Dfc
Содержание:
The Burner Press
The burner press uses (as the name implies) combustible materials (i.e. furnace fuel) to press ingots. Since ingots can be pressed into many different shapes, you need to make a demountable piece that helps the metal become the shape you want it to: The stamp. Flat stamps can be crafted with a desired material (for example, iron), some bricks and a pile of redstone dust. While a flat stamp does have some uses, they aren’t all that important, hence why we are going to upgrade it a little. For that, open your trusty template folder and select «Plate Stamp» on the first page, with the plate stamp’s material matching the one of the flat stamp you have just crafted. Voilà, you have created a stamp, ready for use! Now fire up your burner press, wait for the gauge to hit the yellow area, put the stamp on the top and some copper at the bottom, and now the magic starts: You have made yourself your very own copper plates. Note that even when idle, the press will burn fuel, so either remove unwanted fuel when not in use or use a lever to «pause» the press. Note that the temperature gauge will rise as long as fuel is burning, the hotter the press, the faster it will go. Don’t worry, the press will stop heating up if the maximum is reached, it cannot overheat.
Updates & Compatibility
Update History & Changelogs
October 1, 2021
- Fixed issue with ITER heater not injecting plasma when not generating plasma
- Ore dict coke
- Crafting recipe for Steel Ranger armor
- Waste earth updated, no longer irradiates environment
- Waste earth and nether fire/coal textures updated
- Jetpacks have a creative tab
- DNT, FAU, and AJR armor should render the correct model for each part
- Keybind toggles are sent to players upon server join
- MKU mekanism crash fixed (again)
- Duplication glitch with Book of Boxcars fixed
- Neutron reflectors use new ore dict in assembler recipes
- Turrets pay attention to AI chip names
Version | Bedrock | Java |
---|---|---|
1.12.2 | × | ✓ |
1.7.10 | × | ✓ |
Trivia
- Circuits are known internally by their wiring (eg the basic circuit is circuit_aluminium and the overclocked circuit is circuit_gold). The assembly circuit is referred to as circuit_raw
Circuit boards are known internally as tiered targeting circuits (eg circuit_targeting_tier2).
.
- All circuit boards follow the same color scheme as their normal circuit form (eg enhanced circuit is green with dark red wiring and the tier 2 circuit is the same) except the High-Performance circuit. The High-Performance circuit is black with cyan blue wiring whereas the tier 5 circuit board is yellow with black/dark grey wiring.
- Curiously, there is a tier 6 circuit board only used in the most endgame components, but no regular tier 6 circuit.
- In some versions, the Advanced circuit has a spelling error and becomes «Advanved Circuit»
- Interestingly, in terms of raw materials (excluding the previous circuit tier), the overclocked circuit is (almost) less expensive than the advanced ones.
- The unused textures are mentioned in the Scrapped Features page.
Types
Special Meteors!!!
A video displaying all the specials meteors.
Each special type has a 1 in 300 chance of spawning. Disabled by default in the config
Large nuclear meteorite
A large meteorite which generates the outside entirely of treasure, and the inside entirely of stereotypical green ooze. WARNING: this is highly radioactive.
Giant ore meteorite
A giant meteorite with the outer layer generating meteor blocks, and the inner layer (basically a large meteor) entirely meteor ores.
Atomic meteorite
Creates a nuclear explosion on impact. The fallout spreads very far and creates a lot of radiation in the process. A direct hit from one of these meteors can very easily destroy your base.
DFC Components
Dark Fusion Core (DFC)
The core’s function is to increase the emitter beam’s power, generating insane amounts of HE. It needs 2 reaction catalysts and 1 DFC core to work, while being stabilized by the stabilizers, and having fuel in its reserve. When receiving a beam from the emitter, it activates, expanding and glowing in different colors depending on the catalysts inserted. The beam passing through the core can then be used with a receiver to channel the beam into HE, or with a tungsten crate to be used in Yharonite production. If a mob or player gets too close to the DFC while it’s running, it will catch fire and take high amounts of damage.
The core has 4 indicators: Fuel 1, Fuel 2, Restriction field, and heat saturation. When the restriction field reaches 0%, the core will melt down, leaving a crater larger than 500 blocks in diameter. Heat saturation is the amount of stacked emitters the core can process without melting down. When it reaches 100%, the core will also melt down.
DFC Emitter
DFC Emitter chain. The gaps are for demonstration, this can be done without gaps.
The emitter produces a beam, that upon penetrating a valid core, will increase the beam’s energy output. In order to store it, you will need the amplified beam to enter the DFC receiver. It needs cryogel and power to work, if it’s turned on without cryogel, it will melt to lava. It can also be stacked by chaining emitters, however, only 90% of the previous emitter’s power will be added. The beam does 50 damage and destroys any blocks it touches. Its energy output can be controlled, going from 1% to 100%.
