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Licensed LGPL-3.0-only
Published 11 months ago
Updated last month
All versions
2.2.0.0
Release
2.2.0.04 months ago 4,079
Compatibility
Minecraft: Java Edition
1.12.2
Platform
Forge
Supported environments
Client and server
Changes
Breaking Changes
- Aligned RBMK cooling behavior to upstream. This MAY blow up your reactor! 1.7 Changelog copied verbatim below:
- RBMK absorber columns now heat up when exposed to neutrons
- The type of neutron does not matter, only the quantity
- 20 flux equals 1°C heatup
- RBMK passive cooling has changed
- The default value is now 2.5°C/t instead of 1
- This value only applies to rods that have exposed sides, i.e. the edges of a reactor
- There is now a second passive cooling variable used for rods on the inside (dialPassiveCoolingInner, 0.1°C/t by default)
- The effective passive cooling value is scaled smoothly depending on how many sides are exposed, using dialPassiveCoolingInner with no exposed sides and dialPassiveCooling for rods with four exposed sides
- Simply put, spindly RBMKs are now way less desirable, structural columns no longer just debuff the reactor and reactors that actually look like reactors are now more powerful
- Changed the way RBMK coolers work
- Instead of using cryogel, coolers use 50mB of cold PFM per tick and return an equal amount of warm PFM
- In a 5x5 square around the cooler, all components are cooled down by 200°C per tick, down to a minimum of 20°C
- This renders that section of the reactor unsuitable for boiling water, however it means very high heat fuels can be used
- Cold PFM is used up at a steady rate, even if the reactor is already cold
- RBMK absorber columns now heat up when exposed to neutrons
- Removed legacy
machine_assembler,machine_assemfac,machine_chemplant, andmachine_chemfac, plus their legacy templates/JEI/category/render assets - Removed
hf_swordandhs_sword - Removed
paa_helmet; PaA armor now uses the chest/legs/boots only, while hazmat-capable helmet behavior lives on the hazmat helmet variants. - Reworked dynamic model/TEISR registration and placeholder handling; renderer/model registration integrations depending on the previous client-side binding path may require API updates
- Removed legacy
toolbox_legacy; serialized custom kits now use hiddenkit_custominstead - Removed the legacy
relayphased/worldgen structure and the/hbmstruct relaygenerator hook - Oil Well, Pumpjack, and Fracking Tower now serialize only the NTM-native tank/power fields; legacy fluid/power contents are not migrated on load
- Tsar Bomba now uses the upstream six-slot inventory layout; contents from the removed legacy stage slots are
discarded on load, and the GUI/recipe/starter kit now match the new
tsar_coreslot - Removed old
struct_plasma_coreandmarker_structure
Fixes
- Fixed chunkloader ticket lifecycle for fallout effects, delivery drones, EMPs, missiles, artillery projectiles, railgun blasts, and other entity-backed chunkloaders so restored tickets are reused correctly and released on death
- Fixed gas centrifuge fluid rendering in GUI tanks
- Fixed chlorine/mist/chemical effects being applied to creative or spectator players
- Fixed fence connections for yellow barrels, storage drums, and tape recorders
- Fixed missing "too far" chat warning while linking pylons
- Fixed beam/door pathfinding crashes by returning non-null empty AABBs
- Fixed a possible concurrent modification while firing powered drills
- Fixed artillery turrets not clearing invalid/dead entity targets
- Fixed Assembly Factory upgrade info showing the Chemical Factory label
- Fixed scraps model registration conflict (#1158)
- Fixed precision/rounding drift in power and fluid network distribution
- Fixed simulation side effects in power transfer paths (REDD, charger, capacitor, cable diode)
- Fixed siren track indexing/model registration
- Fixed
ore_oilbeing unbreakable - Fixed MHD Turbine and Boiler missing Forge capability compatibility
- Fixed some latent misuse issues of Vec3d methods
- Fixed Multi Fluid ID not working when another item is held off-hand
- Fixed Industrial Turbine not having any sound
- Fixed gas centrifuge speed upgrades not being accepted
- Fixed empty container returns being deleted in autocrafters
- Fixed Heatex multiblock parts opening the wrong GUI instead of the core
- Fixed hazmat/gas-mask helmet behavior parity, gas mask filter removal, swapping, and installation, Mass Storage capacity sync, and Assembly Machine slot validation for meteorite alloyed sword recipes
- Fixed low-pressure steam pipes not visually connecting to Industrial Steam Turbines
- Fixed missing radiation resistance on the M1TTY Environment Suit armor set
