Mod

HBM's Nuclear Tech Mod: Community Edition
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Rank 39 among mods

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HBM's Nuclear Tech Mod: Community Edition

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4 ratings (100%) · 5.0★
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1 review (100%) · 5.0★
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1 review (100%) · 5.0★
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1 review (100%) · 5.0★
0.5★ 5★

The most complete and up-to-date 1.12.2 HBM: Nuclear Tech Mod port.

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5.0
SilentYeti

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Posted: June 3, 2026 at 8:12:32 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

This mod was created for one reason, and that was to be a feature-complete port of 1.7.10 NTM and that's what they set out to do. Originally forked off the buggy mess that is Alcater's NTM:EE, they managed to optimize the main features, as well as get the content correct for once. A huge problem that appears in the forking scene is that developers will usually add their own fluff, some good, some bad. This dev team, on the other hand, made sure to keep in line of bobcat's vision.
There was a lot of original suspicion of it when it was first being talked about, due to most forks/ports being absolute failures. When I first heard of it, I had the same thoughts. However when I did spend some time with it, and even talked to the developers about it, I grew a lot more confident of what they were accomplishing.
Now to answer some questions:

What makes this different from Alcater's NTM:EE?
Contrary to popular belief, Alcater added a lot of useless and half-baked features in his port. Good examples of this was the cross-contamination mechanics (when carrying a radioactive item, it would spread radiation to all of your other items, causing a lot of performance loss), contaminating drop (added a mechanic where dropping radioactive items would destroy it and spread radiation, being more of an annoyance if anything), nuclear cats (????) for some reason, etc. Not only that, but the framework it was built off of was extremely poorly optimized which caused all sorts of lag and tps issues. What NTM:CE has in comparison is a lot more comprehensive progression, with an entirely new weapon system, all sorts of new machines for each tech stage, extremely fast nuclear explosion optimization, and more.

1.7 VS 1.12.2
I feel like I need to mention about this at least once since it has been extremely prevalent ever since Golem left development of the reloaded port. Basically ever since the original porters left, and people like Alcater took up the scene, there has been consistent conflicts over content and differences between the versions. When I saw the success of NTM:CE, I had a very naive assumption that would finally end the conflict, since it is basically 1:1 with the original. However, there seems to be a lot of angry sentiment coming from both the NTM:EE community and the NTM 1.7 community. On the NTM:EE side, they are frustrated about the removal of alcater's changes. On the 1.7 side, they seem to believe its outdated. I'm not even fully sure where this 1.7 sentiment comes from, as when comparing the two there is very little difference in content. There are two reasons why I think why this poor NTM sentiment still continues:

  1. Some of the NTM developers for years have always tried to claim that doing ports past 1.7 was impossible, and any attempt would be either out of date, or include ridiculous features. NTM:CE contradicts this and rather than shifting their perspective, they are still in full belief it is impossible.

  2. Since these fans usually spent a lot of time in 1.7, they end up getting attached to that version and struggle to consider doing anything outside of it. Normally I wouldn't care as that's their opinion, but these are often the same people that share blaring misconceptions about NTM:CE and often times try to poison the well regarding any information of that version.

NTM:CE Space?
One of the few good forks that came out of the 1.7 sphere was NTM:Space, and often times people have asked about space being in NTM:CE. Luckily, with there being less restrictions on 1.12.2, there is the ability to make your own addons. One of the devs behind NTM:CE has been working on making NTM:Space its own functioning addon, with some success. From what I heard its still in development, however playable in survival.

Conclusion
Mr. Norwood and his team have done an immensely well job porting NTM over to 1.12.2, and I wish them success with their other ports like with MCHeli:CE. I started playing NTM on the reloaded port back in 2022 when Golem was still running it, and when he left, I always hoped that there would be a faithful continuation, which is finally what we have now.

