MiscMFRcircuits - additional circuits for the Programmable Rednet Controller
MiscMFRcircuits is an addon for Minefactory Reloaded, it implements additional circuits for programmable rednet controller (PRC).
Some really useful circuits are hour/minute/second timer and 'bargraph' circuit, it also provides various full-32bit logic elements and ADC/DAC conversion for PRC's analog and digital modes.
Circuit documentation is available at FTBwiki/ATLwiki page
PRC (and vanilla redstone!) has 2 different modes 'analog' and 'digital' which are both inherently discrete. The only difference is that vanilla redstone has 16 levels of signal: 0..15 (4-bit value) while rednet signals are full 32bit integers having 4294967296 possible levels (from -2147483648 to 2147483647).
'Digital' PRC mode just treats those values as 0 for logic 0 and 'greater than zero' for logic 1 (which is 15 redstone level).So, here goes some magic: if you have sixteen 'digital' values that could be represented as 0 or 15 you have 16 discrete signals that could be assigned to the bits of 32-bit integer. This integer could be passed through one channel of rednet cable, therefore full capacity of rednet cable is 32*16=512 digital (0 or 1) signals.
- ADC 16-bit - (well, it not a 'real' ADC, all values are already represented as numbers, not continuous signal) An analog to binary decoder, converts one analog value to 16 discrete levels (0 or 15).
- Bargraph has TST input - put non-zero value and it will enable all Y outputs. If A is greater than 10 or less than 0 - OL output is active. Y0 is active when A is equal or greater than 0 - it's a bit inconvenient, but you may use it for standby power.
- DAC 16-bit - (digial to analog encoder) takes 16 discrete values (0 or not 0) and converts them to one 16-bit integer.
- Threshold detector with hysteresis, PV is processed value, S0 - "off" setting, S1 - "on".
- 8 input analog adder, does X0+X1+..+X7=RSLT
- Average, averages analog signal on input X over Ta pulses on input CLK
- Quad 2-input analog adder, does A0+B0=Y0, A1+B1=Y1, A2+B2=Y2, A3+B3=Y3
- hour/minute/second (h:m:s) timer. Ts is pulse period in seconds + Tm in minutes + Th in hours. Minimal pulse width is 1 tick, using DC input you can set duty cycle between 1% and 100%, use 0 for 1 tick width. Timer will use 1 tick width or value set via DC pin whichever is larger. Example: 1 min 40 sec period, active for 50 seconds - set Ts=40, Tm=1, Th=0, DC=50 / (1*60 + 40) = 0.5 = 50%. You may temporary pause timer by sending non-zero value to pin EN# or completely reset it by sending non-zero value to RST input. Qs sends 1-tick width pulses every second of active period, Qm - every minute and Qh pulses every hour.
4 Bus-wise circuits use 32-bit integer on the input pins:
- AND2 - 2-input AND
- OR2
- XOR2
- NOT - 1-input 32-bit NOT
- Binary to Gray code conversion
- Gray to Binary code conversion
- 2*16 bit - Merges two 16 bit integers into one 32bit number
- 4*8 bit - A0 is the lowest part, A3 is the highest part of 32-bit number
- 8*4 bit - the same, A7 is the highest part
- 2*16 bit
- 4*8 bit
- 8*4 bit
- RAM - 1 32-bit value, write WR activated when CLK is on rising edge.
- RAM - 8 32-bit values, clocked (CLK), write control (WR), address selection (ADR) and reset (RST). DT is 32-bit int, ADR is address - 0..7, all numbers less than 0 are treated as 0, all numbers greater than 7 - as 7. Write and reset are executed on rising edge of *CLK*. Set WR high to write value of DT to address ADR; when inputs WR and RST are not active the value at address ADR is present on output OUT.
- RAM - 16 32-bit values, all the same (ADR - 0..15).
Send ASCII character code 0..255 (codepage 437) to pin A - it will produce eight 8-bit numbers corresponding to that character, Y0 is top row, Y7- bottom row, least significant bit in every Y output is rightmost pixel for corresponding row.
Edge detector: same as one-shot circuit, but with rising and falling edge detection, sends 1-tick wide pulse when A changes from zero to non-zero (RI output) or vice-versa (FA output).
Quad AND2 - Quad 2-input AND, values could be 0 for logic 0 or non-zero for logic 1
Quad NOT
Quad OR2
Quad XOR2
All the same - output active when all pins are in the same logic state. use *CNT* (1..8) to limit the number of pins used.
Even number of pins active (non-zero)
Odd number of pins active
At least N pins active
N and only N pins active.
At least 2 of 3 pins active
5-stage Johnson counter (see datasheet for 4017) (For most purposes it would be sufficient to use 'passthrough (ring)' instead, I've completely forgot about it): for inputs LOW=0, HIGH=non-zero; for outputs: LOW=0, HIGH=15
Decade counter with 10 decoded active HIGH (15) outputs (Q0 to Q9), an active LOW (0) output from the most significat flip-flop (Q#) active HIGH and active LOW clock inputs (C0 and C1#), and an overriding asynchronous master reset input (MR).