- Fixed special-model rendering/orientation issues across modular spotlights, scaffolds, wavefront-based models, standard-block item transforms, crane partitioners, spinny lights, UV-scaled baked models, cable diodes, pneumo tubes, ducts, and cables
- Fixed keybind and sound issues around invalid overlap handling, the alternate copy-tool binding, looped sound pitch, and laser pistol/bobble sound registration
- Fixed bedrock ore crumbs crystallizing with
Slopinstead ofNitric Acid - Hardened control panel save/load and editor flows so duplicated controls round-trip through serialized state, unresolved links are preserved, and missing controls are kept as placeholders instead of being discarded
- Fixed latent bugs affecting Forge Fluid item tank I/O in NTM tanks
- Fixed Cable Boxes and medium pylons using incorrect connection directions, restoring proper power-network attachment
- Fixed Rotary Furnace JEI recipes not showing steam usage
- Fixed guide book grant state not being preserved correctly across player lifecycle events
- Fixed gas flares not polluting while burning vented fluids
- Fixed Electric Press, Sawmill, and Shredder automation, input, and output-space edge cases, corrected crane output textures, and avoided Sedna weapon-mod priority overflow
- Fixed Assembly Machine, Assembly Factory, and Press recipe previews rendering with incorrect orientation/scaling (#845)
- Fixed several custom-rendered armor, powered-suit items, and back modules using incorrect fancy-missing-model perspective transforms or wrong equipped-slot poses in inventory/hand/player views
- Fixed machine upgrade tooltips not showing machine-specific descriptions for
IUpgradeInfoProviderGUIs, including oil drill family machines and Maxwell turrets (#1152) - Fixed oily terrain generation replacing the wrong surface layer and leaving floating snow layers/leaves behind (#1184)
- Fixed OpenComputers component passthrough on combo proxies, preserving component names and delegated methods (#1305)
- Fixed special-AABB block placement checks so cables, cable boxes, red wire connectors, and fluid pipe anchors use the actual placement state for preview/collision
- Fixed RBMK client column-height sync
- Fixed Radio Receiver functionality and facing, adding a tuning GUI and restoring RTTY note playback; also corrected broadcaster/satellite receiver rotation, Geiger Counter collision, and RTG base rendering
- Fixed named-tag smithing rename recipes consuming input stacks incorrectly
- Fixed several structure/worldgen issues, including weighted biome structure selection, flat-world height handling, required/instance-limited jigsaw pieces, and missing dungeon helper assets/blocks
Changes
- Diesel Generator now uses a refreshed animated model/GUI, rotates like other machines, emits smoke while running, supports a larger internal power buffer when fueled with Nitan, and has corrected block/item presentation
- Reworked Autosaw tree felling to better handle complex trunk/leaf structures, sapling replanting, and nearby entity damage
- Refreshed RBMK presentation and behavior with new baked-model rendering for columns/rods/controls, updated textures/GUI art, corrected inventory models, and height-aware renderer caching
- Assembly Factory now exposes truly separate recipe ports using position-aware slot access
- Starter kit now provides new assembly/chemical machine variants instead of removed legacy ones
- Template folder now focuses on crucible templates after removing legacy assembly/chem templates
- Reworked Conveyor blocks to match upstream behavior
- Added
hbmClient.json/hbmServer.jsonplus/ntmclientand/ntmserverfor live-editable client/server settings - Reworked conveyor crane logistics toward 1.7 behavior, including package-capable routers, extractor max-stack mode, inserter overflow-destroy mode, and restored package flow/orientation handling
- Crates and safes can now be opened while held, with live item-backed storage, self-insertion guards, and server-configurable keep-contents behavior
- Electric Arc Furnace Large now has five buffer/queue slots and a taller GUI
- Restored powered armor and fueled jetpack charge/fuel bars beside the armor HUD
- Contaminating items now use waste contamination, making spontaneous U -> Sa326 transformations much less likely
- Normalized
glowing_stew,balefire_scrambled, andbalefire_and_haminto standard soups; the balefire variants no longer trigger balefire/cloud effects - Removed phased bedrock coltan world generation from new chunks
- SPAS-12, Congolake, and Fat Man can now switch ammo types during reload
- RBMK fuel channels can now accept rods directly by right-clicking an empty channel with an RBMK rod item
