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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 2.6.0+26.3

File namearcforge-2.6.0+26.3.jar
Uploader
ZagdrathZagdrath
Uploaded
Oct 12, 2026
Downloads
13
Size
7.0 MB
Mod Loaders
NeoForge
File ID
9141822
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:arcforge-1714407:9141822"

Learn more about Curse Maven

What's new

Added

  • API 1.2.0: SideModes.MACHINE_LINK ("machine_link"), the mode the machine control API reads on a face a Link Conduit is plugged into (see Upgrading). The API jar is arcforge-api-1.2.0+26.3.jar.
  • Iolite. A new ore, found only in the End, in End Stone: a little on the main island and more on the outer islands, Y 0 to 80. It needs an iron pickaxe and drops Iolite Crystals (Fortune works; Silk Touch drops the ore). There is a Block of Iolite (9 crystals) and Iolite Dust (the Arc Crusher gives 2 per ore, the Arc Crushing Array 4, and a crystal crushes to 1); dust and ore smelt back into a crystal. Tags c:gems/iolite, c:ores/iolite, c:dusts/iolite, c:storage_blocks/iolite and c:ores_in_ground/end_stone. Advancement "Edge of the World".
  • Link Conduit. A thin cable with an Iolite core (Iolite Crystal, copper and Plastic Sheet, 8 at a time) that links one machine or multiblock to one Wired Machine Link, through up to 64 blocks of cable. It carries nothing itself, never branches and joins no other conduits; its core glows purple while the link is live.
    • The face it plugs into (any face of a single machine, any outer face of a formed multiblock) becomes a Wired Machine Link port: purple, locked, and shown as "Wired Machine Link" in the machine's Sides or Ports tab and in Jade. The GUI, the Wrench, Settings Cards and the machine control API leave it alone while the cable is there, and taking the cable off gives the face back the mode it had.
    • A machine takes one Wired Machine Link.
  • Wired Machine Link. A casing with Iolite accents and a status screen (Hardened Alloy, Iolite Crystals, steel plates and a Link Conduit) that works as a remote set of the linked machine's ports.
    • Each face other than the cable's can be set to any port mode the machine has, and works exactly as that port would on the machine: items, fluids, gases, FE and heat go straight to and from the machine's own inventories, tanks and buffers, with no limit of its own. Conduits connect to it as they would to the machine. Output faces push with the machine's auto-eject, and Energy and Heat faces give out what the machine gives out.
    • Its GUI shows the machine it's linked to (for example "Steam Boiler Array 7×7×16"), the face the cable is on, the cable's length, and a face grid like the Sides tab. A broken or overlong cable, a cable to nothing, a machine that already has a link, or one whose owner hasn't let you use it shows "Not linked" and why.
    • Jade shows the linked machine and each face's mode, and on the machine, its link port. Handbook entry, JEI information, and the advancement "Long Arm" (new trigger arcforge:machine_linked).
  • Industrial Water Intake. A 3×3×3 multiblock pump house that stands in a body of at least 400 connected water sources and pumps 8,000 mB/t of water (×1.25 in rivers and oceans) for 0.25 FE per mB, enough for a full-size Steam Boiler Array. Its Output ports push as fast as it pumps, so they can feed a boiler's water port directly. It has its own GUI, Jade tooltip, Handbook page and JEI build view. The water isn't taken from the world. Settings in power.steam.waterIntake.
  • Heat Pipe. A late-game block for moving a lot of heat between multiblocks. Heat Pipes in a straight line form one pipe of up to 32 blocks that joins only the heat ports or heat faces at its two ends, and carries up to 262,144 HU/t from the hotter end to the colder one, losing 0.5% per block of length. It's one unbroken steel jacket with flanged caps at its ends, and a window band whose core glows with the heat it carries. Jade shows its length, loss, rate and temperature. Settings in power.heat.heatPipe.
  • "Limited by connections" warning. The Firebox Array, Fuel Burner, Firebox, Geothermal Plant, Solar Thermal Array, Steam Boiler Array, Steam Turbine Array, Gas Turbine Array, Thermoelectric Plant and Combustion Plant show a yellow line in their GUI and in Jade ("Limited by connections: 3,200 / 50,400 HU/t", or FE/t, or mB/t of steam) when, for a few seconds, their buffer stays full while they give out less than they could. It isn't shown while the machine is idle or has nothing connected. A Steam Boiler Array shows it while it vents steam that nothing takes. Settings in power.outputLimit.
  • Creative storage. A Creative Fluid Tank, Pressurized Cylinder, Energy Cell and Vault, trimmed in pink, in the creative tabs. They have no recipe, and broken they drop nothing (the Wrench still picks them up).
    • Tank, cylinder and vault: the first liquid, gas or item put in sets it for good. Taking from it never runs it down, more of the same is destroyed, and anything else is refused.
    • Energy cell: always full. It gives any FE it's asked for and destroys any FE put in.
    • They move things with no rate limit, and their GUIs read Infinite.
    • Sneak-use one with an empty hand, or press Clear in its GUI's new Creative tab, to empty it.
  • Gas Reservoir. A connected 64,000 mB pressure vessel for gases: heavy steel corners and edge beams on the outside of the merged vessel, clear glass between, and the gas drawn as an even tint by fill. Pressurized Conduits only; Gas Cartridges fill and empty it; comparator; a broken block keeps its share.
  • Item Reservoir. Bulk item storage that forms one store from blocks making a solid box (rims round the store's outside, riveted bands at both ends), 20 slots a block, a scrolling GUI with search, hoppers, conduits and item handlers on any block, and a comparator. Broken blocks spill their share; wrenched ones keep it.
  • /arcforge config reset for server admins (permission level 3), in game or from the console. reset all lists the settings that differ from their defaults, reset all confirm resets them, and reset <path> resets one setting or a section (tab completes). The server's arcforge-common.toml is saved at once, so there's no file to edit.

