
Status: Pre-Alpha
Minecraft Version: 1.20.1
Mod ID:
hbm_m
Join our Discord server!
⚠️ Warning
This mod is in pre-alpha stage. DO NOT use it in your important worlds! Bugs, crashes, and mod incompatibilities are possible. Report issues at GitHub Issues
About the Mod
A modern reimagining of the legendary HBM's Nuclear Tech Mod for Minecraft 1.20.1. Nuclear technologies, radiation, advanced weaponry, and industrial automation with a rewritten codebase and improved architecture.

SavageVegeta's explosives review!
⚡ Key Features
Radiation System: realistic irradiation mechanics with chunk-based spread, player accumulation, and dangerous effects
Nuclear Bombs: advanced raycast crater generation system based on block blast resistance
Industrial Automation: multiblock machines for resource processing and energy production
Advanced Equipment: armor and tools with unique perks and modifiers
Energy System: generation, storage, and transmission of electricity between machines
Hazard System: includes radioactivity, pyrophoricity, explosiveness, and more
🏭 Industry and Machines
Multiblock Structures
Craft complex industrial machines consisting of multiple blocks for efficient resource processing.
Assembly Machines: two varieties for crafting automation and component production, with an advanced recipe and template system

Press: creating materials under pressure

Wood-Burning Generator: primary energy source in the early game

Energy System
A complete system for generating, storing, and transmitting electricity to power industrial machines.
Generators: various methods of obtaining energy from wood to radioactive fuel
Energy Storage: accumulators for electricity backup
Cables: energy transmission between devices

🛠️ Materials and Resources
Metallurgy
Dozens of new ingots and metal blocks for crafting advanced equipment.
Radioactive Materials: uranium, plutonium, polonium, and many others for nuclear technologies
Advanced Alloys: special materials for powerful equipment
Ores: new ore types with world generation

Creative Tabs: Blocks | Consumables | Fuel | Tools | Machines | Ores | Resources | Parts | Templates | Weapons


⚔️ Equipment and Gear
Armor with Perks
Advanced armor sets with unique modifiers and abilities.
Perk System: upgrade armor through the modification table to gain special effects
Radiation Protection: special sets for working with hazardous materials


Tools
Powerful tools with unique resource mining mechanics.
Vein Miner: mines entire ore veins at once
Advanced Tools: increased efficiency and durability
Weapons: swords and axes from various materials, as well as several types of grenades

☢️ Radiation System
Realistic irradiation mechanics affecting gameplay and the surrounding world.
Irradiation Mechanics
Radiation Accumulation: from the environment and radioactive items in inventory
Chunk-based Spread: radiation spreads and slowly dissipates over time
Irradiation Effects: blindness, confusion, weakness, hunger, poisoning, and death at critical doses
World Impact
Block Mutations: grass and foliage transform into dead variants at high radiation levels
Radioactive Blocks: emit radiation into surrounding chunks

Measuring Devices
Geiger Counter: precise radiation measurement with sound accompaniment and HUD indication
Dosimeter: simple device for quick radiation level assessment
Hazard System
Explosiveness: don't throw gunpowder and dynamite into fire, or there might be a boom 
Radioactivity: corresponding items and blocks emit radiation
Pyrophoricity: don't handle this without fire protection
🎮 Game Systems
Commands
/hbm_m rad - manage player radiation level (add/remove/clear)
/hbm_m explosion - lets you spawn explosions with custom parameters
📦 Installation
Requirements:
- Minecraft 1.20.1
- Forge 1.20.1
Steps:
- Download the latest version from Versions
- Place
.jarfile in themodsfolder - Launch Minecraft with Forge 1.20.1, recommended Forge version - 47.4.10
⚠️ Known Issues
Pre-alpha version: expect bugs, incomplete features, and possible world corruption
Compatibility: not tested with most mods, conflicts are possible
Crafting: some recipes are missing, survival is temporarily unavailable
Report issues at Issues with detailed descriptions.
🤝 Contributing
Pull requests, suggestions, and bug reports are welcome!
Fork the repository and propose improvements.
💝 Acknowledgments
The Bobcat: author of the original HBM's Nuclear Tech Mod
Raptor324, Hyperio, Razchexlitiel, TRFFuchs & ThePhoenixKnight: modernization and rework
The Forge team and Mojang for development tools
📝 Note
We are learning as we develop, please be patient! Thank you for your interest in the mod and constructive feedback.
All Versions
+ Add VersionThis minor update brings a fully working missile interception system, Create mod integration for HBM doors, plenty of new machines with logic, and a major config & multiblock overhaul. Bug fixes are also included.

<div align="center">
<H2><a href="https://discord.gg/f2BhvzG6CS">Join our discord server!</a>
</H2>
</div>
<div align="center">
<H2><a href="https://github.com/Raptor324/HBM-Modernized/blob/main/SUPPORT.md">Support development</a>
</H2>
</div>
## Main Features
### Ballistic Missiles
A fully functional intercepton system have been ported: ABM missiles intercept incoming missiles, with detection and tracking handled by the reworked radar system.
#### Radar & Anti-Missile Defense

The radar system was rebuilt to detect and track missiles entities in real time.
- Radar GUI refactored** - second slots menu, entity and missile tracking, redstone output modes, height-map mode.
- Radar Screen** - new block with a special renderer and a GUI proxy linked to a radar.
- Radar Linker** - new item to link radars ↔ launch pads and radars ↔ radar screens.
- Linked radar → launch pad** lets you fire missiles using keybinds **1–9**.
- Optimized radar block entity tick code to reduce TPS freezes.
- Anti-Ballistic Missiles (ABM)** now intercept incoming threats tracked by the radar.


