[1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

lucariomaster2

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Jul 29, 2019
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Initial release: 1.0.0 (Sept. 25, 2017)

Latest version: 1.6 (Oct. 29, 2018)

1.6:
WARNING: This update will likely break existing setups! To minimize losses, I advise breaking existing machines before updating.
  • NEW: Scrap Furnace, a specialized machine for reclaiming parts.
  • CHANGE: Large parts of the internal code for machines and machine parts have been rewritten to be less stupid. There shouldn't be any gameplay changes from this.
  • CHANGE: Part recycling has been overhauled. Broken parts can no longer be directly refurbished in machines; instead, they must be converted back into metal nuggets in the Scrap Furnace and remade.
  • CHANGE: The chance of reclaiming broken parts from machines has been increased across the board. However, the existing config file will continue to be used; thus, deleting it before updating is recommended.
  • CHANGE: The River Grate now gives river metal nuggets. River metal is poorer quality, only being usable in making parts. It can be processed into normal metal in an Electric Furnace.
  • CHANGE: All machines now accept parts from the bottom side by default, to simplify things. This can of course still be overridden using the Monkey Wrench.
  • CHANGE: The Magnetic Centrifuge now requires water to run
  • CHANGE: More localization support
  • FIX: Transport rollers and elevators have been stabilized somewhat
  • FIX: Fixed the River Grate's progress bar
1.5.3:
  • Some new textures and sprites thanks to linkisheroic!
  • Bug fixes and improvements (details on CurseForge)
1.5:
  • NEW: Redstone Pulser - give it a Redstone pulse, and it will output a number of pulses that can be specified by GUI
  • NEW: Dimensional Shifter - uses Chorus Fruit to send items to another dimension
  • NEW: Electric and Core Conversion dynamos - use Batteries and Energy Cores (respectively) to generate RF
  • NEW: Elevators - a more standard method to transport items upwards
  • NEW: JEI support for the Fluid Drill
  • CHANGE: Better parts now make machines run faster as well as lasting longer
  • CHANGE: Transport Rollers no longer move item entities directly, instead storing them in a queue
  • CHANGE: Transport Rollers are now animated
  • CHANGE: Buffed the Universal Supercharger. It now accelerates all Tile Entities not blacklisted
  • CHANGE: Streamlined the Handbook remembering what page you were on
  • CHANGE: Some more handbook entries now poke fun at a certain dragon
  • CHANGE: Parts in machines now show up with a health bar in the GUI, instead of an ugly number
  • FIX: Fixed invalid recipe for the Gold Wire Motor
  • FIX: Fixed Circuit Scribe creating etched plates out of nothing
  • FIX: Fixed Handbook crashes
  • FIX: Removed some debug statements
1.4:
  • NEW: Stone parts, low-tier variants of some parts that don't last long, limit machines to half speed, and are all-around bad, but are really cheap
  • NEW: Mouseover tooltips for machines and automation components
  • NEW: Support for handbook localization
  • NEW: JEI support for Circuit Scribe
  • CHANGE: The Blueprint Collection now remembers which page you were on when you closed it
  • CHANGE: The Pulse Piston can now be set to ignore item durability
  • CHANGE: Integrated Pistons are now much more expensive
  • CHANGE: Several machine recipe changes
  • CHANGE: Removed the workbench recipe for iron gears; they can now only be made on a Metal Cutter. Stone gears can be crafted by hand.
  • CHANGE: A bunch of other user-friendliness improvements that I can't remember
  • FIX: Fixed CraftTweaker recipe removal for Electroplater
  • FIX: Fixed CraftTweaker Agitator support (probably)
  • FIX: Removed some debug statements
1.3.5:
  • NEW: Ore Chunks. These rich stones are brought up by the Mining Machine and can be converted into different metals depending on how they are processed.
  • NEW: Magnetic Centrifuge, used as part of Ore Chunk processing. Can also extract iron and nickel from gravel.
  • CHANGE: The Mining Machine, in addition to the aforementioned Ore Chunks, now gives double the coal.
  • CHANGE: Machine parts now only stack to 4 (configurable). This is to encourage setting up a continuous supply instead of the mass-craft-and-forget method.
  • FIX: Fixed random crash when pipes try to input into Actually Additions tanks?
  • FIX: Finally updated the mcmod.info
  • FIX: Removed some debug statements
1.3:
  • NEW: Item Interceptor - intercepts all item entities created between 3 and 12 blocks of it, unless receiving a Redstone signal.
  • NEW: Woodcutter now has an animation
  • NEW: Config option for Fluid Drill output scaling - defaults to 1x
  • CHANGE: Completely rewrote the Handbook code - each section in the main menu now takes you to its own sub-section, allowing for easier maneuverability.
  • CHANGE: Restructured the code for machine part breakage quite a bit. The result: each aspect of each individual part of each machine is now fully configurable.
  • CHANGE: Rebalanced a TON of the defaults for part consumption. General trends are that motors are now much more easily salvaged, and *most* parts last longer in machines.