Changed

  • Conduit Covers are now Conduit Facades, one panel per side as Encoded Logistics' Cable Facades. A facade covers one side of a conduit, connected or not, and the conduit keeps connecting and working through it; a connected side's arm comes through a hole in the panel, and an output's flange shows through like a port.
    • Right-click a conduit with a facade to put it on the side you're aiming at; a ghost panel shows where it will go.
    • Right-click a facade with a full, non-translucent block to dress it in that block's look. One block is used, and the block it had comes back. Sneak-right-click with an empty hand to take the block back, then again to take the facade off. Mining it, or the Wrench in Dismantle mode, takes it off too, and pick block gives that facade.
    • Facades dressed in the same block tile like the real block, tinted blocks (grass, leaves) keep their colours, and a solid facade hides the face of the block behind it. Six facades make the conduit a full block to walk on.
    • A blank facade is a riveted steel panel (the old cover was a clear pane). Crafted 6 at a time from 3 Iron Nuggets and a Steel Plate. Server admins can stop blocks being copied with logistics.conduitFacades.blocklist.
  • Sifter Meshes take Unbreaking. Enchant one at an enchanting table or with a book on an anvil, and it wears as a tool does with Unbreaking: Unbreaking III makes a mesh last about four times as long (a Tungsten Mesh about 4,000 blocks).
  • The Arcforged Energy Conduit carries 262,144 FE/t (was 65,536), and each conduit holds one tick's worth to match. The Arcforged Energy Cell moves 262,144 FE/t in and out (was 131,072). One line carries a 7×7×19 Steam Turbine Array on lubricant (250,253 FE/t); a full-size 7×7×27 needs two (see the turbine's new sizes below). The Quantum Tunnel's FE, which moves at the Arcforged conduit rate, follows it. Conduit and cell rates are now in config (power.energyConduits, power.energyCells).
  • Condenser Arrays condense faster. 400 mB/t per cube in open air (was 120) and up to 800 (was 400): a 7×7×7 condenses 5,081 mB/t in open air and up to 10,163 with water or ice around it, so with some water or ice against it one keeps up with a full-size Steam Turbine Array's 5,880 mB/t of exhaust. Its Output ports now push as fast as it condenses (they pushed 100 mB/t a face).
  • The Carbonizer takes Speed Upgrades, and the Distillation Array Speed and Heat Upgrades, in a new Upgrades tab, with the usual rules (Speed bakes or feeds 2^(n/2) times as fast; Heat uses 0.8^n of the heat per batch), so fuel production can keep up with a maxed Firebox Array.
  • The Arcforged Thermodynamic Conduit carries 51,200 HU/t (was 3,200), and each conduit holds one tick's worth to match, so one conduit line can carry a big multiblock's heat. Wrought, Tempered and Hardened stay at 50 / 200 / 800 HU/t, and the Arcforged Heat Cell and Thermal Capsule keep 3,200 HU/t. The Quantum Tunnel's heat, which moves at the Arcforged conduit rate, follows it. All four rates are now in config (power.heat.thermodynamicConduits).
  • Bigger Steam Boiler Arrays make more steam from the same heat. Heat per mB is multiplied by (sections ÷ 3)^-0.2: a 3×3×12 pays 76% of a 3×3×3's, a 7×7×16 51%. Before, every size made the same steam from the same heat. Configurable as sizeEfficiency.
  • Steam Boiler Arrays climb, and run cheaper hot. From 100°C a boiler boils with half the heat coming in and heats up on the rest, to the top of its grade's band (499°C for Steam, 899°C for High-Pressure, 1,390°C for Superheated and Auto). At the top of a band each mB costs 20% less heat (hotSaving). A boiler as hot as its heat source settles there and boils nearly all its heat. One whose heat stops keeps boiling from what it holds as it cools, but never below its set grade's temperature.
