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cchuckleforge was paid $13.50 for Nuke mod — the dispute window passed 16h ago◆STRUCK GOLD — cchuckleforge won $13.50 for Nuke mod with “Atomic Sky” 16h ago◆bk2002 dropped a sealed vote in the Nuke mod assay 1d ago◆Petition passed: early assay on Nuke mod 1d ago◆The assay opened on Nuke mod — backers, vote 1d ago◆cchuckleforge petitioned: call the assay early on Nuke mod 3d ago◆cchuckleforge struck ore: “Atomic Sky” on Nuke mod 3d ago◆cchuckleforge was paid $9 for Talisman Repair: — the dispute window passed 3d ago◆STRUCK GOLD — cchuckleforge won $9 for Talisman Repair: with “Repairing Talisman” 3d ago◆bk2002 dropped a sealed vote in the Talisman Repair: assay 3d ago◆The assay opened on Talisman Repair: — backers, vote 3d ago◆Petition passed: early assay on Talisman Repair: 3d ago◆cchuckleforge petitioned: call the assay early on Talisman Repair: 3d ago◆cchuckleforge struck ore: “Repairing Talisman” on Talisman Repair: 3d ago◆cchuckleforge is swinging at Talisman Repair: 4d ago◆cchuckleforge is swinging at Nuke mod 4d ago◆bk2002 staked a new dig — Nuke mod, seeded with $15 4d ago◆cchuckleforge is swinging at Block Vault: 4d ago◆
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Nuke mod

Prospecting
builders work · ends Oct 21
The Assay
backers vote · ends Oct 22
Struck
paid Oct 22
STRUCK GOLD
The camp chose
paid out$13.50after the 10% camp cut

The ask

Every nuke mod does the same thing: a big explosion, maybe a radiation effect, and that's it. This one uses ProtoManly's weather mod so the bomb changes the world around it.

A detonation sets off a bright flash and a heat pulse that dries the soil and starts wildfires, then fades quickly. A shockwave travels outward through the mod's wind system, pushing entities and weakening with distance. Fallout falls as snow-like particles from darkened, fallout-clouded skies and drifts with the wind. Afterward, temperatures can drop into a nuclear winter, timed with the mod's calendar.

Bonus: a mushroom cloud built from the mod's cloud visuals, if it can be done without hurting performance.

Idea credit: u/LibraryNo1302

Done when…

The assay judges against this list. It’s locked once others chip in.
  1. Works alongside the current release of ProtoManly's weather mod, on the same loader and Minecraft version, with no crashes or errors in the log
  2. Detonating the nuke makes a bright flash and a heat pulse that dries soil and starts fires nearby, using the weather mod's temperature and wildfire systems
  3. The heat pulse fades within a few minutes
  4. A shockwave travels outward through the weather mod's wind, pushing players, mobs and items, and gets weaker the farther it goes
  5. Fallout falls as particles and builds up on the ground like snow, under darkened, fallout-clouded skies, drifting in the wind's direction
  6. An optional nuclear winter lowers temperatures for a set number of in-game days using the mod's calendar, and can be turned on or off in the config
  7. Blast size, fallout duration and nuclear winter length can be set in a config file
  8. A world with a detonation still runs at a playable frame rate on a mid-range PC, and a short video shows the full sequence

Strikes 1

Atomic Sky v1.0WINNER
cchuckleforge · 3d ago
+2
0 of 8 confirmed · 0 field reports