The counter is advanced by either a LOW to HIGH transition at C0 while C1# is LOW or a HIGH to LOW transition at C1# while C0 is HIGH. A HIGH signal on input MR resets the counter to zero (Q0 = Q# = HIGH; Q1 to *Q9= LOW) independent of the clock inputs (C0, C1#).
Relay Max DT - Maximum input definite time relay; When analog signal on input I exceeds threshold setting Imx it waits for TD ticks and if I is still greater than Imx it triggers trip output TRP; Also it switches on start (or pickup) output ST for all time while I>Imx. There is pause input available - EN# - when non-zero signal is present it stops tick counting. TRP# and ST# are inverted outputs for TRP and ST.
Imx and TD should be constants (0..216 - 1=65535), using variable values would make no sense - but, of course, you could make it programmable from other circuits. Use encoders (and hex calculator) to provide numbers greater than 255;
Relay Min DT - same logic here, but for I<imn< strong="">
Inv. time relay - Ye olde induction relay (kind of). When analog signal on input I exceeds I1p it starts counting adding I/(100*I1k) to internal sum every tick until that sum exceeds I1i - and then it trips. Also it will trip instantly when I exceeds (I1p*I2 / 64), I2 must be in range 64..255, any number less than 64 will be treated as 64 and all other numbers greater than 255 will be treated as 255.
I1p= 1..65536
I1i= 1..65536
I1k= 1..1000
I2= 64..255
I1p, I1i, I1k and I2 should be constants unless you are making programmable relay
Automatic Transfer Switch (stand-by control) - circuit to monitor and control your power plant, it has 4 inputs:
- Mok - main power source is ready. (lava or fuel in the tank, boiler is warm, energy cell has some energy, there is coal (or other fuel) in AE network, anything you like)
- Sok - stand-by power source is ready.
- Td- time delay in seconds (0-255) between main <> standby transition. For most purposes it should be constant.
- RST- standby reset - when HIGH (non-zero) signal is received and main power source is ready (Mok) it transfer output from standby source to the main one. Set it to constant non-zero value if you want automatic transfer to the restored main supply.
- EnS 'Enable Stand-by' command to turn on stand-by power supply (activate magmatic or combustion engines, enable energy cell, start loading coal into generators or pumping lava into geothermals)
- EnM (optional) 'Enable Main' command to turn on main power supply.
- ALM 'Alarm' active when at least one of the power sources is not ready
- ERR 'Error' or rather complete power loss - active when both power sources are unavailable.
Here are some images from my engines farm with Bargraph and DAC in action on imgur.
And 8 position 7seg doing XOR between 32bit numbers
http://i.imgur.com/xPDxRDU.png
http://i.imgur.com/U2ex9ZC.png
Do you have any ideas? Leave them below!
Download:
v0.5.3 (dropbox, for Minecraft 1.6.4, Minefactory Reloaded 2.7.6-2.7.9)
v.0.6.0 (dropbrox, for Minecraft 1.7.10, Minefactory Reloaded 2.8.0+)
Changelog:
v0.6.0 - Minecraft 1.7.10 port, no new features
v0.5.3 - new circuits added: PID controller, abs function, world tick timer; NAND, NOR, XNOR, right-shift and left-shift circuits for 32-bit values.
v0.5.2 - new circuits added: Value constraint, Division, Multiplication, Division and Multiplication in one circuit combined.
v0.5.1 - API update to 2.7.6
v0.5.0 - Update to Minecraft 1.6.4 and Minefactory Reloaded 2.7.3
v0.0.0.5:- 5-stage Johnson counter- 'relay': automatic transfer switch (stand-by control)- CG ROM
v0.5.3 - new circuits added: PID controller, abs function, world tick timer; NAND, NOR, XNOR, right-shift and left-shift circuits for 32-bit values.
v0.5.2 - new circuits added: Value constraint, Division, Multiplication, Division and Multiplication in one circuit combined.
v0.5.1 - API update to 2.7.6
v0.5.0 - Update to Minecraft 1.6.4 and Minefactory Reloaded 2.7.3
v0.0.0.5:- 5-stage Johnson counter- 'relay': automatic transfer switch (stand-by control)- CG ROM
BACKUP YOUR WORLD before installing this mod! Everything could happen! (although it shouldn't)
Source code is available on the GitHub miscmfrcircuits
License: The MIT license.Yes, you can include this mod into your modpack (private or public).
Permission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the "Software"), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included inall copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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Contents
Putting this one first so people see it. You need this for any mod of mine to work. Place in coremods, not mods.
In particular, all of my mods built on this now have update notification! You can disable this if you wish in PowerCrystalsCore.cfg.
Download
1.1.6 for Minecraft 1.5.2
1.1.5 for Minecraft 1.5.1
This is a coremod. It goes in coremods, not mods. Make sure you get the correct one for your Minecraft version.