### Simple Interception setup

1. Set up a **Radar Station**, wire it with **Launch Pads** using **Redstone**

2. **Radar** will detect inbound missiles if powered

3. As the **Missile** is too close, the **Radar** will start emitting **Redstone signal**

4. The **Anti-Ballistic missiles** shoot up and **automatically** aim at the target!
### New machines and mechanisms
- Ported BAT9000
- Added logic to barrels

- Gas centrifuge - partially
- Some WIP content is temporarily removed from creative tabs
### Other improvements
#### Create mod integration
- HBM doors now work on Create contraptions!** - they animate and move with moving trains, with dynamically changing collision (works on dedicated servers too)


#### Config and Multiblock overhaul
- Cloth Config is no longer required!** The mod now ships its own config system with a split between **server** and **client** settings and a modernized config screen.

- Improved multiblock system** - placement offset support and an **auto-repair** routine that tries to fix the saved structure automatically if the machine size or part roles were modified.
- Fluid ducts** now play a placement sound and are visible in the Search Tab / JEI; rad absorbers likewise.
#### Rendering
- Fixed OBJ transforms for some models.
- New door models / skins: **Cargo Door**, plus a new skin for the **Large Vehicle Door**.
- Sliding Blast Door** renderer finished.
- Transition Seal** renderer + open/close sounds.


Sliding Blast Door

Transition Seal

New Cargo Door

New Large Vehicle Door skin
- Huge thanks to **@hexagon_inc** for .dae models parser - without his contribution, the Transition Seal and Sliding Blast Door would have remained inoperative*
#### Content and World
- Structure loot tables!** - HBM structures now have proper loot (There will be no loot in chunks generated in previous updates)


- Some random loot pool examples*
- Nuclear crater biomes** - Now they feature radiation (0.5, 5 and 25 rad)
- Fatman Nuke** - increased explosion radius
#### UX/VFX
- Added **Mob Skeletonization** logic - now nuclear explosions turn mobs into ash and dust, leaving behind only a skeleton (only villagers and mobs with player-like model). Added Confetti Effect Tester item (creative only) to test effects.

- Fat Man Nuke**'s GUI have been updated, as well as all of its components.
- Color Gamma** - ported original crater biomes color gamma & fog



