Arcforge 2.8.0+26.3
Curse Maven Snippet
What's new
Added
A questline for Hibiscus Quests. With Hibiscus Quests installed (optional), its quest book gets 20 Arcforge chapters in six groups under an Arcforge heading, and 272 quests, from the Wrench and the Combustion Plant to molten salt reactors, covering every item you can get in survival. They follow the recipes: Getting Started runs Combustion Plant, Carbonizer, Arcforge Furnace, first steel, Metal Press and Thermoelectric Plant, and each later chapter's first quests unlock with the alloys and parts they need (the Steam Boiler with Tempered Alloy, chemistry with Hardened Alloy, uranium with Sulfuric Acid). Every chapter and quest, challenges included, can be looked at from the start, greyed out until it unlocks, so you can see what's coming. New with the nuclear part three are Reactor Safety (containment, ECCS, relief valves, recombiners, core catcher, decontamination), Fuel Cycle (spent fuel, PUREX, MOX, thorium, U-233, vitrification and the repository) and Advanced Cores (lead-bismuth and molten salt). Every quest is listed in docs/QUESTLINE.md; the chapters are generated from tools/hibiscusquests.
Radiation Poisoning. Radiation now does harm at every level: a dose of 50 mSv brings Radiation Poisoning I (half a heart every 30 seconds, through armour), 500 II (every 10 seconds, and Hunger), 2,000 III (every 4 seconds, Hunger and Weakness) and 4,000 IV (a heart every 2 seconds, with Nausea), and standing in a field of 100 mSv/h or more makes it a level worse at once. Its icon is a green trefoil. The old Nausea / Weakness / Wither / lethal thresholds are replaced (config
poisoningDose1topoisoningDose4,acuteRate,poisoningDamage).Contaminated chunks glow with green motes in their air, thicker the more contaminated they are, with ash falling where it's heavy (
falloutParticles). Each chunk's fallout is synced to the players watching it.Fallout spreads: every minute 2% of each chunk's contamination (
falloutSpreadRate, was 0.4% downwind only) goes to the four chunks round it, most downwind, and Corium and Solidified Corium left outside a sealed containment seep into their chunk's ground (coriumSeep).Fallout ash lies like snow: grey ash in vanilla sand's grain, in layers of 1 to 8, piling into drifts at different heights (far more of it than before), walkable like snow, weathering away a layer at a time as the chunk decays.
Corium uses the lava texture recoloured to a molten brown, pixel for pixel, slowly rolling as it flows.
The nuclear tier, part one: ores, radiation, uranium chemistry and enrichment. Civil power only: nothing in it makes a weapon, and enrichment stops at 20% U-235. A new Arcforge: Nuclear creative tab, a Nuclear chapter in the Handbook (ten entries) and a Nuclear advancement branch (ten advancements).
- Ores. Uraninite Ore (stone and deepslate: rare, small veins, mostly below Y 0) drops Raw Uraninite and crushes
into Uraninite Dust. Galena Ore (common at mid depths) drops Raw Galena, which makes Lead like the other metals
(raw block, dust, ingot, block, plate and the leach chain), with a 10% chance of Silver Dust when crushed. Heavy
Mineral Sand (near the surface in beach, river and desert sand and gravel; shovel-mined) sifts into Monazite and
Zircon, which crush into dust. All have their
c:tags andworld.orestoggles. - Radiation. Data-driven sources (
arcforge:radioactivityon items, blocks and fluids, in mSv/h at a block) and shielding (arcforge:radiation_shielding: Lead 0.1, Depleted Uranium 0.05, concrete 0.3, iron and steel 0.4, water 0.5, stone 0.6, other solid blocks 0.8). The dose rate at a player sums every source within 16 blocks by the inverse square and the blocks between, counting containers, tanks, dropped items and what you carry; it's checked four times a second and each chunk's sources are cached. The accumulated dose recovers slowly and brings Nausea (1,000 mSv), Weakness and Hunger (2,000), Wither (4,000) and radiation sickness (8,000); dying resets it. Mobs are unaffected unlessaffectMobsis on. - Geiger Counter, Dosimeter, a four-piece Hazmat Suit (a full set lets 5% through), the nine-slot Lead Box (nothing gets out), and Lead Blocks, Lead Bricks and Concrete Shielding.
