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HBM’s Nuclear Tech Mod contains one of the most detailed explosive arsenals of any Minecraft mod, ranging from simple dynamite and C4 charges to MIRV-tipped intercontinental ballistic missiles and thermonuclear devices with configurable blast radii measured in hundreds of blocks. Every detonation type — from a conventional fragmentation warhead to a Tsar Bomba analogue — is backed by a distinct explosion algorithm that carves terrain, irradiates chunks, spawns mushroom clouds, and applies fallout contamination to the landscape. Nuclear detonations are not merely cosmetic: they cause permanent, irreversible world changes that persist across server restarts. Plan target selection carefully.

Missile Tiers

Missiles are fired from launch pads (TileEntityLaunchPad, TileEntityLaunchPadLarge, TileEntityLaunchPadRusted) or from the custom launch table (TileEntityLaunchTable). Each missile entity extends EntityMissileBaseNT:
EntityMissileTier0 and EntityMissileTier1 carry conventional explosive warheads. Tier 0 is a basic unguided rocket with a modest blast radius. Tier 1 adds a guidance package for targeting. Useful for demolition, base raids, and clearing terrain without triggering radioactive contamination.
Missiles navigate by processing their flight path every game tick. If the chunks along a missile’s trajectory are unloaded, the missile will either freeze in place or despawn. Do not use Optifine’s aggressive chunk unloading options for missile-capable servers — they will cause missiles to vanish mid-flight. Use a dedicated chunkloading solution (e.g., ChickenChunks or FTB Utilities) to keep the flight corridor loaded.

Nuclear Devices

NTM includes a progression of nuclear and thermonuclear bombs, each with independently configurable radii in BombConfig:
DeviceConfig KeyDefault Radius
The Gadget (implosion prototype)gadgetRadius150 blocks
Little Boy (gun-type fission)boyRadius120 blocks
Fat Man (implosion fission)manRadius175 blocks
Ivy Mike (first thermonuclear)mikeRadius250 blocks
Tsar BombatsarRadius500 blocks
PrototypeprototypeRadius150 blocks
F.L.E.I.J.A.fleijaRadius50 blocks
Solinium NukesoliniumRadius150 blocks
N2 Minen2Radius200 blocks
Nuclear Missile warheadmissileRadius100 blocks
MIRV individual warheadmirvRadius100 blocks
Fatman Launcher roundfatmanRadius35 blocks
Nuka GrenadenukaRadius25 blocks
All radii are adjustable in the server’s NTM configuration file under the nukes category. The blastSpeed parameter (default: 1024 blocks/tick) controls how fast the shockwave processes blocks per update. falloutRange (default: 100 blocks) sets how far radiation contamination spreads from ground zero.
Nuclear detonations permanently and irreversibly alter world terrain. The spherical blast excavation, burned block surfaces, fallout contamination, and radiation dose accumulated in nearby chunks do not reset. On multiplayer servers, carefully consider where you arm and launch nuclear weapons. There is no undo.

Explosion Classes

ExplosionNukeAdvanced handles multi-tick spherical terrain excavation for most nuclear devices. It stores state in NBT (position, radii, shell/leg/element counters, explosion coefficient) so the blast can survive chunk reloads and continue processing:
public ExplosionNukeAdvanced(int x, int y, int z, World world, int rad, float coefficient, int typ)
The explosionCoefficient is clamped based on detonation altitude relative to sea level (Y=60), simulating air-burst vs. surface-burst efficiency. The type integer selects the terrain mutation profile (crater type, fire placement, scorch patterns).
ExplosionNukeGeneric is a simpler nuclear explosion class used for smaller devices or when a full multi-tick progressive blast is not needed. Extends the same positional / NBT framework as ExplosionNukeAdvanced.
Balefire is NTM’s homage to Robert Jordan’s Wheel of Time series. A Balefire explosion does not simply destroy blocks — it replaces terrain with a special persistent fire that irradiates the landscape and cannot be extinguished by normal means. The fire spreads and lingers long after the initial blast, slowly consuming remaining blocks.ExplosionBalefire follows the same multi-tick spherical algorithm as ExplosionNukeAdvanced and persists state to NBT via saveToNbt/readFromNbt. The TileEntityNukeBalefire manages the ongoing detonation, advancing the explosion each server tick until the radius is fully processed.
Do not detonate Balefire weapons near your base. The spreading, irradiating fire cannot be extinguished with water or by removing adjacent blocks. The only safe containment is preventing the detonation in the first place.
ExplosionFleija is the detonation class for NTM’s F.L.E.I.J.A. (Field Limitary Effective Implosion Armament) warhead, a device that generates an expanding spherical implosion field. Its distinguishing characteristic is the specific block transformation set it applies — the result is visually distinct from a standard nuclear crater. Managed by TileEntityNukeFleija.
ExplosionTom handles special-case detonations that interact with NTM’s custom world providers. Used for impact events that should trigger dimension-specific terrain mutations.
The Solinium nuke (TileEntityNukeSolinium) and thermobaric explosion classes handle NTM’s exotic material-based detonations. Solinium explosions apply additional contamination effects appropriate to the material’s properties.

Bombs and Placed Charges

In addition to missiles, NTM includes a range of deployable bomb devices:
BombTile EntityNotes
Little Boy casingTileEntityNukeBoyGun-type fission bomb, placed and armed
Fat Man casingTileEntityNukeManImplosion-type fission bomb
GadgetTileEntityNukeGadgetPrototype device, large and unwieldy
Ivy Mike casingTileEntityNukeMikeThermonuclear staged device
Tsar BombaTileEntityNukeTsarLargest device in NTM
Balefire NukeTileEntityNukeBalefirePersistent irradiating fire explosion
F.L.E.I.J.A.TileEntityNukeFleijaImplosion field warhead
N2 MineTileEntityNukeN2Buried pressure mine, nuclear yield
Custom NukeTileEntityNukeCustomConfigurable yield device
C4 ChargeTileEntityChargeConventional, RoR/redstone detonatable
LandmineTileEntityLandminePressure-triggered anti-personnel

Configuration Reference

Key BombConfig parameters (configurable in the mod’s .cfg file):
# Explosion radii (blocks)
3.00_gadgetRadius = 150
3.01_boyRadius    = 120
3.02_manRadius    = 175
3.03_mikeRadius   = 250
3.04_tsarRadius   = 500

# Explosion processing speed (blocks processed per tick)
blastSpeed = 1024

# Fallout contamination range (blocks from ground zero)
falloutRange = 100

# Limit explosion processing time (seconds; 0 = unlimited)
limitExplosionLifespan = 0

# Whether nuclear blast tile entities request chunkloading
chunkloading = true

# Explosion algorithm variant (0 = Legacy, 1 = Threaded DDA, 2 = Threaded DDA with damage accumulation)
explosionAlgorithm = 2
Setting limitExplosionLifespan to a non-zero value causes in-progress nuclear explosions to die if their chunk is unloaded for longer than the specified time. This prevents stale explosions from continuing indefinitely after a server restart but may result in incomplete craters if the server is stopped mid-detonation.

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