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0.8.9
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Required content
Changes
HBM NTM Reforged - 0.8.9-alpha
Minecraft: 1.12.2 · Forge: 14.23.5.2859+
File: HBM-NTM-Reforged-0.8.9-alpha.jar
A major stability and gameplay patch. Below is everything that was broken, unfinished, or missing - and what works now.
Oil & Extraction
- Oil derrick and pumpjack pump oil again - machines detect oil deposits (
ore_oil), no longer blindly replace them with pipe, and actually transfer fluid into the tank. - Fixed black-and-purple blocks when draining a deposit - empty oil and depleted pockets no longer turn into missing textures or vanish after rejoining the world.
- Restored empty oil deposits - correct textures in hand, JEI, and creative (
ore_oil_empty). - Bedrock oil is back - world generation and extraction with the hydraulic fracking tower.
- Oil detector - finds deposits that are actively being pumped, including bedrock oil; works correctly on test deposits placed from creative.
- Correct oil type on Earth - overworld deposits yield regular crude oil, not desulfurized crude.
Weapons & Tools
Gluon Gun
- Centered inventory icon and a proper first-person 3D model.
- Beam travels from the barrel to the crosshair, not from your head into the sky; one stable beam without flickering strips when turning the camera.
Meteorite Swords
- Fixed textures for Demonic, Warped, and other variants - shimmer animation, correct look in inventory, JEI, and in hand.
- Swords are grouped together in creative/JEI instead of scattered through the list.
Other Swords & Guns
- HF Sword / HS Sword - 3D inventory icons again (no flat unfolded texture).
- Firearms - can no longer melee-hit mobs; fixed the bug where after a punch the gun kept breaking blocks while LMB was held.
- Tau Cannon - automatic fire in short bursts while holding the button.
- Assembly Machine grenades - restored missing recipes.
- Dynamite - correct thrown projectile texture (not the fishing dynamite variant).
Pickaxes & Abilities
- Steel and advanced pickaxes gained missing passive traits: vein miner, silk touch, autosmelt, and other modes.
- Removed glitchy mode icons near the crosshair; the active mode is shown in the tooltip (yellow arrow when enabled), as intended.
Items, Recipes & Machines
- Self-charging batteries - added missing recipes (americium, uranium, schrabidium, etc.); removed useless non-craftable duplicates.
- Schrabidium Transmutator - block is back in-game with recipe and JEI entry.
- Coal dust - applies the coal dust hazard on items/blocks again.
- Lead and schrabidium apples - removed broken duplicates; working versions can be eaten and grant effects.
- Crucible - three modes: smelting, alloying, casting; fixed templates, textures, JEI, and alloying recipes (stainless steel, etc.).
- CMB ingot - crafted via crucible instead of the broken “alloy furnace”.
- Metal scraps - proper textures in JEI and GUI, not a “liquid square”.
- Decorative metal blocks - 1 block = 1 ingot; rusty steel decor: 2 blocks = 1 steel ingot.
Radiation - Full Overhaul
This is the biggest change in the patch.
Blocks & Environment
- Dozens of radioactive blocks now have correct emission strength (sellafield, waste grass, dead grass, glowing mushroom, ancient scrap, corium, tiered sellafield, and more).
- Blocks contaminate the world around them again - not tooltip-only; real chunk radiation spread.
- Chunk spread tuned - contamination from an ancient scrap cube reaches ~4 chunks from center (previously stretched to 5-6).
- Block transformation from radiation:
- grass → waste grass / dead grass;
- sand → contaminated sand (not trinitite ore);
- mushrooms → glowing mushroom under heavy exposure;
- dirt and leaves contaminate after explosions.
Explosions & Fallout
- Nuclear grenades and bombs - after detonation, tiered sellafield blocks appear (weak tiers up to core at hundreds of RAD/s), not only weak slaked sellafield.
- Underground fallout - stone under the crater is contaminated by distance from ground zero.
- Fallout rain - radioactive rain/dust after large blasts (Fat Man and similar); visible thin surface layer.
- Trees after a nuclear blast are fully charred, not half-burned.
- Added baleonitite block (for balefire explosions).
Fluids
- Sellafine - dedicated fluid with correct texture, radiation (~700 RAD/s in a pool), spawns in the crater and underground after a Nuka grenade; spreads without instantly spawning sellafield around it.
- WATZ mud - green WATZ reactor fluid: correct color in bucket, canisters, drums, and fluid identifier; hot (~1500°C), pyrophoric.
- Volcanic lava, corium, radwater - updated textures, tooltips (temperature in red), pour behavior.
- Hazardous Material Tank - container canisters do not apply radiation, fire, or other debuffs while carried (they hold hazardous material; they are not the hazard itself).
- Fixed crash when stacking 64 large canisters of dangerous fluid.
- Negative fluid effects do not apply in creative while testing.
Inventory Item Contamination
- Clean items (stack size = 1) build up neutron activation in strong fields: nuclear blast epicenter, radioactive pools, standing near hot blocks.
- Inventory slots, armor, and offhand are affected; the selected hotbar slot is skipped.
- Rate depends on dose and armor resistance (star metal slows it down).
- In creative, items can still be contaminated (easier to test); player HP remains protected from radiation in creative.
- Option
7.01_itemContaminationis enabled by default on fresh install; old configs withfalsemigrate automatically on first launch.
Debug
/radvis- visualizes radiation “pockets” per chunk (for testing and reading zones)./hbm rad set- manually set radiation in a chunk.
Hazards
- Asbestos, fire, toxicity, hot/cold blocks - verified and working on blocks and items.
- Sellafield blocks emit radiation on contact (walking, standing inside the block).
- Mobs on contaminated sand receive the contamination effect (green particles).
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ZUHBjMY2:akJ4AVeM"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ZUHBjMY2:akJ4AVeM"
}