DFC Receiver
The receiver catches a beam pointed towards its front face, and converts it into HE. It needs Cryogel to work, and will melt if it runs out of cryogel. Depending on the fuel and core, this will output energies beyond what a single spark energy storage block can hold per second.
DFC Stabilizer
The stabilizer ensures the core doesn’t melt down during operation. It needs power and a stabilizer lens in the lens slot to work. Like the emitter, its output can be set from 1% to 100%, higher percentages consuming more power.
DFC Fuel Injector
The Injector takes 2 fuels from connected pipes, and inserts them into the core. This component doesn’t require power, and the fuel can be changed using fluid identifiers. It doesn’t have any fluid container slots, so it can only be filled using pipes.
Tungsten Crate
While not required for the DFC’s operation, this can be used instead of a receiver for several purposes. One of them being as an instant furnace that processes items without delay which can be done with any setup. The other being for Yharonite production, although this needs an output of at least 10MSpk, which can be checked with a receiver. The crate can also be used without the core altogether, though this only works with a limited number of recipes.
List
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Thingy
- Best DFC core. Invisible to the creative menu and NEI. Still craftable.
- Sorta a secret, but many people know it exists at this point.
- Very Expensive, But well worth it. Allows for one if not the best power output and power to material ratio.
- ZOMG Cannon
- Negative energy super-weapon. Not invisible at all. Crafted using the assembly machine.
- Not really a secret.
- Very Good for destroying bases and things quickly, it’ll shred through any block necessary.
- Uses Euphemium Nuggets as ammo.
- Although it absolutely destroys everything it touches, high viscosity fluids (such as buildcraft oil) just delete it, due to it not having a propulsion of its own.
-
The Book Of Boxcars (aka Black Book)
- «Magic» book necessary to create Electronium. Invisible to both the creative menu and NEI. Can be crafted if Baby Mode is enabled. Otherwise, it can only sometimes be found in a Meteor Dungeon.
- Also can be bought from the hidden catalog or 100 caps.
- Not really a secret, since certain high-tier items need it in order to be made.
- Used to craft multiple special and bizarre items, including Boxcar Bullets, Metastable U-238-m2, and a few more.
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Euphemium Armor
- Invincible armor, quite simply. Invisible to the creative menu, but not NEI. Can be crafted, though it is extremely expensive.
- Not a secret, everyone knows it exists.
- tile.#undef.name
- An indestructible statue that can be found in the Meteor Dungeon. Hidden from both the creative menu and NEI. You can give it a Cursed Revolver and a Broken Pocket Watch. It glows brightly.
- Actually kind of a secret.
- Gives the Regeneration effect when it is equipped with the pocket watch and a cursed revolver, similar to a beacon.
- The initials “ELB” are inscribed on the base. This is likely referring to the character Euphemia Li Britannia from Code Geass.
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Meteor Dungeon
- A super-rare generated structure that contains many special items and areas.
- Not much of a secret at all in any sense of the term, it’s just rare.
- Spawns Every 15000 chunks or so.
- Broken Pocket Watch
- Used in Euphemium Armor, serves little purpose outside of that. Hidden from the creative menu, craftable.
- Not really a secret either.
- The Polaroid
- An item that does, things(?) Not hidden from the creative menu, craftable.
- It being readily available in the creative menu makes it one of the least «secretive» item on this list.
- Has multiple textures and writings at the bottom of it, it all depends on game/world load.
- item.memory.name
- A battery item that has an obscene amount of power storage. It was an item made to test batteries of extremely high capacities. It may be considered the item equivalent or predecessor to the FEnSU. It was usually used to test DFC configurations as Spark Energy Storage Blocks are insufficient for it. It is hidden from both the creative menu and NEI.
- Sort of a secret.
-
Locksmith Table
- Put a stick into the randomizer slot of a locksmith table, Guess what. It explodes.
- More of a joke/Easter egg, but sure.
- heh.
-
Ducks
- Some Chickens are actually NTM «Ducks».
- More of an Easter egg, as the beginning of the world says you can «Duck» by pressing «O».
-
NTM Dirt
- Right-clicking it with a brittle spade will make it drop the 3 «elements» needed to craft Metastable-U238.
- Sorta a secret.
- Can be bought from Hidden Catalog or found in the Meteor dungeons.
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Fabulous Hat
- May or may not exist.
- Fabulous.
- Unique.
-
Hidden Catalogue
- Only (legitimately) obtainable by obtaining special achievement and completing the Secret Puzzle. Sells powerful items at a sharp discount. To spawn it in use «/give @p hbm:item.bobmazon_hidden»
- Sorta a secret, except lots of people know about it now.
