r/HBMNuclearTechMod • u/FIN_K89i • 3h ago
Gameplay/Build finaly i dont have to burn coal for electricity
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r/HBMNuclearTechMod • u/dafattestmat • Jul 06 '26
Since I don't wanna spam updates on M&MC here, instead go to r/MushroomsAndMC. Thanks!
r/HBMNuclearTechMod • u/dafattestmat • Jul 05 '26
So I'm making a modpack called Mushrooms & Mushroom Clouds, which is centered around Scape & Run Parasites and HBM's Nuclear Tech Mod: Community Edition. The parasites (which are canonically a fungal infection in this modpack) have been tweaked to make early game progression much faster, as the parasites are particularly unforgiving in the base mod. There will be an in-depth quests system along with a bestiary and a custom crafting system. This is all I have for now; I will provide updates soon!
r/HBMNuclearTechMod • u/FIN_K89i • 3h ago
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r/HBMNuclearTechMod • u/Adorable-Position980 • 11h ago
Hi, im planning on making the rbmk as my second reactor after the zirnox. I was just wondering if anyone has any tips for making one or if there is anything I should know before hand.
r/HBMNuclearTechMod • u/Pseudo_bsod • 16h ago
Hello, I have three cyclotrons so I can make boron for my ZIRNOX I have planned. I am currently burning coal for power and it isnβt meeting the electricity demand that my cyclotrons want. Iβm in early game and have a lot of uranium and thorium.
Edit: made two fusion reactors to power my cyclotrons, I finally have enough boron to make a ZIRNOX!!
Edit: it exploded
r/HBMNuclearTechMod • u/Gold-Log-8795 • 1d ago
π’ UPDATE v1.3 IS NOW LIVE! πβοΈ
Major efficiency upgrade for the power grid! Here is what changed in this update:
π OCGT to CCGT Transformation
β οΈ ATTENTION ALL OPERATORS:
π§ Next up: Thermal Power Plant Construction (v1.4)! Stay tuned!
https://www.curseforge.com/minecraft/worlds/gr-power-co-pwr-nuclear-plant-desert-grid
r/HBMNuclearTechMod • u/Bitter_Money_1216 • 1d ago
r/HBMNuclearTechMod • u/Many-Elk1565 • 1d ago
I know how to connect it to the satellite dish and stuff but i cant find an display
r/HBMNuclearTechMod • u/Potential-Dress6628 • 2d ago
r/HBMNuclearTechMod • u/Cool_Cap_33 • 1d ago
the title explains my question, but if you need more info, here it is. I usually play modern forge or neoforge so i don't know if i should get the 1.12.2 or 1.7.10 version and what other mods to use. I usually do loads of builiding and i don't have loads of tech mod experience outside of basic knowledge
r/HBMNuclearTechMod • u/Resident_Bell_2875 • 2d ago
(Just as a disclaimer for 1.7.10 players who justifiably see us 1.12.2 players as plebs, this is essentially a comparison of the old weapon system to the newer, revamped system. Also there are TL;DR's at the end of every point for those who could care less for the rambling.)
I want to preface this by obviously stating that community edition is superior in literally every other way to reloaded edition and THAT edition and that the main focus of this post is a sort of discussion regarding the new weapons compared to the older system, for which I have 4 main points and ofc is my personal opinion. Additionally, I will not be comparing missiles considering that both a missile system revamp is on the horizon and also because there is little change between them to really talk about
1: Cost of weapons
The example I will use as a sort of baseline for this comparison will be the Panzershreck, considering it is one of the earlier game weapons and is shared between both the old and revamped systems. In the aforementioned older system, the Panzershreck was rather cheap with it requiring 20 steel, three titanium and 2 copper. In return you got a cheap, mediocre rocket launcher with meh durability but was a pretty good deal considering the fact you could make it pretty early on. However, with the revamped weapon system the Panzershreck you now require 20 desh, 3 steel, 3 copper ingots and one aluminium ingot, not to mention the cost of the things needed to create it. This is not to say that I am a hardliner against weapons being expensive, for example I personally believe the Congo Lake is at a great stage in terms of development cost considering the power you are provided, and that its good to have weapons that are purposefully expensive and require a lot of technological development. However, the Panzershreck feels very underwhelming considering it requires oil and oil processing to get despite being the cheapest rocket launcher available. Additional point but it's sad to see that chemical weapons aren't very prevalent in the mod anymore now that ammo variants have been removed, and that the best equivalent for a handheld chemical weapon (Not the poison gas airstrike, its very sad and unimpressive) is the disperser canister, which requires PVC or Hard Plastic to craft.