- Uranium chemistry. Uraninite Dust is leached with Sulfuric Acid into Uranyl Sulfate Solution, precipitated with Ammonia into Ammonium Diuranate and calcined into Yellowcake; Hydrogen, Hydrofluoric Acid (from Fluorite Dust) and Fluorine (electrolysed from the acid) take it to UO2, UF4 and Uranium Hexafluoride, a corrosive gas only Pressurized Conduits and PVC-lined Pressurized Cylinders hold.
- Gas Centrifuge Cascade. A hall of two-tall Gas Centrifuges on a 3x3 to 7x7 raised floor that enriches natural UF6 to the target set in its GUI (1% to 20%) with depleted tails (0.25% by default), by the real separative-work formula, at 0.02 SWU a tick per centrifuge. UF6 carries its enrichment as a component; tanks only mix the same enrichment, and tooltips and Jade show it. Its model: slim columns in rows, header pipework along each row, a control panel, a spinning band on each column while it runs and a faint hum. A floor bigger than 3x3 forms as one hall (the biggest its casings allow). Its GUI is wider than most, with the FE gauge as tall as the three tanks.
- Depleted Uranium. Depleted UF6, Hydrogen and Steam give Depleted Uranium Dust, smelted into ingots and blocks: the best shield, a little radioactive, and a stand-in for lead in the shielding recipes.
- JEI shows the enrichment (at 3%, 5% and 20%) and every new recipe; Jade shows the cascade's target, tails, SWU
and status and a cylinder's lining and UF6 enrichment. New config:
ores.uraninite,ores.galena,ores.heavyMineralSandand thenuclearsection (radiation, the cascade and PVC lining).
- Ores. Uraninite Ore (stone and deepslate: rare, small veins, mostly below Y 0) drops Raw Uraninite and crushes
into Uraninite Dust. Galena Ore (common at mid depths) drops Raw Galena, which makes Lead like the other metals
(raw block, dust, ingot, block, plate and the leach chain), with a 10% chance of Silver Dust when crushed. Heavy
Mineral Sand (near the surface in beach, river and desert sand and gravel; shovel-mined) sifts into Monazite and
Zircon, which crush into dust. All have their
The nuclear tier, part two: fuel fabrication and the Fission Reactor. Civil power only. Eight more Handbook entries in the Nuclear chapter and eight more advancements.
- Fuel. Enriched UF6, Steam and Hydrogen make Uranium Dioxide at the gas's enrichment; the Metal Press with a new
Pellet Die presses it into Green Fuel Pellets, which the Induction Furnace sinters (
arcforge:sintering) into Fuel Pellets, keeping the enrichment throughout. Zirconium by the Kroll route (Zircon Dust, Coal Coke and Chlorine to Zirconium Tetrachloride, reduced with Hydrogen in an electrically heated charge), alloyed with Nickel in the Arcforge Furnace into Zircaloy and drawn into Zircaloy Tubes. A Fuel Rod is a tube and eight pellets of one enrichment (arcforge:fuel_rod); it records its fuel type, enrichment, burnup, plutonium, fission products and decay heat. Fresh rods of one enrichment stack to 64; spent ones, each with its own burnup, don't. Fresh rods are mildly radioactive; spent ones intensely, and hot enough to burn. - Control Rods (silver), Graphite Moderator, Steel Reflectors, and Heavy Water from the new Heavy Water
Tower (3x4x3 to 5x8x5) by the Girdler sulfide exchange (
arcforge:isotope_exchanging: Water, Hydrogen Sulfide and Steam in each Exchange Tray). - Fission Reactor. A vessel of Reactor Casing (Reactor Glass allowed), 3 to 7 across and 3 to 9 tall, with a grid of Fuel Channels, Control Rod Channels in four banks, moderators, reflectors and coolant (Light or Heavy Water) inside. Each second a one-group neutron diffusion over the grid gives k-effective and each channel's power; point kinetics with delayed neutrons (a reactor period below prompt critical, seconds above), Doppler and void feedback (negative in a water-moderated core, positive in a graphite one), iodine and xenon, decay heat (6.5% fading over in-game hours) and burnup with fission products and plutonium. Fuel, cladding and coolant temperatures and vessel pressure are tracked; overheated cladding fails and melted fuel ruins the core.