  • CHANGE: Circuit Boards are now filled using either a Copper/Redstone mixture or a Gold/Glowstone mixture. This makes gold circuit board production more difficult while making circuit boards use less unreclaimable metal.
  • CHANGE: Centrifuging Gravel now gives nickel as well as iron, and gravel blocks are now processed 2 at a time. Perhaps it's now possible to make this turn a profit?
  • CHANGE: Nerfed River Grate fish catching... again...
  • CHANGE: Woodcutter no longer gives up on cutting down a tree if its 1-stack internal inventory fills up; excess logs are now spilled instead
  • CHANGE: Added a config option for the maximum Woodcutter recursion depth
  • FIX: Theoretically fixed the Woodcutter crashing when chopping non-Vanilla logs
  • FIX: Fixed a bunch of other bugs that I can't remember
  • FIX: Removed some debug statements
1.2.5:
  • NEW: Inventory Sensor. Has its own 9-slot inventory and emits a Redstone signal when the inventory it's attached to meets the right conditions. Can be set to either Match Any or Match All, and either Exactly or At Least.
  • NEW: Some blueprints for automation components now have tips on how to use them.
  • NEW: Fluid tanks in machine GUIs now have tooltips
  • NEW: Sulphur, Liquefied Glowstone, and Energite can now be compressed into tanks and thus used in the Pressure Gun. What do they do? It's up to you to find out!
  • NEW: Shift-right-clicking a machine with a Monkey Wrench now sets it to receive parts from that side, which should make things a bit less awkward. Newly placed machines still default to their current sides.
  • CHANGE: Stack Movers now have a spiffy new model that fits in much more nicely with the rest of the mod
  • CHANGE: Made the Electric Furnace much easier to set up by making Used Heating Elements return all 3 ingots and making the Furnace's salvage chance 100%. To compensate, other machines are less likely to give broken Heating Elements back.
  • CHANGE: The Range upgrade now gives machines a 20% speed penalty
  • CHANGE: The Monkey Wrench can now be used as a weapon. Not a very good weapon, but a weapon nonetheless.
  • CHANGE: The Bulk Stack Mover no longer requires Chorus Fruit. It worked flavour-wise, but gating an automation component behind the End doesn't make sense at all.
  • CHANGE: Slightly altered the empty tank's sprite to make it easier to distinguish from air tanks.
  • CHANGE: Nerfed (redesigned) Pressure Gun knockback
  • CHANGE: Changed the Pressure Gun death message to show the killer, and made the gun even more fresh
  • CHANGE: Sulphuric Acid now gives mobs Resistance -1 for a short time, effectively making them take more damage from other attacks.
  • FIX: Insertion Hatches no longer suffocate players
  • FIX: Fixed Blueprint Collection crash when trying to show a recipe that doesn't exist (it now shows a blank crafting grid, indicating that there is an error)
  • FIX: Removed some debug statements
1.2.2:
  • NEW: Seed Disperser. Give it some seeds (and parts) and it will automatically plant them. You're on your own for harvesting, though.
  • NEW: Buffer Crate. Works exactly like a crate, but automation will never take the last item in a stack from them.
  • CHANGE: Auto Ejectors can now insert items directly into another inventory, like an automatic Stack Mover. Unlike Stack Movers, they will spill items into the world if there is no room for the items.
  • CHANGE: Auto Ejectors now eject items with significantly less force.
  • FIX: Removed some debug statements
1.2.1b:
  • FIX: Fixed Mob Disassembler being invisible
1.2.1:
  • NEW: Added Agitator recipes for Slimeballs (Water + Leaves) and Leather (H2SO4 + Rotten Flesh).
  • CHANGE: My friend contributed some awesome code for Deco Coils. They are now less buggy and can link to multiple coils.
  • CHANGE: Deco coils arcs now damage entities that walk through them. Apparently there's a raytrace function that I didn't know existed. Thanks, Jamie.
  • CHANGE: Deco coils now have a maximum link range (configurable, defaults to 12 blocks).
  • CHANGE: Stack Mover no longer requires a piston to craft.
  • CHANGE: Stationary Drill now uses cobble instead of iron in its recipe.
  • CHANGE: Insertion Hatch now uses smoothstone instead of iron in its recipe.
  • CHANGE: Item Redistributor now uses quartz instead of Redstone/Glowstone/Lapis.
  • CHANGE: Drill Grinder no longer needs wires to run. 3 consumable parts is a bit much for a Tier 2 machine, don't you think?
  • CHANGE: Fluid machines intermittently cause block updates. The rate (default once/second) can be changed in the config or set to -1 to disable the feature. This feature is experimental and may cause some lag, but should "fix" desync issues people have been having.
  • FIX: Redstone Notifier and Watcher now have proper tooltips.
  • FIX: Removed some debug statements
1.2:
  • NEW: Decorative Coils to add a mad scientist flair to your base
  • NEW: Mounted Drill. You may know it better as a Block Breaker.
  • NEW: Terraneous Extractor, an endgame machine that uses Energy Cores to mine ores below the Bedrock (apparently it does have magical ore-creating capabilities after all)
  • CHANGE: Changed the Conveyor Rollers model to more clearly indicate direction
  • CHANGE: Removed the item ID for old machine parts. CONVERT YOUR PARTS BEFORE UPDATING! YOU HAVE BEEN WARNED!
  • CHANGE: Touched up a bunch of GUIs slightly
  • FIX: A bugfix here and there
  • FIX: Removed some debug statements
1.1.6d:
