Forgotten Technology

A technology-focused Hytale mod that introduces crystal-powered energy systems, advanced machines, and new crafting recipes to process resources and expand existing gameplay mechanics.

File Details

ForgottenTechnology-0.2.0-hytale-2026.03.26-89796e57b.jar

  • R
  • May 24, 2026
  • 5.14 MB
  • 102
  • Early Access

File Name

ForgottenTechnology-0.2.0-hytale-2026.03.26-89796e57b.jar

Supported Versions

  • Early Access

[0.2.0] — 2026-05-24 — Runic Burning Generator

Added

  • Runic Burning Generator — new fuel-burning energy source. Stone furnace-style block with cyan accents that converts flammable items into network energy.
    • Stats: 40,000 E capacity, 600 E/s transfer rate, Producer role on the energy network.
    • Fuel types:
      • Wood (any Wood_*_Trunk or Wood_*_Plank vanilla item) — 500 E/s for 30s = 15,000 E per item
      • Charcoal (Ingredient_Charcoal) — 2,000 E/s for 120s = 240,000 E per item
      • Unrecognized items sit untouched in the fuel slot — no consumption, no burn
    • Pause-on-full: burn timer freezes when the energy buffer is at capacity, resumes when the network drains. A single charcoal burning into a full buffer doesn't lose 80% of its energy — it feeds the network as fast as transfers happen.
    • Custom UI (OpenRunicBurningGenerator interaction → RunicBurningGeneratorPage):
      • Vertical yellow energy bar + stored / fill % on the left (Solar-Generator-styled)
      • Right column with STATUS pill (orange BURNING / gray IDLE), CAPACITY, BURN RATE, NETWORK (Standalone or Linked (x, y, z))
      • Single fuel slot + horizontal burn-progress bar in the center
      • Full player-inventory grid (auto-sized to inventory capacity) + 9-slot hotbar at the bottom
      • LMB or RMB on any inventory or hotbar slot deposits that stack into the fuel slot
      • Click on the fuel slot itself pulls the stack back to the hotbar
    • Diff-based render — auto-update timer (250ms) caches prev-frame state per field. UI elements only re-render when their value actually changed → no tooltip flicker, no inventory-rebuild churn. #InvContent only fully rebuilds when inventory capacity changes.
    • Item-transport integration — Crystal Importer or Crystal Exporter linked (via Linking Rod) to the generator auto-feeds the fuel slot. Filter list on the transport block (e.g. Wood_*_Trunk only) restricts autofeed. No outgoing container exposed (generator doesn't produce items — only energy).
    • Recipe: 8× Processed Stone + 6× Iron Bar + 4× Runic Plate + 1× Energy Crystal on Runic Workbench / Runic_Machines.

Changed

  • PylonPulseSystem — visual pulses gate on actual energy flow. Each per-source emit (generator → pylon, pylon → consumer) checks the node's EnergyNode.currentRate against a FLOW_THRESHOLD = 1.0 E/s before spawning a pulse entity. If no measurable flow (storage full, no consumers connected, etc.), the cycle timer still ticks but no pulse spawns — visual signal stays truthful instead of always-pulsing-regardless. Resumes immediately when flow returns.

Compatibility

  • Hytale Server: 2026.03.26-89796e57b (unchanged)
  • Saves from 0.1.0 / 0.1.1 / 0.1.2 load without modification — only new content added, no existing schema changed