  • Steam Boiler Arrays vent overpressure. With a full steam tank a boiler vents what it boils instead of stopping. Heat that pushes it past the top of its band is vented too, for example after its pressure is turned down. It shows Venting, with a jet of steam and a hiss from its roof.
  • Steam's energy balance counts the new boilers. The best heat-to-FE route is now the biggest boiler at the top of Superheated's band (a 7×7×16), 10.13 FE per HU (was 4.72). The Electrolyzer's floor rises with it: 100 mB of water costs at least 303,789 FE (was 141,600), so hydrogen still can't make free power. JEI's steam page shows each grade's heat per mB as a range.
  • No large multiblock is more than 7×7 across.
    • Steam Boiler Array: a footprint 3–7 by 3–7 (was 3–7 by 3–9), 3 to 16 tall (was 12).
    • Firebox Array: 3–7 by 3–7 across (was 3–7 by 3–9), 3 to 7 tall (was 5).
    • Steam Turbine Array: a cross-section 3–7 by 3–7 (was 3–7 wide by 3–9 tall), 3 to 27 long (was 15).
    • The Superheater, Condenser, Battery and Distillation Arrays are unchanged.
  • Each large multiblock's largest size keeps the largest output.
    • Firebox Array: the largest (7×7×7) makes 50,400 HU/t (heatPerTickAtMaxSize) and a smaller one its share by volume (was 160 HU/t per block): a 3×3×3 makes 3,967 HU/t (was 4,320).
    • Steam Boiler Array: the largest (7×7×16, 87.1 sections) boils with up to 50,400 HU/t (maxHeatPerTickAtMaxSize) and a smaller one its share by sections, about 579 HU/t each (was 600): a 3×3×3 boils with up to 1,736 HU/t (was 1,800).
    • Steam Turbine Array: still 40 mB/t per section, so the largest (7×7×27, 147 sections) takes 5,880 mB/t (was 4,200 for a 7×9×15) and on Superheated Steam makes 329,280 FE/t before its bonuses, 355,622 with lubricant and 388,550 with the vacuum bonus as well. That's more than one Arcforged Energy Conduit carries (262,144), so give it a second energy port, or raise power.energyConduits.arcforged and power.energyCells.arcforged.
  • The Steam Turbine Array's model is rebuilt for the longer sizes.
    • Each casing is as long as its diameter calls for. A long set gets up to three double-flow low-pressure casings, each fed by its own drop of the crossover pipe, a pair of bearing pedestals and a coupling between each two casings, and an exciter beyond the generator.
    • Bladed rotors: discs of angled blades in light steel with stage rings between them, more and longer toward low pressure, turning with the rotor.
    • Glazed windows along each casing's upper facets, just inside its outer surface, with the standard glints. Nothing shows through the glass or the casing: the blades stay inside the inner wall, and the steam chest, valve pipes and crossover end inside the casing's wall.
    • Re-textured to the house style: big plated faces have broad shading under their bevels, rivets, straps and seams, and long round parts are shaded facet by facet.
    • Jade names each of several low-pressure casings ("Low-pressure casing 2 of 3").
  • A formed Steam Turbine Array's blocks take the shape of its model. Each casing's and pane's outline and collision follow the parts in it, so you walk on the plinth and walkway and round the casings. Loose casings stay full blocks, and formed ones still hold levers, buttons and redstone on any face; fluids don't wash them away. Parts in the hollow core are carried by the shell block beside them. A block with nothing of the model in it can't be aimed at; break another to take the array down. Deep inside a 5×5 or bigger cross-section, which no block's shape reaches, a lid and walls just inside the shell stand in for the parts there.