  • FIX: Removed Stack Mover dupe bug
1.1.6c:
  • FIX: Fixed Autocrafter crash
  • FIX: Removed some debug statements
1.1.6b:
  • FIX: Removed CraftTweaker hard dependency
1.1.6:
  • NEW: Added config support to customize part lifespans and salvage chances. The numbers in the config are multipliers and all default to 1.
  • NEW: Added a config option to whitelist extra River Grate biomes
  • NEW: Added an easter egg
  • FIX: Fixed Tesla Coil crash when it performs its action but there's nothing to zap
  • FIX: Fixed CraftTweaker recipe removal (internal: Machine recipes are now defined using ConcurrentHashMaps instead of regular ones)
1.1.5b:
  • FIX: Fixed Tinker's Construct tools not being able to mine copper and nickel ore.
1.1.5:
  • NEW: Handbook pages now have 4 backgrounds to choose from. Backgrounds are chosen randomly from those available, but any given page will always have the same one.
  • NEW: Animations for the Circuit Scribe, Mob Disassembler, and Tempering Oven
  • NEW: Config to disable machine animations. This will make the mod substantially less visually appealing but might increase your framerate.
  • NEW: Hard Hat, Safety Vest, Work Pants, Steel-toed Boots. This cosmetic armour set is functionally identical to iron but looks more thematically appropriate.
  • NEW: Element Sword. Made by putting a Heating Element on a stick and adding a circuit board. Functionally equivalent to an iron sword with Fire Aspect II.
  • NEW: Config option for the Mob Disassembler to attack players
  • NEW: JEI integration for the Magnetizer, Mob Disassembler, and Stabilization Table
  • CHANGE: Insertion Hatch recipe now gives 2 instead of 4
  • CHANGE: Mob Disassembler parts no longer take damage when a mob is damaged; only when killed
  • CHANGE: A Redstone signal now disables the Mob Disassembler
  • CHANGE: Tweaks to a couple sheet metal textures
  • CHANGE: Numbers for magnet strengths in the Stabilizer UI now have different colour backgrounds depending on their field strength. Blue = <50%, Green = <70%, Yellow = <80%, Orange = <90%, Red = <100%, Black = Overcharged and cooling down. If a magnet is missing a red X will be shown in place of its number.
  • CHANGE: Magnets play a sound and emit smoke when they fizzle
  • CHANGE: River Grate GUI now shows if it is in an invalid location
  • CHANGE: Temperer GUI now has a proper progress bar and an approximate indicator of when the Redstone signal should be turned off
  • CHANGE: Circuit Scribe GUI now displays if it has a valid pattern set
  • CHANGE: Circuit Scribe GUI now has a visible progress bar
  • CHANGE: Closing the Circuit Scribe GUI with an invalid pattern clears the board for the next time you open it instead of reverting to the pattern set
  • CHANGE: Rewrote a couple implementations (no change for players)
  • FIX: Fish caught in the River Grate now have a visible output slot
  • FIX: CraftTweaker integration actually works now
  • FIX: Machines now work properly if input items are put in manually one at a time
1.1.1c:
  • CHANGE: Monkey Wrench can now rotate all directional blocks in the mod, regardless of whether or not they have an inventory.
1.1.1b:
  • FIX: Fixed Stack Movers sometimes deleting items they were supposed to move (specifically: fixed stack movers pulling from a machine and trying to push into a full inventory deleting the stack instead of leaving it)
1.1.1:
  • NEW: Shift-clicking support for machines
  • CHANGE: Each part slot in a machine now only accepts its specific part type from automation. The player can still manually put parts into any slot.
  • FIX: Removed copper/nickel and iron/nickel dupe exploits
  • FIX: Fixed JEI conflict with IC2
  • FIX: A tiny bit of JEI interface cleanup
  • FIX: Removed some debug statements
  • FIX: Corrected some errors in the handbook (Yes, parts are inserted into the *top* of the Drill Grinder)
1.1.0:
  • NEW: Rewrite of how machine parts are handled. Most parts now have multiple tiers, with better parts lasting longer in machines. Machine parts in existing worlds will not work in machines and will show up as pink-and-black "missing texture" sprites; they can be put into a Crafting grid to convert them to the new system. The old parts will be removed altogether in the next update (1.2).
  • NEW: Tempering Oven - Tempers metal parts to make them last longer. Can enchant iron tools with Unbreaking I. Requires some Redstone ingenuity to automate.
  • NEW: JEI support for the Compression Chamber
  • NEW: Monkey Wrench can rotate blocks that have a direction but no inventory
  • NEW: CraftTweaker support for most machines. May have some bugs; feedback is appreciated
  • NEW: Config option to disable enchanting via machines
  • CHANGE: Energite now requires both liquefied glowstone and sulphuric acid to produce
  • CHANGE: River Grate can now catch fish!
  • CHANGE: Tweaked part consumption rates so that parts last a bit longer in early-game machines
  • CHANGE: Earthen Bricks are now crafted using Soul Sand instead of Dirt
  • CHANGE: Auto Puller can now face up or down in addition to N/S/E/W
  • CHANGE: Copper and Nickel ores are now much more common
  • FIX: Filled some holes in the OreDict integration
  • FIX: Circuit Scribe GUI now has visible I/O slots
  • FIX: Mining Machine now ignores Bedrock instead of being stopped by it
  • FIX: Chop Saw blade now spins the proper direction

