Real Time Chemistry 2 [RTC2]

Unleash your inner chemist with Real Time Chemistry 2!

File Details

rtc-2.3.3-neoforge-1.21.1.jar

  • R
  • Jun 3, 2026
  • 148.23 MB
  • 13
  • 1.21.1
  • NeoForge

File Name

rtc-2.3.3-neoforge-1.21.1.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:real-time-chemistry-2-1280397:8191240"
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Added a ridiculous amount of things.

-Redid some JEI recipes to show average amounts when results may be randomized.
- Added Vulcan as a full hostile factory planet with custom terrain, biomes, atmospheric conditions, sulfuric acid oceans, pressure danger, clouds, and environmental damage systems.
- Added Vulcan Mountains, Vulcan Plains, and Sulfuric Acid Ocean biomes with custom regolith, basalt, blackrock, layerrock, shale, ores, and dry cave generation.
- Added Vulcan pressure strain systems with a pressure gauge overlay, pressure damage logic, and hostile planetary survival conditions.
- Added the full Vulcan electricity system with wire networks, powered machines, accumulators, lightning rods, energy transfer, and client-side wire rendering.
- Added Chromium Lightning Rods and Hafnochrome Lightning Rods for storm-based power infrastructure.
- Added Electric Poles and wire placement tools for building actual physical power grids across Vulcan factories.
- Added Energy Accumulators with stored energy, passive loss, power readouts, animated powered textures, random visual permutations, and live blockstate switching.
- Added fake Vulcan lightning visuals and client-side lightning effects for storm-powered industrial gameplay.
- Added Chromium Wire and Hafnium/Gallium signal wiring behavior for power, logic, and advanced machine networks.
- Added wire cutters for managing/removing factory wiring.
- Added Silisteel and Chromium as the foundational Vulcan industrial materials.
- Added Gallium, Germanium, Zirconium, Hafnium, Neodymium, and Praseodymium alloy progression for higher-tier Vulcan technology.
- Added Silisteel rods, plates, fan blades, chunks, and dusts as the basic structural material chain.
- Added Chromium rods, wires, chunks, and dusts as the basic electrical material chain.
- Added Zirhafnite processing into Zirconium and Hafnium materials for Tier 1 electronics and machine upgrades.
- Added Galgermanite processing into Gallium and Germanium materials for Tier 2 semiconductor/photonics technology.
- Added the Vulcan Crafting Table as the first dedicated planetary crafting station [Does not work though LMAO].
- Added Concentrated Sulfuric Acid as a major industrial fluid for Vulcan processing.
- Added Vulcan Fluid Pipes, fluid pipe networks, and Fluid Pumps for moving sulfuric acid into machines.
- Added the Vulcan Acid Vat with sulfuric acid storage, pipe draining, powered processing, GUI, custom recipes, and a two-chamber chemical block entity renderer.
- Added Acid Vat visuals where input items dissolve in one chamber, acid fills/drains, the second chamber fills/drains, and the product forms visually inside the machine.
- Added animated acid prism rendering using individual frames from a vertical fluid spritesheet instead of scrolling the entire texture panel.
- Added the Vulcan Arc Furnace as a powered smelting/transmutation machine with custom recipes and vanilla furnace fallback support.
- Added Arc Furnace visuals where the input item grows into the chamber, wiggles, shrinks away, and the finished output condenses flat onto the furnace floor.
- Added the Vulcan Acid Reactor as the faster upgraded Acid Vat, with upgrade slots, power scaling, speed upgrades, productivity upgrades, efficiency upgrades, and acid cost scaling [SUPER DUPER WIP].
- Added Acid Reactor visuals using the same two-chamber chemical cycle as the Acid Vat for upgraded factory polish.
- Added the Vulcan Loose Hopper as an early automation block for item movement.
- Added Electric Fans, Turbo Fans, and Vector Fans for item movement, directional factory logistics, and late-T1 airflow control.
- Added custom fan airflow particles for Vulcan fan machines.
- Added the Vulcan Quarry with drillbit progression and automatic ore/chunk extraction.
- Added the Silisteel Drillbit and quarry drill logic for early automated mining.
- Added the Vulcan Automation Machine as the first real autocrafting/factory automation step.
- Added Vulcan Loader blocks with GUI and tick logic for directed inventory logistics.
- Added Silisteel, Zirconium, and Neodymium barrels with shared abstract barrel logic, GUIs, screens, and high-capacity storage progression [A little broken].
- Added the Silisteel Buffer Barrel with a custom block entity renderer.
- Added the Vulcan Counter as the first true computer/signal logic block.
- Added the Vulcan Transistor as a signal/power control block.
- Added the Vulcan Combined Transistor for Gallium-tier signal logic.
- Added Counter and Transistor GUIs and tick updates for signal machinery.
- Added Hafnium Wire and Gallium Wire right-click behavior for placing signal networks.
- Added Vulcan Laser Diodes, Laser Detectors, Beam Splitters, and Vertical Beam Splitters for photonics automation.
- Added the Vulcan Laser System with beam propagation, detector activation, splitter logic, and custom beam rendering.
- Added laser diode and detector GUIs/tick logic for powered optical circuits.
- Added Beam Splitter and Vertical Beam Splitter support with custom beam splitter rendering.
- Added Gallium/Germanium photonics progression leading into laser logic and future purple laser Tier 3 unlocks.
- Added Vulcan advancement progression gates: Silichrome Circuit unlocks T1, Vulcan Counter unlocks T2, and Purple Laser unlocks T3.
- Added Silichrome Circuits as the first major electronics milestone.
- Added Zirhafnic Subassemblies and Zircohafnic Processors for T1 machine logic.
- Added Praseodymic Logic Cores for future high-tier logic progression.
- Added native RTC connected Silisteel Reinforced Glass with no external API, no block entity, no renderer, and no Fusion dependency.
- Added connected glass blockstates/models using vanilla connection booleans and generated model permutations.
- Added reinforced glass behavior with proper light passing, no suffocation, no view blocking, and hidden internal faces between matching glass blocks.
- Added custom generated Silisteel Reinforced Glass edge/center texture combinations for connected-panel visuals.
- Added custom block entity renderer registry entries for barrels, automation machines, counters, lasers, beam splitters, arc furnaces, acid vats, and acid reactors.
- Added a full electric factory gameplay loop: harvest Vulcan ores, refine chunks with acid, smelt dusts with powered arc furnaces, automate logistics, upgrade into signals, then advance into lasers.
- Added a Factorio-style planetary industry layer where Vulcan is a self-contained factory world with power, chemistry, metallurgy, automation, computation, and photonics.

Oh my god thats a lot of stuff bro. 

All is work in progress.

Planet Vulcan is not complete

There is no way to craft the means to escape so... be prepared!