- You Need the Level 6 NTM Achievement to buy anything.
- Bobcat
- Pink Log
- Oak log but with pink colored wood. Normal colored bark makes it indistinguishable from regular oak. Hidden from the creative menu and NEI. Has a 1/10000 of spawning randomly in trees instead of normal oak logs, it is only made in world generation, it cannot be grown. Needed to craft .
- A secret, but it can be found accidentally in recipes easily due to it being able to be used like regular wood and is needed to craft Gerald.
- Secret Air Strike Designators
- There are 3 secret air strike designators that you can get through commands. One is VT stinger rockets, it shoots multiple homing missiles. Another drops cloud in a line, and the 3rd drops boxcars in a line.
- Actually a secret
Recipes
There are a few select recipes that can be used in the hadron. Most require the use of capsules as opposed to cells as input, but sometimes regular items may be used. The recipes for the capsules themselves can be found using NEI. Most capsules are not dangerous drops. Input order does not matter. For a chart based list — look into gallery.
-
Antimatter
- Hydrogen Ion
- Copper Ion
- 80 coil strength
- Linear type
- Note: Actually produces a positron and a antiproton capsule instead of antimatter directly, must be crafted into a capsule or cell.
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Antischrabidium
- 2x Antimatter
- 80 coil strength
- Circular type
- Note: Less efficient than the Cyclotron recipe technically.
- Dark Matter
- 2x Antischrabidium
- 100,000 coil strength
- Circular type
- Note: Used to make Euphemium from Plutonium.
- Muon
- Hydrogen Ion
- Antimatter
- 1,000 coil strength
- Linear type
- Note: No direct uses
- Higgs Boson
- Hydrogen Ion
- Lead Ion
- 4,000 coil strength
- Circular type
- Note: Used to make Schrabidium from Uranium.
- Tachyon
- Muon
- Higgs Boson
- 1,000 coil strength
- Linear type
- Note: Used to make Murky Wings
- Strange Quark
- Muon Capsule
- Dark Matter Capsule
- 100,000 coil strength
- Circular type
- Note: Used to make the Dark Crystal.
- Sparkticle
- Strange Quark
- Pulverized Enchantment
- 500,000 coil strength
- Circular type
- Note: Used to make Dineutronium from Ferric Schrabidate, also outputs dust.
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The Digamma Particle
- Sparkticle
- Higgs Boson
- 1,000,000 coil strength
- Circular type
- Note: No direct uses yet, but will have them in the future. Does have a use to make Digamma Fuel.
- 2x Chicken Nuggets
- 2x Raw Chicken
- 100 coil strength
- Circular type
- Note: Completely fills hunger
Metallurgy 101
Armed with copper plates (which you can make into copper panels at an anvil for 4 pieces each) and hopefully some tungsten, you can now craft your second machine, the blast furnace. This machine has many recipes, but for now you’ll only need the two most important ones: Steel and minecraft grade copper (also known as red copper). The blast furnace can be powered with coal or lava, which gets stored internally so that nothing is lost when the furnace is currently idling.
- Steel: A piece of iron and a lump of coal make two ingots of steel
- Red copper: It’s an alloy of redstone and regular «industrial grade» copper.
The mod makes use of many alloys, but these two are the most important ones. The furnace is slow, so it would be a good idea to make multiple (or to steal them from a factory structure).
HBM Nuclear Tech Mod Reloaded — Mod Overview
Authors | TheOriginalGolem, HBMTheBobcat, Drillgon20 |
---|---|
Date Published | August 27, 2015 |
Mod Category | ・Weapon Mod |
Required Mods | ・Forge |
Nuclear Tech Mod Reloaded
Click to Enlarge
Nuclear Tech Mod Reloaded is an updated version of Nuclear Tech Mod that was released on 2015. This mod basically uses the concept of a technical mod and combines it with explosives. You can craft different bombs, mine 10 new ores, and use new machines to create advanced materials!
Weapons of Mass Destruction
You can use Nuclear Tech Mod to deal massive damage to your opponents’ base. If you want something destroyed fast, this is the mod you’re looking for.
Use Warheads With The Missiles
The main bombs all use a GUI controlled system to create the explosives for the missiles. This requires you to fill the bomb shells with explosive materials, trigger mechanisms, and even radioactive parts. All explosives are survival-ready and everything is craftable!
Advanced Technologies And Nuclear Warfare
Large Selection Of New Weapons, Turrets, and Missiles
Alongside the rockets and missiles, the mod adds a lot of weapon options. You have guns for conventional combat, turrets for base defending, rockets to use as a satellite, and nuclear bombs to wreak havoc.