**What was built** (Have clips im happy to submit somewhere, but a simple playtest would show you all you need to see.) Atomic Sky is a nuke mod for Minecraft 1.21.1 (NeoForge) that runs on top of ProtoManly's Weather instead of alongside it. The nuke is a craftable block (fissile core recipe can be disabled in config). When it goes off, every stage of the aftermath goes through the weather mod: its temperature and wildfire systems carry the heat, its wind engine carries the shockwave and the fallout, its sky and cloud rendering darkens the world, and its calendar times the nuclear winter. The mod also adds a Geiger counter, a Radiation Sickness effect with its own icon and death message, a four-piece radiation suit that blocks it, and a mushroom cloud built from the weather mod's volumetric smoke. **How it meets the list** 1. **Runs with the current release.** Built against ProtoManly's Weather 0.17.16-alpha on NeoForge 21.1.x, the same loader and version the weather mod ships for. It declares the weather mod as a required dependency, loads after it, and starts with no errors or warnings in the log. The weather mod's own volumetric clouds, wind and seasons keep working with it installed. 2. **Flash, heat, dried soil, fires.** Detonation triggers a full-screen flash for anyone with line of sight, then a heat pulse sweeps outward from the crater. Inside the dead zone it strips vegetation and bakes the ground; out to about 100 blocks beyond it, it dries soil moisture through the weather mod's moisture handler and starts wildfires using the weather mod's own fire block, so they spread and burn out under the weather mod's wildfire rules. The heat never damages players directly: radiation is the lingering threat. 3. **Heat fades within minutes.** The pulse is strongest at the blast and fades with distance and time, ending after a configurable number of seconds (150 by default). 4. **Shockwave through the wind.** A shock front expands outward at a configurable speed and, while it passes, the weather mod's wind engine reports hurricane-force wind blowing away from the blast (500 mph at the front by default). Players, mobs and items are pushed outward, fragile blocks shatter near the center, and the push and damage fall off with distance until the front dies out at the configured range. 5. **Fallout like snow, drifting with the wind.** After a delay the plume starts shedding fallout as ash particles under a darkened, ash-clouded sky (the weather mod's ash sky target). It settles on the ground as a layered Fallout block that stacks like snow, and the plume drifts downwind using the weather mod's wind direction, so it leaves a trail across the map rather than a circle. Walking in fallout or standing under the plume unprotected gives Radiation Sickness unless you are wearing the full suit or are under a roof. Fallout decays over a configurable number of days. 6. **Optional nuclear winter on the calendar.** When enabled, the weather mod's temperature sampling is lowered by a configurable number of degrees for a set number of in-game days, scheduled on the weather mod's own day counter so it lines up with its seasons. It can be turned off with one config line. 7. **Configurable.** The common config exposes blast radius, crater radius and depth, heat range and duration, shockwave range and speed, fallout delay, duration, radius and drift, and nuclear winter on/off, length and temperature drop. 8. **Playable frame rate, video.** The crater is dug in chunks over several ticks instead of in one go, the heat sweep and fallout deposit are budgeted per tick, and the particle effects are capped and only spawn near the camera, so the world stays playable during and after a detonation. The attached video shows the full sequence from detonation through fallout.

3.87 votes · 100% · 1 backer
“Keep digging”
0 votes · 0% · 0 backers

Turnout: 100% of all backer weight. Weights are √ of dollars contributed.

Petitions

Call the assay earlypassed

“The mod is finished, everything asked for has been done, and done well. It has been extensively playtested by myself, and i am very happy with the final result. I daresay this is offically my top nuke mod ever.” — cchuckleforge, 3d ago

3.87 yes · 0 no · of 3.87 total weight

Discussion 5

    1. cchuckleforgeBuilderre: Atomic Sky
      Maybe add a feature so that if all voters have cast their vote the vote ends early?
  1. cchuckleforgeBuilder
    This one has been super fun to work on, thanks for the suggestion!

The crew 1

Dig log

  1. cchuckleforge was paid $13.50 — the dispute window passed
  2. STRUCK GOLD — cchuckleforge won $13.50 with “Atomic Sky”
  3. bk2002 dropped a sealed vote
  4. Petition passed: early assay
  5. The assay opened — backers, vote
  6. cchuckleforge petitioned: call the assay early
  7. cchuckleforge struck ore: “Atomic Sky”
  8. cchuckleforge is swinging at this
  9. bk2002 staked a new dig, seeded with $15