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Arcforge

A tech mod of power, heat, and steel: build machines, automate production, and scale up to industrial multiblock plants.
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Arcforge v2.4.0

File namearcforge-2.4.0+26.3.jar
Uploader
ZagdrathZagdrath
Uploaded
Oct 4, 2026
Downloads
22
Size
6.4 MB
Mod Loaders
NeoForge
File ID
9055191
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:arcforge-1714407:9055191"

Learn more about Curse Maven

What's new

Upgrading

  • The config is regrouped into eight categories with subcategories (Heat & Power, Machines, Multiblocks, Farming, Logistics, World Generation, Equipment, Security), so many paths in arcforge-common.toml changed: Steam is now under power.steam, the machines under machines.processing / chemistry / automation, the farming pages under farming.growing / cropProcessing / farmChemistry / automatedFarms, and meters, chargepad, reservoir, experience, quantumTunnel and chunkLoader under logistics, ores and haliteBeds under world, and tools and foundrySuit under equipment. Your settings carry over: the first time it loads, the file's old sections are moved to their new places before it's read. A server's config does the same.
  • New client config arcforge-client.toml for each player's own settings.
  • Fermenter second input slot (for slime cultures). Saved Fermenters keep their crops, additive, output and upgrades: the upgrades move up past the new slot when the world loads. Its input, second input and additive slots now stack on the left of the arrow.
  • Data packs: new recipe type arcforge:culturing (Fermenter cultures).
  • Steam and power config values reset to their new defaults. Keys whose meaning or default changed were renamed, so old values are not carried over; set them again if you had changed them:
    • power.steam.steamBoilerArray: heatCapacityPerHeight, maxHeatPerTickPerHeight, tankCapacityPerHeight become heatCapacityPerSection, maxHeatPerTickPerSection, tankCapacityPerSection (per 3×3 of footprint per block of height; same defaults).
    • power.steam.steamTurbineArray: maxFlowPerLength, tankCapacityPerLength, exhaustTankCapacityPerLength become maxFlowPerSection, tankCapacityPerSection, exhaustTankCapacityPerSection (per 3×3 of cross-section per block of length; same defaults); energyCapacity and maxEnergyOutput are replaced by energyBufferTicks (400).
    • power.steam.gasTurbineArray: maxFuelHuPerLength (560) becomes maxFuelHeatPerLength (2,500), fuelTankPerLength (8,000) becomes fuelTankCapacityPerLength (32,000); energyCapacity and maxEnergyOutput are replaced by energyBufferTicks (400).
    • power.steam.superheaterArray: heatCapacity, maxHeatPerTick, tankCapacity, maxFlow become heatCapacityPerCube, maxHeatPerTickPerCube, tankCapacityPerCube, maxFlowPerCube (per 27 blocks; same defaults).
    • power.steam.condenserArray: tankCapacity, baseRate, maxRate become tankCapacityPerCube, baseRatePerCube, maxRatePerCube (per 27 blocks; same defaults).
    • New: power.generationMultiplier (1.0) and the power.burners.fireboxArray section.
  • Built arrays keep working. Saved 3×3 Steam Boiler, Steam Turbine and Gas Turbine Arrays and 3×3×3 Superheater and Condenser Arrays load as they were. A Steam or Gas Turbine Array's FE buffer is resized to its new size when the world loads (it keeps the FE it held).
  • Chemical Reactor third item slot. Saved Chemical Reactors keep their items, tanks and upgrades: the upgrades move up past the new slot when the world loads. The three input slots are re-stacked in the GUI (y 17/35/53).
  • Thermal Evaporator Array by-product tank loads empty in saved towers. Towers without a Lithium Brine port keep making Salt (the Lithium Brine that doesn't fit is lost).
  • Arcforge Furnace routing: Coal Coke put in through a port now goes to the fuel slot unless the metal slot already holds Coal Coke (it's a Graphite "metal" now). Steel lines are unaffected.
  • Spodumene generates only in newly explored chunks.
  • New config sections and keys power.batteryArray (with lithiumCellCapacity and powerRegulatorTransfer), ores.spodumene, ores.spodumenePegmatite and multiblocks.thermalEvaporator.byproductCapacity get their defaults.
  • Data packs: arcforge:chemical_reacting recipes may take a third_item_input (it needs a second_item_input); arcforge:evaporating recipes may have a byproduct fluid. Existing recipes load unchanged.
  • New config sections machines.automation.treeCutter, machines.chemistry.hydrothermalCarbonizer and farming.growing.loam get their defaults.
  • New upgrade type, Range (Tree Cutter only). Existing machines' upgrade slots are unchanged.
  • New config sections power.burners.flueGas, machines.chemistry.carbonReclaimer, machines.chemistry.gasifier and machines.chemistry.fischerTropschReactor get their defaults.
  • Flue gas is opt-in. The Combustion Plant, Firebox, Fuel Burner, Firebox Array and Gas Turbine Array gain the Gas Output side mode / port (named Flue Gas in their Sides and Ports tabs). Saved burners keep their sides and give off nothing until a face is set to it, so existing setups run exactly as before.
  • Data packs: new recipe types arcforge:carbon_reclaiming, arcforge:gasifying and arcforge:fischer_tropsch, new tags #arcforge:carbon_fuels (items and fluids) and a new arcforge:burner_fuels entry for Syngas.
  • New config sections and keys machines.processing.sifter, machines.processing.diamondPress and farming.farmChemistry.biogasDigester.sulfurPerThousandMb get their defaults.
  • Biogas Digester sulfur slot. Saved digesters keep their items; the slot list grows by one on load (the digester has no upgrades, so nothing moves). New port mode Sulfur (set with the Wrench).
  • Data packs: new recipe types arcforge:sifting and arcforge:diamond_pressing.