Video from HbmMods
Trivia
- Considering its lore discovery and production methods in outdated versions, it implies that depleted Schrabidium fuel contains tiny amounts of Euphemium, but not enough to be of any worth.
- Of particular interest, only the base ingredients (ingots, nuggets, powder, etc.) of Euphemium tools and weapons appear in the creative menu, despite the whole set appearing in NEI.
- It supposedly tastes like strawberries (relating to its pink color perhaps), but we do not recommend you consume or make oral contact with any exotic matter.
- In older releases, Euphemium’s production has been buffed due to how easy Schrabidium was obtainable, then when Schrabidium’s production itself was buffed, it was «de-buffed» back to normal.
- Euphemium appears to be negative-energy type exotic matter, which means that it should
Negative energy should not be confused with antimatter, which is still positive energy. Instead of creating a massive energy release on contact (), it simply erases itself and whatever it contacted out of existence ().
erase matter and energy out of existence on contact (which it does in the custom nuke) without proper containment. Thankfully, it does not due to it being unusually inert.
- The name appears to be a reference to Euphemia li Brittania, a character from Code Geass. It would make sense as she was related to the creation of the F.L.E.I.J.A. bomb, which is also present in this mod and requires this material.
Usage
Example Cyclotron GUI
The compatible elements for boxes are: Lithium, Beryllium, Carbon, Copper, and Plutonium. They are made in the assembly machine combining one powder with one insulator.
Many of the elements produced have very few uses, usually for Nitanium production or being an intermediary step for another rare element, such as one of the Rare Earth Elements or trans-schrabidic super heavy elements, notably Australium.
Due to the expense of running, it should only be used for very rare elements (for further use in Nitanium or Desh for example) or Antimatter.
Although if you can afford to run this machine consistently (possibly utilizing a mining ship), you can use this machine as a stand-in for an energy-matter fabricator (think the replicator from Star Trek), though that would be purely for flex material as it is not sustainable in any sense.
The cyclotron can store up to 100 MHE and 32,000mb of coolant. Power is consumed very quickly at 690 million HE consumed per operation. Use all three slots at once to be most efficient. A Schrabidium Energy Storage Blocks at the minimum should suffice for a few operations. Coolant is consumed quite slow, so you don’t have to worry about that.
If it runs out of coolant, it will enter an overheat phase and shoot sparks and shrapnel all over. You have around a minute of continuous operation until it completely overheats and explodes into either: a mini-nuke explosion, a Balefire explosion, or spawn a black hole.
Antimatter and Antischrabidium
Antimatter is produced as a byproduct of operation, heavier element boxes produce more antimatter. The cyclotron has 8,000mb of internal storage for antimatter.
Antischrabidium is produced by bombarding an Antimatter cell with Plutonium.
Dangers
If dropped the singularity/variants will break their containment and form a small black hole which will pull nearby blocks and mobs, spinning them around themselves, consuming them in the process, or flinging them out to crash into debris.
Each of them has a different duration and strength.
Base Singularity: Weakest, lasts 30 seconds.
Contained Counter-Resonant Singularity: Stronger, lasts 50 seconds.
Superheated Resonating Singularity: same as Contained Counter-Resonant Singularity.
Miniature Black Hole: The only stable of the 5 maintaining the same mass, size, and volume.
Singularity Screwdriver: Don’t put it in your mouth or in a plug I guess… Other than that, harmless.
Spark Singularity: Extremely violent reaction, lasts up 2 minutes and 40 seconds before it collapses in on itself.
Design Philosophy
The most important goals of any RBMK reactor is to generate energy whilst preventing a meltdown. Heat is necessary to produce steam in steam channels and heat is generated by fuel rods receiving and outputting neutrons. This means that the most optimal placement for steam channels is somewhere near the fuel rods of a reactor; ideally diagonally from them. However, since neutrons travel horizontally, and most fuel types require slow neutrons to react whilst splitting into fast neutrons, some thought must be placed into where the neutrons in your reactor are going and what type they are. Fuel rods should be placed horizontally from each other. Neutrons that reach the edge of a reactor are wasted, but reflectors can be placed there to reflect neutrons back into the fuel rods, increasing the efficiency of your reactor. If a fuel rod requires slow neutrons, moderators should be placed between it and any other source of neutrons, such as reflectors and other fuel rods.
An RBMK reactor utilizing absorbers.
Preventing a meltdown is important as well, since a destroyed reactor is not very useful. Making the fuel rods of a reactor too reactive or not having enough sources of cooling, will lead to the reactor overheating and causing a meltdown. The primary way to reduce reactivity is control rods; which will reduce the amount of neutrons passing through depending on how much of the rod is inserted. Control rods should be placed between fuel rods and other sources of neutrons, whether it be another fuel rod or a reflector. An alternate way is neutron absorbers. As seen in the example to the right, neutron absorbers can be used instead of reflectors to prevent these three fuel rods from becoming too reactive, since they are receiving plenty of neutrons from other sources.