- Improved **Missile sounds & strike visual effects**
### Bug Fixes
- Fixed a bug that caused a crash when placing an **Assembly Machine** on a dedicated server.
- Fixed a bug that caused the client to crash when opening the **manual designator** GUI.
- Fixed radar not detecting missiles (new inteception logic)
- Fixed a bug where a cross-shaped lattice of water blocks would remain after the Fat Man nuclear bomb exploded.
### Localization updates
| Locale | File | Note |
| ------------- | -------------------------- | -------------------------------- |
| 🇫🇷 French |
fr_fr.json | Full || 🇪🇸 Spanish |
es_es.json | Full| 🇰🇷 Korean |
ko_kr.json | 1/3 of the mod translated| 🇧🇷 Portuguese, Brazilian |
pt_br.json | Partial || 🌍 Other locales |
assets/hbm_m/lang/*.json | Crowdin community | |
### Creds (Discord)
- 🇫🇷 French translation maintained by **@kami_no_samurai** and **@dark_s1s5**
- 🇪🇸 Spanish translation maintained by **@izzim1d**
- 🇰🇷 Korean translation maintained by **@boryu._.**
- 🇧🇷 Portuguese, Brazilian translation maintained by **@jvfl2006**
👉 **[Crowdin - help with translation](https://crowdin.com/project/hbm_m)**
👉 **[ModDex - leave a mod review](https://moddex.gg/mod/hbms-nuclear-tech-modernized)**
<a href='https://moddex.gg/mod/hbms-nuclear-tech-modernized'><img src='https://moddex.gg/badges/projects/hbms-nuclear-tech-modernized/rating.svg?style=banner' alt='ModDex rating'></a>
- Support the development** (not required, but greatly appreciated):
Source code, bug reports, and discussions: **[GitHub - Raptor324/HBM-Modernized](https://github.com/Raptor324/HBM-Modernized)**.
[**Our Discord**](https://discord.gg/f2BhvzG6CS)
If you find a bug, create an issue. If you'd like to contribute code or translations, welcome! We would glad for any help.
- The HBM's NTM Modernized Development Team*
## Greetings
A year ago, I began porting the legendary HBM's Nuclear Tech to modern Minecraft - and since then, the project has grown from an experiment with a single advanced alloy sword into a full-fledged port with hundreds of mechanisms, rockets, radiation and tech. Thank you for playing, testing, reporting bugs, and helping with translations.
<img src="https://i.ibb.co/k74YMph/2026-06-11-10-08-06.png" alt="2026 06 11 10 08 06" border="0">
<div align="center">
<H2><a href="https://discord.gg/f2BhvzG6CS">Join our discord server!</a>
</H2>
</div>
<div align="center">
<H2><a href="https://github.com/Raptor324/HBM-Modernized/blob/main/SUPPORT.md">Support development</a>
</H2>
</div>
## Main Features
### Ballistic Missiles and Warheads
A fully functional ballistic missile system ported from original: launch from a pad, trajectory flight, contrail, debris upon destruction, radar detection. Missiles are visible at any distance. Creative tabs for missiles and nuclear weapons have been added, along with recipes for the arc welder and assembly machine (some recipes are marked as WIP).
<img src="https://i.ibb.co/RkYc5Dgc/2026-05-28-03-02-11.png" alt="2026 05 28 03 02 11" border="0">
Missiles can travel into unloaded chunks and literally have infinite block range limit!
#### Other
- Anti-Ballistic Missile (ABM)** - interceptor (WIP logic).
- Rangfinder** and **3D render of the Range Detonator** for detonation settings.
- Short Range Designator**, **Range Designator** and **Manual Designator** with manual coordinates input - lets you set up missile target.
- Launch Pad** - smoke on launch, redstone signal proxy, radar compatibility.
- Radars** - small and large. Kinda WIP, but they works.
#### Missile launch
<img src="https://i.ibb.co/LXtWYdsS/2026-06-11-09-45-50.png" alt="2026 06 11 09 45 50" border="0">
#### Doomsday Missile strike
<img src="https://i.ibb.co/wZqhvVc2/2026-06-11-09-49-08.png" alt="2026 06 11 09 49 08" border="0">
#### Mushroom cloud
<img src="https://i.ibb.co/jkZ6mmmn/2026-06-11-09-49-37.png" alt="2026 06 11 09 49 37" border="0">
#### Schrabidium explosion
<img src="https://i.ibb.co/v6FwPZ5f/2026-06-11-09-48-06.png" alt="2026 06 11 09 48 06" border="0">
#### Distant rendering
<img src="https://i.ibb.co/ycr7YYt8/2026-06-11-09-46-56.png" alt="2026 06 11 09 46 56" border="0">
#### Range detonator
<img src="https://i.ibb.co/sJWWYY1r/2026-06-11-10-20-15.png" alt="2026 06 11 10 20 15" border="0">
### Fat Man Bomb
- A multi-block **Nuke Fat Man** bomb with a GUI, detonated by redstone or detonator.
- Place **Early Explosive Lenses**, **Igniter** and **Plutonium Core** inside to explode!
- Configurable explosion radius in config, craters, radiation, fallout, particles.
- Explosion logic also used by some missiles and the
/hbm_m explosioncommand.
<img src="https://i.ibb.co/kV1MS98P/2026-06-11-10-26-13.png" alt="2026 06 11 10 26 13" border="0">
### BLACK HOLES!
- A **Black Hole Missile** summons Hole when explodes. It spaghettis every entity and every block it sucks in!
- Added **Miniature Black Hole** item - dangerous to drop!
- Flame Pony** or **Antimatter Pellet**, thrown into the Hole, disintegrates it.
<img src="https://i.ibb.co/RG2HNzvT/2026-06-10-23-02-49.png" alt="2026 06 10 23 02 49" border="0">
### Radiation System Improvements
- Mob mutations** when a dose is accumulated:
- Creeper** (≥200 RAD) → **Nuclear Creeper** (or death by radiation)
- Cow** (≥50 RAD) → **Mooshroom**
- Villager** (≥500 RAD) → **Zombie**
- At ≥1000 RAD - lethal dose for all entities
- Status effects at intermediate levels: confusion, slowness, weakness, poison, wither
- Blood vomiting with high doses of radiation*
- New creepers** (ported since 1.7.10):
- Nuclear** - radiation aura
- Tainted** - explosion with spreading **Taint**
- Volatile**, **Phosgene**, **Gold** - unique detonation behavior
<img src="https://i.ibb.co/svjBrN04/2026-06-11-10-14-02.png" alt="2026 06 11 10 14 02" border="0">
- Chunk Radiation Absorbers** - blocks of several levels (base/red/green/pink), crafting and placement to reduce background radiation in a chunk.
- Player Decontaminator** - a passive decontamination block ported from 1.7.10. Stand on top of it and your accumulated radiation dose ticks down (−0.5 RAD per tick to nearby living entities).
<img src="https://i.ibb.co/xtvQdfLh/2026-06-11-10-37-55.png" alt="2026 06 11 10 37 55" border="0">
- Taint System** - Corruption blocks, Taint rocket, infect creepers.
<img src="https://i.ibb.co/yntrJHWB/2026-06-11-10-32-22.png" alt="2026 06 11 10 32 22" border="0">