Added

  • Arc Quarry finished toast: when an Arc Quarry finishes, the player who placed it gets a toast (with the blocks mined and where), if they're online. Turn it off in the new client config (Arcforge Client → Notifications).
  • Three ways to make Slimeballs:
    • Crafting: 2 Pine Resin + 1 Kelp (shapeless) make a Slimeball.
    • Chemical Reactor: 250 mB of Latex + 1 Lime Dye make 2 Slimeballs.
    • Slime culture in the Fermenter: a Slimeball in the additive slot as the starter culture (never used up), Sugar and Kelp in its two input slots (either way round) and 250 mB of water grow a new Slimeball into the output slot in 60 s (Ethanol takes 10 s). No Ethanol or Carbon Dioxide comes of it, and Dried Hops don't change it. The Fermenter gains a second input slot for it. New recipe type arcforge:culturing; the amounts and time are in the recipe.
    • A JEI category (Slime Culture) and a Slimeball information page, Handbook lines under Pine Resin, Latex and the Fermenter, and GameTests.
  • JEI drag-and-drop onto ghost slots: drag an item from JEI onto a Conduit Filter entry, an Arc Quarry filter cell or an Assembler pattern cell to set it, as clicking with the item does. Fluid and pressurized conduits' filter entries also take dragged fluids and gases (and items holding one). Only the slots that take what's being dragged light up.
  • Firebox Array, a large heat source: a hollow box of Firebox Array Casings with one Firebox Array Controller, 3 to 7 by 3 to 9 across (in any combination, so it needn't be square) and 3 to 5 tall. Its edges are casings; its walls, floor and roof may be Pressure Glass, through which you see the fire burning on its firebrick-lined floor.
    • It makes 160 HU/t per block of its volume (a 3×3×3 makes 4,320 HU/t, a 7×5×9 50,400 HU/t, all the biggest Steam Boiler Array can take), with a heat buffer, fuel tank and oxygen tank that scale with it.
    • It burns solid fuels (#arcforge:combustion_fuel, at a Firebox's heat per item and 1,100°C; Coal Coke at 1.5× a coal's heat and 1,300°C) and any liquid or gas in arcforge:burner_fuels (at the Fuel Burner's HU per mB and the fuel's own temperature). Oxy-fuel through an Oxygen port adds 300°C, as on the Firebox. It pauses while it's as hot as its fuel burns.
    • Ports like the other arrays: Input (fuel), Oxygen and Heat (out, as fast as it burns).
    • Its own GUI, Handbook page, JEI build view and information, Jade tooltip, GameTests, and two advancements (Stoke the Fires; the challenge Roaring Inferno for a 7×5×9). All its values are in the new power.burners.fireboxArray config.
  • Renewable coal:
    • Tree Cutter, an FE machine that plants saplings from its three sapling slots in a 5×5 area in front of it (in 2×2 patches with gaps, so spruce, jungle and dark oak grow into big trees) and fells every fully grown tree there: all its logs, its leaves and what they drop (saplings, sticks, apples), 2×2 trees included. Saplings refill its sapling slots so it replants; the rest goes to 9 output slots. Bone Meal in its fertilizer slot grows the saplings faster. 200 FE per log, 20 per sapling; a tree needs natural leaves (so log buildings are safe) and one over 256 logs is left standing. Side configuration; Speed, Energy and the new Range Upgrade (a block wider on each side per card).
    • Bio-Coal and the Block of Bio-Coal. Bio-Coal works as coal everywhere: it's #arcforge:combustion_fuel, burns as long as coal in vanilla furnaces too (the block as long as a coal block), bakes into Coal Coke and Creosote in the Carbonizer and crushes into Carbon Dust in the Arc Crusher.
    • Hydrothermal Carbonizer, a heat (HU) machine that only runs at 200°C or hotter: 8 biomass + 500 mB Water make 1 Bio-Coal in 10 seconds for 6,000 HU, and 300 mB of the water comes back out of a second tank. Side configuration; Speed and Heat upgrades. A Discard returned Water toggle under the returned tank throws that water away instead (and keeps the tank empty) when you don't want to pipe it. New recipe type arcforge:hydrothermal_carbonizing (ingredient, optional count, result, water, water_return, optional heat and time; the counts, heat and time default to the config).