1.0.6:
  • NEW: Basis for a system of tiered machine parts (no functional change yet)
  • CHANGE: Stationary tanks can now be manually filled/emptied using buckets
  • CHANGE: Pipes no longer have a full block hitbox
  • FIX: Grindstones now properly enchant tools
  • FIX: Misalignments in the Circuit Scribe and Refrigerator JEI GUIs
1.0.5d:
  • FIX: Added missing nugget <--> ingot recipes
1.0.5c:
  • NEW: Added beginnings of a config file
  • FIX:Fixed Centrifuge and added a Red Sand -> Redstone recipe
1.0.5b:
  • Tweaked River Grate again (balancing is hard ok?)
1.0.5a:
  • FIX: Blocks are no longer breakable instantly
  • FIX: Fixed machines not running until their output slot was emptied
  • FIX: Fixed copper and nickel ore from other mods not being grindable
  • FIX: Fixed copper only being cut into one wire

1.0.5:
  • NEW: Lift Receiver, an automation component to be used with the Fan Lift
  • NEW: JEI integration for most machines
  • CHANGE: Blueprint Collection now remembers what page you were on
  • CHANGE: Many rebalances for machine part consumption
  • FIX: Ore Dictionary machine recipes are now determined on startup instead of on the fly (should reduce lag spikes)
  • FIX: Obtained the latest set of blueprints from HQ; when I talked to them they promised it would have fewer typos and mistakes.
  • FIX: Miscellaneous bugfixes