Requires Forge. Built against 652/684 (for 1.5.1/1.5.2), may not work with earlier versions.
Changes
MineFactory Reloaded
Videos
2.6
Direwolf has a 3-part spotlight:
KirinDave has videos on RedNet:
2.5
Wylker covers the Programmable RedNet Controller:
Wylker covers the entire mod including new content in a two-part series:
BevoLJ covers the entire mod as well in a two-part series of his own:
2.3
Wylker covers every update I guess:
2.2
Wylker made this video covering the new stuff in 2.2:
2.1
Wylker made this video covering the new stuff in 2.1:
2.0
RedstoneNightmare made this video covering MFR which goes over most of the features (and a few bugs that have since been fixed):
Wylker also did a pretty good video on the basics of how to use MFR:
If you're thinking "haven't I seen this somewhere else", well, you probably have. The original MineFactory dates back to beta 1.4 (if not 1.3, I forget). I took over around beta 1.6-1.7 and called it Reloaded, and kept up until 1.0, at which point I had to retire due to real life time shortages. I left it with TehKrush, who then gave it to AtomicStryker, and now I have it back. And now I have made a complete overhaul of the thing. You're welcome!
(Top: IC2 rubberballs, bottom: MFR rubberbars)
Then, take your raw plastic and craft it into plastic sheets:
Finally, make machine blocks:
And a hammer:
You'll need it to rotate machines. OmniTools supports it as of 3.0.0, for those of you rolling your eyes at 'yet another tool'.
There's also "ceramic dyes", used for a few things later. Substitute the dye of your choice to change the color.
Due to MFR liquids being placeable in the world, milk buckets can no longer be drank from. Instead, you can make milk bottles:
There is the ability to smelt sugar into sugar charcoal:
Weaker than standard charcoal, but easy to come by.
Some machines accept upgrades:
There are numerous upgrade tiers, all crafted like this but with the top material changed (to gold, bronze, silver, diamonds, etc). Upgrades boost the effective radius of a machine. Machines with upgrade slots will have a single slot with a 'ghosted' upgrade spite in it.
I'll also take a moment to explain the MFR GUIs. Most machines will look like this:
Some may not have an inventory or a liquid storage bar. From left to right, the four bars at the right are:
All machines can be broken by hand; you don't even need a pick. Breaking a machine will drop its items but destroy any power, liquid, or work progress it has built up.
Finally, all machines can be powered by BuildCraft power (or Thermal Expansion conduits) or IC2 power (up to MV only!). All machines can be serviced by any standard liquid pipes (BC or TE), and will attempt to drop items into BC pipes first, then adjacent inventories, and finally will just drop items onto the ground.
Planters affect a 3x3x1 area above them. Place dirt* in a 3x3 grid, and center the planter directly under it. Place plants in the planter, and it will plant them. It understands every vanilla plant, from wheat to carrots to trees to cocoa, as well as IC2 rubber trees, RP2 rubber trees and flax, ExtraBiomesXL trees, and everything from Pam's HarvestCraft except apple trees.
*assuming your plant grows in dirt. If you're farming netherwart, use soulsand, etc.
The planter GUI looks like this:
If you do not set anything in the Filter slots, it will plant whatever wherever. If you do set a filter, it will divide its area into 9 segments (matching the colors on top of the planter) and will put only that plant in that segment. In that way, the planter can manage up to 9 distinct plants.
Planters accept upgrades.
Next, you'll want a harvester:
Harvesters affect a 3x3x1 area in front of them. Center the harvester so its animated face is aimed at the middle of one of the sides of the 3x3 area immediately above your dirt block (so it's touching any plants in that tile) and power it. It understands the same set of plants the planter does, as well as some extra things like flowers and tall grass. Harvesters slowly produce sludge, a liquid which will be covered later.
Harvesters also have a special GUI:
It has three extra settings:
The height it searches for cactus and sugarcane can also be changed, in case you ever need to do that.
Harvesters accept upgrades. Note that the GUI screenshot above is old and doesn't show the upgrade slot.
Next, you'll probably want a fertilizer:
Fertilizers are placed the same way as harvesters, except on a separate side. They act like the player using bonemeal. They do not run off bonemeal by default (but this can be enabled in the config), but instead on a special MFR fertilizer:
If IC2 is installed, IC2's fertilizer will also work; likewise with Forestry and its fertilizer. The fertilizer understands everything the planter does (try it on flax!).
The Fertilizer accepts upgrades.
Finally, there's the new Fruit Picker:
The Fruit Picker is used to pick fruit off trees where the tree or plant itself is not cut down. By default it understands cocoa as well as fruit from Harvestcraft.
The breeder will consume wheat to place any animals in front of it 'in love'. Once they breed, you'll want to use a Chronotyper:
Which can be used to filter children from adults, or vice-versa. It will place sorted animals behind it. Note that chronotyped babies will still try to walk towards their parents because you are a horrible person.