Fixed

  • Item conduits empty every output slot, not just the first. Each operation took items from one slot only, the first that had any. A machine that keeps topping up its first output slot, such as a Block Breaker, only ever had that slot's few new items taken, so its other slots stayed full. An operation now takes from slot after slot, up to the tier's items per operation (8 / 16 / 32 / 64).
  • A Steam Boiler Array no longer stops boiling while it heats toward its pressure setting. Set to High-Pressure or Superheated below that grade's temperature, it now keeps making the grade it's hot enough for as it climbs, instead of making nothing until it got there.
  • A big Firebox Array's output no longer overlaps its label. From 10,000 HU/t it reads like "+28.8k HU/t", and the Output label is left out when even that doesn't fit; hovering the line shows the exact figure.
  • The Tree Cutter no longer leaves bare trunks standing. When a big tree's branch grew into a neighbouring trunk, it took the neighbour's leaves and the logs above the branch but left the trunk below, a leafless stump it never cut. Trees joined like that now come down together, whole.

Upgrading

  • Large multiblocks over the new size limits un-form (see Changed): a Steam Boiler Array or Firebox Array 8 or 9 across, and a Steam Turbine Array 8 or 9 tall, un-form when the world loads (the Firebox Array within two seconds). Rebuild them within the limits, up to 7×7 across; every height and length they could have before still fits.
  • Config keys replaced: power.burners.fireboxArray.heatPerTickPerBlock becomes heatPerTickAtMaxSize and power.steam.steamBoilerArray.maxHeatPerTickPerSection becomes maxHeatPerTickAtMaxSize (both 50,400: the largest array's HU/t, shared out by size). A value you had changed isn't carried over; set the new key again.
  • Conduit Covers become Conduit Facades. A covered conduit loads with a facade on every side: dressed in the cover's look, or blank if it had none, so it still looks like a block (a plain cover is now steel rather than a clear pane). Conduit Cover items load as blank Conduit Facades (arcforge:conduit_cover is now arcforge:conduit_facade; recipes or scripts that name the old id should switch). The cover recipe is replaced, and the new config key logistics.conduitFacades.blocklist gets its default.
  • New config keys: world.ores.iolite, world.ores.ioliteOuter and logistics.machineLink.maxCableLength get their defaults. Iolite generates only in End chunks generated after the update.
  • Machine control API: a face a Link Conduit is plugged into reads "machine_link" through sideMode and ports(), and can't be set while the cable is there (REJECTED). See docs/API.md.
  • New config keys: power.energyConduits and power.energyCells (per tier) and the power.steam.waterIntake section get their defaults. The Condenser Array's new defaults (power.steam.condenserArray.baseRatePerCube 400, maxRatePerCube 800) and the Energy Meter's logistics.meters.energyRateCap (now 262,144) only apply to new configs: an existing config keeps its values until you change them (or /arcforge config reset them).
  • Carbonizer upgrade slot. Saved Carbonizers get an empty upgrade slot when the world loads; nothing moves.
  • New config keys: power.heat.thermodynamicConduits (wrought, tempered, hardened, arcforged), power.heat.heatPipe (ratePerTick, maxLength, lossPercentPerBlock) and power.outputLimit (bufferFullPercent, shortfallPercent, delayTicks) get their defaults. The Heat Meter's logistics.meters.heatRateCap now defaults to 51,200; an existing config keeps the value it has.
  • Reservoir renamed to Fluid Reservoir (arcforge:reservoir is now arcforge:fluid_reservoir). An alias keeps placed Reservoirs, their contents and Reservoir items working; they load as Fluid Reservoirs. Recipes or scripts that name arcforge:reservoir should switch to the new id. Its textures moved to block/fluid_reservoir/.
  • New config keys: logistics.reservoir.fluidCapacity, logistics.reservoir.gasCapacity, and the logistics.itemReservoir section (slotsPerBlock, maxWidth, lengthRatio) get their defaults.

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