- Digamma (DRX)** - digamma radiation accumulation, DRX fuel rods, digamma items - WIP
### Commands
####
/hbm_m explosion - spawn nuclear scenariosRequires level 2 (operator) privileges. Syntax:
``
/hbm_m explosion <type> [key:value ...] [x y z]
`
Without coordinates - explode at the position of the command source. Supported types:
| ID | Description |
| ------------------------ | -------------------------------------- |
| explosion_nuke_mk5 | Standard MK5 (25 radius), full options |
| explosion_nuke_fatman | Fat Man |
| explosion_nuke_generic | Generic standard nuke |
| explosion_nuke_charge | Nuclear charge (block) |
| explosion_nuke_dud | Dud Nuke |
| explosion_nuke_mine | Nuclear mine |
| explosion_nuke_grenade | Nuclear grenade |
- Advanced options** (via the greedy argument
advanced): crater:true/false, damage:true/false, biomes:true/false, particles:true/false, sound:true/false, fallout:true/false, amplifier:<float> - not all options are available for every type.
Examples:
`
/hbm_m explosion explosion_nuke_fatman
/hbm_m explosion explosion_nuke_mk5 amplifier:1.5 crater:true ~ ~ ~
`
### New machines and mechanisms
#### With working logic
| Machine | Status |
| ------------------------------------------------------------------- | ------------------------------------------------------------- |
| **Chemical Plant** | Fully functional, fluid network |
| **Battery Socket** | Logic completes, renderer needs finalizing. |
| **Ore Acidizer** | Fully completed |
| **Fluid Tank** | Fully functional, added Hazard Diamond rendering |
| **Oil Derrick, Hydraulic Fracturing Tower** | **Full logic** |
| **Oil Refinery** | Partial (*works sometimes*) |
| **Steam Turbine, Condenser, Industrial Boiler, Fracking tower** | Partial |
| **Zirnox** | **Complete** (reactor, fuel rods, GUI, debris renderer) |
| **Arc Welder** | Logic + recipes (including warheads) |
| **Soldering Station** | Logic + recipes |
| **Heating Oven** | Logic and recipes |
| **Assembly Machine / Advanced Assembler, Press, Centrifuge, Anvil** | Added JEI integration |
| **Radar / Large Radar** | Radar sees **missiles**; large radar sees **named mobs**, WIP |
| **Prototype Nuke** | Logic works, but model & textures are missing. WIP |
| **Naval Mine** | Fully functional, generates naturally |
<img src="https://i.ibb.co/57JS7QY/2026-06-11-10-44-20.png" alt="2026 06 11 10 44 20" border="0">
<img src="https://i.ibb.co/5X6pRB6r/2026-06-11-08-56-28.png" alt="2026 06 11 08 56 28" border="0">
#### Machine Upgrades (accelerators)
Port of the classic HBM **machine upgrade** system: insert upgrade items into dedicated GUI slots to boost compatible machines. Each type comes in **Mk.I / Mk.II / Mk.III** tiers; levels stack up to the per-machine cap (usually 3).
| Upgrade type | Effect |
| ----------------- | ------------------------------------------------------------------- |
| **Speed** | −25% processing time per level; increases power draw |
| **Power** | −25% energy consumption per level |
| **Overdrive** | ×2 processing cycles per tick per level; extreme speed at high cost |
| **Effectiveness** | Better range/effect; free-craft chance on some machines |
| **Fortune** | Increased output yield where applicable |
| **Afterburner** | Additional processing effects on supported machines |
- Machines with working upgrade logic:** Chemical Plant, Oil Derrick, Fracking Tower, Cyclotron. Crystallizer has upgrade slots and GUI hints; full upgrade processing is still WIP.
<img src="https://i.ibb.co/V0XNFMCT/image.png" alt="изображение" border="0">
#### WIP content
- RBMK** - columns with renders, **without full reactor logic**.
- Volcano missile warhead** - TODO
- Crucibler, Cyclotron, Breeder, Mixer** (in lang - WIP, but Derrick has logic)
- Steam infrastructure** (Watz, Hydrotreater, Cracking Tower, etc.) - decorative/WIP blocks
- Missile recipes in Assembler and other machines
- Bad JEI support for some machines
- Fuel from launch tanks - *"temporarily not required (WIP)"*
- WIP content is hidden** from creative tabs.
### Fluid System
The internal **MK2 fluid network** was ported and heavily reworked.
#### Network balancing and priorities
- Connection priorities** (
LOWEST → HIGHEST) - receivers are filled highest-priority first; within the same tier, demand is split **proportionally** between all connected tanks and machines.Pressure levels** and per-connection **speed caps** - providers and receivers negotiate how much fluid moves per tick, matching original HBM behavior. Infinite source/sink bypass** - Infinite Fluid Tank can force-fill or force-drain an entire connected network in one tick when appropriate.
#### Fluid pipes and routing
- Fluid Ducts** - standard (NEO), **colored**, and **silver** variants; ducts carry a single assigned fluid type through the MK2 pipe graph.
- Ducts connect to **Fluid Tank**, **Chemical Plant**, **Oil Derrick**, steam infrastructure, **Zirnox**, **Cyclotron**, and some other machines.
<img src="https://i.ibb.co/C5fTMB37/2026-06-11-10-49-39.png" alt="2026 06 11 10 49 39" border="0">
#### Fluid Identifier
- Two fluid slots** (primary / secondary) - RMB swaps them; Shift+RMB in air opens the selection GUI.
- Shift+RMB on a Fluid Duct** - paints the identifier's fluid onto the **entire connected duct network** of the same duct type.
- Shift+RMB on a Fluid Tank** - sets the tank's fluid filter in-world with feedback message and sound.
- Improved tooltips and network packet sync for remote GUI control.
### JEI and Integrations
- Just Enough Items (JEI)** - categories with NEI GU styleI:
| Category | Catalyst Machine |
| -------------------------------------- | --------------------------------- |
| Anvil | All Anvils |
| Assembler | Assembler + Advanced Assembler |
| Centrifuge | Gas Centrifuge |
| Chemical Plant | Chemical Plant + Chemical Factory |
| Cyclotron | Cyclotron |
| Crucible Casting / Alloying / Smelting | Crucible, Foundry Basin |
| Arc Welder | Arc Welder |
| Soldering Station | Soldering Station |
| Crystallizer | Crystallizer |
| Press | Press |
- Clicking on the progress area in the GUI opens recipes (recipe click areas).
- Subtype interpreters for **Fluid Barrel**, **Fluid Identifier**, **Assembly Template**.
<img src="https://i.ibb.co/XfDrXbCV/2026-06-11-10-33-12.png" alt="2026 06 11 10 33 12" border="0">