    • New tag #arcforge:biomass: crops, seeds, leaves, saplings, sticks, vines, glow lichen, kelp, Press Cake and Compost.
    • Handbook pages (Tree Cutter, Bio-Coal), JEI categories (Tree Cutting, Hydrothermal Carbonizing), Jade tooltips, GameTests and two advancements (Timber!, Coal That Grows). Values in the new machines.automation.treeCutter and machines.chemistry.hydrothermalCarbonizer config.
  • Carbon capture:
    • Flue gas: set a face of a Combustion Plant, Firebox or Fuel Burner to Flue Gas (a Gas Output port on the Firebox Array and Gas Turbine Array) and, while it burns a carbon fuel (#arcforge:carbon_fuels: coal, charcoal, Bio-Coal, Coal Coke, Carbon Dust, the oils, Creosote, Ethanol, Biodiesel, Biogas, Syngas), it gives off Carbon Dioxide through it in proportion to the heat it makes (4 mB per 1,000 HU; the Combustion Plant counts 2 HU per FE). Hydrogen gives none; what isn't taken away is vented.
    • Carbon Reclaimer, an FE machine: 250 mB Carbon Dioxide + 500 mB Hydrogen → Carbon Dust + 250 mB Water. It never costs less than 1.25× the most FE its Carbon Dust could give back (burnt, baked into Coal Coke or gasified, in the best setup, worked out like the Electrolyzer's energy balance), so it renews carbon, never energy; by default 800,000 FE or that floor. Speed and Energy upgrades (never below the floor).
    • Gasifier, a heat (HU) machine that only runs at 800°C or hotter: coal, charcoal or Bio-Coal + 500 mB Steam → 1,000 mB Syngas, Coal Coke → 1,500 mB, 4 biomass → 250 mB, for 16,000 HU each, with a 25% chance of Wood Ash. Side configuration (Syngas out of its Gas Output faces); Speed and Heat upgrades.
    • Syngas, a new gas and fuel: in arcforge:burner_fuels at 50 HU per mB, burning at 1,150°C (Fuel Burner, Firebox Array, Gas Turbine Array).
    • Fischer-Tropsch Reactor, with FE and heat, running only between 200°C and 350°C (with the thermostat on, as by default, its heat faces take heat only up to 350°C; overheated, it stops and cools): 1,000 mB Syngas → 30 mB Naphtha, 50 mB Light Oil, 50 mB Heavy Oil and 200 mB Water. Iron Dust in its catalyst slot lasts 16 batches, Nickel Dust 32. Each output has its own side mode (Naphtha, Light Oil, Heavy Oil, By-product for Water) and Output faces give out all four. Speed and Energy upgrades.
    • Handbook pages (Carbon Capture, Syngas, and a line on each burner), JEI categories (Carbon Reclaiming, Gasifying, Fischer-Tropsch), Jade tooltips (the three machines and every burner's flue), GameTests and three advancements (Town Gas, Gas to Liquids, Carbon Neutral). All rates, ratios and temperatures are in the new config sections.
  • Sifter, an FE machine that sieves gravel, sand, red sand and Deepslate Gravel for chances of ore dusts and minerals (arcforge:sifting, each output with its own chance; a block waits until all its finds would fit). Gravel: flint and iron, copper, gold, silver and nickel dust; sand and red sand: gold dust, Nether Quartz, fluorite and bismuth dust; Deepslate Gravel: tungsten dust and rarer iron, gold and silver. Arcite never sifts, and every block gives well under half a dust even with the best mesh. Side configuration; Speed and Energy upgrades.
    • Sifter Meshes (eight rods in a ring) go in its mesh slot; it won't run without one. Steel (base), Invar (chances x1.25, 1.5x as fast) and Tungsten (x1.5, 2x as fast); they wear a point a block (256 / 512 / 1,024).
    • Deepslate Gravel, a new falling block: the Arc Crusher crushes cobbled deepslate into it.
  • Diamond Press (Hardened), with FE and heat, only at 1,400°C or hotter: 4 Graphite → a Diamond for 2,000,000 FE and 240,000 HU over a minute (all in machines.processing.diamondPress, set high as a late-game sink). Built round a Metal Press with tungsten gears and plates for its anvils. Speed, Energy and Heat upgrades. (Graphite already exists: Coal Coke or Carbon Dust baked at 1,500°C in the Arcforge Furnace, and its block.)
  • Sulfur from biogas: the Biogas Digester scrubs its Biogas, 0.5 Sulfur Dust per 1,000 mB by default (sulfurPerThousandMb), into a new sulfur slot, given out of the new Sulfur port mode.