Factory Tech is a tech mod that I've been working on for the past five months, the main mechanic being that instead of power, machines require parts to run. These parts will wear out over time and need replacing; however, many of them can be salvaged and either refurbished or broken back down into base components.

As an example, this is a very basic setup showing a Chop Saw converting logs into planks more efficiently than normal. Replacement saw blades and gears are inserted in the back, while standard IO happens on the sides. It also shows a few of the decorative blocks added by the mod.
J23gO0L.png


One of the main goals I had while designing this mod is that the process of automation should be challenging and enjoyable, similar to Botania. For that reason, while Factory Tech adds a lot of automation components, all of them can be considered "dumb" blocks; it is the player's job to put them together in a way that achieves the desired function.

Factory Tech also adds a variety of sheet metal blocks, as well as smokestacks and new brick types, for use in building industrial-styled bases.

Right now, the mod is functionally complete and playable. However, some of the numbers for part consumption may be unbalanced. I'd really appreciate any feedback people can give, as well as suggestions for new content or improvements. Also, I am fully aware that I will not win any awards for visual assets anytime soon, so if someone could help me out with that it would be greatly appreciated.

With 1.1.5, CraftTweaker support actually works. Here is a basic guide for how to add/remove recipes.

Code:
Chop Saw, Drill Grinder, and other simple single input / single output machines. First argument is output, second is input. To remove a recipe, specify the output. New in 1.4, you need a boolean value to specify whether or not the recipe works with stone parts.
mods.factorytech.ChopSaw.addRecipe(<minecraft:gold_nugget> * 9, <minecraft:gold_ingot>, false);
mods.factorytech.ChopSaw.removeRecipe(<minecraft:stick> * 3);
mods.factorytech.DrillGrinder.addRecipe(...);
mods.factorytech.MetalCutter.addRecipe(...);
mods.factorytech.Magnetizer.addRecipe(...);
mods.factorytech.ElectricFurnace.addRecipe(...);
mods.factorytech.Electroplater.addRecipe(...);
mods.factorytech.Grindstone.addRecipe(...);

Tempering Oven: (Output item, input item, time in ticks) to add; (output item) to remove.
mods.factorytech.Temperer.addRecipe(<minecraft:leather>, <minecraft:rotten_flesh>, 60);
mods.factorytech.Temperer.removeRecipe(<minecraft:leather>);

Centrifuge: First argument is input, all others are outputs. Logs an error if more than 3 outputs are specified.
mods.factorytech.Centrifuge.addRecipe(<minecraft:soul_sand>, <minecraft:blaze_powder>, <minecraft:sand.0>, <minecraft:coal.0>);
mods.factorytech.Centrifuge.removeRecipe(<minecraft:soul_sand>, <minecraft:blaze_powder>, <minecraft:sand.0>, <minecraft:coal.0>);

Compression Chamber: (Input item, output item, input fluid) to add; (output item) to remove.
mods.factorytech.CompressionChamber.addRecipe(<minecraft:bucket>, <minecraft:lava_bucket>, <liquid:lava> * 1000);
mods.factorytech.CompressionChamber.removeRecipe(<minecraft:lava_bucket>);

Crucible: (Output fluid, input item) to add; (output fluid) to remove.
mods.factorytech.Crucible.addRecipe(<liquid:sulphur> * 50, <minecraft:blaze_powder>);
mods.factorytech.Crucible.removeRecipe(<liquid:sulphur> * 50);

Refrigerator: Same as the Crucible but in reverse.