<img src="https://i.ibb.co/ZpvNbdjy/2026-06-11-10-33-30.png" alt="2026 06 11 10 33 30" border="0">
<img src="https://i.ibb.co/4RGwB2PJ/2026-06-11-10-32-55.png" alt="2026 06 11 10 32 55" border="0">
Other Integrations:
- HTTP Version Parser - checks for a new version of Modrinth upon entering a world; MOTD with links to Modrinth, CurseForge.
- Architectury API dependency - shared codebase between different loaders to make further port simpler.
### Localization
- Source of Truth:**
en_us.json and ru_ru.json are created by our team.Crowdin:** Integration via crowdin.yml;Chinese:** zh_cn - partial translation; many keys (including missiles and achievements) are still in English.Korean:** ko_kr - a significantly more complete translation.
| Locale | File | Note |
| ------------- | -------------------------- | -------------------------------- |
| 🇷🇺 Russian | ru_ru.json | Full (author's primary language) |
| 🇬🇧 English | en_us.json | Full (Crowdin source) |
| 🇰🇷 Korean | ko_kr.json | 2/3 of the mod translated |
| 🇺🇦 Ukrainian | uk-ua.json | Good progress |
| 🇨🇳 Chinese | zh_cn.json | Partial |
| 🌍 Other locales | assets/hbm_m/lang/*.json | Crowdin community |
<a href="https://ibb.co/DDDRf43F"><img src="https://i.ibb.co/999rHnR0/image.png" alt="изображение" border="0"></a>
### Creds (Discord)
- 🇰🇷 Korean translation maintained by **BORYU**
- 🇺🇦 Ukrainian translation maintained by **R3YPER**
- 🇨🇳 Chineese translation maintained by [**These guys**](https://b23.tv/2VEdllO)
- 🇷🇸 🇫🇮 Serbian & Finnish translations maintained by **dsclusv**
### Other improvements
#### Multi-loader and architecture
- Added **Architecture API** dependency (embedded library)
#### Rendering
- Instanced batched renderer** - reduced draw calls. Multi Draw Indirect implementation attempt
RenderDistanceHelper, fade-out for parts.Optimization: Improved shader compatibility. Missile Renderer** - all ballistic missiles can be seen from any distance. Can be tweaked in config. Fixed OBJ transforms.
#### Explosions and Particles
- ExplosionVNT** - new vanilla explosion system with block mutators.
- Expanded **nuclear particles** (including dedicated server fix for dud nuke).
- Black Hole** entity + renderer - Used by missiles. Added Black Hole spawning when eating conserved Black Hole
- EmpPulse**, Fleija, Nuclear MK5 scenarios.
#### Content and World
- World structures by ThePhoenixKnight** - new jigsaw structures for exploration and loot, discoverable in the overworld (locate via
/locate structure hbm_m:...):
| Structure ID | Description |
| ---------------------------------------- | ------------------------------------------------------------------------------------------------- |
| hbm_m:phoenix_bunker_2m | **Abandoned Bunker** - buried survival shelter; plains, forests, taiga, jungle, savanna, and more |
| hbm_m:phoenix_office_abandoned_small | **Derelict Office (Small)** - collapsed office ruin; plains and forest biomes |
| hbm_m:phoenix_factoryremake_overgrown1 | **Factory Remake (Overgrown)** - huge overgrown industrial complex |
#### Factory
<img src="https://i.ibb.co/Sw4DPLn0/2026-06-11-03-11-11.png" alt="2026 06 11 03 11 11" border="0">
<img src="https://i.ibb.co/VbTH9Gd/2026-06-11-03-12-15.png" alt="2026 06 11 03 12 15" border="0">
<img src="https://i.ibb.co/x8Dj9Vph/2026-06-11-03-11-32.png" alt="2026 06 11 03 11 32" border="0">
#### Derelict Office
<img src="https://i.ibb.co/8n4g9FPs/2026-06-11-03-14-30.png" alt="2026 06 11 03 14 30" border="0">
<img src="https://i.ibb.co/nMNXLTLG/2026-06-11-03-16-00.png" alt="2026 06 11 03 16 00" border="0">
#### Abandoned Bunker
<img src="https://i.ibb.co/XZqTr5kC/2026-06-11-03-12-49.png" alt="2026 06 11 03 12 49" border="0">
- Connected deco blocks**, steel deco, concrete recipes.
<img src="https://i.ibb.co/PG2qg41t/2026-06-11-11-13-41.png" alt="2026 06 11 11 13 41" border="0">
#### UX
- Welcome message on world entry with notifications and links (can be disabled in config).
- Modrinth/CurseForge update check.
- [**SUPPORT.md**](https://github.com/Raptor324/HBM-Modernized/blob/main/SUPPORT.md) - support page (Boosty, cryptocurrency).
- Fixed GUI for some machines
## Conclusion
One day, I had the idea to add my own item to the game. So I added a single item "for five minutes." It was an advanced alloy sword. And I really liked the process. Then came the first radiation system, then the assembly machine, the energy system, the first contributors came... and for a year now, we've been methodically porting HBM's Nuclear Tech mod to version 1.20.1, trying to preserve the spirit of the original as much as possible. This is our personal project, not a commercial product, but it takes hundreds of hours, and every bit of your feedback gives our team the strength to continue.
🇨🇳 A special thank you to the **Chinese community**. You seem to be the mod's largest and most visible audience: views, downloads and patience with pre-alpha bugs. Without you, this port would be much lonelier.
- Help with translations.** Russian and English are handled in the code; all other languages are handled through **Crowdin**. Even a few translated strings in
zh_cn or ko_kr` greatly improve the experience of thousands of players.👉 **[Crowdin - help with translation](https://crowdin.com/project/hbm_m)**
👉 **[ModDex - HBM's Nuclear Tech Modernized](https://moddex.gg/mod/hbms-nuclear-tech-modernized)**
<a href='https://moddex.gg/mod/hbms-nuclear-tech-modernized'><img src='https://moddex.gg/badges/projects/hbms-nuclear-tech-modernized/rating.svg?style=banner' alt='ModDex rating'></a>
- Support the development** (not required, but greatly appreciated):
👉 **[Boosty](https://boosty.to/hbmmodernized)**
Cryptocurrency details are [**here**](https://github.com/Raptor324/HBM-Modernized/blob/main/SUPPORT.md).
Source code, bug reports, and discussions: **[GitHub - Raptor324/HBM-Modernized](https://github.com/Raptor324/HBM-Modernized)**.
[**Discord**](https://discord.gg/f2BhvzG6CS)
If you find a bug, create an issue. If you'd like to contribute code or translations, welcome. The factory must grow! ☢️
- Thank you for your continued support as we bring this classic mod to modern Minecraft!**
- The HBM's NTM Modernized Development Team*
- We're back with a new update for you!** Nuke enhancements, Power Armor, optimization improvements, new machines, and a vast amount of of fixes have been implemented!

