Back to mods
CBC : Nuclear Cannons project artwork

CurseForge · Minecraft mod

CBC : Nuclear Cannons

This mod adds several powerful nuclear shells for CBC,including realistic mushroom cloud and ray-tracing crater generator.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which CBC : Nuclear Cannons release should I use?

Updated today
Latest stable file nuclear_cannons-1.0.7-hotfix.jar
Game version 1.20.1
Loader Forge

CBC : Nuclear Cannons nuclear_cannons-1.0.7-hotfix.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 4 required mods have matching files.

Where it goes

Is CBC : Nuclear Cannons required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does CBC : Nuclear Cannons nuclear_cannons-1.0.7-hotfix.jar need?

nuclear_cannons-1.0.7-hotfix.jar. Change the file and its required mods may change too.

All 4 required mods have matching files

Install Create Big Cannons, Citadel, Create, Ritchie's Projectile Library first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

2 listed on this file 2 pulled in by those mods
Create Big Cannons Needed by CBC : Nuclear Cannons nuclear_cannons-1.0.7-hotfix.jar
required
Matching file found Matched file: Create Big Cannons v5.11.4 for Forge 1.20.1, Create v6.0.7+
Citadel Needed by CBC : Nuclear Cannons nuclear_cannons-1.0.7-hotfix.jar
required
Matching file found Matched file: citadel-2.6.3-1.20.1
Create Needed by Create Big Cannons
pulled in
Matching file found Matched file: Create 6.0.8 for mc1.20.1
Ritchie's Projectile Library Needed by Create Big Cannons
pulled in
Matching file found Matched file: Ritchie's Projectile Library v2.1.1 for Forge 1.20.1

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add CBC : Nuclear Cannons without breaking your instance.

Built for CBC : Nuclear Cannons nuclear_cannons-1.0.7-hotfix.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use nuclear_cannons-1.0.7-hotfix.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Create Big Cannons, Citadel, Create, Ritchie's Projectile Library first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside nuclear_cannons-1.0.7-hotfix.jar. It opens that exact file at the source.

About this project

What does CBC : Nuclear Cannons add?

CBC: Nuclear Cannons

Adds three nuclear-flavoured shells to Create: Big Cannons: a fission shell, a thermonuclear fusion shell, and a radiological dirty bomb. The first two dig real ray-traced craters and throw up a mushroom cloud; the dirty bomb doesn't destroy much, it just makes an area unpleasant to stand in for a while.

A radiation system runs underneath all of it. Radioactive blocks and items raise a dose counter on every nearby entity, dose causes staged sickness, and there is gear to detect, flush, and shield against it.

Built for Minecraft 1.20.1 / Forge. Requires Create : Big Cannons.


The three shells

Fission Fusion Dirty bomb
Crater radius ~150 blocks ~230 blocks none (a 5-power TNT blast)
Mushroom cloud yes yes, larger no
Fallout zone 7.5 min 15 min 6 min
Contamination cloud peak 15 rad/s 30 rad/s 3 rad/s
Fallout heavy heavier sparse (30% at centre → 6% at edge)
Role tactical strike strategic strike area denial / harassment

The fission and fusion shells are expensive on purpose — they sit at the end of the uranium enrichment chain. The dirty bomb is deliberately cheaper, but it is not a budget nuke: it barely damages terrain and its radiation is low and short-lived. It exists to make a patch of ground annoying to cross, not to erase a base.

Fission and fusion also deliver a burst of instantaneous neutron/gamma radiation at detonation (see Shielding against the flash). The dirty bomb has no flash radiation — only the lingering contamination.


What a detonation looks like

  • A vanilla blast for the immediate punch, plus a much larger ray-traced crater that is processed over several ticks (so it doesn't freeze the server).
  • The crater is layered: vitrified atomic slag at the bottom, scorched soil and charred wood toward the rim, overhangs collapse.
  • A Citadel-rendered mushroom cloud, a screen flash, and camera shake on clients near the blast.
  • Entities inside take distance-scaled damage, get set on fire, and are knocked outward.
  • Afterwards: a fallout zone, a spreading contamination cloud, and fallout laid on the surface.