Steam channels are important for cooling down a reactor. Boiling water into steam takes heat away from the reactor, and as such steam channels should be placed regularly and have enough water to be boiled, lest the reactor overheats. Similarly, since increasing the amount of components in a reactor increases passive cooling, there should also be enough additional columns in a reactor to provide a passive cooling effect.
Designs
There are more designs in the #rbmk-designs channel in the discord server.
(Note that some of these designs were made before critical RBMK fuel changes, and as such, might cause an immediate meltdown or not work at all. Please test the optimal fuel rods and power settings for them before use! This area will be updated soon with better reactor designs.)
Usage
It is not recommended to completely fill it with pure schrabidium pellets, as it would run poorly and be unsafe. Ideally, it uses a good combination. Remember, higher «ranking» pellets provide more energy per tick, but have poorer multiplier stats and deplete faster, while lower-ranking ones provide less power per tick, they have better multiplier stats and last longer.
Pellet Stats
Pellet | Type | Maximum Age (ticks) | Power Per Tick (HE) | Power Multiplier | Heat Provided | Heat Multiplier | Decay Multiplier |
---|---|---|---|---|---|---|---|
Pure Schrabidium | Fuel | 50,000 | 14,000 | -2.5% | 200 | +5% | +5% |
HES | Fuel | 108,000 | 6,500 | 0% | 85 | 0% | +2.5% |
MES | Fuel | 216,000 | 2,300 | +2.5% | 50 | 0% | 0% |
LES | Fuel | 432,000 | 700 | +5% | 15 | 0% | -2.5% |
Beryllium | Moderator | 864,000 | 5 | +5% | -5% | +2.5 | |
Neptunium | Fuel | 216,000 | 300 | +10% | 25 | +10% | +0.5% |
Advanced | Moderator | 216,000 | 100 | +10% | -0.5% | -1% | |
Lead | Reflector | 1,728,000 | -5% | -5% | -5% |
Pellet Notes
(In order from the table above)
Good for producing power quickly, but poor stats and lifespan require moderators.
Alternative for Pure Schrabidium, slower, but safer.
It only has a power multiplier, but it still makes good energy.
Makes very little power, but it has good stats to negate higher tier pellets’.
Very good stats and lifespan, except for its decay multiplier.
Very good power multiplier, but poor heat stats, irrelevant if you control your heat production.
Expensive, but the overall best moderator, decent lifespan, and decent stats other than power.
Cheap, but bogs down power production, just let a Pure Schrabidium pellet decay into one.
Uses
Euphemium can be used for:
—Validating Ammo in the «Annihilation Ray ZOMG Cannon»
-Crafting the Pacifist’s Machine Gun
-Making extremely endgame items, such as Artificial Xen Crystal, Spark Blend, Euphemium Compound Plates (which can be used to make Euphemium armor), Dineutronium Dynosynthesis (Dineutronium is even more endgame), etc.
It has can be used in the Custom Nuke. It contributes 1 to its anti-mass stage. Ingots and nuggets contribute the same, so nuggets are preferred in this case.
Compound Plate Recipe
Euphemium cannot be stamped, so a plate form must be produced like this in one of the Anvils:
- 2 Euphemium Ingots
- 2 Astatine Powder
- 1 Nether Star
(Produces 4)
Pros and Cons
+ Good succession for the regular reactor.
+ Does not require rods.
+ Depleted fuel is automatically removed.
+ The operating level can be changed to something between 0-100%.
+ Somewhat modular in design
! Can only take one fuel type at a time.
! Needs somewhere to eject the depleted fuel.
! Schrabidium Fuel takes up more space than other fuels. (1 Nugget = 10ng)
! Requires Zirconium in the reactor chamber recipe
— Incompatible with the breeding reactor.
— Requires lots of coolant which cannot be made infinitely like the small reactor.
— Needs concrete brick coating to prevent radiation leakage.
Aftermath
Typical crater effect (Little Boy at 20 blocks high)
In NTM, the algorithm that handles nuclear explosions has 3 stages not including the animation.
The flash of the bomb can also damage entities and mobs by burning them and dealing intense damage.
Stages
- Calculation
- While the animation is running, the algorithm shoots out rays (geometric rays for scanning blocks, not actual visible rays) and uses intersecting blocks’ blast resistance values to calculate whether or not it will should destroy it or not.
- It also calculates if the block in front of another will survive and if it will, it will also survive. In simpler terms, if there is a blast resistant wall and it survives, non-blast resistance blocks behind it will survive.