1
0
5.0
SilentYeti

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: June 3, 2026 at 8:12:32 PM UTC
MC 1.12
The version(s) the reviewer played
Gameplay
5.0
Aesthetics
5.0
Performance
5.0

This mod was created for one reason, and that was to be a feature-complete port of 1.7.10 NTM and that's what they set out to do. Originally forked off the buggy mess that is Alcater's NTM:EE, they managed to optimize the main features, as well as get the content correct for once. A huge problem that appears in the forking scene is that developers will usually add their own fluff, some good, some bad. This dev team, on the other hand, made sure to keep in line of bobcat's vision.
There was a lot of original suspicion of it when it was first being talked about, due to most forks/ports being absolute failures. When I first heard of it, I had the same thoughts. However when I did spend some time with it, and even talked to the developers about it, I grew a lot more confident of what they were accomplishing.
Now to answer some questions:

What makes this different from Alcater's NTM:EE?
Contrary to popular belief, Alcater added a lot of useless and half-baked features in his port. Good examples of this was the cross-contamination mechanics (when carrying a radioactive item, it would spread radiation to all of your other items, causing a lot of performance loss), contaminating drop (added a mechanic where dropping radioactive items would destroy it and spread radiation, being more of an annoyance if anything), nuclear cats (????) for some reason, etc. Not only that, but the framework it was built off of was extremely poorly optimized which caused all sorts of lag and tps issues. What NTM:CE has in comparison is a lot more comprehensive progression, with an entirely new weapon system, all sorts of new machines for each tech stage, extremely fast nuclear explosion optimization, and more.

1.7 VS 1.12.2
I feel like I need to mention about this at least once since it has been extremely prevalent ever since Golem left development of the reloaded port. Basically ever since the original porters left, and people like Alcater took up the scene, there has been consistent conflicts over content and differences between the versions. When I saw the success of NTM:CE, I had a very naive assumption that would finally end the conflict, since it is basically 1:1 with the original. However, there seems to be a lot of angry sentiment coming from both the NTM:EE community and the NTM 1.7 community. On the NTM:EE side, they are frustrated about the removal of alcater's changes. On the 1.7 side, they seem to believe its outdated. I'm not even fully sure where this 1.7 sentiment comes from, as when comparing the two there is very little difference in content. There are two reasons why I think why this poor NTM sentiment still continues:

  1. Some of the NTM developers for years have always tried to claim that doing ports past 1.7 was impossible, and any attempt would be either out of date, or include ridiculous features. NTM:CE contradicts this and rather than shifting their perspective, they are still in full belief it is impossible.

  2. Since these fans usually spent a lot of time in 1.7, they end up getting attached to that version and struggle to consider doing anything outside of it. Normally I wouldn't care as that's their opinion, but these are often the same people that share blaring misconceptions about NTM:CE and often times try to poison the well regarding any information of that version.

NTM:CE Space?
One of the few good forks that came out of the 1.7 sphere was NTM:Space, and often times people have asked about space being in NTM:CE. Luckily, with there being less restrictions on 1.12.2, there is the ability to make your own addons. One of the devs behind NTM:CE has been working on making NTM:Space its own functioning addon, with some success. From what I heard its still in development, however playable in survival.

Conclusion
Mr. Norwood and his team have done an immensely well job porting NTM over to 1.12.2, and I wish them success with their other ports like with MCHeli:CE. I started playing NTM on the reloaded port back in 2022 when Golem was still running it, and when he left, I always hoped that there would be a faithful continuation, which is finally what we have now.

1
0
5.0
SilentYeti

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: June 3, 2026 at 8:12:32 PM UTC
MC 1.12
The version(s) the reviewer played
1
0

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Project Details

Type
Mod
License
GNU Lesser General Public License v3.0 only
Latest Version
2.5.0.5
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About

Description

description_be150288-b7a1-424e-b442-473d8f62fa36.png

 

A definitive port of HBM's Nuclear Tech Mod from 1.7.10 to 1.12.2, the most completed one among others.

description_dca1969a-73a6-4909-a318-43f1be0cf0cc.pngdescription_b32f595b-110e-4c0c-8267-41d8c4590d6a.png

ㅤ⠀

IMPORTANT NOTE

Firstly, we accept bug reports and feature requests only through "Issues" tab on GitHub.