- Heat. A Hot Leg port makes a pressurized core: Hot Coolant goes to the new Steam Generator (a 3x4x3 to 7x12x7 vertical heat exchanger) for High-Pressure Steam. Steam ports alone make a boiling core: Contaminated Steam straight to Steam Turbine Arrays, which run on it as High-Pressure Steam and turn slightly radioactive. Each channel gives 4,000 HU/t at full power; a big core passes 1,000,000 FE/t through four to six full-size turbine arrays.
- Control and protection. A wide three-page control desk (core readouts and the four rod banks plus All, each
showing where its rods are and where they're headed; power, coolant and k-effective trends; trip points, pump and
options), with the rod input and output slots in 3x3 grids between the desk and the inventory and, between them,
how many fuel and control rods are loaded of the channels for them, with its intake, vessel, Hot Leg and steam
tanks either side; control rods load from the top layer down, where the banks enter. Its buttons (and the Gas
Centrifuge Cascade's) answer a left or a right click; a bank moves 1% a click, 10% with Shift or 0.1% with Ctrl,
and its worth grows smoothly as it goes in, so the core can be held just critical. Bank moves from the GUI,
redstone (a stop signal SCRAMs; optionally a signal holds every bank in) and the machine control API
(
bank_a..bank_d,scram). Five player-set trips SCRAM the core; rods load and unload only while it's shut down. A running core is a strong radiation source through its vessel. It's tuned to be run by hand: heat starts leaving through the Hot Leg at 100 °C, a 1% rod step gives a period of about 40 s, and xenon and burnup drift it slowly enough to trim every few minutes; the Core page colours the period by how fast it is, marks xenon building up and the coolant still warming, and shows the thermal power in HU/t. - Models. The reactor: a heavy pressure vessel in a casing frame, a domed closure head with control-rod drive housings, the control panel on a mount against the vessel, coolant nozzles at its ports, and a viewport for each pane of Reactor Glass that glows Cherenkov blue (full-bright) while it's critical. The Steam Generator: a tall shell under a wider steam drum. The Heavy Water Tower: a squat tower of tray sections. Their blocks (inside too) hide when formed.
- JEI: Sintering, Isotope Exchange, Fission (rods at 0.711%, 3%, 5% and 20%) and the Steam Generator; Jade: the
reactor's power, k, temperatures, rods and trips, a channel's rod or bank, the Steam Generator and the tower. New
config:
nuclear.fissionReactor,nuclear.steamGeneratorandnuclear.heavyWaterTower.
- Fuel. Enriched UF6, Steam and Hydrogen make Uranium Dioxide at the gas's enrichment; the Metal Press with a new
Pellet Die presses it into Green Fuel Pellets, which the Induction Furnace sinters (
The nuclear tier, part three: failures, containment, spent fuel, reprocessing, thorium and two advanced reactors. Civil power only: plutonium only ever becomes MOX fuel. Eleven more Handbook entries in the Nuclear chapter (with build views of a containment and the PUREX Plant), thirteen more advancements.
- Failures, each with warnings first (an alarm list on a new Safety page of the reactor's GUI, on Jade, and a klaxon you can silence): cladding failure above about 1,200 °C (zirconium and steam make Hydrogen and let fission products into the coolant, making it and the containment's air radioactive); hydrogen igniting above 4% in the containment's air (a spark, fire, lava, a lit machine or Corium sets it off); fuel melting above about 2,800 °C into Corium, a glowing molten fluid that melts down through blocks (not obsidian, Containment Concrete or a Core Catcher) and cools into radioactive Solidified Corium; overpressure bursting the vessel in a steam explosion; and a prompt-critical excursion destroying it. Explosions scale with the energy and pressure stored, up to a cap.