- Blast strength is like an exponential graph, extremely high at point blank (almost infinite) and eventually drops to very low levels where it can only blow out windows.
-
Effects of nuclear blast on a crashed Spaceship, note how the reinforced blocks survived and protected the other blocks (Little Boy, 20 blocks altitude)
Block Removal
- After it has finished calculating what blocks will be destroyed or not, it will actually begin to remove them.
- Blocks are removed from the outside in in the shape of a torus. This effect means that furthest out blocks will be removed first and the blocks directly above and below ground zero will be removed last.
- Mobs caught in a block removal will be damaged and killed similar to the flash.
- Fallout Wave
- After blocks have been removed, the final step of the algorithm is the fallout wave.
- It simulates intense radiation inflicted upon stone and other blocks. Stone and stone variants very close to ground zero become Hot Sellafite, medium range stone and its variants become regular Sellafite, everything else will be turned into Slaked Sellafite, which is not radioactive.
- Although typically it does not affect ores, it has a few exceptions. Coal ore has a chance to turn into diamond or emerald ore, (Nether) Uranium ore has a 1/100 chance to turn into Schrabidium ore, Uranium ore that doesn’t transmutate becomes scorched. Sand (normal and red) has a chance to turn into Trinitite ore as well.
- Grass turns into Dead Grass and Mycelium turns into Glowing Mycelium (Glowing Mushrooms have a chance to spawn), Logs from trees or buildings become Charred Logs, and so do wooden planks. Anything flammable (leaves, wooden building blocks, tall grass, etc) will also be set on fire.
- Fallout will begin to form on the ground all around the afflicted area.
Gerald The Construction Android
Probably the most powerful weapon in the mod, its range is about 1000+ blocks and no radiation.
Its goal is to build a superweapon on the moon — Tom, or its other name «Project Horizons»
In order to use Gerald, you need to link him to a satellite designator and send him to the moon using Soyuz-FG and the Orbital Module. Then, when you launch Gerald to the moon, you can set the X and Z coordinates in the satellite designator, and Tom will fly to the place where you set the coordinates in the designator
- After you have launched Gerald, you will get the achievement «Apogee».
- After you specify the coordinates and launch the Tom, you will get the achievement «The Horizons».
- Gerald is a reference to Fallout: Equestria Project Horizons. Tom is the nickname of the moon rock missile that would launch at the Fo:E world and cause an extinction-level event. The robots that were sent to the moon to build it, were supposed to be Gerald The Construction Android.
The Satellites
Orbital Death Ray
The orbital death ray is a satellite that lets you «summon» death rays with 15 seconds cooldown, those death rays play an animation then initiate a small N² Explosion and shoots out blue/purple energy projectiles for extra destruction, open the linked interface and a map will show near surroundings, left click to death rays the coordinate it shows.
Also, the ray will fall, impact, and stop at the first surface it touches, this means if you are inside a cave and then use this ray, it will not fall to your Y position bypassing all stone blocks, but will instead hit the surface.
Surface Mapping Satellite
It displays currently loaded chunks, that’s it. Open the satellite control interface and it will show you a basic map of them.
Xenium Resonator
Allows teleportation with no cooldown using a satellite designator linked to it. Does not support dimension jumping.
Asteroid Mining Ship
This one needs a cargo landing pad, this rocket periodically will come back to earth and return to space, it will deploy its cargo in the cargo landing pad, the items that it can give you are (all in the form of powder, unless otherwise specified):
- Vanilla materials
- Coal (very common)
- Iron (common)
- Lapis Lazuli (common)
- Redstone (very common)
- Diamond (common)
- Mod materials
- Fluorite (very common)
- Aluminium (very common)
- Titanium (uncommon)
- Copper (very common)
- Lead (common)
- Desh Blend (uncommon)
- Thorium (common)
- Uranium (uncommon)
- Plutonium (uncommon)
- Energy Powder (uncommon)
- Nitanium Blend (uncommon)
- CMB Steel (very rare)
- Crystals and Misc.
- Phosphorus Crystals (very common)
- Aluminium Crystals (uncommon)
- Tungsten Crystals (uncommon)
- Gold Crystals (uncommon)
- Lithium Crystals (semi-rare)
- Diamond Gravel (rare)
- Uranium Crystals (rare)
- Plutonium Crystals (rare)
- Trixite Crystals (very rare)
- Starmetal Crystals (very rare)
It is perhaps the most useful satellite in the mod.
(The landing cargo pad will require a satellite ID-chip with the same frequency as the satellite itself too.)
Assembly!