Radiation

Radiation is tracked on each entity as an absorbed dose in rad, stored persistently. Dose only ever matters as the accumulated total; the environment adds rad per second and your body (and RadAway) slowly removes it.

Where dose comes from

Every second the game sums, in rad/s:

  1. The 16×16×16 chunk section you stand in — radioactive blocks inside it, plus a contamination cloud. Block radiation from the six neighbouring sections is counted at 35% after an air-permeability check, so a source just across a section boundary (or under your feet at the wrong Y coordinate) still reads correctly. Solid walls and lead block this neighbour bleed; open air doesn't.
  2. Radioactive items you carry — the whole stack, capped at 16 items per slot.
  3. Loose radioactive item entities within ~1.2 blocks.
  4. An open-air fallout zone — only if your head can see the sky. Roofs, trees, caves, and being underwater keep this one off you.
  5. Surface contamination — the contamination effect you get from stepping on fallout or standing on irradiated blocks.

What the numbers actually are

A few representative source strengths in rad/s:

Source rad/s
Uranium nugget 0.15
Uranium ore / ingot 0.30 / 0.45
Uranium dust 0.55
Enriched uranium dust 3.0
Enriched uranium ingot 3.6
Uranium block 3.6
Atomic slag 5.0
Fission core 8.0
Fallout / scorched soil 1.0 / 0.10

Carrying a fission core unshielded adds 8 rad/s. The first sickness threshold is 100 rad, so that is roughly 12 seconds of exposure before symptoms start — don't keep one in your pocket.

Armor

The anti-radiation suit reduces absorbed dose by a flat percentage, piece by piece:

  • Helmet 15%, chestplate 25%, leggings 20%, boots 10% — 70% for the four pieces.
  • Wearing all four grants an extra 15%, for an 85% cap.

Each piece's reduction is shown in its tooltip. Note the suit reduces ambient dose (blocks, items, zones, contamination). It does not reduce the instantaneous flash from a nuclear detonation — against that you need mass between you and the fireball.

Sickness stages

Stages are cumulative: reaching a higher stage adds a new effect and raises every earlier effect by one level.

Accumulated dose Effects
100 rad Nausea I
200 rad + Mining Fatigue I, Weakness I
350 rad + Slowness I, Hunger I, Poison I
500 rad + Wither I, 2 damage every 5 s
700 rad + Wither II, 4 damage every 3 s, bleeding
1000 rad fatal

Dose is cleared on death, so respawn starts clean.

Shielding against the flash

The instant radiation from a fission/fusion blast is ray-traced from the detonation point to your eye position. Every block along that line attenuates the dose exponentially (10^-attenuation):

  • Lead block: 0.20 per block
  • Reinforced concrete: 0.06 per block
  • Water: 0.04 per block

A lead-lined concrete bunker with water around it will stop nearly all flash dose. It will not stop the crater, the heat, or the fallout that settles afterwards. This shielding applies only to the one-time flash; ambient section radiation is deliberately not shielded by blocks (it is already gated by section air fraction).

Getting rid of dose

  • Natural metabolism clears up to 0.2 rad/s at full health, dropping to nothing below 10% health.
  • RadAway is an instant purge, not just a buff: using one removes 150 rad immediately, then grants a 30-second effect that clears another 4 rad/s (up to ~120 more). One injector pulls you most of the way out of stage 4 or 5 if taken in time, but it cannot save you past the 1000 rad fatal threshold and it won't stop fresh dose while you keep standing in the source.
  • Sleeping removes 20 rad on a natural wake.
  • Milk removes 8 rad, but has a 10-second internal cooldown — chugging milk is not a cure.
  • Submerging in water washes off the surface-contamination effect.

The Geiger Counter right-clicks to show both the section's ambient rate (rad/s) and your accumulated dose (rad).

Project description from CurseForge.

Pick your setup

CBC : Nuclear Cannons by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

CBC : Nuclear Cannons versions and loaders

8 of 8 releases match

Looking for an older file? The official CurseForge project page is in Resources.