The Chronotyper GUI has a single button that allows you to toggle between babies and adults as the target.
If they aren't growing up fast enough, get a Vet:
Vets can use syringes on animals. The base syringe is fairly easy to make:
And then you can make health syringes:
Or growth syringes:
If golden carrots are too expensive, you can try your luck at zombie syringes which usually work:
But I take no responsibility for a sudden growth of undead.
There are de-zombification syringes, which can cure villagers:
And slime embiggening syringes to make slimes bigger, solving a vital problem everybody faces
Health syringes heal animals a small amount. Growth syringes turn babies into adults. There are rumors that this works on villagers too...
All syringes are reusable and turn into the empty version when used. You can use them from your hand, as well.
Once they grow up, you can use a second Chronotyper to pull the adults out. You now have two choices.
You can use a Rancher:
The MFR 2.x Rancher is very different from its older counterpart. It can do the following:
These things instantly kill any mob in front of them and produce one of their drops at random. Grinders slowly produce liquid Mob Essence as a side effect, which will be covered later. They work on any vanilla mob (except villagers), allowing you to build fuilly automated harvesters for things like blaze rods or spider eyes that normally require the player to kill the mob or a lot of extra effort. They will even retrieve any enchanted items!
The Grider must be manually programmed by me for any modded mob. If your favorite mod lacks support, tell me.
Finally, you should consider putting Sewers under your animal pens:
Sewers very slowly generate Sewage, a liquid that will be covered later. They do not require power. Sewers only cover a 1x1 area above them, unlike other animal machines. The more animals within a sewer's operation area, and the bigger they are, the more sewage is produced.
Sewers accept upgrades. Sewers will shut down if they detect another sewer within their operational area.
And if you're wondering how to get the animals to your base, try a Safari Net:
Did you know that every time you lure animals with food or transport them by minecarts for miles a ghast cries? It's true! And now you can harvest that power to transport them much more easily. Safari nets work like programmable mob spawn eggs - right click on a mob to capture it, and then again on the ground to place it. Works on hostile mobs, but not villagers. And it even gets the spawn egg colors while 'full'.
Infinitely reusable!
Over time those ghast tears turn into slimes, which are a pale imitation of their ghastly brothers but still do the job:
This version is cheaper but will be consumed when the mob is placed.
For the mean people among you, there's the Jailer's Safari Net:
Mobs placed with this will not despawn. This is not 100% guaranteed because minecraft, but it works in most cases.
Have you wanted to capture mobs from a distance, or perhaps shower your friends in creeprs? The Safari Net Launcher has your back:
Just rightclick to fire.
If you find a mob spawner but it's not in a useful place, get a Portaspawner:
Rightclick on a (vanilla) spawner to pick it up, then rightclick again to place it. This item is only good for a single use. Note that it respects any custom spawner settings, in case a mod generates a special one.
If you're low on food, there's the Slaughterhouse:
The slaughterhouse acts similar to the grinder, except it produces liquid meat instead of mob essence (and no items). It also sometimes produces pink slime instead. Both of these can be sent to a meat packer:
Liquid meat turns into meat ingots, and pink slime turns into meat nuggets. These can be crafted into each other and meat blocks:
You can also cook and eat them of course.
Sometimes placing pink slime liquid in the world will turn it into Pink Slimes. They drop pink slimeballs (no use yet), but they can drop meat too if you're creative about things.
(It makes 16 at a time, this is an old screenshot). Conveyors carry entities along them - items for one, but any mob or player as well. Make escalators!
You can now dye them with ceramic dyes:
To get things onto conveyors, use an Ejector:
A redstone pulse will pull from any adjacent inventories and eject out the 'hole'.
Items on conveyors can be sorted with Item Routers:
The slots correspond to the colored sides. It will output into the air, an adjacent inventory, or a BuildCraft pipe. It also has a single-slot internal inventory so incoming pipes/etc can place things into it. The top is a valid input but not output to avoid items bouncing in and out forever.
Item routers can pull things off MFR conveyors placed on top of them if that item has a valid route in the router.
There's also an Enchantment Router:
It acts kind of like the item router, but sorts by enchantments. If you put a sword with Sharpness I and Knockback I in it, and item with Sharpness or Knockback will be matched. Finally, a way to dispose of all of those items with Bane of Arthropods!
You can end conveyors with an Item Collector:
Any items that bump into them will be placed into adjacent chests. It understands sided inventories (like furnaces), too. Unlike Item Routers, they will never drop into the world.
What if you want to sort liquids? Well, the Liquid Router has that covered:
Behaves like the Item Router. Works with BC pipes and TE liquiducts. Should work with most tanks and tank-like machines. To sort, place a container of the liquid you want in the matching slot - i.e. a bucket of water in the red slot will make water go to the red side.
Next up, we have the Fisher:
The fisher must be placed over at least 3x3x1 of water, so that the bottom face of the fisher is touching the center water tile. It will then slowly produce fish.
