Radiation in NTM is not a simple visual effect or a single damage type — it is a layered simulation that tracks individual isotope activity, accumulates contamination in the player’s body over time, spreads into chunks as a persistent world state, and interacts with the environment to kill grass, accelerate mycelium, and generate toxic fog. Every radioactive item in the game is assigned a precise RAD/s emission value based on real isotope half-lives, and the hazard system is extensible enough to cover non-radiological dangers like asbestos, extreme heat, hydrothermal reactivity, and chemical toxins — all configurable and individually disableable in the server config.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.
RADs Per Second: How Radioactivity Is Measured
NTM expresses radioactivity as RADs per second (RAD/s) applied to nearby entities. The values are defined inHazardRegistry as static float constants, cross-referenced against real-world isotope half-lives:
| Isotope | Half-life | RAD/s |
|---|---|---|
| Th-232 | 14,000,000,000 years | 0.10 |
| U-238 | 4,500,000,000 years | 0.25 |
| U-235 | 700,000,000 years | 1.00 |
| U-233 | 160,000 years | 5.00 |
| Np-237 | 2,100,000 years | 2.50 |
| Pu-239 | 24,000 years | 5.00 |
| Pu-240 | 6,600 years | 7.50 |
| Am-241 | 432 years | 8.50 |
| Cs-137 | 30 years | 20.00 |
| Co-60 | 5 years | 30.00 |
| Pu-241 | 14 years | 25.00 |
| Po-210 | 138 days | 75.00 |
| Au-198 | 64 hours | 500.00 |
| Pb-209 | 3 hours | 10,000.00 |
HazardRegistry.u238 = 0.25F, HazardRegistry.po210 = 75.0F) are referenced when assigning radiation entries to items and blocks in HazardRegistry’s initialisation code. The HazardTypeRadiation.onUpdate() method converts the per-tick level to a per-second rate (float rad = level / 20F) and passes it to ContaminationUtil.contaminate().
HazardRegistry: Where Hazard Values Are Defined
HazardRegistry is the central registry that maps ItemStacks (and OreDict entries) to HazardEntry objects, each describing the type and magnitude of hazard an item poses. The registry is populated during mod initialisation and covers:
- Radiation — all radioactive ores, ingots, nuggets, billets, fuels, and spent fuels
- Heat — items that burn or cause fire damage when held
- Asbestos — materials that cause lung damage (fibrosis) on prolonged exposure
- Explosive — unstable items that can detonate under certain conditions
- Hydroactive — materials that react violently with water
- Blinding — items emitting intense light capable of causing blindness
- Chemical/Poison — toxic substances that apply poison effects
HazardSystem evaluates all held and nearby items each tick and applies the cumulative effect to the player.
Chunk Radiation: Persistent World Contamination
Beyond item-level radiation, NTM tracks chunk-level radiation as a persistent value stored in chunk NBT. Nuclear explosions, leaking reactor cores, and radioactive block placements all contribute to chunk radiation. Once a chunk is contaminated, players standing in it receive background RAD/s even with no radioactive items nearby.How Chunks Become Contaminated
How Chunks Become Contaminated
Explosions from nuclear devices deposit radiation into affected chunks proportional to the device’s yield. Placing radioactive blocks (e.g. uranium ore, glowing cores) also raises local chunk radiation over time. The
enableContamination config toggle controls whether the player’s body contamination system is active; enableChunkRads controls whether chunk-level radiation accumulates and deals damage at all.World Radiation Effects
World Radiation Effects
When chunk radiation exceeds the
worldRadThreshold (default: 20 RADs) and worldRadEffects is enabled, the world itself begins to change. Grass dies and turns to dirt, mycelium spreads, and further decay can occur. The worldRad config value (default: 10) controls how many block operations radiation can perform per tick. If cleanupDeadDirt is enabled, dead grass and mycelium eventually decay back to plain dirt.Radiation Fog
Radiation Fog
When a player accumulates ≥
fogRad RADs (default: 100), a radioactive fog begins to appear. The fogCh value (default: 20) sets the 1-in-N chance of fog spawning every second. Fog is a visual warning system that intensifies as contamination increases.PRISM: 3D Radiation Propagation
The standard chunk radiation system treats all blocks within a chunk as uniformly affected. PRISM (Physically-based Radiation Integration and Shielding Model) is an advanced, toggleable replacement that simulates radiation propagation in three dimensions, accounting for block-level shielding resistance:enablePRISM = true, the ChunkRadiationManager swaps its proxy to ChunkRadiationHandlerPRISM. This system casts radiation from sources outward through the block grid, attenuating based on material density — lead walls block more radiation than air, concrete more than wood, and so on.
