HBM's Nuclear Tech Modernized - Major Update

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!
Special thanks to contributors
for their great impact to the development!
Thank you for your patience and continued support!
Introdusing energy transfer/storage system!
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.
Spoiler

INTRODUCING THE ASSEMBLY MACHINE!

This is a massive content update centered around our first-ever multiblock structure.
Presenting: The Assembly Machine! Added a fully functional, multiblock Assembly Machine with a custom hitbox! It features a modular crafting system via new Assembly Templates. This marks a new era for crafting in the mod, featuring a deeply modular system driven by craftable Assembly Templates. 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
recalculateChunkRadiationfor more efficient processing.
- Optimized
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 I decided to abandon the implementation of animations in the mod at this stage and focus more on functionality, in order to first create a solid skeleton out of core mechanics, which will then be covered with "meat" - QoL content and other less important things. Functionality > Visuality
feat(core): Implement Armor Modification and Data Generation Overhaul
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).




