Mod Compatibility Notes for HBM's Nuclear Tech Mod
NTM has known compatibility behaviors with Thermos, Optifine, Angelica, shaders, and other mods. This page explains each issue and its configuration workaround.
Use this file to discover all available pages before exploring further.
HBM’s Nuclear Tech Mod modifies several Minecraft and Forge internals in order to fix bugs, extend engine limits, and make certain features possible — things like custom skyboxes, extended sound channels, keybind handling, and world providers. While these changes are generally safe, they can occasionally conflict with other mods that touch the same systems. This page documents every known compatibility behavior, explains why NTM implements it, and tells you which config key to toggle if it causes a problem in your modpack. All config keys mentioned below are in the main HBMNuclearTechConfig.cfg file located in your config/ directory.
Disabling a compatibility behavior does not always mean a safe outcome — in
some cases, the behavior exists specifically to prevent crashes or data
corruption. Read each section carefully before toggling anything off.
Thermos / Crucible — Intentional Crash on Detection
Thermos (and its forks such as Crucible) include a so-called “performance”
feature that throttles tile entity ticking in any chunk that does not
currently have a player inside it. For a typical Minecraft mod this might go
unnoticed, but NTM relies heavily on continuous tile entity updates for
machine processing, power networks, fluid transfer, and missile tracking.
When tick throttling is active, machines silently stall, power networks
desync, and missiles freeze mid-air — all in ways that produce no useful
error messages, making root-cause diagnosis nearly impossible without prior
knowledge of the Thermos quirk.To prevent server operators from wasting hours debugging these phantom
issues, NTM will intentionally crash on startup when it detects a Thermos
base and print a plain-English explanation at the top of the crash log.
The crash message explains the tileentities.yml configuration file that
controls Thermos’s tick throttling, and instructs the operator to disable
the feature for NTM’s tile entities.
Only disable this crash guard if you fully understand what
tileentities.yml does and have already configured it correctly. Running
NTM on an unconfigured Thermos server will produce broken, hard-to-diagnose
behavior.
Config key:0.00_crashOnThermos (default: true)Set to false to suppress the intentional crash. This should only be done
after you have properly configured Thermos’s tick throttling to exempt NTM
tile entities.
When any shader pack is active — whether loaded by Optifine, Iris, or any
other shader pipeline mod — holding a gun in first person will most likely
break the shader’s rendering output. NTM guns must skip Vanilla’s standard
first-person item setup pass in order to render correctly, but shader mods
hijack that same setup step to configure OpenGL state (such as framebuffer
bindings and depth-buffer settings). Skipping the setup causes those GL
states to be left in an undefined condition, which manifests as corrupted
rendering for the rest of the frame.There is no config toggle for this behaviour because it is an intentional
part of how NTM gun rendering works. The recommended solution is to install
the Shader Fixer mod alongside
your shader pack. Shader Fixer contains explicit compatibility patches for
NTM’s first-person gun rendering and resolves the issue without requiring
any configuration changes.
Optifine — Multiple Rendering Issues
Optifine is one of the most common performance mods on Minecraft 1.7.10, but
it achieves its gains by making small, often undocumented changes to the
rendering pipeline that can break NTM in several distinct ways. Unlike many
other compat issues, most Optifine problems have no known config-level fix
inside NTM.Known issues:
Invisible blocks with connected textures. Some NTM blocks that use
connected texture logic can become completely invisible when Optifine is
installed. Toggling Optifine’s Triangulation setting or disabling
Multicore Chunk Rendering has been reported to fix this by community
members, though the exact setting name and location varies between
Optifine versions.
Missile chunkloading failures. Optifine’s entity “optimisation”
feature interferes with the forced chunkloading that NTM missiles depend
on to travel across loaded/unloaded chunk boundaries. Affected missiles
will freeze in mid-air when they reach an unloaded chunk. No Optifine
setting is known to fix this; the root cause is inside Optifine’s closed
source.
