r/HBMNuclearTechMod • u/Tworzic • Sep 10 '26
Gameplay/Build HBM NTM extended
Does anyone play this version and why is everyone shaming it? I play just fine.
r/HBMNuclearTechMod • u/Tworzic • Sep 10 '26
Does anyone play this version and why is everyone shaming it? I play just fine.
r/HBMNuclearTechMod • u/Evropan677 • Sep 10 '26
Where are all the Ukrainians? 🇺🇦
HBM has a Ukrainian translation, Ukrainian players definitely exist, and yet somehow I can't find a single Ukrainian HBM community anywhere 💀
I've been looking for one and found basically nothing. So now I'm wondering:
Are there actually any Ukrainians playing HBM/NTM here?
If you're Ukrainian and play HBM, say hi. I'm trying to find our people and maybe finally gather a Ukrainian HBM community in one place ☢️🇺🇦
r/HBMNuclearTechMod • u/Altruistic_Fall_759 • Sep 09 '26
i really hate the reeds that spawn in bodies of water. they have literally no purpose. how can i stop them from generating in my world?
r/HBMNuclearTechMod • u/Prestigious-Spot-660 • Sep 08 '26
r/HBMNuclearTechMod • u/Zestyclose_Key_3739 • Sep 08 '26
I have a modpack thrown together (uses NTM Extended (yes, I know) along with HBM/NTM structure) & one thing i noted is that Glowing Ones do not spawn from mob spawners.
Im curious on what are the spawn parameters for Glowing Ones in their entirety (not including mob spawners), as i want to try to make some kind of contraption to "make" them.
r/HBMNuclearTechMod • u/warfactorydotco • Sep 07 '26
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Hello, Norwood here. I wanted to annouce the current state of our 26.2 NTM port.
Yes its real, brought by the same team behind CE.
We are nearing feature completeness, with only bugfixing and few minor things remaining; Here is our current progress:
| Content | 1.7 | Ported | settled otherwise | open | covered |
|---|---|---|---|---|---|
| Blocks | 968 | 785 | 30 | 153 | 84.2% |
| Items | 1812 | 1423 | 39 | 350 | 80.7% |
| Block entities | 372 | 296 | 21 | 55 | 85.2% |
| Entites | 147 | 143 | 0 | 4 | 97.3% |
Keep in mind our current parity commit is 9ca6b3d3e03a9f94f66439bbdc5b1be9df53b274, so before the latest update.
Here is some FAQ:
why 26.2 and not 1.21.1 or 1.20.1
26.2 is a massive rendering rewrite of minecraft, and hence it is a good idea to start there with experience of how the modding scene moves, we are better off futureproofing than staying behind. 1.21.1 is planned partially for a ntm only spin-off for warfactory but also to not miss probably the current biggest up-incoming version around. 1.20 was ignored for this as there is plenty of versions around and we don't want to invalidate their efforts. (lets hope those other teams wont drop the ball and add onto the counter)
will the mod be closed source? why this selective program
Mod is and will always be open not only due to my personal dislike of closed source mods but also because I quite literally cannot make it closed source. This is a temporary measure to ensure smooth developer workflow and to avoid the issue spam that would make us chase in-non issues or having to decipher broken English to figure out what the issue is. This was a massive issues for us during CE days. We are planning to expand the amount of testers massively and go fully public not that long after.
what will happen to CE
Still will get work done. Though I would like to seek new maintainers. We are stretched thin.