- Fallout. Without a sealed containment, failures release radioactive dust that settles round the reactor, drifts a little downwind each day and contaminates chunks, decaying over in-game days (two half-lives). Players and what they carry pick up contamination; the Decontamination Shower (with HEPA Filters) washes it off.
- Containment. Any sealed room of Containment Concrete lined with Steel Liner (or the lined Containment Dome) round the reactor, found by flood fill, with interlocked Airlocks, a 3x3 Equipment Hatch (a large model with a swinging round door) and Penetrations for pipes, conduits and cables. Sealed, it absorbs explosions up to its strength and keeps fallout in its air.
- Safety systems. ECCS Accumulators and Pumps inject water when coolant is lost; Relief Valves vent steam into a Suppression Pool (water in the containment); Hydrogen Recombiners remove hydrogen; a Core Catcher stops Corium.
- Spent fuel. Spent Fuel Racks under at least 3 blocks of water cool and shield rods, glowing Cherenkov blue (full-bright) while they're hot; drained, the rods heat up and can fail. Cooled rods go into a Dry Cask (seven rods, shielded, kept when broken).
- Reprocessing. Nitric Acid by the Ostwald process (Ammonia and Oxygen to Nitrogen Dioxide, then Water). The
PUREX Plant (a hot cell of Hot Cell Casing with lead-glass Hot Cell Windows, 3x3x3 to 9x6x9; its model shows the
lit cell's dissolver, contactors and pipework through its windows and master-slave manipulators over them) dissolves
cooled rods in Nitric Acid and separates them with Kerosene into Recovered Uranium (at its remaining enrichment,
back to UF6), Plutonium Oxide and High-Level Liquid Waste (
arcforge:reprocessing). Plutonium Oxide and Depleted Uranium Dioxide make MOX pellets and MOX Fuel Rods. - Waste. The Vitrification Plant turns High-Level Liquid Waste and glass into Vitrified Waste Logs
(
arcforge:vitrifying), radioactive, warm and decaying; the Geological Repository (below Y -40 in deepslate) stores logs and Dry Casks. The Waste Compactor packs contaminated items, used hazmat pieces and filters into Low-Level Waste Drums (arcforge:compacting). - Thorium. Monazite Dust and Lye give Thorium Dioxide (and Rare Earth Dust). Thorium Blanket Rods breed U-233 in the core; the PUREX Plant's THOREX setting separates it into Uranium-233 Oxide for U-233 Fuel Rods.
- Advanced cores in the same vessel: a lead-bismuth fast reactor (Lead-Bismuth Eutectic coolant, no moderator, 15-20% fuel or MOX, about 900 °C at low pressure, Superheated Steam from the Steam Generator, breeding in its blanket) and a molten salt reactor (Fuel Salt of Lithium Fluoride with thorium and uranium fluorides, Salt Processing Units removing fission products online, a Freeze Plug that drains the salt into a shielded Drain Tank if the core overheats, about 700 °C, High-Pressure Steam). The reactor's windows show the coolant that's in it: the molten metal, or the pale green salt.
- JEI: Compacting, Vitrifying and Reprocessing, MOX, thorium and U-233 rods under Fission, and the new Steam Generator
fluids; Jade for every new block and the reactor's containment and alarms. New config:
nuclear.failures,nuclear.safety,nuclear.spentFuelandnuclear.reprocessing(explosion, meltdown, fallout and fallout spread damage can each be turned off).
Oil caverns. In newly generated chunks every oil deposit is a real cavern full of oil: a sealed, flattened, roughly round chamber (an ellipsoid about twice as wide as it is tall, its edge slightly uneven) under the middle of its patch, between the deposit heights, holding one source block of Crude Oil per bucket of the deposit. A Seep is about 1,000–3,000 blocks, a Giant up to 100,000 and about 70 blocks across. A 2-block shell of stone or deepslate, laid after caves are carved, keeps caves, aquifers and lava out and the oil in; ores and other features don't generate inside it.
- One amount. The deposit's tracked amount is still the truth. Pumping takes from it, and so does anything that removes the oil's source blocks (buckets, other mods' pumps) at 1,000 mB a block. The oil in the cavern falls to match, a layer at a time from the top down; chunks that weren't loaded catch up when they load.