There's also a block breaker:
Pretty much every mod has one of these, this is just around for save compatibility more than anything. That and people that like conveyor belts I guess.
The Weather Collector can generate water from rain or snowballs from snow:
It does nothing in a desert. There's no rain there, what did you expect? It's most intended for people playing with mods that disable infinite water.
The sludge from earlier? It goes into a Sludge Boiler:
Which will slowly turn it into sand, dirt, and clay (and very rarely soulsand). If you have ExtraBiomesXL installed, it will also produce cracked sand and quicksand occasionally. Warning: standing next to an active sludge boiler may be hazardous to your health.
Sewage goes into a composter:
Which produces Fertilizer items.
Ever have the feeling that there just isn't enough lava in the world? The Lava Fabricator has your back:
20kMJ/Bucket.
There's also an Oil Fabricator for those of you who feel the urge to pollute as much as possible:
588kMJ/B (+12kMJ to refine it to fuel, which is worth 600kMJ/B). This thing is very slow due to the immense energy draw, so be patient.
Mob essence (and a ton of power) goes into an Auto-Enchanter:
Which will install a random enchantment onto whatever is inside of it (it uses the same algorithm the standard enchanting table does). It has its own GUI as well:
Allowing you to adjust the target level. Energy/Mob Essence cost to enchant is roughly (level^4) - low levels are cheap, 30 is gonna take a while.
The Auto-Enchanter can be used to take a second (and more) pass at enchanting items, but note that the cost goes up extremely fast relative to the number of enchantments already on the item!
As a new feature, you can "enchant" empty bottles and it will generate XP bottles. You can also drink mob essence with the straw to gain a level. If you want to get mob essence from your levels, use an XP extractor:
You can now go the other way around too, with an Auto-Disenchanter:
This machine has two input and two output slots. Enchanted items and books are placed in the inputs. When it completes, it will remove one enchantment at random from the item and install it on the book. The item will then be damaged - if this would destroy the tool, it will be lost.
Top/bottom are input, sides are output. If you're using an inventory management mod (like MFR) that understands 1.5's sided inventory system, you don't need to worry about the books and items getting mixed up, the machine will automatically filter them.
Finally, there's an Auto-Anvil too:
It acts much like a vanilla anvil, but it cannot rename items.
If you aren't happy with which mobs you have, you can use an Auto-Spawner instead:
It has a single slot which must be programmed with a safari net. However, whichever mob is in the net will be spawned. Spawning mobs requires mob essence and (a lot of) power.
The Auto-Spawner has an exact mode. When this is active, the mob contained in the safari net will be duplicated exactly, including things like villager trade data, sheep wool color, etc. However, inventory is not duplicated to prevent abuse. Exact mode requires more time, power, and essence.
Do you have too much cobble? Now you can put it in a Deep Storage Unit:
This thing holds up to two billion of whatever you put inside it. The GUI looks like this:
You can change which sides connect to the IN slots vs the OUT slots, as well as manipulate what it contains. It will attempt to keep a full stack of its stored items in the output slots, and if the item is stackable, will leave one in each of the two input slots so that it's automatically filtered when connected to pipes/tubes/whatever (two input slots so that a stack of 64 can fit in one go). In addition, if you break it, it will remember its contents.
There is a config option to enable a cheaper recipe, if the requirement of ender pearls seems too expensive for what it does.
MFR also has the autocrafter to end all autocrafters, the LiquiCrafter:
It has a crazy GUI that looks like this:
Here I am using it to make IC2 coolant cells. It works like the following:
It also understands damagable items - you can use it to mass-produce RP2 microblocks! You just need to put a saw in the resources section.
Sides are input (resources), top/bottom are output (output slot).
If you're still confused, I suggest you watch Wylker's 2.1 video above.
Do you have problems with multiple equivalent ores? Try the Unifier:
It has two slots, in (top) and out (bottom). It will attempt to turn anything in the top slot into the first Ore Dictionary entry for that item. For example, you can use this on a Mystcraft Dense Ores age to turn TE, IC2, RP2, Forestry, etc coppers into just one copper. You can tell it up to 9 items to prefer to unify to in the Preferences grid. It can also convert MFR biofuel and Forestry ethanol to each other.
If you need more ores, try the Laser Drill:
Which also needs a Laser Drill Precharger (or 4):
To use this, first, dig a hole to bedrock. Place the drill over the hole. Place 1-4 prechargers facing the drill but one block away from it. When you supply power to the prechargers, the main drill will begin mining and will produce ores out of its top face.
To get a pink slimeball, you need to kill a pink slime. You get pink slimes by placing a bucket of pink slime from the slaughterhouse in the world.
The Laser Drill also comes with Laser Focus items:
(one per color)
These bias the drill towards certain ores. For example, red makes redstone more likely. Which is which is up to the player to figure out.
Once you have your ores, try the Block Smasher:
This is an in-inventory processing system that will act like a Fortune pick on whatever is sent into it. You can configure the fortune level from 0-3. Levels 1 and above require mob essence to run.
