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.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/hbmmods/hbm-s-nuclear-tech-git/llms.txt
Use this file to discover all available pages before exploring further.
Missile Tiers
Missiles are fired from launch pads (TileEntityLaunchPad, TileEntityLaunchPadLarge, TileEntityLaunchPadRusted) or from the custom launch table (TileEntityLaunchTable). Each missile entity extends EntityMissileBaseNT:
- Tier 0–1 (Conventional)
- Tier 2–3 (Advanced)
- Tier 4 (Nuclear/MIRV)
- Stealth Missile
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.Nuclear Devices
NTM includes a progression of nuclear and thermonuclear bombs, each with independently configurable radii inBombConfig:
| Device | Config Key | Default Radius |
|---|---|---|
| The Gadget (implosion prototype) | gadgetRadius | 150 blocks |
| Little Boy (gun-type fission) | boyRadius | 120 blocks |
| Fat Man (implosion fission) | manRadius | 175 blocks |
| Ivy Mike (first thermonuclear) | mikeRadius | 250 blocks |
| Tsar Bomba | tsarRadius | 500 blocks |
| Prototype | prototypeRadius | 150 blocks |
| F.L.E.I.J.A. | fleijaRadius | 50 blocks |
| Solinium Nuke | soliniumRadius | 150 blocks |
| N2 Mine | n2Radius | 200 blocks |
| Nuclear Missile warhead | missileRadius | 100 blocks |
| MIRV individual warhead | mirvRadius | 100 blocks |
| Fatman Launcher round | fatmanRadius | 35 blocks |
| Nuka Grenade | nukaRadius | 25 blocks |
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.
Explosion Classes
ExplosionNukeAdvanced — the core nuclear blast engine
ExplosionNukeAdvanced — the core nuclear blast engine
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: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 — lightweight nuclear template
ExplosionNukeGeneric — lightweight nuclear template
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.ExplosionBalefire — the special persistent fire
ExplosionBalefire — the special persistent fire
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.ExplosionFleija — the F.L.E.I.J.A. warhead
ExplosionFleija — the F.L.E.I.J.A. warhead
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 — world-provider impact effects
ExplosionTom — world-provider impact effects
ExplosionTom handles special-case detonations that interact with NTM’s custom world providers. Used for impact events that should trigger dimension-specific terrain mutations.ExplosionSolinium / ExplosionThermo — exotic warheads
ExplosionSolinium / ExplosionThermo — exotic warheads
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:| Bomb | Tile Entity | Notes |
|---|---|---|
| Little Boy casing | TileEntityNukeBoy | Gun-type fission bomb, placed and armed |
| Fat Man casing | TileEntityNukeMan | Implosion-type fission bomb |
| Gadget | TileEntityNukeGadget | Prototype device, large and unwieldy |
| Ivy Mike casing | TileEntityNukeMike | Thermonuclear staged device |
| Tsar Bomba | TileEntityNukeTsar | Largest device in NTM |
| Balefire Nuke | TileEntityNukeBalefire | Persistent irradiating fire explosion |
| F.L.E.I.J.A. | TileEntityNukeFleija | Implosion field warhead |
| N2 Mine | TileEntityNukeN2 | Buried pressure mine, nuclear yield |
| Custom Nuke | TileEntityNukeCustom | Configurable yield device |
| C4 Charge | TileEntityCharge | Conventional, RoR/redstone detonatable |
| Landmine | TileEntityLandmine | Pressure-triggered anti-personnel |
Configuration Reference
KeyBombConfig parameters (configurable in the mod’s .cfg file):
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.