- The Oil Derrick drills down to the top of the cavern under its bore, and a Pumpjack draws on the whole cavern. The Seismic Survey Tool gives the cavern's depth.
- Surface seeps: above some Seeps and Pockets in deserts and badlands, a small tar pit of Crude Oil marks the deposit below.
- Crude Oil and Sour Crude Oil source blocks don't burn or spread fire.
Sour crude. Every deposit is sweet or sour: 30% sour, 60% in badlands and deserts (the biome tag
arcforge:sour_rich). Sour deposits give Sour Crude Oil (with its bucket), which the Distillation Array refines like Crude Oil, but its Diesel and Kerosene come out as Sour Diesel and Sour Kerosene. The Fuel Burner and Firebox Array burn them at 75% of the heat and 100°C cooler; the Diesel Generator, Gas Turbine Array and Jetpack refuse them.- Hydrotreater (a single block, heat and FE): 100 mB Sour Diesel or Sour Kerosene and 30 mB Hydrogen make 100 mB Diesel or Kerosene and 30 mB Hydrogen Sulfide (a new gas) in 2 seconds, at 300°C or hotter, 20 HU/t and 20 FE/t.
- Sulfur Recovery Unit (a single block, heat): the Claus process. 100 mB Hydrogen Sulfide and 50 mB Oxygen make a Sulfur Dust and 100 mB Steam in half a second, at 250°C or hotter and 15 HU/t. Sour crude is a real sulfur source: a bucket distilled 14 high, both sour cuts treated, gives about one Sulfur Dust.
Natural gas. About a third of deposits have a gas cap: an empty dome at the top of the cavern (about its top fifth), holding 2,000 mB of Natural Gas (a new gas) per block. An Oil Derrick that drills into the dome makes a gas well.
- Gas Wellhead, placed on a gas well: the gas flows under its own pressure with no FE, 200 mB/t from a full cap, slowing to 15% of that as it empties, then a trickle of 40 mB a second. Its flow line faces the way it was placed. Modelled on a real gas well's tree: a flanged casing head, master valve, swab cap, a wing with an adjustable choke (red handwheel), a pressure gauge and the flow line's flange.
- Natural Gas burns in the Fuel Burner, the Firebox Array and the Gas Turbine Array: 55 HU/mB, up to 1,250°C
(
arcforge:burner_fuels). - Steam Methane Reformer (a single block, heat at 700°C or hotter): 100 mB Natural Gas and 100 mB Steam make 100 mB Hydrogen and 25 mB Carbon Dioxide in a second at 40 HU/t: Hydrogen far cheaper than the Electrolyzer's. Its Carbon Dioxide leaves through a gas port, for the Carbon Reclaimer or the Greenhouse.
Survey Records. Using the Seismic Survey Tool with Paper in your inventory uses a sheet and gives a Survey Record of the chunk: dimension, coordinates, the deposit's kind, the oil left at the time, sweet or sour, and whether it has a gas cap, in its tooltip. Right-click one onto a filled map in your inventory to mark the spot with a small oil derrick (one per deposit kind); the map's tooltip lists its marked deposits.
Handbook pages (Sour Crude, Sulfur Recovery Unit, Natural Gas, Steam Methane Reformer, Survey Records), JEI categories (Hydrotreating, Sulfur Recovery, Steam Reforming, Gas Wells), Jade tooltips (the Gas Wellhead's flow and gas left, the deposit's sulfur and gas cap), the machine control API for the three units, GameTests, and the advancements Black Gold Below (swim in a cavern), For the Records, Rotten Eggs, Desulfurized, Claus and Effect (goal), Under Pressure (goal) and Hydrogen the Cheap Way.
Steam Cracker, a 3×3×3 multiblock (Steam Cracker Casings round a controller in the middle of the bottom of one side): fed heat at 800°C or hotter and steam, it cracks 100 mB Naphtha into 50 mB Ethylene, 25 mB Propylene (a new gas), 10 mB Hydrogen and 5 mB Heavy Oil a second (Refinery Gas gives more Ethylene and Hydrogen), at 60 HU/t. Ethylene and Propylene each have their own port mode. Modelled as a cracking furnace: a refractory-lined box with buckstays and peep holes glowing with the fire inside (as bright as it's hot), radiant tubes rising into banded headers on the roof, a transfer line to a quench drum, and a short stack on a convection hood.