PRISM is disabled by default because it is significantly more computationally expensive than the chunk-average system. Enable it only on servers with adequate hardware or in single-player where performance allows.
Radiation Effects on the Player
Radiation accumulates in the player as contamination, tracked byContaminationUtil. As contamination rises through thresholds, the following effects apply:
Mild Contamination
Slight nausea, minor health regeneration penalty. Visible via the contamination HUD indicator. Recoverable with radiation medicine or simply by removing the radiation source and waiting.
Moderate Contamination (Radiation Sickness)
Active health drain, reduced max health, nausea, and hunger loss. The player visibly deteriorates. Anti-rad medication slows accumulation; decontamination showers (if available) accelerate recovery.
hellRad RAD/s (default: 0.1), representing the hostile dimension’s naturally radioactive environment.
Protection Against Radiation
| Protection Method | Notes |
|---|---|
| Lead Armor | Reduces radiation intake proportional to coverage. Full set strongly recommended for reactor work. |
| Hazmat Suits | Full-body protection against radiation and some chemical hazards. Required for entering highly contaminated areas. |
| Rad-X / RadAway equivalents | NTM includes medication items that slow contamination gain (prophylactic) or accelerate clearance (treatment). |
| Distance | Radiation falls off with distance. The Geiger counter item (reacher) applies a square-root or inverse-square function to attenuate inventory radiation. |
| Shielding Blocks | Dense materials (lead blocks, concrete) between you and a radiation source reduce exposure, especially with PRISM enabled. |
All Hazard Types
RadiationConfig exposes per-hazard disable toggles. The following hazard types are implemented in com.hbm.hazard.type:
| Hazard Type | Class | Config Toggle | Description |
|---|---|---|---|
| Radiation | HazardTypeRadiation | enableContamination | Isotope-based RAD/s contamination |
| Asbestos | HazardTypeAsbestos | disableAsbestos | Fibrosis lung damage from fibrous minerals |
| Coal Dust | HazardTypeCoal | disableCoal | Pneumoconiosis from coal dust exposure |
| Heat | HazardTypeHot | disableHot | Fire damage from hot materials/fluids |
| Explosive | HazardTypeExplosive | disableExplosive | Detonation risk from unstable items |
| Hydroactive | HazardTypeHydroactive | disableHydro | Violent water reactivity |
| Blinding | HazardTypeBlinding | disableBlinding | Blindness from intense light sources |
| Fibrosis | HazardTypeAsbestos | disableFibrosis | Progressive lung disease from fine particles (separate toggle from asbestos) |
| Digamma | HazardTypeDigamma | — | Exotic high-energy radiation type (applies DRX/s contamination) |
Pollution System
Separate from radiation, NTM models industrial pollution viaPollutionHandler. Pollution types include soot (from combustion), heavy metals (from lead and similar), and airborne toxins:
Soot Fog
Soot Fog
When soot pollution in a chunk exceeds
sootFogThreshold (default: 35), visible smog appears. The density scales with the sootFogDivisor config. Smoke stacks multiply soot output by smokeStackSootMult (default: 0.8, slightly reducing raw emissions — configure upward to penalise industrial activity more heavily).Heavy Metal Poisoning
Heavy Metal Poisoning
High heavy-metal pollution (from lead, mercury, etc.) poisons players simply by standing in the affected area (
enableLeadPoisoning). Breaking blocks in heavily polluted chunks can also deliver a poison dose (enableLeadFromBlocks).Mob Buffing
Mob Buffing
When soot exceeds
buffMobThreshold (default: 15), naturally spawning mobs in the area receive stat buffs — a punishing effect for heavily industrialised areas left unmanaged.Radiation Config Reference
All radiation and hazard settings live inRadiationConfig, loaded from hbm.cfg:
