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Ryzer Gen

Power from understanding, not volume. Most reactor mods answer "how do I get more power?" with "build it bigger". In Ryzer Gen a small, well-designed machine beats a big sloppy one.
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ryzergen-0.1.1-alpha.jar

File nameryzergen-0.1.1-alpha.jar
Uploader
MultiRyzerMultiRyzer
Uploaded
Sep 28, 2026
Downloads
38
Size
1.9 MB
Mod Loaders
NeoForge
File ID
8998445
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ryzer-gen-1713781:8998445"

Learn more about Curse Maven

What's new

0.1.1-alpha (28 September 2026)

New

  • Reactor announcer. The microreactor and the fission station now speak when something worth hearing happens: safeties off and on, SCRAM, overheating, flux tilt, coolant loss, meltdown imminent, and coming online after a shutdown. Re-arming the safeties while the core is hot is announced as a controlled shutdown, not a SCRAM alarm. It sounds like an emergency PA. Turn it down with the vanilla Voice/Speech volume slider, or off for everyone with announcer.enabled in the common config.

  • Auto output on the Core Cracker, Reprocessor, Fuel Fabricator and Lithium Extractor: a tab on the right edge of the machine's screen, with a hopper key and a light that glows green while it is on. When on, the machine pushes its results into the blocks beside it: a chest, another machine or a pipe. Off by default, so machines that only touch never hand each other things.

  • The fission station's new look.

    • The chamber's plain ribs are now I-beams in gunmetal shoes, with copper coolant pipes running down every other one.
    • Every part of the station has its own texture now.
    • The stack is clad in big panels and carries the station's number, an access hatch, and red and white aviation marking with red beacons.
    • The port housings have a hood with a lit tag in each port's colour.
    • Each kind of rod looks different through the glass: fuel bundles glow green, coolant channels glow Cherenkov blue, and steam fills the chamber while the station runs.
  • A round sun. The overworld's sun is a glowing round disc instead of vanilla's square. Turn it off with sky.round_sun in the common config.

  • A first look at the Dyson swarm.

    • The creative-only Swarm Controller launches a swarm of 640 solar panels round the sun, and you can watch it from the ground.
    • Use it again and the panels fly in and lock together into a shell. The far side closes first and the last gap shuts like an iris, and the daylight goes out.
    • While the sun is enclosed, the sky stays a dark ember orange and the world stays dim. The moon goes dark too, since it has no sunlight to reflect.
    • Use it once more and the enclosed sun collapses to a white flash. A wormhole opens where it was, bending the sky round it into a ring, and through it you can see a new star somewhere else. With a shader pack on, it shows as a simpler picture instead.
    • Sneak and use it to light a new sun.
    • Only operators can use it. The tier that builds the swarm for real comes later.
  • Flow Scanner. Hold it and every pipe and cable input nearby shows what comes in on it, as a floating label coloured by how close that input is to its limit (green idle, yellow half, red at the limit). The quickest way to find a bottleneck in a big network.

Changed

  • Coolant is your friend. The fission station boils 4 times as much water, and 8 times in overdrive. A strong core now needs several intake pumps (about 5 for the best uranium layout, 9 for MOX, twice that in overdrive). fission_station.water_use_percent scales it.

Performance

  • Pipes and cables share one network per group of joined pipes, scanned once, and a change only rebuilds the networks it touches. Before, placing or wrenching any pipe anywhere made every cable in the world rescan its whole network, which could stutter in big bases.
  • Energy cables only tick when they have an extract side, like item and fluid pipes already did.
  • Networks no longer stop at 4,096 blocks, and scans no longer load chunks.

Fixed

  • Intake pumps only pushed water out of their top, so a pipe joined to a pump's side got no water unless it was set to extract. Pumps now push out of every side but the bottom, into pipes first (so a pipe's panel shows the pump's full output) and into a tank or machine beside them only with what is left. A pipe set to extract from a pump takes all of it.
  • The fluid pipe panel counted intake pumps as tanks.
  • A pipe side that something pushes into stayed listed as an input only while things fitted: with a full tank, the microreactor's steam side dropped off the pipe's panel and the Flow Scanner. It now shows 0 instead.
  • With a shader pack on, the ghost outlines of an unbuilt microreactor or station cast shadows. They no longer do.

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