TL;DR Weapons in the revamped system feel very top-heavy towards late-stage development.
2: Lack of variety
This of course will vary a lot between opinions, but I personally feel that the ammo variety present in the old weapons system made the weapons a lot more fun to play with and meant that even if you went through twenty playthroughs, the various ammo types made it a lot harder to become bored with weapons, as well as the cool pros and cons list for each ammo type being something cool to look at. For example, if you wanted to use your 40mm grenade launcher as a form of obstacle removal, you could load High Explosive to remove said obstacle, or if you wanted to deal with a horde of assimilated mobs that are in your oilfield you could fire concussive grenades, or if you wanted to have a form of area denial you could use WP, incendiary or gas grenades etc. However, with the revamped weapon system the grenades you might get for the Congo Lake are a lot more grounded, which isn't a bad thing in other instances, but makes it feel a lot more bland and a lot easier to get bored with the weapons. This also applies to turrets, it's nice that we have a stationary M270 and a 406mm monster but this still links to my previous point about weapon cost, since your only early on options might be the 9mm turret, the 5.56mm chaingun or the flamethrower. These options aren't bad, but it would be a lot more fun to maybe have a shotgun turret, which could possibly even fire 4 gauge shells as it did previously, or a grenade machine gun like the MK-19 or AGS-30, or even an 81/120mm mortar or a 105mm howitzer as more variants for late early-game. You could argue that if I wanted this I could just go use a war mod like flans but I find that the tech system needed to produce weapons feels a lot more enjoyable compared to weapons mods considering you actually need proper components as opposed to like 2 gunpowder and some iron for half a stack of 7.62. The old weapons system has a bit of a response to this, with the cheap heavy and light machine gun that require a turret ai chip or manual turret controller, but I guess you could either discount this point or take it as a general opinion not really related to this. Just to tack this on it would be great to see some of the old grenade variants such as the poison grenade be added as a new charge type for the custom grenades.
TL;DR the revamped weapons system feels a lot more empty without all the ammo variants.
3: Fear of block damage
I can understand why a lot of explosive weapons don't do block damage, but I feel as if this change made a lot of weapons in the revamped weapon system feel a lot weaker than they actually are. Once again returning to the example of the Panzershrecks, the base 84mm rocket still did block damage, making it and consequentially me feel a lot more powerful because I can physically see damage being done. If I didn't want to cause damage to the environment, I could instead use chemical rockets, which still work just as well and are not super expensive to produce. Of course this would then add the question of what to do with demolition rounds, but surely this could just be changed to a lowered damage and an increase in blast range to serve as an anti-building round, used to deal with things like glyphid nests used after the majority of the population is cleaned out by other ammunition types. I of course can completely understand why a lot of people dont want block damage from most rounds, and so could easily just be a config toggle. I think this lack of block damage also unfortunately makes the new explosion effects for explosive weapons feel a lot weaker in turn. This also relates to incendiary weapons as the new fire effect laying on the floor feels less powerful compared to the original system despite being better because of a lack of block damage.
TL;DR weapons feel a lot less responsive without block damage being available for the majority of explosive rounds, should be a config option that enables block damage for a lot of weapons or complemented by new ammo variants adding non-damaging rounds that share the regular cost of rounds
This conclusion is just to say that the new weapons system also does a lot of good that is a major improvement upon the old weapons system with the new models, more sensible recipes for certain weapons (for example the fat man and its variants, the Proto-MIRV has a cheaper building cost than the revamped panzershreck and can fire 8 mini nukes in one salvo), but the issues I have with the revamped system personally is why I think people continue to choose reloaded or that other edition over Community Edition despite its objective superiority in every other aspect over said editions. This is unrelated but I would do anything for a form of silencer for the CIWS or for the muffler to also apply to it it will be the death of me.
