Arcforge 2.7.0+26.3
Curse Maven Snippet
What's new
Added
Crude oil. Deep underground, the world is split into regions (8 chunks across), and about a third of them hold an oil deposit: a round patch of chunks between Y −48 and 8. Regions in deserts, oceans, badlands and plains (the biome tag
arcforge:oil_rich) have one about twice as often, and bigger. There are four kinds: Oil Seep (1,000–3,000 buckets), Oil Pocket (4,000–10,000), Oil Field (12,000–30,000) and Giant Oil Field (40,000–100,000), the Giant the rarest. Deposits follow from the world seed alone and every well over one shares it. A drained deposit never runs dry: each Pumpjack on it still gets a trickle (40 mB a second).- Crude Oil, a thick black fluid, with its bucket.
- Seismic Survey Tool (a comparator on a steel rod and plates). Use it on the ground to learn whether there's oil under the chunk: its kind, roughly how many buckets are left and how deep it lies, or that it's drained.
- Oil Derrick, a 3×3 drilling rig six blocks tall over a deposit: a floor ring of Derrick Casings round an open bore with the Oil Derrick Controller in it, Derrick Frame legs on the corners and a 3×3 of frames on top. With FE (120 FE/t), water (10 mB/t of drilling mud) and Steel Pipes (one per 4 blocks of hole) it drills a block every 2 seconds down to the deposit, then strikes oil: the rig comes down, handing back its blocks, and a Well Head caps the hole. A rig broken and rebuilt over the same hole carries on where it was. A drill string turns in the bore while it runs.
- Pumpjack, a 3×5 skid of Pumpjack Casings round a Well Head, with a post three casings tall in the middle and a Pumpjack Controller at the far end. With FE (60 FE/t) it pumps Crude Oil out through Output ports or into buckets: 30 mB/t from a full deposit, slowing in a straight line to a quarter of that as it drains, then the trickle. It's modelled on a real beam pump: an A-frame post with a ladder and platform, a walking beam with a curved horse head over the well, and a gear reducer swinging two big crank counterweights. The beam nods slower as the pumping slows.
- Steel Pipe (3 from two steel plates and a steel rod).
- GUIs, Handbook pages (Crude Oil, Oil Derrick, Pumpjack), JEI categories (Oil Deposits; Oil Drilling), Jade
tooltips (depth and pipes, pump rate and deposit left, the Well Head's deposit), the machine control API for both
machines, GameTests, and the advancements Prospector, Black Gold, Nodding Donkey, Cut to Size and the challenge
Fractionator. All values are in config (
world.oilDeposits,multiblocks.oilDerrick,multiblocks.pumpjack).
Refinery products from Crude Oil in the Distillation Array (1,000 mB a batch, 5,000 HU, at 380°C or hotter). What it gives depends on the column's height; a column under 6 tall can't distil it, and it makes no Pitch:
Height Refinery Gas Naphtha Kerosene Diesel Heavy Oil Bitumen 6–9 100 200 – 350 – 250 10–13 100 200 150 250 150 100 14–16 130 270 190 230 90 60 Steam stripping moves Bitumen into Naphtha, as it moves Heavy Oil on creosote.
- New fluids: Refinery Gas (a gas, in the gas API), Kerosene, Diesel and Bitumen, with buckets for the liquids and a port mode each. Kerosene (190 HU/t at 1,150°C), Diesel (210 HU/t at 1,150°C) and Refinery Gas (150 HU/t at 1,200°C) are Fuel Burner, Firebox Array and Gas Turbine Array fuels, and Kerosene and Diesel catch fire in the world.
The refinery's downstream units, fuels and generators:
- Cracking Unit, a fixed 3×3×5 multiblock of Cracking Unit Casings with its controller in the middle of the bottom of one side. With heat (480°C or more, 30 HU/t) and a Cracking Catalyst in its slot (8 from clay, sand and Nickel Dust; one lasts 50 batches) it cracks 100 mB of Heavy Oil a second into 40 mB Naphtha, 45 mB Diesel and 60 mB Refinery Gas. Formed, it draws as a fluid catalytic cracker (regenerator and flue stack with a sight port that glows as it heats, reactor, riser, standpipes and catalyst hopper), with a form-fitting hitbox.
