Nuclear engineering
Create Nuclear and Alex's Caves contribute different machinery and nuclear mechanics. Their recipes can connect without making their radiation systems identical.
Create Nuclear
The current integration retains native Yellowcake enrichment and five enriched Yellowcake per Fuel Rod. Its controller and alarm construction use supported AE2, IE and Alex's Caves components rather than oversized piles of reactor casings.
The approved Reactor Core remains Eclipse-gated by ingredients. This is a construction requirement, not a global lock on visiting Toxic Caves.
Alex's raw Uranium and ore join the common uranium family. The basic crushed-Uranium route produces one tagged Dust; Industrial IE crushing supplies the established two-Dust upgrade.
Use the installed mod's native reactor and turbine guides. This wiki does not import an older Mekanism fission/fusion campaign into the current pack.
Alex's Caves Nuclear Furnace
The construction route combines its required native components and the pack's factory ingredients. Six dedicated processing definitions add Coal Coke, Charred Remnants, Quartz/brick recovery and Blackstone work.
Those dedicated definitions require nuclear_furnace_custom_type=true in the Alex's Caves configuration. Both sides need the matching setup and restart; the script alone is not a config update.
Normal cooking is preserved through compatibility mirrors when the dedicated type is enabled. JEI and the installed configuration determine the active result.
Protective equipment
Optional hazmat upcycling creates Create Nuclear's native suit and radiation protection. It does not merge Alex's and Create Nuclear's effects or make either suit automatically protect against both systems.
What stays disabled
The craftable Alex's Caves Nuclear Bomb and primed bomb entity are blocked by the selected pack rules. Toxic Caves, the Nuclear Furnace, reactor behavior and other nuclear effects remain separate.
Industrial progression · Eclipse progression · Construction reference