- Exposed the Precision Assembly Machine in the machine creative tab
- Refreshed bomb/crystallizer GUI art, moved bomb schematic textures under the weapon GUI namespace, and reworked Gadget, Fat Man, Ivy Mike, and Tsar Bomba screens toward the upstream info-panel style
- Rebalanced SILEX MOX reprocessing yields and restored xenon output on the alternate MOX processing path
- Updated
_explosive8, steel tool, and plasma forge textures - Chainsaw now uses a refreshed animated 3D item/in-hand renderer
- Post-impact sky and overworld lighting can now use an impact-aware skybox/world provider, configurable via
enableImpactWorldProvider - Armor radiation resistance is now configurable via
config/hbmConfig/hbmRadResist.json;_hbmRadResist.jsonis generated as a template until the live file is created
New Features
- Added Satellite Laser Designator
- Added Reinforced Glass Pane, Reinforced Laminate, and Reinforced Laminate Pane
- Added UZH RBMK fuel rods and pellets with their recipes and item art
- Added RBMK Display blocks with dedicated renderer/model support
- Added control panel editor node graph copy/paste with improved per-control preview layouts and validation for incompatible pasted graphs/variables
- Ported colored scaffold variants and their dynamic baked model
- Added OpenComputers callbacks for artillery turrets, including manual coordinate queueing
- Ported plushies with per-type models, sounds, and squish animation
- Added fake HE/RF converters (PR #1396 by Leafia)
- Added the 528
Annihilatormultiblock with recycling pools, payout slots, JEI support, blueprint milestone rewards, pollution while burning off stored fluids, and radiation release when destroying radioactive items - Ported reeds with river/beach generation and proper long-distance rendering
- Expanded Redstone-over-Radio with
Radio Torch Logic,Radio Torch Reader, andRadio Torch Controller, broader machine read/write integration, and OpenComputers support for Fluid Tanks and Capacitors - Overhauled large animated doors with new models, skin support, screwdriver skin cycling, and a generic
vault_doorimplementation, covering vault, airlock, containment, fire, seal, secure, QE sliding/containment, water, and vehicle doors (PR #1402 by Leafia)- Some missing door textures are added in PR #1410 by nuhyuh
- Reworked
ammo_containerinto a functional default-ammo refill item, including a constrained variant that skips high-tier ammo - Added control panel addon instrument support, control duplication, and the new
Indicator Lamp (RGB)instrument (PR #1407 by Leafia) - Added control panel redstone input/output nodes, including
redstone_inputevents and weak/strong redstone emission from panels - Added
Universal Fluid Tank V2andHazardous Material Tank V2, which support partial fill/drain and recipe conversions from the legacy tanks (PR #1370 by Hacker6329) - Ported
Heavy Duty Electricity Connectorwith a 100m single-connection range (PR #1413 by purpl3xity) - Added Snowglobes with inspection GUI, plus Moonstone chunks and related Crystallizer/pedestal uses
- Added Bobmazon leftover products, Bobble bobblehead drops, and new Crystallizer recipes for Reinforced Concrete and Cinnabar
- Added ore-dictionary matching support to
hbmFallout.jsonso fallout conversions can target blocks by ore tag
Performance
- Added baked-quad caches for Combinator Funnel and Spotlight models
- Reduced unnecessary Hazard System inventory syncs and optimized NBT lookup
- Migrated a lot of machines / blocks / items from TESR/TEISR to baked models, thereby significantly reducing draw calls
- Added specialized fast-immediate vertex buffers
- Fixed laggy crates
- Moved more particle effects onto instanced/immediate rendering paths and improved billboard batching
Misc
- Expanded the in-game manual with Redstone-over-Radio, crude oil, and remaining QMAW/ammo pages
- Corrected some translations
- Added more JEI transfer handlers
- Made make control panel instrument GUI rendering modifiable (PR #1439 by Leafia)
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| ntm-ce-java25-2.2.0.0.jar | Unknown | 80.3 MiB |
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.
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build.gradle:
repositories {
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forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
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// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
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dependencies {
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dependencies {
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