  • Handbook pages (Sifter, Diamond Press, a line on the Biogas Digester), JEI categories (Sifting with each find's chance, Diamond Pressing), Jade tooltips (mesh wear, temperature, the digester's sulfur), GameTests and three advancements (Panning for Ore, Pressure Makes Diamonds, Scrubbed).
  • Bigger, rectangular steam arrays:
    • Steam Boiler Array: a footprint 3 to 7 by 3 to 9 in any combination, 3 to 12 tall.
    • Steam Turbine Array: a cross-section 3 to 7 wide and 3 to 9 tall in any combination, 3 to 15 long, along either horizontal axis. Its rotor and blades are sized to the cross-section's shorter side.
    • Superheater and Condenser Arrays: any solid box 3 to 7 blocks each way. A 3×3×3 is drawn as before; a bigger box is one connected casing with its own textures.
    • Beyond a 3×3 cross-section the twelve edges must be casings; the rest of the walls can be Pressure Glass. Existing 3×3 structures keep working unchanged.
  • Global power multiplier, power.generationMultiplier (default 1.0, 0.1 to 100): multiplies the FE made by every generator (Combustion Plant, Thermoelectric Plant, Steam Turbine Array, Gas Turbine Array), at the point of generation. Heat (HU) and steam aren't multiplied, so the heat → steam → FE chain is multiplied once. GUIs, Jade, JEI and the Handbook show the multiplied values; generators' output caps and FE buffers grow with it.
  • Lithium, for batteries:
    • Spodumene Ore (and Deepslate), in stone and deepslate everywhere (Y -48 to 48), with richer pegmatite veins up to Y 160 under mountains and badlands; a stone pickaxe mines it. Raw Spodumene, a raw block and Spodumene Dust (2 per ore from the Arc Crusher, doubled in the Arc Crushing Array; it doesn't smelt). Generation in ores.spodumene and ores.spodumenePegmatite.
    • Lithium Brine (a fluid, with a bucket): Spodumene Dust + 250 mB Sulfuric Acid in the Chemical Reactor gives 250 mB; the Thermal Evaporator Array drying Brine into Salt also leaves 25 mB per Salt, out of a new Lithium Brine port.
    • Lithium Hydroxide: 250 mB Lithium Brine + 100 mB Lye in the Chemical Reactor, giving back 100 mB Brine.
    • Graphite (and its block): Coal Coke, or 2 Carbon Dust, baked at 1,500°C in the Arcforge Furnace.
    • Battery parts: the LFP Cathode (Lithium Hydroxide + iron dust + Basic Slag in the Chemical Reactor), the Graphite Anode (Graphite in the Metal Press with the Plate Die) and the Cell Separator (from Plastic Sheet).
  • Chemical Reactor third item slot, for recipes with three items (the LFP Cathode). Items put in through an input face sort into the three slots one kind each.
  • Battery Array, a multiblock energy store: a box of Battery Array Casings 3 to 5 blocks each way (it needn't be a cube) with one Battery Array Controller; the edges are casings, the faces may be Pressure Glass. The inside (1 to 27 blocks) is filled with Lithium Cells and Power Regulators in any mix, at least one cell.
    • Lithium Cells set its capacity (Wrought 64M, Tempered 512M, Hardened 4G, Arcforged 32G FE), Power Regulators its transfer each way (65,536 / 262,144 / 1,048,576 / 4,194,304 FE/t); with no regulators it moves 16,384 FE/t. Both come in four tiers, made from the battery parts, Steel Plates and the tier's alloy, each upgrading into the next and keeping its charge.
    • The energy is held as a long (past the int limit). It takes in and gives out up to its transfer rate each tick through Energy Input and Energy Output ports (set with the Wrench); redstone control pauses the output.
    • The energy is shared between the cells; a broken cell keeps its share on the item, and an array starts from what its cells hold. Breaking any block of it un-forms it.
    • Through the glass the cells' windows light up level by level at the array's fill, the controller's display does the same and it glows brighter the fuller it is; a comparator on the controller reads it.
    • GUI (stored, capacity, live input and output, transfer limit, cells and regulators), Handbook pages (Lithium & Batteries, Battery Array), a JEI build view and a Battery Array Components category, Jade tooltips, GameTests, and advancements (Light Metal, Salt of the Earth, Battery Grade, Grid Scale, and the challenge Power Bank for a 5×5×5). All its values are in the new power.batteryArray config.