Polypropylene Sheet: 120 mB Propylene makes 2 in the Chemical Reactor. It's in
arcforge:plastics, so every plastic recipe takes it.Handbook page (Steam Cracker), JEI category (Steam Cracking), Jade tooltips, the machine control API, GameTests and the advancements Crack of Dawn (goal) and Plastic Fantastic.
Hydrocracking. The Cracking Unit has two modes, picked in its GUI's new Mode tab, saved with it and shown in Jade (it never switches by itself, whatever is in its tanks). Catalytic cracking works as before, over the Cracking Catalyst. Hydrocracking takes Hydrogen instead of a catalyst and a little more heat (520°C, 36 HU/t): 100 mB Heavy Oil and 30 mB Hydrogen make 10 mB Naphtha, 50 mB Diesel, 30 mB Kerosene and 10 mB Light Oil a second. The unit has a Hydrogen tank and the new port modes Hydrogen, Kerosene and Light Oil; its third tank holds Refinery Gas or Kerosene by mode. Cracking recipes take a
mode(catalytic, the default, orhydrocracking) and asecond_input. JEI has a category for each mode.Synthetic Rubber (EPDM): 60 mB Ethylene and 40 mB Propylene over a Cracking Catalyst make one in the Chemical Reactor, the catalyst used up about one time in 50 (a Chemical Reactor item input can now set a
consume_chance; other machines' recipes ignore it). It's in the new item tagarcforge:raw_rubber, which the Vulcanizer's recipe now reads, so it cures into Rubber exactly as Raw Rubber does; hoppers never put Raw and Synthetic Rubber in its two slots at once, so there's always room for the Sulfur. A second use for Propylene, with the advancement Rubber Without Roots.Jade warns when a Cracking Unit's tank still holds the other mode's product after a switch (it waits until that's drained).
Natural Gas in the Steam Cracker: 100 mB with 50 mB Steam make 35 mB Ethylene, 5 mB Propylene and 30 mB Hydrogen (less Ethylene than Naphtha, more Hydrogen, hardly any Propylene).
Kerosene fuels the Diesel Generator: 360 FE per mB (378 in the V12, 396 in the V16), on JEI's fuel page.
GameTests for the cracking modes, Natural Gas cracking, Light Oil from crude, the sulfur sour crude gives and Synthetic Rubber in the Vulcanizer.
The Diesel Generator sounds and smokes. A running loop (a V8's chug, its pitch and volume following the engine), exhaust smoke from the silencer's outlet (a few puffs at idle, a plume at full speed, heavier and darker below 90% speed), and the outlet's rain flap now lifts with the exhaust and flutters with the firing pulses.
Running sounds for the Oil Derrick, Pumpjack and Distillation Array: the derrick's drive and grinding rotary table, the Pumpjack's motor hum and creaking beam, and the column's boiling and bubbling, while each runs.
The Pumpjack's ladder can be climbed, from the ground up to its platform.
Fluid conduits show fluid moving through them: while a fluid flows, each conduit shows at least a stream of it along the bottom of its bore, even when the network passes all of it straight through (as gas conduits already did).
Changed
A machine GUI taller than the game window keeps its top (title and controls) on screen instead of centring off the top edge.
Light Oil from Crude Oil. A Distillation Array 10 or more tall gives Light Oil from Crude and Sour Crude Oil, out of the Diesel and Heavy Oil, so each height makes as much as before: 10 high 80 mB Light Oil (190 Diesel, 130 Heavy Oil), 14 high 100 mB (155 Diesel, 65 Heavy Oil). Plastic Sheet (Light Oil and Hydrogen) is now on the main oil line.
Catalytic cracking gives a little Light Oil: 100 mB Heavy Oil makes 40 mB Naphtha, 40 mB Diesel, 55 mB Refinery Gas and 10 mB Light Oil (was 40, 45 and 60). The Cracking Unit has a fourth product tank.