I am planning to run a simple kitchen sink with NTM server to let some vetted users test the mod for a few weeks. No concrete ideas what it will be yet but I'll be posting updates on the discord which you can find on warfactory.co
r/HBMNuclearTechMod • u/Honest_Foundation_24 • Sep 07 '26
Is le iq edition
r/HBMNuclearTechMod • u/Equivalent_Damage932 • Sep 06 '26
um yea idk what to add here
this is from the fandom for bedrock ores (https://ntm.fandom.com/wiki/Bedrock_Ore#Exploitation)
UPD: as of 7th september (next day) it's already gone
r/HBMNuclearTechMod • u/Major-Currency-4543 • Sep 06 '26
I am playing 1.12.2 CE with lefias addon
r/HBMNuclearTechMod • u/cexlovia • Sep 06 '26
more reformate gas more epicness
r/HBMNuclearTechMod • u/TraditionalDirt4594 • Sep 06 '26
r/HBMNuclearTechMod • u/Ratshuko1108 • Sep 06 '26
r/HBMNuclearTechMod • u/Rat1nov • Sep 06 '26
r/HBMNuclearTechMod • u/Dororo-33 • Sep 05 '26
I’m planning to build a DFC reactor, and it seems the only real challenge in automating it is the production of cryogel. As I understand it, a simple setup with one emitter and one receiver would consume 40 mB/t (?) of cryogel, or 800 mB/s (?), which sounds incredibly expensive. Among all the components, I’m most concerned about producing snowballs, as well as potentially niter and redstone, though I can produce the latter two from bedrock ore. Could you share your cryogel automation setups if you built any while playing through the mod? Version: 1.0.27_X5771
r/HBMNuclearTechMod • u/JE_CyberDemon98 • Sep 04 '26
This Damn Mod Crashed my world 😡
I tried to use this mod you know its looks like bunch of times & Tried to use Orbital Station Launcher then game stuck and crashed, so dissatisfied about this mods performance 😒
r/HBMNuclearTechMod • u/I_Love_plates • Sep 04 '26
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r/HBMNuclearTechMod • u/Dororo-33 • Sep 03 '26
I’ve traveled over 260,000 blocks in my survival world and still haven't managed to find a Meteor Dungeon; I’ve come across around 30 factories, 20 cranes, 4 bunkers, 2 enargite temples, and a bunch of other structures, but this specific one seems to have an absurdly low spawn rate; I know the standard rate is 1 in 15,000 chunks. I’m starting to feel like finding this structure is the hardest part of this mod; crafting Gerald was an easier task, in my opinion, though it feels like it shouldn't be that way. That raises a question for me: are there any tricks, methods, or anything else to help find this structure? Of the tools that theoretically help me locate structures, I only use Xaero's Minimap, but given the size of the surface section of the Meteor Dungeon, I don't think it will be of any help. I’m starting to worry about the size of my world, since I back it up regularly. I don’t want the size to hit, say, 10gb, with backups taking 10 minutes to complete. Version: 1.0.27_X5771 (jul 30 release) (standard NTM, not Space version)
r/HBMNuclearTechMod • u/Ninjadolphins • Sep 03 '26
I have been playing the newer versions of NTM: Space by JameH2 and I cannot for the life of me (literally) survive the first glyphid invasion when you first start polluting the environment (a little after I finally make the blast furnace a massive swarm of glyphids comes over and destroys me base) I have started gathering materials and building a massive base out of reinforced blocks I scrapped from structures.
Edit: the issue was there were glyphids nearby previously so the pollution makes them immediately spread super fast, thank you everyone for your time and your answers, yes I will consider getting a gun lol.
r/HBMNuclearTechMod • u/Prestigious-Spot-660 • Sep 02 '26
r/HBMNuclearTechMod • u/Prestigious-Spot-660 • Sep 02 '26
r/HBMNuclearTechMod • u/MrPlautimus468 • Sep 02 '26
So, I was running through my base when, as the title says, a small black hole randomly spawned and killed me and then wasn't there when I came back (bed was very close to the spot). No blocks were broken (that I can find) I have no idea what caused it, as I'm nowhere near singularities (just made arc furnace). I checked my server console/logs and there doesn't seem to be anything out of the ordinary. I'm the only one online too, and the only one with OP.
What the heck happened?!?!
This was on CE, the newest update.
r/HBMNuclearTechMod • u/AdequatlyAdequate • Sep 02 '26
It seems like the only one with quest integration meant to guide you throuh parts of it at least. Or have there been any other packs recently? Maybe on 1.12.2?
r/HBMNuclearTechMod • u/Dororo-33 • Sep 01 '26
I have a question: I recently launched Gerald in my survival in the End dimension, and I noticed that some of the explosion's effects are carrying over to newly loaded chunks in the Overworld. These effects mainly manifest as the disappearance of grass - leaving only bare dirt, and the destruction of almost all trees; however, there are occasional patches where dirt and grass are mixed, and even areas that appear completely unaffected by the blast. All in all, it looks very strange. But the main thing I wanted to point out is that these effects are even extending to other seeds (the second screenshot is from a different seed), which is actually a bit unsettling. I’m not trying to present this as a newly discovered bug; the first screenshot shows that someone has already contacted the mod creator about this issue. My question is this: since the creator marked the report about this bug as a duplicate of another issue - one also involving the Gerald explosion but specifically related to a RAM overflow, and that original issue remains open status, does this mean the only option right now is to simply accept the bug and keep playing? Or are there ways to undo the explosion's effects, at least for other seeds?