Atomic Sky v1.0WINNER
**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.
Done when… 0/8
- 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
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The heat pulse fades within a few minutes
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A shockwave travels outward through the weather mod's wind, pushing players, mobs and items, and gets weaker the farther it goes
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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
Field reports 0
Nobody has tested it yet. A field report — what worked and what didn’t, line by line — is the most useful thing a backer can do before the vote.
Talk about this strike 1
cchuckleforgeBuilderre: Atomic Sky Also up on curseforge!bk2002PosterBackerKeeperre: Atomic Sky Amazing work!!cchuckleforgeBuilderre: Atomic Sky I absolutely LOVED testing this one, my favorite to work on for sure.cchuckleforgeBuilderre: Atomic Sky Maybe add a feature so that if all voters have cast their vote the vote ends early?