Recommended action: The best solution is to replace Optifine with mods
that achieve the same performance gains without patching the rendering
pipeline invasively. A community-maintained list of alternatives is available
at:
https://gist.github.com/makamys/7cb74cd71d93a4332d2891db2624e17c
Angelica — Compact Vertex Format & Reed Rendering
Angelica is a modern performance and rendering improvement mod for 1.7.10.
Older versions caused significant model transparency issues (3D item and
block models would appear see-through), but these were resolved when NTM
switched its renderer to VBOs. An earlier problem with connected-texture
blocks not rendering at all was also fixed on Angelica’s side. As of the
current versions of both mods, there are no major incompatibilities.One minor visual issue remains: reeds (sugar cane) render incorrectly
when Angelica’s Compact Vertex Format feature is enabled. The underwater
portion of reeds will appear distorted or misaligned. Two workarounds exist:
Disable Compact Vertex Format in Angelica’s configuration. This
restores correct reed rendering at the cost of slightly higher vertex
buffer memory use.
Disable NTM’s reed rendering entirely using the client command:
/ntmclient set RENDER_REEDS false
This removes the underwater reed segment from rendering entirely,
side-stepping the incompatibility. Note that RENDER_REEDS defaults to
false automatically when Angelica is detected.
On a fresh world creation with Angelica installed, all items may initially
appear as white squares in the inventory. Scrolling through a few pages of
NEI resolves this permanently — it is a one-time initialisation quirk, not
a persistent bug.
NTM adds visual effects to the sky (such as the post-impact colour shift)
using a custom skybox renderer. Vanilla Minecraft only supports a single
active skybox renderer at a time, which would ordinarily mean that
registering NTM’s skybox would silently overwrite any skybox registered by
another mod (or vice versa).To avoid this, NTM implements a chainloader: at startup it detects
whether another mod has already registered a skybox renderer, saves a
reference to it, and then registers NTM’s renderer in its place. NTM’s
renderer, when executed each frame, will first run any previously registered
renderer before applying its own effects. This means both skyboxes coexist
without either losing functionality.If NTM’s skybox causes problems with a specific mod that also chains skybox
renderers, the entire NTM skybox can be disabled.Config key:1.31_enableSkyboxes (default: true)
Custom World Provider — Tom Impact Effects vs. Hardcore Darkness
A world provider is a Minecraft/Forge concept that controls environmental
rendering for a dimension: sky colour, ambient light levels, day/night cycle
timings, and more. NTM registers a custom world provider to implement the
post-impact visual effects triggered by a Tom detonation (darkened sky,
shifted light levels, etc.).This is known to conflict with Hardcore Darkness, a mod that also
modifies the world provider to control ambient light. Both mods attempt to
take ownership of the same provider slot, causing one or both effects to
fail or producing visual glitches.If you are running Hardcore Darkness alongside NTM and experiencing
lighting issues, disable NTM’s world provider.Config key:1.32_enableImpactWorldProvider (default: true)
Stat Re-Registering — Modded Item Stats in the Stats Screen
Minecraft tracks player statistics (items crafted, placed, broken, used) but
the vanilla system only handles items registered as part of the base game.