Secondly, before sending any issues there, please make sure you're playing on the latest NTM:CE version. You can download it via "Releases" section on GitHub.

description_6ba9199c-372d-4120-9bac-053e7d41bf34.png

NTM:CE is a modernized port of the legendary 1.7.10 Hbm’s Nuclear Tech Mod, bringing its signature focus on technology, atomic science, and nuclear weaponry to the 1.12.2 ecosystem. It preserves the original’s expansive tech tree of processing and utility machines, craftable bombs and missiles, guns, and abandoned structures to explore—while improving stability and performance drastically.

This project is the current, up‑to‑date 1.12.2 port of NTM and the direct successor to the Reloaded and Extended editions, aiming to be more feature‑complete and faithful to the original 1.7.10 mod, while it also brings fixes and optimizations (for example, having threaded packets and explosions, making bombs explode roughly 50x faster than on other 1.12 ports!

Nukes are no longer just green TNT blocks: you’ll synthesize advanced explosives, enrich uranium, and engineer devastating nuclear missiles to unleash upon your friends—or enemies.

Pictures say more than a thousand words - you're welcome to check out the Gallery tab!

description_e7774184-427b-41a6-83d0-db430d46d319.png

Is the mod survival-ready?

While there is still a plenty of bugfixing to be done, the mod itself has been proven to be in a state where it can be played in survival without fatal crashes, though it still has many minor/substantial bugs to be fixed and some rather minor things to be ported.

Is the mod compatible with NTM: Extended Edition addons/shaders?

Sadly, no. Installing EE addons will most likely result in crashes, making the modpack unplayable; due to having the new gun system ported, shaders are also incompatible and will cause heavy visual artifacts when holding a gun.
Also shaders are incompatible with NTM skybox; this can be fixed in 'config/hbm -> hbm.cfg' by changing the line 'B:1.00_enableSkybox=true' to 'false'.
We're looking forward to fixing shader-related issues, though this will take time.

How different is it from Extended edition?

Extended worlds are fully incompatible!
We have rewritten ~75% of the entire mod, porting every single feature we can. The amount of changes is difficult to track at this point. I invite you to check our GitHub issues, as we use them to track missing/added content.

Will you port it to 1.1x/1.2x?

We don't plan to do so, no.
We need to stay committed to one version at a time. Fragmentation, and the insane amount of separate teams that worked on this mod, is what killed the mod's chance to be ported. This is why we want to centralize our efforts on one version at a time.

What shaders/resource pack did you use for the screenshots?

We used Complementary Unbound shaders + 1.16 for 1.12 resource pack.

If you have more questions or you're willing to take part in developing this 1.12.2 NTM port, we welcome you on our GitHub and Discord!
Also you can find translated Chinese/Korean/Russian/Ukrainian README on the GH page.

A definitive port of HBM's Nuclear Tech Mod from 1.7.10 to 1.12.2, the most completed one among others.

IMPORTANT NOTE

Firstly, we accept bug reports and feature requests only through "Issues" tab on GitHub.

Secondly, before sending any issues there, please make sure you're playing on the latest NTM:CE version. You can download it via "Releases" section on GitHub.

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

ㅤㅤㅤ  ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

NTM:CE is a modernized port of the legendary 1.7.10 Hbm’s Nuclear Tech Mod, bringing its signature focus on technology, atomic science, and nuclear weaponry to the 1.12.2 ecosystem. It preserves the original’s expansive tech tree of processing and utility machines, craftable bombs and missiles, guns, and abandoned structures to explore—while improving stability and performance drastically.

This project is the current, up‑to‑date 1.12.2 port of NTM and the direct successor to the Reloaded and Extended editions, aiming to be more feature‑complete and faithful to the original 1.7.10 mod, while it also brings fixes and optimizations (for example, having threaded packets and explosions, making bombs explode roughly 50x faster than on other 1.12 ports!

Nukes are no longer just green TNT blocks: you’ll synthesize advanced explosives, enrich uranium, and engineer devastating nuclear missiles to unleash upon your friends—or enemies.

Pictures say more than a thousand words - you're welcome to check out the Gallery tab!

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

ㅤㅤㅤ ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

Is the mod survival-ready?

While there is still a plenty of bugfixing to be done, the mod itself has been proven to be in a state where it can be played in survival without fatal crashes, though it still has many minor/substantial bugs to be fixed and some rather minor things to be ported.

Is the mod compatible with NTM: Extended Edition addons/shaders?