Agitator: (Input liquids, Input item, output liquid, output item). Note: Agitator implementation is incomplete since it needs to support some or all of the input and output slots being empty, which CraftTweaker doesn't like.
mods.factorytech.Agitator.addRecipe(<liquid:water> * 100, <liquid:propane> * 100, <minecraft:clay>, <liquid:lava> * 50, <minecraft:sand>);

  • Anything including and listed after Native Copper Ore in the creative tab doesn't show up in the search bar. I have no idea why.
  • Many aspects may still be unbalanced (Ongoing)

Turrets and generators.

  • More machines of Tier 2 (Advanced Motors) and Tier 5 (Energy cores)

Download and more information can be found on Curseforge.
 
Last edited:

mathwiz617

Well-Known Member
Apr 29, 2015
160
53
53
I downloaded this and tried setting up a very basic river grate system. I can't seem to auto-pull out of the auto-crafter, by any method. Is this a bug, or am I overlooking something?

EDIT: This, I believe, is an actual bug: Placing a stack mover on top of a hopper causes a crash. https://pastebin.com/X5vHtdic
 
Last edited:

lucariomaster2

New Member
Jul 29, 2019
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I downloaded this and tried setting up a very basic river grate system. I can't seem to auto-pull out of the auto-crafter, by any method. Is this a bug, or am I overlooking something?

EDIT: This, I believe, is an actual bug: Placing a stack mover on top of a hopper causes a crash. https://pastebin.com/X5vHtdic

Fixed both bugs and uploaded a new version, which should show up in a few minutes. Thanks!
 

triggerfinger12

Well-Known Member
Apr 17, 2017
255
457
89
Rock
As always, forgive me if this is the wrong place to post this.

Factory Tech is a tech mod that I've been working on for the past four months, the main mechanic being that instead of power, machines require parts to run. These parts will wear out over time and need replacing; however, many of them can be salvaged and either refurbished or broken back down into base components.

As an example, this is a very basic setup showing a Chop Saw converting logs into planks more efficiently than normal. Replacement saw blades and gears are inserted in the back, while standard IO happens on the sides. It also shows a few of the decorative blocks added by the mod.
J23gO0L.png


One of the main goals I had while designing this mod is that the process of automation should be challenging and enjoyable, similar to Botania. For that reason, while Factory Tech adds a lot of automation components, all of them can be considered "dumb" blocks; it is the player's job to put them together in a way that achieves the desired function.

Factory Tech also adds a variety of sheet metal blocks, as well as smokestacks and new brick types, for use in building industrial-styled bases.

Right now, the mod is functionally complete and playable. However, some of the numbers for part consumption may be unbalanced. I'd really appreciate any feedback people can give, as well as suggestions for new content or improvements. Also, I am fully aware that I will not win any awards for visual assets anytime soon, so if someone could help me out with that it would be greatly appreciated.

Download and more information can be found on Curseforge.
How is JEI support?
 
C

Closet Gamer

Guest
Here is a first look video which may be a series :) cool mod.

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lucariomaster2

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Jul 29, 2019
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Quick bugfix update - machines now support the Ore Dictionary.

EDIT: Until I watched your video I had completely forgotten that the Drill Grinder's entry states that it can grind stone into gravel and sand, because... it can't. I've added the recipes, but there are a few other things I want to add before the next update, so just quietly disregard that part for a few days :)
 
Last edited:

mathwiz617

Well-Known Member
Apr 29, 2015
160
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53
Is anyone else getting insane lag spikes every so often with the latest version of this mod? I'm fine for 5-10 minutes, then huge spikes every 10-15 seconds. Only happened once I updated this mod, from what I can tell. Might be a memory leak.
 

lucariomaster2

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Jul 29, 2019
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Is anyone else getting insane lag spikes every so often with the latest version of this mod? I'm fine for 5-10 minutes, then huge spikes every 10-15 seconds. Only happened once I updated this mod, from what I can tell. Might be a memory leak.