Modded items do not appear in the stats screen by default, and Forge provides
no fix for this. NTM requires accurate stat tracking for certain gameplay
triggers (for example, tracking use of the acidizer to spawn Mask Man), so
it runs its own code that re-registers crafting, placement, breaking, and
usage stats for every loaded modded item.In rare cases this can conflict with another mod that does the same thing, or
with modpacks that have an unusual item registration order. If you observe
stat-related crashes or duplicate stat warnings in the log, this behaviour
can be disabled.Config key:1.33_enableStatReRegistering (default: true)
Keybind Overlap Handler — Conflicting Keybinds
Vanilla Minecraft’s keybind system marks any two bindings that share the same
key as “conflicting” and silently discards all but one of them — which one
survives is essentially arbitrary. This is unnecessarily restrictive: many
keybinds are only active in specific contexts (e.g. while a GUI is open, or
while holding a specific item), and a reasonable degree of overlap is
harmless.NTM overrides the key event handling path to allow overlapping keybinds to
all fire. Both NTM’s own binds and those of other mods will work even when
they share a key, as long as their activation conditions are independent.If this causes unexpected key behaviour with a specific mod, the handler can
be disabled.Config key:1.34_enableKeybindOverlap (default: true)
Optifine (and some other mods) allow the render distance slider to be set
above 16 chunks. If Optifine is later uninstalled or the pack is downgraded,
the saved render distance value may exceed what vanilla Minecraft supports,
causing an out-of-bounds crash on startup.NTM guards against this by checking the saved render distance value at
startup. If the value exceeds 16 and Optifine is not present, NTM
automatically resets it to a safe value. If you are using a different mod
that legitimately supports render distances above 16, this check can be
disabled to prevent NTM from incorrectly reducing your setting.Config key:1.25_enableRenderDistCheck (default: true)
In some modpack configurations, items can end up in a state where they are
present in the game but lack a valid registration entry. NTM’s ComparableStack
class (used internally to represent item stacks in recipe and NEI handling)
encounters these invalid items and falls back to a safe dummy item to prevent
crashes, then prints a warning message to the log.In certain modpacks this warning can fire dozens of times per second,
potentially filling the log file and even causing measurable lag from the
I/O. Note that disabling the log message does not disable the safety
fallback — invalid items will still be handled gracefully, you simply
won’t be informed about them in the log.Config key:1.28_enableSilentCompStackErrors (default: false)Set to true to suppress the repeated log messages.
Sound System Limit Extension — Machine Sound Channels
Vanilla Minecraft’s sound engine is capped at 28 regular sound channels
and 4 streaming sound channels. For a typical survival pack this is
adequate, but NTM adds a large number of machines, each of which plays a
looping operational sound. When many machines are running simultaneously,
the channel limit is quickly exhausted. The engine responds by
interrupting and immediately restarting the oldest sounds, which can cause
audible stuttering and, in isolated cases, significant server-side lagspikes
from the constant sound system churn.NTM raises these limits to 1000 regular channels and 50 streaming
channels at startup. The exact channel counts are also separately
configurable via 1.41_normalSoundChannels. To revert to vanilla limits,
disable the extension entirely.Config key:1.39_enableSoundExtension (default: true)
When Mekanism is present, NTM applies changes to some of Mekanism’s recipes
to improve cross-mod balance and reduce conflicts with NTM’s own material
processing chains. The specific recipes affected can be inspected in the NEI
recipe viewer once the game is loaded.If you prefer to manage cross-mod recipe balance yourself (e.g. via CraftTweaker),
or if NTM’s changes break a specific recipe you rely on, this behaviour can
be disabled.Config key:1.40_enableMekanismChanges (default: true)
Applied Energistics 2 — Mass Storage Unit & Arc Furnace Large Integration
When Applied Energistics 2 is present, NTM registers external storage
handlers via AE2CompatHandler that allow AE2 ME networks to interact
directly with two NTM storage blocks:
Mass Storage Unit (MSU) — AE2 can read and insert items into the MSU
as if it were a standard ME-compatible storage cell. The MSU reports its
stored item type and count to the network, enabling crafting patterns and
export buses to target it normally.
Arc Furnace Large (AFL) — AE2 can access the Arc Furnace Large’s
inventory as an external storage source.
This integration is automatic and requires no configuration beyond having
both mods installed. There is no toggle for it in the standard config,
though the unrelated X528_enable528ExplosiveEnergistics option (in the
528 category) can restrict AE2 functionality as part of the 528 game mode.
The AE2 integration is handled entirely through AE2’s official
IExternalStorageHandler API and should be compatible with standard AE2
setups. If you experience issues, ensure you are using a version of AE2
that supports the external storage registry.
OpenComputers — Automation Integration
NTM provides integration with OpenComputers (OC), enabling Lua-based
computerised control of NTM machines and networks when OpenComputers is
installed. An NTM-specific paintable OC cable block (oc_cable_paintable)
is also registered when OC is detected.For full details on writing OC programs to interact with NTM machines, see
the Automation section of this documentation.