Changed

  • Quantum Tunnel item tooltip shows the items held as well as the slots used ("9 / 9 slots used", then "412 / 576 items"), so a full buffer can be told from one with a few items in every slot.
  • Machines keep their upgrades when dismantled with the Wrench. The upgrades travel in the picked-up item and are back in their slots when it's placed; the machine's other slots still drop beside it. Broken any other way, a machine drops its upgrades as before.
  • Carbonizer bakes logs into charcoal: any log that burns (#minecraft:logs_that_burn) gives a Charcoal and 100 mB of Creosote in 400 ticks, so a Tree Cutter's logs can go straight in.
  • Loam grows saplings twice as fast (farming.growing.loam.saplingGrowthMultiplier, 2.0), and a tree grown on Loam leaves the Loam under its trunk instead of turning it to dirt, so a Tree Cutter's area can be laid in Loam.
  • Gas Turbine Array exhaust: "Venting to air" now says how much is vented ("Venting 2,420 HU/t to air"), in the GUI and in Jade, so a partly undersized heat sink shows how far short it falls.
  • Steam Boiler Array in Jade: shows the heat it boils with against its maximum ("Heat use 3.2k / 3.2k HU/t"), in gold when it is at its limit, so a boiler too small for the heat fed to it is easy to spot.
  • Steam Boiler Array: boil rate, heat buffer and tanks scale by footprint area and height: 600 HU/t, 100,000 HU and 16,000 mB per section (width × depth ÷ 9 × height), so a 7×9×12 boils up to 50,400 HU/t. A 3×3 tower is unchanged.
  • Steam Turbine Array: FE per mB raised to 20 / 36 / 56 (Steam / High-Pressure / Superheated), from 10 / 18 / 28. Steam flow and tanks scale by cross-section and length: 40 mB/t and 32,000 mB per section (width × height ÷ 9 × length). Its maximum output is no longer a fixed 16,384 FE/t: it is a full flow of lubricated, exhausting Superheated Steam (7,930 FE/t for a 3×3×3, 277,536 FE/t for a 7×9×15), shared across its energy ports, with an FE buffer of 400 ticks of that (was 1,000,000 FE). Lubricant use scales by sections.
  • Gas Turbine Array: fuel heat per block of length raised from 560 to 2,500 HU/t (a 9-long array burns 22,500 HU/t, about 34,000 FE/t on Naphtha). Its output cap (was 16,384 FE/t) is its full-throttle lubricated output, its FE buffer (was 1,000,000 FE) 400 ticks of that, and its fuel tank 32,000 mB per block of length (was 8,000).
  • Superheater Array: flow (1,000 mB/t), heat use (2,000 HU/t), heat buffer (200,000 HU) and tanks (16,000 mB) are per 27 blocks of its size; a 7×7×7 moves 12,700 mB/t.
  • Condenser Array: open-air rate (120 mB/t), cap (400 mB/t) and tanks (16,000 mB) are per 27 blocks of its size; a 7×7×7 condenses up to 5,081 mB/t.
  • Electrolyzer: its energy-balance floor follows the turbine's higher FE per mB (and the power multiplier): splitting 100 mB of water now costs at least 141,600 FE (was 70,800 with eight Energy upgrades), above the recipe's 120,000, so Energy upgrades no longer lower it. Brine still costs its recipe's 60,000 FE, down to a floor of 35,400.
  • Pressure Glass windows also fit the Firebox Array.
  • Runs on every NeoForge 26.3 beta, from 26.3.0.0-beta up; it used to need 26.3.0.23-beta or later.