- Catalytic Reformer (Naphtha + heat at 450°C → Gasoline + Hydrogen, 100 mB → 85 + 60), Coker (Bitumen +
heat at 420°C → Petroleum Coke + Refinery Gas, 250 mB → 1 coke + 50 mB) and Lubricant Blender (Heavy Oil + FE
→ Lubricant, 100 mB → 90 mB). Each process is a data-driven recipe type (
arcforge:cracking,reforming,coking,lubricant_blending). - Gasoline and Lubricant, new fluids with buckets. Lubricant in a Steam or Gas Turbine Array's lubricant
tank adds 12% (Heavy Oil and Seed Oil stay at 8%). Petroleum Coke works as Coal Coke everywhere (the Arcforge
Furnace, Graphite, the Gasifier, the Firebox Array, furnace fuel) and is in
#c:coal_coke. Asphalt from Bitumen: 8 gravel round a Bitumen bucket. - Gasoline burns in the Fuel Burner, Firebox Array and Gas Turbine Array (225 HU/t at 1,250°C). The refinery
fuels' heat and burn temperatures are in config (
power.burners.refineryFuels). Kerosene fuels the Jetpack: click a Kerosene bucket or Canister onto it in your inventory. - Diesel Generator, a fixed 3×2×5 multiblock: an engine-generator set on a skid whose fan and coupling turn as it
runs. It burns Diesel, Gasoline, Biodiesel or Refinery Gas (420, 400, 340 and 240 FE per mB, the data map
arcforge:engine_fuels) straight to FE, up to 3,000 FE/t after a 3-second spin-up, and throttles back when its buffer is full. - Flare Stack: burns off any gas pushed into it (1,000 mB/t), with a flame at the top of its stack as big as what it burns, so a refinery doesn't stall when a gas tank fills.
- Handbook entries, JEI categories (the four processes and the Diesel Generator's fuels), Jade lines, the machine control API for the five machines, advancements and GameTests.
Changed
- Distillation Array, rebuilt as a refinery tower:
- Sizes: 2×2 or 3×3 across and any height from 4 to 16 (was 2×2 at 4, 6 or 8). Its feed rate, heat buffer and heat use scale with its cross-section (a 3×3 ×2.25) and height: a 2×2×8 still distils 20 mB/t, and a 3×3×16 90 mB/t. Its tanks scale with its volume (the defaults are a 2×2×8's). Creosote keeps its recipe: a column 8 or more tall gives what an 8-tall one did.
- Seven product tanks in its GUI, lightest on the left; a product the column doesn't make at its height is locked. The machine control API lists all seven.
- Formed model: a round refinery column in flanged tray sections, with a sight glass on each tray showing its liquid and rising vapour, manways, platforms with railings on every other flange, a caged ladder, a draw-off pipe for each product, a vapour line to an air-cooled condenser bank whose fans turn while it runs, and a fired reboiler whose burner windows glow with the column's heat. Ports are nozzles from the tower out to the block face.
- Form-fitting hitbox: once formed, each block's outline and collision follow the parts of the model in it.
- A formed Steam Turbine Array is one target. Looking at any part of it outlines the whole array as one box, and each of its blocks is clicked as a full block, instead of the outline following the model block by block. You still walk on and around the model itself.
Fixed
- Machine and multiblock sounds come back after they cut out. When the game's sound engine dropped a running loop (on an audio device change, a resource reload or when it ran out of channels), the machine thought it was still playing and stayed silent until you rejoined. This hit every machine and array loop, the Steam and Gas Turbine Arrays, the jetpack and the Arc tools. They now start again on their own.
- Breaking or finishing a big shell multiblock no longer stalls the game. After a Steam Turbine, Steam Boiler or Gas Turbine Array broke, every one of its casings searched for a structure to form, which took seconds on a big turbine, so its model lingered and rebuilding it was slow.
- Steam Turbine Array windows no longer fill with slats at a slant. The stage rings now only line the lower half of the casing, so the upper panes show the blades from low and side angles.
- A Steam Boiler Array set to Superheated makes Superheated Steam again. A boiler that had made a lower grade (climbing from cold, or after a dip in heat) kept making that grade until its steam tank emptied, and a tank that turbines keep drawing from never empties, so it stayed on High-Pressure at 1,300°C until its redstone was toggled. Once hot enough for a higher grade, it now lifts the stored steam to it, paying the difference in heat per mB (it gives out what it holds meanwhile), then makes the new grade.
- The Tree Cutter fells trees grown together into huge clumps. Trees joined into more than
maxLogsPerTreelogs (256) were left standing. They now come downmaxLogsPerTreelogs at a time, the highest first, and the trunks left after their leaves are gone still count as part of the tree. - Glass conduits show through tanks and windows. The gas or fluid in a Reservoir or Fluid Tank, the contents of a glass conduit, and what shows through the windows of a Steam Boiler, Firebox, Distillation or Thermal Evaporator Array or an Arcforge Furnace hid the glass of any conduit (and any glass or water) behind it, leaving only the conduit's contents floating there.
- The Industrial Water Intake's pipe has a proper end cap. Its ends showed a scrap of the pipe's side texture.
Upgrading
- Built Distillation Arrays keep forming and keep their tanks and heat. Formed, they now draw as the refinery tower, so their casings and tray windows no longer show. A 2×2 column under 8 tall now has smaller tanks than before (half at 4 tall); fluid already over the new size stays until it's drawn off.
- New config keys:
world.oilDeposits,multiblocks.oilDerrickandmultiblocks.pumpjackget their defaults. Themultiblocks.distillationArrayvalues keep their meaning, now for a 2×2 column (4 tall for the feed rate and heat buffer, 8 tall for the tanks) and scaled for other sizes. - Oil deposits follow from the world seed alone, so existing worlds have them, under old chunks and new.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

