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Documentation Index

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HBM’s Nuclear Tech Mod expands Minecraft’s armor system far beyond diamond-level protection. A correctly chosen armor set is the difference between surviving a reactor excursion and instant death from accumulated radiation dose. The mod introduces three broad armor categories — radiation/hazard protection suits, combat alloy armors, and powered exosuits — each with different crafting requirements, stat profiles, and special abilities. Most armor sets use the Full Set Bonus (FSB) system (ArmorFSB): only wearing all four matching pieces activates the set’s primary protective properties. A single missing piece means no protection, no matter how valuable the individual item. Understand the progression before venturing near radioactive materials.

Core Armor Interfaces

The api.hbm.entity.IResistanceProvider interface allows custom entities to expose variable damage threshold (DT) and damage resistance (DR) values that change dynamically based on incoming damage type, piercing values, and the entity’s own internal state:
public interface IResistanceProvider {
    /**
     * Returns [DT, DR] values for this entity based on the incoming damage.
     * Only works for custom NTM entities implementing this interface.
     * Standard entities use DamageResistanceHandler instead.
     */
    public float[] getCurrentDTDR(DamageSource damage, float amount, float pierceDT, float pierce);
    public void onDamageDealt(DamageSource damage, float amount);
}
Glyphid enemies, for instance, implement this to vary their carapace resistance based on where they are hit and whether their armour plating has been damaged. On the player side, armour mods like ItemModInsert can modify effective DT/DR values beyond what the base armor provides.
api.hbm.entity.IRadiationImmune is a simple marker interface:
public interface IRadiationImmune { }
Entities (including players) that implement or are granted this interface receive zero radiation accumulation regardless of environmental radiation level or proximity to radioactive materials. Certain high-tier armors grant IRadiationImmune status when the full set is worn, allowing work inside active reactor cores or near detonation craters without rad suit management.

The FSB Armor Architecture

All player-worn NTM armor extends ArmorFSB (Full Set Bonus armor). Key properties set on the class:
public double radResist = 0;     // Radiation resistance fraction (0.0–1.0)
public boolean thermal = false;  // Thermal vision when helmet worn
public boolean vats = false;     // VATS targeting system
public boolean geigerSound = false; // Custom Geiger counter sound
public int dashCount = 0;        // Number of available dashes
public int stepSize = 0;         // Auto-step height bonus
public List<PotionEffect> effects; // Passive potion effects while wearing full set
Power armor extends ArmorFSBPowered, which adds an HE (Hbm Energy) battery system:
public long maxPower;      // Maximum energy capacity
public long chargeRate;    // Energy gained per tick from external chargers
public long consumption;   // Energy per tick while active
public long drain;         // Energy per tick passive drain
Power armor displays its charge in the item tooltip and requires external charging stations or a battery insert mod. When depleted, the power armor ceases to provide its bonuses (implemented via isArmorEnabled). Fueled armor (ArmorFSBFueled) instead runs on a fluid fuel type (e.g., diesel) stored in a built-in tank, topped off with a fluid container.

Armor Sets by Category

Radiation and Hazard Protection

The standard radiation protection suit. ArmorHazmat extends ArmorFSB and provides a distinctive first-person helmet overlay (overlay_hazmat.png) when the helmet piece is worn. The full hazmat set provides significant radiation resistance and protects against some chemical/toxic hazards.Crafted from rubber, lead plates, and protective fabrics. Mid-game availability — essential before approaching any radioactive ore, waste, or reactor system.Full set required for FSB radiation resistance to apply.

Combat Armor

ArmorDesh is a fueled combat armor running on a liquid fuel type. Provides high physical protection and a moderate movement speed penalty (−2.5%). The Desh material is derived from a specific NTM ore, making this an early-to-mid advanced tier combat set.

Power Armor and Exosuits

ArmorRPA is a top-tier powered exosuit implementing IPAWeaponsProvider. When fully charged, it provides access to both melee (IPAMelee via ArmorRPAMelee) and ranged (IPARanged) integrated weapon systems beyond a standard weapon slot.The RPA uses a custom ModelArmorRPA 3D model with separate head, body, arm, and leg components. Rendered with a full custom item renderer (IItemRendererProvider). Power source: HE battery with configurable max capacity, charge rate, consumption, and passive drain.

Radiation Protection Progression

Understanding the tier progression is critical for safe nuclear facility operation:
1

Early game — Lead Armor

Basic lead-plate armor provides the first tier of radiation resistance. Craft lead ingots from galena ore and shape into armor pieces. Not a full hazmat suit — leaves gaps in chemical and gas protection — but dramatically reduces passive radiation accumulation near low-grade radioactive ores.
2

Mid game — Hazmat Suit

The full Hazmat Suit (ArmorHazmat) provides solid radiation resistance and chemical protection. Required before entering uranium/plutonium processing areas, working with radioactive fuel rods, or operating reactors. The helmet overlay visually confirms the suit is sealed.
3

Advanced — Liquidator / Envsuit

For high-radiation zones (near running reactors, inside contaminated craters, handling spent fuel) the Liquidator or Envsuit provides substantially better protection. Accept the mobility penalty or the crafting investment in exchange for safety margins that let you work longer before needing decontamination.
4

End game — Power Armor

RPA, T-51, and equivalent powered exosuits offer the highest combined physical and radiation protection in the mod. Their battery systems require NTM energy infrastructure but deliver IRadiationImmune-class protection when charged, allowing indefinite operation in the most hostile environments.
Never approach radioactive materials without appropriate protection. Radiation dose accumulates silently. Without at minimum a lead vest, working near uranium ore or waste drums will accumulate radiation that causes progressively worsening health penalties, culminating in death. The FSB system means a partial hazmat set provides no radiation resistance — wear all four pieces or none.

Armor Mods

NTM armors support a mod system via ItemArmorMod items installed at the Armor Table (BlockArmorTable). Available mods include:
ModEffect
ItemModInsertBallistic insert — increases damage threshold
ItemModCladdingAdditional radiation shielding layer
ItemModBatteryIncreases power armor energy capacity
ItemModServosReduces movement speed penalty on heavy armors
ItemModNightVisionAdds night vision to helmet slot
ItemModGasmaskAdds chemical gas protection to any helmet
ItemModShieldEnergy shield module for power armors
ItemModHealthPassive regeneration effect while wearing
ItemModReviveOne-time revive from fatal damage
ItemModSensorAdds VATS-like entity detection overlay
Armor mods are consumed on installation and are lost if the armor is destroyed. Plan loadouts carefully before committing expensive mods to field gear.

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