Fixed

  • Config screen names: Oxy-Fuel, Gas Turbine Array, Fermenter, Security, Foundry Suit, Meters, Chargepad and Loam, and 33 settings in them, showed their raw translation keys (arcforge.configuration.security). They all have names.
  • Dismantling a Heat Cell duplicated its Insulation Upgrades: they dropped beside it and also stayed in the picked-up item. They now only stay in the item.
  • Tree Cutter fells the whole crown. It took at most 12 leaves per log and trusted the leaves' stored distance, which lags behind a freshly grown tree, so most of an oak's crown was left floating to decay into saplings, sticks and apples. It now takes the natural leaves within 6 steps of the tree's logs that no other log holds, as vanilla leaf decay counts (so in a forest it stops at the tree, not the whole joined canopy).
  • Tree Cutter stuck on "Output full" with empty outputs: a tree whose drops couldn't fit even in empty output slots was retried for ever. It now keeps what the leaves drop without the leaf blocks when those don't fit, and if even that is too much for empty outputs, fells it anyway (saplings and logs first) and pops the rest on top of the machine.
  • Item conduits no longer pull out items their filters reject. With nowhere to send an item, a network stored it in the conduit to wait for room, even when every destination's filter refused it, so a filtered line emptied the machine of everything else (a Tree Cutter's saplings, leaves and sticks). Those items now stay in the machine; items with no destination connected yet are still held as before.
  • Battery Array screen: hovering the FE gauge shows the FE stored and the fill percentage again, like the Energy Cell, instead of JEI's "Show all recipes" (the battery components stay listed under the controller and casing in JEI), and the status LED next to the status line no longer shows a missing texture.
  • Arcforge failed to load on NeoForge 26.3.0.37-beta and later (NoSuchFieldError: ModConfig$Type COMMON). NeoForge renamed the COMMON config type to LOCAL; Arcforge now picks whichever one the running NeoForge has. The config file is still arcforge-common.toml, so settings carry over.
  • Blurry blocks at a distance with Arcforge installed. The Induction Furnace Array's chamber window (30×30) and the Arc Crushing Array's rollers and Metal Pressing Array's press window (24×24) cut mipmapping for the whole block atlas, every mod's blocks included. They're now 32×32, so the windows look exactly as before.
  • The Jetpack Mode key defaulted to Pause instead of H. Minecraft 26.3 numbers keys differently from earlier versions. Controls you've already saved keep their binding, so if Jetpack Mode shows Pause, set it to H (or any key) in Options → Controls → Key Binds.
  • Conduits stopped feeding a multiblock until broken and replaced. When a world loaded with an array (Steam Boiler, Superheater and the rest) spread across chunks, a conduit at one of its ports could check before the array's controller had loaded, find nothing there, and keep that answer; Thermodynamic Conduits then filled up and stopped. Conduits now look again until they find the machine. The same fix covers every conduit type.
  • Thermodynamic Conduits stuck full of lukewarm heat. When a heat source cooled (its fuel ran out), the conduits filled with heat too cool for the machine they feed, such as a Steam Boiler Array at 100°C; being full, they then drew nothing once the source was hot again, until a conduit was broken. Heat no input can take is now let go as soon as a source has hotter heat an input could use. Conduits with nothing to feed keep what they hold.
  • "Missing model" warnings for every liquid block (arcforge:creosote[level=0] and so on): each liquid now has a blockstate.
  • The Chemical Reactor and Distillation Array couldn't be built. Both need a Hardened Fluid Tank, which needed a PVC Sheet, and only the Chemical Reactor makes PVC. The Hardened Fluid Tank now takes a Rubber Gasket in its place (from the Vulcanizer, no Chemical Reactor needed); the Arcforged Fluid Tank and the Hardened and Arcforged Fluid Conduits still take PVC. Every recipe in the mod has been checked to be reachable from a new world.
  • Firebox Array windows didn't open its GUI when right-clicked; they do now, like its casings.
  • Ports tab icons for the Thermal Evaporator Array's Brine, Salt and Water ports were missing (a missing-texture square); they now have their own.

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