The Coker also gives 50 mB Heavy Oil for every 250 mB of Bitumen, from a second product tank (its coke slot moves right to make room).
The top tier needs oil. Up to Hardened, any plastic still does. The Arcforged crate, vault, Storage Upgrade and Jetpack now need Polypropylene Sheet, and the Arcforged Arc Drill and Arc Saw Plastic Sheet (the Arcforged Fluid Conduit and Fluid Tank already took PVC).
Bio-ethylene is the slow route: 100 mB Ethanol now makes 40 mB Ethylene (and 60 mB Water) in 5 seconds (was 60 mB in 3 seconds). The Steam Cracker makes Ethylene in bulk.
The Cracking Unit, Distillation Array, Sour Crude, Sulfur Recovery Unit, Coker, Steam Cracker, Diesel Generator, Refinery Fuels, Natural Gas, Vulcanizer, Rubber Dandelion, Bio-Plastics (with a new Plastics by tier page), Crates and Vaults, Hydrogen and Oxygen, Oils and Pitch and Chemical Reactor Handbook pages cover these changes.
Balance check (a bucket of Crude Oil distilled 14 high, Heavy Oil cracked, Bitumen coked, Naphtha reformed, all burnt in a V16): 291,000 FE before, 322,000 now (+11%, mostly Kerosene now counting); a full V16 takes 1.55 full-rate Pumpjacks (was 1.72).
Gas Reservoirs, Gas Cartridges, the Flare Stack and Quantum Tunnels refuse corrosive gases (the
arcforge:corrosive_gasestag: UF6 and depleted UF6). A Pressurized Cylinder takes them once lined with 4 PVC Sheets, and keeps its lining when broken.The Crude Oil, Oil Derrick, Pumpjack, Fuel Burner, Oils and Pitch, Jetpack, Gas Turbine Array and Refinery Fuels Handbook pages cover caverns, sour fuels and Natural Gas. The Seismic Survey Tool also says whether a deposit is sour and has a gas cap.
Crude Oil's still and flowing textures are thicker and slower, with a faint oily sheen.
Refining recipes (
arcforge:hydrotreating,arcforge:sulfur_recovery,arcforge:steam_reforming) can take a second fluid input (second_input).The Diesel Generator scales: 3 wide and 3 tall, and 5, 7 or 9 long for a V8, V12 or V16, making 3,000, 8,000 or 15,000 FE/t; the V12 gets 5% and the V16 10% more FE from each mB of fuel. Its fuel tank grows with its length and its FE buffer with its output (all in config), keeping their size while it's broken. JEI's fuel page and Jade show each engine. It has a new model, a large genset: a sub-base fuel tank and base frame, the radiator with its fan behind a ring guard, the V engine with a rocker cover per cylinder, exhaust manifolds, turbochargers (four on the V16), aftercooler and silencer with a rain flap, the flywheel housing, and the alternator with louvres, its FE band, terminal box and a control panel with a lit screen. The Energy ports now give up to 16,384 FE/t each.
The Oil Derrick is a real derrick: nine blocks tall (legs seven Derrick Frames high), and formed it hides its blocks and is drawn as a four-legged lattice tower tapering to a crown platform with a railing, sheaves and a gin pole, over a plated rig floor with a rotary table, stair and railing, the drawworks (its drum turning as the line pays out) and an engine house, and a ladder up the front left leg. Its hitbox follows the model: walk on the rig floor and climb the ladder to the crown.
The Oil Derrick's and Diesel Generator's Handbook pages show the new builds.
The Oil Derrick drills and hoists: the travelling block feeds slowly down over four seconds with the kelly turning, then the kelly stops and the drawworks hoists it back up in a second, easing in and out (it used to jump back to the top). Its ladder is nearly twice as wide (11 px), with thicker stiles and rungs.
The Flare Stack's flame burns only while it flares, with no pilot flame, and is much bigger: from a block tall at the least up to three and a half at full burn.
The Diesel Generator's rain flap is round and flaps: while it runs, each exhaust pulse throws it up and it drops back on the pipe, about three times a second at low speed and six flat out, higher the faster it runs.