Do you like potions? Try the Auto-Brewer:
Its GUI looks like this:
Set the slots under "Type" to the ingredients you want to add. Then place resources in the resources section and water bottles in the Potion slot. It will process row-by-row. The Auto-Brewer is sideless; any side can be used to extract completed potions or invalid ingredients and add new ingredients and water bottles.
Got too many saplings and seeds? Shove them into a BioReactor:
The GUI looks like this:
The top 9 slots are input, and the next row of 9 are the internal buffer. Each internal slot must have a distinct type of plant - anything the Planter understands is acceptable fuel. The more types of saplings and seeds (etc) you add, the more fuel it generates per item available, so it's preferable to have many kinds of things to put it in it. It generates BioFuel, which is sent to a BioFuel Generator:
Which produces BuildCraft energy. If you want IC2 or UE output, use Power Converters.
Is your factory not pretty enough? Try stained glass:
Makes both panes and blocks, and available in all 16 colors. Note that due to how minecraft's rendering works, water and ice behind stained glass will be invisible. I cannot fix this. Take this into account when building colorful glass walls in waterfalls.
New in 2.2, vanilla glass panes and MFR glass panes will connect to each other. This feature requires overwriting the vanilla glass pane block to work - if another mod does that for some reason, only one will work. If you disable the vanilla glass pane overwrite in the config, they will not connect.
Have you ever wanted to automate playing records? No? Well too bad, you get the Auto Jukebox anyway:
The GUI looks like this:
The top slot is accessible on all six sides by pipes (etc). If the top slot contains a record, a rising redstone edge will cause it to begin playing that record. If the top slot is empty, a rising redstone edge will cause it to stop playback.
The GUI has buttons for play (needs a record) and stop. It also has a record button. To use that, you put a record in the top slot and a blank record in the bottom slot. It will duplicate the record into the blank record.
You can make Blank Records like this:
Are you tired of your Ice Fortress Of Solitude melting because you wanted to see things? Try our new, unmelting ice:
This ice does not melt in the presence of light sources and will not create water sources when broken (but you still need silk touch to move it). Note that this requires overwriting the vanilla ice block to work - if another mod does that for some reason, only one will work. if you disable the vanilla ice overwrite in the config, unmelting ice will be unavailable.
Want to use ice to make your roads slippery but are tired of farming ice? Well, now there's actual roads:
These are slippery like ice but look more like, well, roads. If you want to light up your paths, consider road lights:
They will provide light when powered with redstone. If you'd prefer to not have to deal with redstone torches, grab an inverted road light:
Inverted lights can be turned back into normal ones the same way.
There's also a bunch of decorative brick types:
The glowstone bricks emit light.
There's also blackstone and whitestone (for white, replace the ink with sugar):
You can also craft mossy cobble now:
There's a Spyglass, for reading coordinates of blocks when doing complex builds:
A ruler, for reading distances:
And a Straw, which allows you to drink various liquids found in the world. Warning: drinking some liquids may be bad for your health.
And even Vine Scaffolding, to make building large structures easier:
Hold RMB to stack them on each other. Breaking the bottom one will collapse the entire scaffold.
When placed, it will connect to any block it thinks it should. As of this writing, this is any any vanilla block with redstone properties, and any mod block at all. It contains 16 "subnets" that are chosen by rightclicking on the little color band that appears on a connected face with a hammer. You can also use dyes to rotate directly to a color (without consuming the dye). In this way, you can have multiple subnets within the same block by, for example, placing 3 levers around a cable.
RedNet cable carries analog singal levels (with a -1 penalty at the entrance for redstone dust only). A signal strength of 8 at an input will be 8 at the output no matter how far away it is.
Note for server owners: due to the cable not having any visual updates and not linking to vanilla (inert) building materials, this form of cabling is vastly more CPU and network efficient than certain other forms of redstone cable.
Next up is the Programmable RedNet Controller. You first need a PRC Housing:
Which you can use as a decroative block, or further craft into the PRC itself:
I could write a ton of words about this thing. So I did. There's an in-game manual you should check out:
What this thing actually is is a collection of logic circuits. It comes with space for six. The (very complex, admittedly) GUI looks like this:
"Prev" and "Next" cycle between pages of circuits. "Reinitialize" (which requires two clicks to confirm) will de-program the PRC and eject all expansion cards it contains (see below). To set up a circuit, click on it. You will then get a set of buttons to connect the inputs and outputs of that circuit. These can be connected to I/O (RedNet cables on each face), variables, constants (input only) or null (outputs only). As an example:
This PRC is configured for a 1-second timer (square wave), which is output to the "white" subnet of the RedNet cable connected to its east face. It would be very difficult to list every circuit here - you'll have to wait until I can get a wiki deal going. In the meantime, the vast majority of them are standard EE components like JK flipflops. Note that, like the cable, the PRC is an analog device - you can add and subtract signal values. If a strange value enters a RedNet cable, it will be clamped between 0 and 15 when it reaches an output that doesn't know about the RedNet API.