<H2><a href="https://discord.gg/f2BhvzG6CS">Join our discord server!</a>
</H2>
</div>
### SavageVegeta's explosives review!
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/7q_dIFabcJs" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
It’s been a quiet period, but certainly not an idle one. We’ve been focused on improvements, and today, we’re excited to roll out a brand-new update.
## 💣 Explosives, Airstrikes, and Effects
- Crater Generator (v2.0):** Completely rewritten. Now uses 3D Perlin noise to create realistic jagged edges. A raycast crater generator has been implemented that takes into account the the blast resistance of blocks! Implemented asynchronous biome synchronization (inner and outer crater). Improved crater generation speed, reduced TPS spike.





- Airstrikes:** Added bomber entities. Can be summoned using airstrike designator item . Implemented 4 airstike types: random grenades, 3 powerful high-explosive bombs, Agent Orange and 1 Tactical Nuclear Bomb.


- Chemical Weapons ("Agent Orange"):** Added a sprayer plane and natural geysers that emit this toxin. Implemented particle physics for the substance: it falls like a liquid, deals withering damage to mobs, destroys foliage, and turns grass into dead version.


- New Explosive Blocks:** Added
BalebombandAirbomb(with throwable versions). Throwable versions explode on impact with the ground, block versions needs detonator.
[](https://postimg.cc/Yv8kxsx7)
- Block Protection:** Implemented a nuclear blast resistance system (Concrete: 250, Bedrock: 10000, etc.). These values are now displayed in item tooltips. Directly affect on nuclear crater generation.
- Visual Effects:** Created a centralized
ExplosionParticleUtilshandler. Particles (mushroom clouds, shockwaves) are now measured at a huge distance (512+ blocks). Added a camera shake system and UI for explosions.

## 🏭 Multiblock Mechanisms
- New architecture (
MultiblockStructureHelper):** Structures are now defined by flexible text layouts (layers) in code. This allows us to create structures of completely different and non-standard shapes, not just cuboids. Improved a part role system: addedladderrole. You can climb ladders on Ore Acidizer & Fluid Tank now!
- New Machines:** Added large-scale machines: Centrifuge (1x1x4), Chemical Plant (3x3x3), Ore Acidizer (3x3x6), Fluid Tank (5x3x3 for 256 buckets), and Hydraulic Fracturing Rig. **However, currently no functionality present. WIP.**


- Interfaces (GUI):** New menus for all necessary machines have been implemented.
## ⚡ Energy (EnergyNetwork v3.0) and Liquids
- Network Recycling:** Implemented a cascading priority system (High -> Normal -> Low). Low priority energy storages are emptied first and filled last. High priority -> emptied last, filled first
- Fluid System:** A fluid registry built from scratch using Forge (oil, gases, acids, plasma, molten metals, isotopes, etc). Added items for an infinite fluid source (WIP), fluid barrels and a customizable Universal Fluid ID. Using this Fluid ID you can change Fluid Tank's filter and skin. **However, the mod currently lacks fluid transfer logic.**


## 🛡️ Power Armor
- Armor Mechanics:** Added power armor sets (T-51b, AJR, DNT, Bismuth) with bonuses for completing a full set (FSB, WIP).

- Abilities:** Active skills added: VATS system (displaying mob health), Thermal Vision, Built-in Geiger Counter and area damage when falling from a great height (
HARDLANDING_SMASH).


If you face issues with Thermal Imager shader, rendering path can be switched to compatible in config (Night vision, red hitboxes)
- Protection:** Implemented custom
Damage Resistancesystem for Power Armor (WIP)
- Modification:** An armor upgrade system has been improved: added battery mod that increases power armor energy capacity.
### 🚪 Doors, Crates, and Inventories
- New Doors:** Completely reworked logic. Ported all updated door skins. Added a GUI for selecting skins/models. You can switch between legacy <-> remastered models and textures now using a screwdriver!




- Large Vehicle Door:** The first exclusive skin has been added: Radiation! Made by
ThePhoenixKnight

- Vault Door:** Implemented new door: Vault Tec!

- Door Logic:** Finally, added redstone support! You can open/close doors remotely!
- Crate System:** Unified through a base class. New types have been added (Template, Tungsten, Desh). Exploit protection has been implemented: crates cannot be put inside of another crate. Tooltips now show exact items .


- Meteorite sword:** Added Meterorite Sword with custom obj model. Made by
ThePhoenixKnight.

### 🖥️ Rendering, Animation, and Integration
- Optimization (VBO and Instancing):** Rendering of complex vehicles and doors has been switched to batching (rendering hundreds of parts in a single call). This has dramatically increased FPS. The cost caching system has been rewritten. Improved and optimized model Occlusion Culling. If annoys you too much, can be disabled in Config (Alt + 0, Rendering Tab)

- Shader Compatibility (Iris/Oculus):** External shader detector has been improved. If the player enables external shaders, the mod automatically disables conflicting VBOs and switches to safe baked models and the vanilla pipeline. Improved perfomance with shaders.

- Animations:** Added a .dae (Collada) parser with bone hierarchy and matrix interpolation support (HUGE WIP). Needs for Transition Seal (WIP) and Sliding Blast Door (WIP). Added working animations for Legacy Assembler machine.
- Visual:** Added toast notifications in left upper screen corner. Used by Power Armor notifications
- Ore retexturing!** Made by
ThePhoenixKnight

.webp)

- (Almost all ores were retextured, shortened for brevity)*
- Splashes:** Added varios main menu splashes. From original & new ones. 70% - vanilla splash, 30% - mod splash.




etc.
## 🛠 Bug Fix
- Multiblocks:** Now structures can't be washed away by water!
Secure Access Door now always has a solid and impassable base. Fixed multiblock doors sounds- Server Side:** Fixed various bugs related to server. Now mod should be playable on multiplayer servers! (but that's not certain)
- Rendering:** Shader compatibility greatly improved. Now multiblock doors and other machines should properly render with any shader!
- Blast Furnace:** Fixed GUI not opening
- Other minor fixes
## 💬 Community Feedback
Your feedback drives our development! Whether you're reporting bugs, suggesting features, or sharing your creations, we want to hear from you. [Join our Discord server](https://discord.gg/f2BhvzG6CS) to connect with the development team and the HBM Modernized community.
- Thank you for your continued support as we bring this classic mod to modern Minecraft!**
- The HBM's NTM Modernized Development Team*
We're excited to announce the December update for HBM Modernized, bringing massive improvements to energy systems, world generation, explosives, and building blocks!

<H2><a href="https://discord.gg/f2BhvzG6CS">Join our discord server!</a>
</H2>
</div>
## 💥 Explosives \& Combat
### Nuclear Weapons
- Nuclear grenades and mines for tactical deployment
- Prototype nuclear charges with unique detonation mechanics
- Several specialized bombs with distinctive explosion behaviors
- Enhanced visual effects


### Conventional Explosives
All detonator types from the original mod are now available, with the multi-detonator receiving a complete mechanical overhaul. New IF-Grenade variations provide additional tactical options, with fixed damage values and improved mechanics.
### Combat Enhancements
Hostile mobs now have a chance to spawn equipped with mod armor and wielding mod weapons, increasing combat difficulty and variety.