The assembler is the most important machine you’ll make. Almost all other machines or items are made using the assembly machine. The interface might seem a bit confusing at first, but don’t worry, it’s simple. At first, the assembler must know what it’s supposed to make. Many recipes make use of the same base ingredients, so there has to be a way for it to know whether it should make, for example copper plates or copper wires. Luckily, we have our template folder for just that: Get some paper and dye in your inventory, open the folder and look for the shredder (it’s a small dark gray machine with a red top). Click on it, and it should give you the required template. Putting the template into the template-shaped slot will make the small red !-indicator disappear (which, when hovered over, should inform you about a template being required). Hovering over the template, or by using NEI, you can check which items are required to make the shredder. Gather them, put them into the assembler and…!
Nothing. The assembler needs electric energy in order to work. For now, the only obtainable generator will be the combustion generator. Craft one, place it down next to the assembler so the wires on the sides connect to it (or use wire blocks to connect them), feed the generator some water buckets and coal and now wait. One generator may not be enough to power the assembler on its own, resulting in the power being wasted. Either get multiple generators, or remove the template from the assembler and insert it once the assembler’s battery has charged up. Now witness the might of the crafting automaton, creating advanced machinery in mere seconds!
Custom Missiles
Targeting Circuits
Name | Inaccuracy |
---|---|
Tier 1 Missile Targeting Circuit | 10.0% |
Tier 2 Missile Targeting Circuit | 5.0% |
Tier 3 Missile Targeting Circuit | 1.0% |
Tier 4 Missile Targeting Circuit | 0.5% |
Tier 5 Missile Targeting Circuit | 0.0% |
Warheads
Name | Size | Type | Strength | Weight | Health | Variant | Loot Box Rarity |
---|---|---|---|---|---|---|---|
Size 10 HE Warhead | 1.0m | HE | 15 | 1.5t | 5HP | ||
Size 10 Incendiary Warhead | 1.0m | Inc | 15 | 1.5t | 5HP | ||
Size 10 Bunker Buster Warhead | 1.0m | Buster | 5 | 1.5t | 5HP | ||
Size 10 Micro Nuclear Warhead | 1.0m | Nuclear | 35 | 1.5t | 10HP | Tater Tot | |
Size 10 Nuclear Warhead | 1.0m | Nuclear | 75 | 2.5t | 15HP | Chernobyl Boris | |
Size 10 Tainted Warhead | 1.0m | Taint | 15 | 1.5t | 20HP | Uncommon | |
Size 10 Pink Cloud Warhead | 1.0m | Cloud | 15 | 1.5t | 20HP | Rare | |
Size 15 HE Warhead | 1.5m | HE | 50 | 2.5t | 10HP | ||
Size 15 Incendiary Warhead | 1.5m | Inc | 35 | 2.5t | 10HP | ||
Size 15 Nuclear Warhead | 1.5m | Nuclear | 125 | 5.0t | 5HP | Auntie Berta | |
1.5m | Nuclear | 125 | 5.0t | 15HP | Discount Bullet Bill | Uncommon | |
Size 15 Boxcar? | 1.5m | TX | 250 | 7.5t | 35HP | Legendary | |
Size 15 N² Mine | 1.5m | N² | 100 | 5.0t | 20HP | Rare | |
Size 15 BF Warhead | 1.5m | BF | 100 | 7.5t | 15HP | Legendary |
Fuselages
Name | Size (Top) | Size (Bottom) | Fuel Type | Fuel Amount | Health | Variants | Loot Box Rarity |
---|---|---|---|---|---|---|---|
Size 10 Kerosene Fuselage | 1.0m | 1.0m | Kerosene | 2.5kl | 20HP | ||
1.0m | 1.0m | Kerosene | 2.5kl | 20HP | Camo | Common | |
1.0m | 1.0m | Kerosene | 2.5kl | 20HP | Desert Camo | Common | |
1.0m | 1.0m | Kerosene | 2.5kl | 20HP | Sky Camo | Common | |
1.0m | 1.0m | Kerosene | 2.5kl | 20HP | Sick Flames | Uncommon | |
1.0m | 1.0m | Kerosene | 2.5kl | 25HP | Orange Insulation | Common | |
1.0m | 1.0m | Kerosene | 2.5kl | 35HP | IF-R&D | Rare | |
1.0m | 1.0m | Kerosene | 2.5kl | 30HP | Bolted Metal | Uncommon | |
