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Ragex's Nuclear Tech (RNTM)

A realism-focused fork of HBM’s Nuclear Tech Mod (NTM), expanding its nuclear technology into a sci-fi chemistry, space, science, and immersion-focused experience.
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RX-RNTM-[2.5_X1000].jar

File nameRX-RNTM-[2.5_X1000].jar
Uploader
TrollionaireTrollionaire
Uploaded
Sep 30, 2026
Downloads
13
Size
100.4 MB
Mod Loaders
Forge
File ID
9015400
Type
R
Release
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ragexs-nuclear-tech-rntm-1167060:9015400")

Learn more about Curse Maven

What's new

Ragex's Nuclear Tech Mod — Release Changelog

Magnox reactor overhaul

  • Reworked Magnox reactor failures so overheating, cladding damage, graphite damage, and pressure rupture behave as distinct failure types.
  • Nonexplosive thermal failures now collapse locally instead of throwing heavy reactor components across the surrounding area.
  • High-pressure CO2 rupture remains the reactor's major mechanical explosion, but debris behavior is substantially more realistic.
  • Added gradual SCRAM rod insertion instead of instantaneous shutdown.
  • Added improved protection for excessive temperature, low coolant inventory, and rapid pressure loss.
  • Increased core and primary-loop thermal inertia, making reactor temperature changes less abrupt.
  • Shutdown cooling now consumes actual water and CO2 and removes heat gradually rather than acting as unlimited cooling.
  • Improved cladding-damage simulation. Damaged fuel can contaminate the primary circuit and create measurable radiation around the reactor.
  • Contaminated CO2 venting now releases proportional radioactivity into the environment.
  • Severe pressure ruptures can produce substantially larger radioactive releases.
  • Leaking cladding blocks restart until the affected fuel is serviced.
  • Added clearer reactor status information for cladding condition, contamination, decay heat, core temperature, primary temperature, restart blockers, and radiation hazards.
  • Restored the original small Magnox reactor and CO2 valve controls alongside the expanded control panel.
  • Restored missing temperature and pressure gauge pointers.
  • Added dedicated SCRAM, controlled shutdown, trip reset, rod target, vent, and fault controls with clearer restart information.

Water and coolant progression

  • Added a proper water-processing chain using Raw Water, Fresh Water, Light Water, and Borated Water.
  • Added Chemical Plant recipes for water treatment, demineralization, borated-water production, and brine evaporation.
  • Added hot Light Water and Borated Water variants for PWR coolant loops.
  • Updated condensers, cooling towers, industrial recipes, reactor tanks, and related machines to use the new water tiers.
  • Removed direct salt crafting from water buckets; salt production now uses brine evaporation.
  • Existing machine tanks migrate their stored fluid amounts instead of simply being emptied.

Electrical units

  • Electrical machines, batteries, storage systems, and power networks now use joules for energy and watts for power.
  • Existing machine balance remains equivalent; this is a conversion to real-world units rather than a blanket power rebalance.
  • Existing worlds automatically migrate stored electrical energy.
  • RF conversion now has a defined physical scale of 2.5 J per RF while retaining the existing converter efficiency behavior.

Thermal units

  • Player-facing thermal energy is now displayed in joules instead of TU.
  • Thermal power is now displayed in watts instead of TU/t.
  • Fluid heat capacity is displayed in J/L.
  • Thermal simulation and existing machine balance remain unchanged.
  • Magnox HU remains its own reactor-specific scale.

Fluid units and tooltips

  • Fluid quantities throughout machine GUIs, recipes, overlays, and tooltips are now displayed in liters.
  • Existing Forge fluid quantities are converted directly for display, so a standard bucket is shown as 1,000 L.
  • Watt displays now also indicate J/s for clarity.
  • Advanced fluid tooltips use clearer terms for transition energy and heating/cooling efficiency instead of internal terminology.

Steam and fluid behavior

  • Corrected several direct steam-heating values so they match the equivalent staged steam-production routes.
  • Clarified steam transition-energy, nominal-volume, and network pressure-unit labels.
  • Improved fluid-network behavior for machines with full input tanks, reducing repeated useless transfer checks on large pipe networks.
  • Transfer order, pressure behavior, throughput limits, and successful transfer behavior remain unchanged.

Machine performance

  • Reworked large portions of RTM's machine simulation so idle and stable machines no longer perform unnecessary full logic every tick.
  • Recipe machines can now advance stable operations using scheduled resource and completion boundaries instead of repeatedly recalculating the same recipe state.
  • This optimization covers much of RTM's production, power, reactor-support, chemical, fluid-processing, heat-processing, environmental, logistics, and reactor machinery.
  • Active processes still retain per-tick behavior where continuous physics, heat transfer, pollution, fluid transfer, or world interaction actually requires it.
  • Improved processing efficiency across major machines including the Electric Furnace, Assembler, Chemical Plant, Arc Furnace, Foundry, Strand Caster, condensers, boilers, generators, heaters, refinery equipment, and reactor-support systems.
  • Radio receivers now react to new broadcasts rather than repeatedly searching for unchanged signals.
  • Power and fluid networks perform substantially less idle bookkeeping when nothing has changed.
  • No unloaded-time production or free offline processing has been added.

Rendering performance

  • Reworked RTM's model rendering around shared prepared geometry instead of retaining large duplicated face and vertex structures.
  • Many frequently used machine models now use reusable GPU geometry rather than repeatedly processing the same model data.
  • Improved rendering performance for machinery including assembly equipment, Chemical Plants, distillers, electrolysers, generators, mixers, strand casters, refuelers, pipes, and cables.
  • Reduced temporary rendering allocations from machine animations, fluids, decorative items, pipes, and cables.
  • Prepared-model acceleration now works with Angelica while retaining RTM's animated model groups, textures, clipping, colors, and material behavior.
  • Fixed several decorative block models crashing when rendered after the model-system rework.

World generation and space performance

  • Reworked large world-generation features so they generate in chunk-sized portions instead of forcing large numbers of neighboring chunks to generate at once.
  • This affects oil deposits, oil sand, bedrock oil, radioactive craters, Moon ice, Eve volcanoes, large buildings, vaults, tombs, jungle dungeons, and several planetary structures.
  • Reduced exploration hitching caused by large structures and planetary terrain features.
  • Improved celestial calculations used by skies, eclipses, orbital travel, and sunlight.
  • Reduced unnecessary chunkloading from moving entities and transporters.
  • Reduced rideable-rocket world scanning while preserving hazardous landing behavior.

Machine loading and synchronization

  • Machines now receive their current state immediately when their chunk loads, reducing cases where GUIs or machine visuals temporarily showed stale values after joining, relogging, or reloading an area.

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