## ⚡ Energy System Overhaul
The complete Generation v3 Energy System has been fully implemented, providing authentic power management for machine operations. This includes nearly all energy storage types, batteries, and switching mechanism to control power supplement. Works exactly like the energy system from the original mod.

## 🌍 World Generation \& Exploration
### New Structures \& Resources
Deep ore clusters, oil deposits, bauxite veins, and hematite formations now generate throughout the world, adding new mining challenges and resource management strategies. World-generating structures have been introduced to make exploration more rewarding.


### Specialized Scanners
New scanning devices allow players to locate buried treasures:
- Deep cluster scanners for finding underground ore concentrations
- Oil deposit scanners
### Unexploded Ordnance
Unexploded bombs and mines now spawn naturally in the world, creating environmental hazards. Players can:
- Defuse them safely using a defuser (right-click) to get some resources
- Detonate them deliberately with a detonator for explosive results


### World Generation
A lot of custom structures have been added to the mod. They can naturally spawn throughout the world.




## 🏗️ Building \& Decoration
### Multiblock Structures
Almost all multiblock doors and hatches from the original mod have been added, complete with their unique sounds, opening and closing animations.

### Construction Blocks
A ton of new building blocks and dozens of decorative elements have been added. All varieties of barbed wire have been implemented for defensive perimeters and industrial theming.

## 🔧 Industrial Equipment
### Production Machinery
- All anvil variations for crafting
- Blast furnace expander for increased smelting capacity
- Shredder now works correctly
- All metal powders and ingot blocks for material processing
- Energy converter HE -> FE for compatibility with other mods (ex. *Mekanism*)



### Updated Renderers
The .obj model renderer has been upgraded, improving performance for complex machinery models.
## 📦 Storage \& Transport
### Crate Systems
Two types of crate systems have been implemented:
- Shulker-type crates for portable item storage and transport
- Static crates containing unique loot - open with a crowbar (right-click)
### Food Preservation
Nearly thirty unique canned food items with effects provide survival options and add authenticity to the post-apocalyptic theme.

## ⚙️ Technical Improvements
### Crafting System
The entire crafting and recipe system has been modernized, with all necessary crafting components and intermediates now available. Creative tab organization has been revised for better item discovery.
### Performance \& Architecture
- Multiple processes have been significantly optimized
- Numerous technical innovations improve mod stability and compatibility
- Press animations and item rendering have been completely reworked
## Bug Fixes
### Major Fixes
- Press animations and item rendering completely rebuilt
- Woodburner generator and blast furnace GUIs updated
- Tool durability values corrected from extremely low levels
- Grenade damage values fixed and balanced
- IF-Grenade mechanics overhauled
- Missing recipes for most items restored
- Tool perk characteristics display corrected
- Translation errors for multiple items and blocks resolved
- Various minor issues from previous updates addressed
## ⚠️ Known Issues
Please be aware of these current limitations:
1. **Server Compatibility**: The mod currently DOES NOT function on multiplayer servers. An intermediate update focusing on server fixes is in active development.
2. **Nuclear Crater Generation**: Nuclear craters may occasionally generate with missing biomes or inactive radiation in chunks. Reloading chunks or re-entering the world typically resolves this issue.
3. **End-Game Content**: Some advanced items temporarily lack crafting recipes as we continue porting content.
4. **Incomplete Functionality**: Certain blocks (barrels, file cabinets, etc.) are present but await functional implementation in upcoming updates.
5. **New .obj Renderer**: May appear glitches and visual artefacts if shader is enabled (Oculus). Will be rewritten in the future updates.
## 💬 Community Feedback
Your feedback drives our development! Whether you're reporting bugs, suggesting features, or sharing your creations, we want to hear from you. [Join our Discord server](https://discord.gg/kYW4JBtUDn) to connect with the development team and the HBM Modernized community.
- Thank you for your continued support as we bring this classic mod to modern Minecraft!**
- The HBM Modernized Development Team*

<div align="center">
<H2><a href="https://discord.gg/f2BhvzG6CS">Join our discord server!</a>
</H2>
</div>
## We're Back!
After more than a month of silence, we're excited to return with not just an update, but **a whole new team**! We're thrilled to announce that our project has merged with **HBM Renaissance** - another talented team that was porting HBM to 1.20.1. Together, we're stronger than ever and ready to bring you the best experience possible.
## Power Generation
### Wood-Burning Generator
The first power generator is now available! Start your journey into the world of nuclear technology with this reliable starter generator.

## Machinery \& Processing
### Stamping Press
A fully functional press with all its stamps has been added, opening up new manufacturing possibilities.

### Blast Furnace
A new way to create alloys (WIP)
### Assembly Machine Overhaul
The new Assembly Machine is finally done and is now fully operational with:
- Advanced recipe system
- Smooth animations
- Blueprint system for custom recipe expansion
- Dozens of example recipes included


## Tools \& Equipment
### Tools
A vast array of tools with unique abilities has been added to enhance your gameplay experience.

### Armor Sets
Multiple armor sets are now available, each with unique stats and special effects to suit different playstyles.

## Materials \& Crafting
### Ingots \& Materials
Nearly all ingots have been implemented, each with their own unique properties and uses in crafting.

### Stamps \& Templates
The stamp and template reception system has been improved due to adding a new ones
### Machine Components
Essential components for future crafting have been added:
- Mechanical parts
- Circuit boards
- Various electronic components

## Explosives \& Weaponry
### Grenades
Six different grenades with unique explosion mechanics:
- Various blast patterns
- Different bounce power
- Different explosion triggers

### Mining Charge
A specialized explosive perfect for mining operations:
- Deals no damage to players
- 100% block drop rate
- Instant explosion
- Safe and efficient
## Building \& Decoration
### Decorative Blocks
Over two dozen new building blocks to enhance your constructions.

### Doors
Simple doors and a massive 7x6 blocks scale **multiblock vehicle door** for large-scale transport needs. All are workable!