Again, if you've read this and have no idea what I just said, read the in-game manual. It has pretty complete walkthroughs on how do some neat things with just one PRC and some cables and associated parts.
The PRC can accept up to six upgrade cards, which come in 3 flavors:
Each card grants additional circuit pages and additional variables.
There's also a PRC memory card:
When used on a PRC, this will copy its program. Using it on another PRC while it carries a program will install that program on the target PRC. The target must have at least as much space as the source did. To clear it, place it in a crafting grid by itself.
There's a RedNet meter, too:
This will measure all values in a RedNet cable, as well as read out the values of all variables in a PRC.
If you like graphs, try the RedNet Historian:
This is somewhat of a WIP, but I wanted to release what I had. Right now, it can display a graph of redstone power over time on any RedNet subnet (change with dye - it doesn't visually reflect the selected channel yet).
For the musically inclined, there is the RedNote:
A RedNet value from 0-120 will trigger a note. Vanilla note blocks have 5 sets of 24 notes (one set per each of 5 'instruments'); in RedNote they are all available in sequence. Every other redstone transition will cause it to play a note. For fun, try a sine wave.
Passenger rails (lapis, blue) and cargo rails (chests, red) allow you to automatically load and unload people/cargo. Passenger rails grab anyone nearby and do their best to drop them in a safe location, and cargo rails interact with adjacent inventories.
Passenger rail effective radius can be controlled from the config file.
Additional information available at the Technic Wiki. Note that some recipes may be shown for TE mode.
Download
2.6.4 for Minecraft 1.5.1/1.5.2
Requires:
Changes
Banners
Show your love for MFR:
API
MFR has an API to allow you to add your own plants, animals, and other such things to its machines. Javadocs are provided for most everything, I think (if not, yell at me). The list of supported things you can do is:
Credits
It's here! Finally, a way to wrangle all those power systems into one central location. PowerConverters understands IC2, BuildCraft, UniversalElectricity, and Railcraft steam.
2.x is a total rewrite. The secondary machines can now be found in MFR instead. The GeoMk2 is gone (its functionality became part of IC2 itself long ago); the Water Strainer has been replaced by the Liquid Router. The power-generating aspect of the Water Strainer is at least temporarily gone. I'm looking into some way of dealing with that in the future, but nothing yet. My apologies if you were relying on that.
Videos
2.2
allaryin made a video about the 2.1/2.2 changes:
2.0
allaryin made a video about PowerConverters:
RedstoneNightmare covered this mod, too:
And Wylker:
This will be the center of your conversion system. Put it somewhere. Next, pick one or more of the various mod systems below. You'll need at least one 'consumer' and one 'producer'. Put them adjacent to the bridge. You'll get a GUI like this:
At the top, "INPUT LIMITED" or "OUTPUT LIMITED" will tell you if you're drawing more than you're inputting, or vice-versa, respectively. Each row describes one face of the bridge, and lists the following data:
Note that producer/consumer blocks' faces will change when a connection is detected.
There is also a universal charger as of 2.1:
This links to chests (anything with an inventory, really) and can charge items inside of those chests. It understands both IC2 and UE items. It can also charge items in the player's inventory if the player stands on it.
All recipes shown are for consumers; to get a producer, just put the consumer in a crafting grid (the reverse also works to get consumers back).
Power systems:
Or:
BC consumer/producers are available if either BC or TE are installed.
Due to Factorization oddness, you must place PowerConverters blocks after the Factorization blocks.
IC2 MV consumer:
IC2 HV consumer:
IC2 EV consumer:
IC2 EV consumers have no upper limit on input pulse size, so they'll accept nonstandard wiring like GregTech superconductors just fine (though finding a way to output all that power might be difficult). EV producers output 2048EU. All IC2 producers will output a single pulse per tick of their specified voltage, but this can be increased in the config.
Steam consumers/producers can be throttled in the config file if desired. Remember, ThermalExpansion Liquiducts are by far the most effiicent system for liquid transport.
In newer versions you need a battery instead of a battery box. Try both if you're confused.
UE 60V consumer:
UE 120V consumer:
UE 240V consumer:
UE 480V consumer:
Note that UE's own "Watt" is power/second, and the bridge displays power/tick. There is a factor of 20 difference between them. This is not a bug.
So, inverting those (and adding a x10 to get rid of most of the decimals), we get the ratios as follows:
Now, it's entirely possible to find another mod with different ratios that when combined with PowerConverters will cause a positive feedback loop (i.e. infinite energy). UE in particular has some rather weird default ratios that basically guarantee this can happen. I will not treat this as a bug - if you don't want it to happen, change the numbers (see below). If you manage to cause an infinite energy scenario using just my stuff though that's definitely a bug, tell me.
If you think they're too good, or you think one of the power systems is too weak compared to the others, or you want to add a deliberate loss during conversion, just go to the config. You can change the input and output multipliers for all four power systems individually.