What sort of infrastructure have you set up?

EDIT: If the problem is what I think it is, it's fixed for the next upload.
 
Last edited:

mathwiz617

Well-Known Member
Apr 29, 2015
160
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53
Oh, let's see... I have that auto-fed river grate, and am working on an auto-fed tree chopper to fully automate that river grate. I've added two metal cutters, two grindstones, a wood chopper, and a boatload of redstone logic, autocrafters, stack movers, and fan lifts. I'll try to get some pictures in a minute.
 

lucariomaster2

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Jul 29, 2019
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New version! The main feature is JEI integration for machines; in addition, the Blueprint Collection now remembers which page you closed it on and re-opens to it, which should make it less frustrating to use.
 
C

Closet Gamer

Guest
New version! The main feature is JEI integration for machines; in addition, the Blueprint Collection now remembers which page you closed it on and re-opens to it, which should make it less frustrating to use.
Nice! JEI fix is going to help a lot. I noticed JER struggles with the ores too but I wasn't sure if it was because I added JER after starting a game



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C

Closet Gamer

Guest
Apparently that last update broke a bunch of things, and apparently there were even more bugs I didn't know about. Just pushed out 1.0.5a which fixes them.
Cool man, will update to the latest

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T

traso

Guest
having to tink how to automate machines and not just plug to energy and it works perfect?

good concept it makes me remember buildcraft where you have to use gates and special pipes, etc.

Unfortunately i can't play it because it is for 1.12 i'm sure it's a great mod
 

lucariomaster2

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Jul 29, 2019
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Unfortunately i can't play it because it is for 1.12 i'm sure it's a great mod

What's holding you back from 1.12? :p

Anyway, new update! This one's a minor, quality-of-life one, but it's (slightly) bigger than the stealth-bugfixes I've been pushing out lately. Changes:
  • Started on the basis for adding different tiers of parts which last longer (no functional change yet)
  • Fixed Circuit Scribe overlay misalignment on GUI sizes other than Normal
  • Fixed JEI tooltip being off-centre for the Fridge
  • You can now fill and empty stationary tanks using buckets. No manual fluid IO for machines, though; this is intentional.
  • Pipes no longer have a full block hitbox.
  • The latest batch of Grindstones were shown to be defective for sharpening tools and weapons, damaging them without providing any benefit. I had a stern talk with the folks at the production plant, and they've promised me they've remedied the issue and fired the guy responsible.
Next time: More machine animations and expanding on the first item in that list.
 
Last edited:
C

Closet Gamer

Guest
What's holding you back from 1.12?

Anyway, new update! This one's a minor, quality-of-life one, but it's (slightly) bigger than the stealth-bugfixes I've been pushing out lately. Changes:
  • Started on the basis for adding different tiers of parts which last longer (no functional change yet)
  • Fixed Circuit Scribe overlay misalignment on GUI sizes other than Normal
  • Fixed JEI tooltip being off-centre for the Fridge
  • You can now fill and empty stationary tanks using buckets. No manual fluid IO for machines, though; this is intentional.
  • Pipes no longer have a full block hitbox.
  • The latest batch of Grindstones were shown to be defective for sharpening tools and weapons, damaging them without providing any benefit. I had a stern talk with the folks at the production plant, and they've promised me they've remedied the issue and fired the guy responsible.
Next time: More machine animations and expanding on the first item in that list.
Sweet list of fixes! I'm crap at coding, but not bad at graphics. Let me know if you need any help with logos, textures and stuff like that :)

Keep up the great work

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Closet Gamer

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What's the best way to use the item redistributor? The insertion hatch doesn't seem to see it as a viable imventory

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lucariomaster2

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Jul 29, 2019
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What's the best way to use the item redistributor? The insertion hatch doesn't seem to see it as a viable imventory

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It's not an inventory - item entities are dropped into the top and come out one of the sides or the bottom.
 
T

traso

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What's holding you back from 1.12? :p

the lack of mods i like, don't get me wrong i'm sure 1.12 has great mods but none of these appeal to me or are already for 1.7.10

I also don't find the new vanilla features interesting or useful i think i've played modded too much lul
 
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