## Power Systems
The entire energy generation, storage, and transmission system has been overhauled for better performance and reliability.

## World Generation
### Strawberry Bushes
Wild strawberry bushes now spawn naturally in the Overworld.
### Ore Generation
All overworld ores have been added, including deepslate variants for complete underground exploration.
## Quality of Life
### Creative Tab Organization
All items have been sorted into appropriate creative tabs for easier navigation.
### Hazard System Update
Enhanced hazard system - more items are now properly flagged as pyrophoric or explosive for realistic handling.
## Work in Progress
### Shredder
Initial implementation has begun (limited functionality for now - more coming soon!)

## What's Next?
This is just the beginning of our journey together. Stay tuned for more updates, and don't forget to join our Discord community to share feedback and stay connected!
- [Discord Link Here](https://discord.gg/kYW4JBtUDn)**
### Special thanks to contributors
- [Hyperio](https://github.com/H-y-p-e-r-i-O)
- [Razchexlitiel](https://github.com/razchexlitiel)
for their great impact to the development!
- Thank you for your patience and continued support!*

This commit introduces a complete energy system, including transfer and storage, forming the core of this update. It also includes several quality-of-life improvements and prepares for future content.
- Energy System:**
- Added Red Copper Wire for energy transfer.
- Introduced the Machine Battery, a block energy storage unit.
- The Machine Battery can store energy and supply it to consumers like the Assembly Machine.
- It features a GUI for management and can be controlled via redstone signals (supply on/off).

- New Features & Improvements:**
- Radiation Overlay:** A new configurable screen overlay of chaotic dots now appears when the player receives radiation, enhancing visual feedback.

- Assembly Machine I/O:** The assembler can now pull resources from adjacent inventories (e.g., chests) at its conveyor input and eject finished products into inventories at its output.
- Multiblock Structure Placement:** A check has been implemented to prevent multiblock structure formation if obstructing blocks are present, displaying a corresponding message to the player.
- Future Content:**
- As the original blue-cased, glass-roofed assembly machine was deprecated in the latest HBM versions, work has begun on a new, updated version.
- For now, this exists as a multiblock structure with a model & its own custom Block Entity Render for.. animations?? But no operational logic currently present.
- Both the classic and the new assembly machines will be available in the mod. Full functionality for the new machine will be implemented in a future update.
<details>
<summary>Spoiler</summary>

</details>

## This is a massive content update centered around our first-ever multiblock structure.
- Presenting: The Assembly Machine!**
Engineer complex components with our new energy storage system, powered initially by the Creative Battery.

To support this, we've introduced the Template Folder for designing new schematics, and a whole new tier of ingots and plates exclusively craftable in this new machine.

- Template Folder GUI with working search bar*
- Key Fixes & Refactoring:**
- CRITICAL:** Annihilated a duplication bug in the Armor Table.
- Performance:** Significantly optimized the radiation system by overhauling the
handleWorldDestructionmethod usingMutableBlockPos. - Optimized
recalculateChunkRadiation** for more efficient processing.
- New Content:**
- Assembly Machine:** Added a fully functional, multiblock Assembly Machine with a custom precise hitbox. It features a modular crafting system via new Assembly Templates. Howewer, currently no animations. Only sounds.
- Energy System:** Implemented an energy storage and transfer system for machines.
- New Items:**
- Added Creative Battery as the initial power source for the assembler.
- Added Template Folder to create new crafting templates. Templates can be crafted in survival.
- Added a variety of new ingots and plates, craftable in the Assembly Machine.
- Recipes & Datagen:** Fully integrated the new machine and items into the data generation pipeline with custom recipes.
- Other Changes:**
- Refactored project structure for better organization (renaming files, moving classes).
- Implemented a robust networking layer for machine state synchronization.
- Added custom tooltips and GUI elements for the new systems.
- P.S**
My first Public Release!
This major update introduces a complete armor modification system and fundamentally refactors the project's architecture by implementing a full data generation pipeline. This simplifies future content additions and improves overall code quality and maintainability.
- Armor Table now fully functional!!
- Added neat interaction sounds
- Created a base
ItemArmorModclass for all future armor modules. - Added new modification items:
- Heart Piece:** Increases player's maximum health.
- Giorsium Lining:** Adds radiation resistance.
- And some others**
- Completely overhauled item tooltips for both armor and mods to be dynamic, context-aware (e.g., hiding mod lists via SHIFT), and more informative.
- Introduced a new radiation protection system based on an absolute resistance value.
- This absolute value is converted to a percentage-based damage reduction using an exponential formula (
1 - e^-kx), providing diminishing returns. - Vanilla armors have been assigned base resistance values.
- Total resistance is calculated from the base armor plus all installed radiation protection mods.
- The Geiger Counter and Dosimeter now display the player's current absolute and percentage-based radiation protection.
- RadAway:** Added a new consumable item that applies an effect to reduce a player's accumulated radiation.
- Block Geiger Counter:** A placeable, functional block version of the Geiger counter has been added. It features a custom OBJ model, provides radiation info on right-click, and outputs a redstone signal proportional to the radiation level.
- Some new ingots (including radioactive ones)**
- Refactored the entire asset and data registration process to use Forge's Data Generation system (
runData). - Manual
.jsonfiles insrc/main/resourceshave been removed and are now generated insrc/generated/resources. - This automates the creation of:
- Item and Block models
- Block states (for simple, custom-sided, and OBJ-modelled blocks)
- Language files (
en_us.json,ru_ru.json) from a central source - Item and Block tags (including OreDict and custom mod tags)
- Custom Damage Types
- Established a central
ModIngotsenum to streamline the addition of new metals and materials.
- Refactored the radiation damage system to use modern Damage Types.
- Fixed a critical bug where player health would not correctly update after unequipping armor with health-boosting mods. Implemented a robust, tick-based check to resolve the issue.
- Restructured client-side event handling for better separation of concerns (e.g.,
ArmorTooltipHandler,ModTooltipHandler).