These values are applied as such:
outputQuantity = inputQuantity * inputScale / outputScale
So if you had 100 MJ to convert to EU, you'd get 100 * 4375 / 1800 = 243.05 (or probably 224 in reality, due to EU pulse rules).
Download
2.3.1 for Minecraft 1.5.1/1.5.2
Changes
Ores in the Nether! Coal, diamond, gold, iron, lapis, redstone, tin, copper, emerald, silver, lead, uranium, and nikolite. Non-vanilla ores only spawn if a mod that uses them exists. All nether ores turn into their surface counterparts in a furnace - some (like redstone or coal) may need to be smacked with a pick or macerated to be made useful.
New in 2.x is the return of the not-bizarrely-bright texture, new ores, and way more config options! Now you can control how often nether ores spawn on a per-ore basis!
Download
2.1.5 for Minecraft 1.5.2
Requires PowerCrystals Core above to function.
Changes
Credits
Yes, you can do this with superflat customization, and there's a few other mods, but this is simpler than the customize dialog (especially for servers) and doesn't need any base class edits. I don't expect this will be especially popular but hey if I'm using it myself why not make it available for download anyway?
Only takes effect during world generation, so it will only affect new chunks.
There's no picture because seriously, it's just flat bedrock. No config file either because what on earth are you going to configure?
Download
1.1.1 for Minecraft 1.5.1/1.5.2
Requires PowerCrystals Core (above).
Works on servers too.
Changes
Other Stuff
MC 1.4 builds
PC Core 1.0.3 (build 34)
MFR 2.3.2 (build 287)
Power Converters 2.2.2 (build 30)
Nether Ores 2.0.6 (build 33)
Flat Bedrock 1.0.3 (build 16)
License (all mods)
Free for non-commercial use. You are free to include any of my mods in any modpacks or server-specific packs without needing to ask permission (but it'd be nice to hear if you do!), provided something either in the download or on your site lists me as the creator. You are also free to produce Bukkit ports. A link to this thread would be nice for any of the above, but that's all I ask.
You also have implied permission to build mods that depend on PowerCrystalsCore, if you want some of the functionality in there.
Source Code
I have a GitHub account! Feel free to check out how my stuff is programmed for your curiosity or even your own use, or just follow to see when I post bugfixes so you can laugh at how bad I am at programming. You may not claim source code from here wholesale as your own; if you're in doubt, just ask me.
Beta Builds
I use a Jenkins system for builds. This means you can, if you want, use a pre-release build. These are not supported. Do not include betas in modpacks. Side effects may include:
Betas are tagged as "#.#.#B#" and release candidates as "#.#.#RC#". RCs should be safe from world corruption or other major breaking changes but may still be buggy.
If you've read all that and still want to try one, go here.
Contact
This thread mainly, obviously. Please do not PM me for support; I reserve the right to ignore any such PMs (stuff specific to one server, etc, that will never be relevant to another person is fine). And I can be found in #powercrystalsmods on EsperNet IRC if you're so inclined, I'm mostly only around in the evenings.
Donate
I don't really need the money, but some people have asked me to provide this, so here you go.
[represent]
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Does NEI display it as having a recipe?
AE issue.
Fixed in 2.6.2.
Thaumcraft issue.
Youtube is offline, of course.
That is actually somewhat difficult right now. You could do something silly like add a variable to itself a bunch of times because variables are persisted unless overwritten, or even just add 255+255 for double the range. Eventually I want to add some way to enter arbitrary numbers into the system.
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Welp I guess UE broke stuff yet again.
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As in, will the server need permgen increased? Eventually, but remember that servers don't load client-side stuff (rendering, etc) so they need less.
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Basically, you have so many mods java ran out space to put them. The Technic launcher has a checkbox to increase permgen space, but I have no idea how to do it anywhere else. Start googling for "minecraft permgen" I guess.
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If Slowpoke has a problem with my mod, then he should really bring it up with me himself.
Yeah, that's kinda my problem. Mods (especially UE mods) tend to have very odd ideas of power ratios, so if I make it "all steam anywhere" then.. that happens. And then I have to pick a default ratio, so what if people suddenly decided that AS is more important than RC?
It's a mess.
Three minor things:
1: You can map DEC to CNST 0; that'll basically disconnect it (as the constant 0 is, well, constant). Cleaner than finding an unused I/O.
2: Technically, the maximum value of any PRC value is MAX_INT (2^31-1). There just isn't a way to actually generate a number that large in the GUI without chaining adders - so it's not that that's the max timer preset, that's just the biggest constant value.
3: The one-shot shouldn't actually be necessary to link the timer to the counter; the counter only increments on a rising edge. Or at least, that's how it's supposed to work.
e: You would need a one-shot if you want to skip the counter though; RP2's timer was only high for a few ticks whereas the PRC timer is 50% duty cycle.
Otherwise, that's pretty thorough. Nice work!
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How to do things like this:
Also that note block rings once every morning and evening.
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