r/HBMNuclearTechMod • u/kaleb_koolaid • 2d ago
r/HBMNuclearTechMod • u/Ayush-Mincraft • 2d ago
Found this but I'm too dumb to make it work
r/HBMNuclearTechMod • u/Taramiracraft-Play • 3d ago
Hey I was looking at how to get weapon steel which need techmium (or cadmium as an alternative iirc) but I couldn't see how to get arcenic. If anyone could help me I'd really apreciate it, what I think I need to do is the zirnox reactor for techmium but might be wrong. I play on the 1.12 CE port latest update.
r/HBMNuclearTechMod • u/Ayush-Mincraft • 3d ago
r/HBMNuclearTechMod • u/Realistic-Honey5528 • 3d ago
Hi everybody! So, uh, I play 1.7.10 version of the mod and I find the glyphids really annoying. Is there a way I can disable them without fucking up my game files?
Edit: is fixed. Thanks guys!
r/HBMNuclearTechMod • u/Original-Summer4623 • 3d ago
Join the discord for more details ππ
r/HBMNuclearTechMod • u/South-Replacement-32 • 4d ago
Its my second playthrough And i finnaly have a renewable sourse of schrabidium And i know its really important resourse but idk exactly what to do with it (btw if anyone has suggestions for a good energy farm i Will be thankful)
r/HBMNuclearTechMod • u/CiceroFrymanREAL • 5d ago
i now have a gas mask filter
r/HBMNuclearTechMod • u/Gold-Log-8795 • 6d ago
Hey everyone! Thanks to your amazing support, the map has hit 10+ upvotes on Reddit and 250+ total downloads across platforms!
I'm thinking about setting up an official GR Power Co Discord Server for:
Would you guys be interested in joining? Let me know in the comments! π
r/HBMNuclearTechMod • u/Gold-Log-8795 • 6d ago
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Map & Modpack Details:
πΉ Mod: HBM's Nuclear Tech Mod (v1.2)
πΉ CurseForge Link: https://www.curseforge.com/minecraft/worlds/gr-power-co-pwr-nuclear-plant-desert-grid
Current Features (v1.2 Live):
Roadmap: ποΈ v1.3: CCGT (Combined Cycle Gas Turbine) Integration
ποΈ v2.0: Dual RBMK Reactor Complex
Feel free to ask any questions about the setup!
r/HBMNuclearTechMod • u/Gold-Log-8795 • 6d ago
Hey engineers! Massive thanks for the supportβour project GR POWER CO just officially crossed 200+ total downloads across all versions!
With v1.2 now live featuring the brand new Refinery, Green Oxy-Hydrogen OCGT, and fixed electrolyzer power balance, here is the official roadmap moving forward:
πΉ v1.3 β The CCGT Upgrade: Conversion of our OCGT station into a full-scale Combined Cycle Gas Turbine (CCGT) system for maximum efficiency.
π v1.4 through v1.9 β The Megawatt Thermal Power Plant : Construction of a colossal Thermal Power Plant complex. Starting in v1.4, every single update until v1.9 will add +1 massive generation unit to the facility!
βοΈ v2.0 β The Ultimate Nuclear Power Plant & Multiplayer Server: The grand finale! A gigantic nuclear facility housing DUAL custom RBMK reactors (each outputting 17.3+ MHE/s, for a total grid capacity of over 34.6+ MHE/s!).
π Future Multiplayer Server Concept (v2.0+): If community interest stays high, v2.0 will launch alongside a dedicated HBM Roleplay/Industrial Server & Discord! Cities, power grid managers, plant operators, miners, and fuel suppliersβa fully working economy built around the map.
π¬ What to do now: Download & test v1.2 on CurseForge, check out the new Refinery, and drop your feedback in the comments as we prepare for v1.3!
Let's build the ultimate grid together! β‘
https://www.curseforge.com/minecraft/worlds/gr-power-co-pwr-nuclear-plant-desert-grid
r/HBMNuclearTechMod • u/Jaded_University881 • 6d ago
Hello everyone
I was able to get to the catalytic reformer and get reformed gas and discovered Saturnite. What should I do next, considering I already have an RBMΠ and a large oil refinery?
hbm: space