Sadly, no. Installing EE addons will most likely result in crashes, making the modpack unplayable; due to having the new gun system ported, shaders are also incompatible and will cause heavy visual artifacts when holding a gun.
Also shaders are incompatible with NTM skybox; this can be fixed in 'config/hbm -> hbm.cfg' by changing the line 'B:1.00_enableSkybox=true' to 'false'.
We're looking forward to fixing shader-related issues, though this will take time.

How different is it from Extended edition?

Extended worlds are fully incompatible!
We have rewritten ~75% of the entire mod, porting every single feature we can. The amount of changes is difficult to track at this point. I invite you to check our GitHub issues, as we use them to track missing/added content.

Will you port it to 1.1x/1.2x?

We don't plan to do so, no.
We need to stay committed to one version at a time. Fragmentation, and the insane amount of separate teams that worked on this mod, is what killed the mod's chance to be ported. This is why we want to centralize our efforts on one version at a time.

What shaders/resource pack did you use for the screenshots?

We used Complementary Unbound shaders + 1.16 for 1.12 resource pack.

If you have more questions or you're willing to take part in developing this 1.12.2 NTM port, we welcome you on our GitHub and Discord!

Also you can find translated Chinese/Korean/Russian/Ukrainian README on the GH page.

Screenshots

Gallery

  • 2025-12-07_21.12.05.jpg
    2025-12-07_21.12.05.jpg Reworked Guns (not all of them, try them out in-game!)
  • 2025-12-07_22.11.15.jpg
    2025-12-07_22.11.15.jpg All the Turrets
  • 2025-12-07_21.59.49.jpg
    2025-12-07_21.59.49.jpg The new "Crane" structure
  • 2025-12-07_21.58.26.jpg
    2025-12-07_21.58.26.jpg The reworked "Dish" structure
  • 2025-12-07_16.54.41.jpg
    2025-12-07_16.54.41.jpg Glyphids!
  • 2025-12-07_17.38.28.jpg
    2025-12-07_17.38.28.jpg The reworked Fusion Reactor
  • 2025-12-07_21.20.06.jpg
    2025-12-07_21.20.06.jpg Modern assembly machine/factory and chemical plant/factory
  • 2025-12-07_20.45.45.jpg
    2025-12-07_20.45.45.jpg Inertial Confinement Fusion (ICF) Reactor
  • 2025-12-07_20.41.07.jpg
    2025-12-07_20.41.07.jpg ZIRNOX, WATZ and PWR reactors
  • 2025-12-07_18.02.24.jpg
    2025-12-07_18.02.24.jpg The Nuclear Explosion
  • 2025-12-07_17.54.18.jpg
    2025-12-07_17.54.18.jpg All the Missiles
  • 2025-12-07_18.04.35.jpg
    2025-12-07_18.04.35.jpg Crater Biome left after the nuclear explosion
  • 2025-12-07_21.46.11.jpg
    2025-12-07_21.46.11.jpg The reworked "Factory" structure
  • 2025-12-07_19.14.44.jpg
    2025-12-07_19.14.44.jpg RBMK (The most popular reactor from this mod)
  • The Nuclear Explosion
    The Nuclear Explosion
  • Crater Biome left after the nuclear explosion
    Crater Biome left after the nuclear explosion
  • All the Missiles
    All the Missiles
  • All the Turrets
    All the Turrets
  • Reworked Guns
    Reworked Guns There are not all of them on the screenshot - so try them all out in-game!
  • The reworked "Factory" structure
    The reworked "Factory" structure
  • The new "Crane" structure
    The new "Crane" structure
  • The reworked "Dish" structure
    The reworked "Dish" structure
  • Glyphids
    Glyphids
  • Reworked Fusion Reactor
    Reworked Fusion Reactor
  • ZIRNOX, WATZ and PWR reactors
    ZIRNOX, WATZ and PWR reactors
  • RBMK
    RBMK It's the most popular and iconic reactor from this mod.
  • Modern machines!
    Modern machines! Modern assembly machine/factory and chemical plant/factory
  • New Particle Accelerator components
    New Particle Accelerator components
  • Inertial Confinement Fusion (ICF) Reactor
    Inertial Confinement Fusion (ICF) Reactor

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