489663:8130424"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

===========================================================
  NUCLEARCRAFT FORK —  PATCH NOTES  [EXPERIMENTAL]
===========================================================

  PHYSICS
  -------
  * 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
  -------------------
  * 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
  ------------------------------
  * 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
  --------------
  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
  -------------------
  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
  -----
  * 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
  ---------------
  * No explosion. Fuel voided. Corium fills core. Scaled radiation burst.
  * Structure survives. Reactor deforms. Clean up corium and reform.

  PERFORMANCE
  -----------
  * 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
  -------------
  * 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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