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Getting Started

MaikyDevs edited this page Nov 1, 2026 · 1 revision

Getting Started

This page gives you a rough order to play through the mod. You don't have to follow it, but most things build on each other.

1. Find uranium and lead

Uranium sits deep, mostly below Y 0 and down to the bottom of the world. Lead is more common and spawns between Y -40 and 56. Smelt both into ingots. See Ores and Materials.

Raw uranium is already a little radioactive. You won't notice it with a few pieces, but don't hoard stacks of it in your inventory.

2. Make a Geiger counter and a hazmat suit

Before you work with anything radioactive, craft a Geiger Counter. Holding it shows the radiation around you and the dose you've already taken. The hazmat suit blocks up to 95 % of radiation when you wear all four pieces. Lead ingots go into the suit and the boots.

Also keep some RadAway around. It's cheap and removes 400 RAD of dose.

More in Radiation and Fallout.

3. Enrich uranium

Uranium ingots need to be enriched before they're any use. There are two ways:

  • Craft it by hand (uranium ingots, redstone and blaze powder)
  • Build a Gas Centrifuge, which turns 2 uranium ingots into 1 enriched uranium using power

Early on you'll craft it. Once you have a power plant, the centrifuge saves you the blaze powder.

4. Your first bomb

The Little Man is the first bomb you can build. Place it, open it, fill it with 4 graphite plates, a plutonium core and a battery, then arm it with your fingerprint. Fire it with a Detonator from far away. Very far away.

Details in Atomic Bombs.

5. Missiles

To hit something that isn't next to you, you need a Rocket Motor, a Guidance Chip and a Launch Pad. Start with a Tactical Missile on a normal launch pad and a Target Finder to pick the target.

See Missiles and Launch Pads.

6. Power plant

For enrichment, reprocessing and the bigger machines you'll want power. A full plant is a reactor that makes steam, a turbine that turns steam into power and a cooling tower that turns the used steam back into water. Use the Blueprint Projector to see where every block goes.

See Nuclear Reactor, Turbine and Power Grid and Fuel Cycle.

7. Command center

Once you have a few launch pads and some air defense, connect everything to a Command Center with power cables. From there you see incoming missiles, plan strikes with flight profiles, set DEFCON, and decide whether you want automatic retaliation or a Dead Hand.

See Command Center.

Tips

  • Every nuclear explosion leaves fallout and radiation for a long time. Don't test bombs next to your base.
  • A bunker made of reinforced concrete or lead actually works. See Nuclear Explosions.
  • Most blocks and items have a tooltip that tells you what they do. Hover over them.
  • /atomcraft attack <type> sends a test missile at you if you want to try your air defense. See Commands and Config.

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