1.0m | 1.0m | Kerosene | 2.5kl | 20HP | Tainted | Uncommon |
WIP
Fins
Name | Size | Inaaccuracy | Health | Loot Box Rarity |
---|---|---|---|---|
Size 10 Flat Fins | 1.0m | 50% | 10HP | |
Size 10 Cruise Fins | 1.0m | 25% | 5HP | |
Size 10 Space Fins | 1.0m | 35% | 5HP | Common |
Size 15 Flat Fins | 1.5m | 50% | 10HP | |
Size 15 Thin Fins | 1.5m | 35% | 5HP | |
Size 15 Pointy Fins | 1.5m | 25% | 15HP | Common |
Thrusters
Name | Size | Fuel Type | Fuel Consumption | Max. Payload | Health | Variant | Loot Box Rarity |
---|---|---|---|---|---|---|---|
Size 10 Liquid Fuel Thruster | 1.0m | Kerosene | 1.0l/t | 1.5t | 10HP | ||
Size 10 Solid Fuel Thuster | 1.0m | Solid Fuel | 1.0l/t | 1.5t | 15HP | ||
Size 10 Ion Thruster | 1.0m | Xenon Gas | 1.0l/t | 1.5t | 5HP | ||
Size 15 Liquid Fuel Thruster | 1.5m | Kerosene | 1.0l/t | 7.5t | 15HP | ||
Size 15 Liquid Fuel Twin Thrusters | 1.5m | Kerosene | 1.0l/t | 2.5t | 15HP | ||
Size 15 Liquid Fuel Triple Thrusters | 1.5m | Kerosene | 1.0l/t | 5.0t | 15HP | ||
Size 15 Solid Fuel Thruster | 1.5m | Solid Fuel | 1.0l/t | 5.0t | 20HP | ||
Size 15 Solid Fuel Hexdecuple Thrusters | 1.5m | Solid Fuel | 1.0l/t | 5.0t | 25HP | Uncommon | |
Size 15 Hydrogen Thruster | 1.5m | Hydrogen | 1.0l/t | 5.0t | 25HP | ||
Size 15 Hydrogen Twin Thrusters | 1.5m | Hydrogen | 1.0l/t | 2.5t | 15HP | ||
Size 15 BF Thruster with Nuclear Preheater (Shortened) | 1.5m | BF | 1.0l/t | 5.0t | 25HP | ||
Size 15 BF Thruster with Nuclear Preheater | 1.5m | BF | 1.0l/t | 5.0t | 25HP | ||
Size 15 BF Thruster with Nuclear Preheater (Heavy Duty Nozzle) | 1.5m | BF | 1.0l/t | 7.5t | 35HP | ||
1.5m | BF | 1.0l/t | 7.5t | 35HP | Rad* | Uncommon | |
Size 20 Liquid Fuel Thruster | 2.0t | Kerosene | 1.0l/t | 100.0t | 30HP | ||
Size 20 Liquid Fuel Twin Thrusters | 2.0t | Kerosene | 1.0l/t | 100.0t | 30HP | ||
Size 20 Liquid Fuel Triple Thrusters | 2.0t | Kerosene | 1.0l/t | 100.0t | 30HP | ||
Size 20 Solid Fuel Thruster | 2.0t | Solid Fuel | 1.0l/t | 100.0t | 35HP | ||
Size 20 Solid Fuel 30-Fold Thrusters | 2.0t | Solid Fuel | 1.0l/t | 100.0t | 35HP | ||
Size 20 Solid Fuel 47-Fold Thrusters | 2.0t | Solid Fuel | 1.0l/t | 100.0t | 35HP |
Fuel Data
Operating Level(0%-100%): HE(1 rod) — HE(2 rods) — HE(4 rods)
Th fuel
25%: 8.01M — 16.03M — 32.08M
50%: 9.04M — 18.81M — 37.63M
75%: 9.02M — 18.05M — 36.11M
100%: 9.45M — 18.9M — 37.81M
U fuel
25%: 10.06M — 20.14M — 40.31M
50%: 11.79M — 23.6M — 47.22M
75%: 11.25M — 22.51M — 45.03M
100%: 11.81M — 23.61M — 47.23M
Pu fuel
Not tested
MOX fuel
Not tested
Sa fuel
I don’t think there is any way I can get the operating level above 30ish%.
Conclusion: 50% and 100% give the biggest amounts of energy. Between these two, there’s an insignificant difference, the 100% giving better results. Maybe with bigger amounts of fuel or just hotter fuel, there would be a bigger difference.
I didn’t take notes about coolant consumption, and I am not planning to complete this thing. Feel free to do it yourself.
The Hell Zone
The nether has not changed significantly since installing Nuclear Tech, aside from two things:
- There’s now a couple of ores spawning in the nether, most notably uranium, tungsten and sulfur, all of which are also found in the overworld
- The nether in its entirety is now slightly radioactive
The last fact might frighten you, but be assured it’s just a mild 0.1 RAD/s which isn’t all that big of a deal. It would take almost 3 hours for you to die in the nether from radiation, so take your time and get some quartz. Might as well use some phosphorous, but watch out for the white ingots — they’ll set you on fire if you don’t have a suit to protect yourself from them. There’s also plenty of uranium which becomes interesting later.