The Distillation Array's GUI is wider and taller (like the Gas Centrifuge Cascade's), so its temperature, status and output lines have room, the Pitch slot sits clear of the inventory and the product tanks are wider with their lock icons in full; the inventory sits centred under it.
The Fission Reactor's windows show its core. Reactor Glass that touches (side by side or one above another in a wall) makes one window in the vessel with one frame round it, glazed in a light smoky grey you see clearly through: inside are the core support plate, the upper core plate and the core as you built it (fuel assemblies, control rod channels with their drive lines, graphite and reflectors), its fuel glowing Cherenkov blue once the reactor passes 0.1% power, faint at first and brighter up to full power. In front of it the coolant shows as rippling water up to the vessel's actual level, its waterline rising and falling as it fills and drains. While it runs its coolant pumps hum, louder with its power. A see-through line round the vessel under the head flange is gone, and the large models draw their round parts with fewer quads (the same look), so many of them lag less.
Removed
- The Arcforge advancement tab (its 138 advancements), replaced by the Hibiscus Quests questline. The triggers it
used (
arcforge:multiblock_formed,machine_produced,turbine_full_speed,oxy_fuel,machine_linked) stay, for quests and for data packs' own advancements.
Fixed
- The Fermenter, Carbonizer and Electric Pump count what they make for
arcforge:machine_produced, so quests for Ethanol, Creosote and pumped Seawater complete. - Diesel Generators, Pumpjacks and Oil Derricks report their length to
arcforge:multiblock_formed(it was always 0), so amin_lengthsuch as the V16's 9 can be met. - Large models no longer tank the frame rate. The still parts of the big multiblock models (Distillation Arrays, the Cracking Unit, Steam Cracker and Diesel Generator, the Fission Reactor, Steam Generator and Heavy Water Tower, the Gas Centrifuge Cascade, Flare Stacks, Pumpjacks, Oil Derricks and Steam Turbine Arrays) are built once and kept on the graphics card instead of being sent to it again every frame, so a dozen in view cost almost nothing. They look the same; only their moving parts, glow and fluids are still drawn frame by frame.
- The Flare Stack's flame drew as a black square: its texture now has a clear background.
- The Diesel Generator GUI's output (8,192 / 15,000 FE/t) ran into its label; a wide value now shows short (8.2k / 15k FE/t), in full on hover.
- The Condenser Array GUI's cooling rate (10,163 mB/t) ran into its label; a wide value now shows short (10.2k mB/t), in full on hover.
- Flickering and see-through spots on the large models:
- Diesel Generator: the terminal box's lid, the aftercooler's top, the intake manifold's top and the alternator's ends flickered; the turbo exhaust risers' elbows, the radiator core's top, the shroud's ends, the FE cable glands, the filler caps' undersides, a gap under the fuel tank's seam band and the open exhaust outlet could be seen into.
- Pumpjack: the gearbox's half-round top could be seen through and its belt guard flickered on its side; the walking beam's flanges flickered against its web, the railings' posts against their rails, and a gap ran round the top of the plinth.
- Oil Derrick: the railings flickered where their posts and corners met, as did the leg caps under the crown and the engine house's roof (the girts ran through it); the front girder hid the stair's steps, and the ladder's stiles were open at the top.
- The round ends of horizontal pipes on large models (the Diesel Generator's header tanks, the Derrick's sheaves and drum bearings, the Pumpjack's gearbox) faced inward, so they couldn't be seen from outside.
- The flat tops of upright round parts on large models (vessels, stacks, filler necks) sat half a facet round from their sides, leaving thin see-through wedges round the rim.
- Diesel Generator (more): the turbochargers' feed and outlet pipes could be seen into where they met the turbos, the engine mounts flickered against the crankcase's pan rail, the exhaust outlet's collar stood clear of the round silencer at its sides, and the fan guard flickered where its rings and spokes cross.
- Flare Stack: its ladder flickered where the rungs met the stiles (and the stiles were open at the top), the platform's railings overlapped at its corners, its struts' ends poked out of the stack and under the platform, and the round seat left the corners of the base block's square socket showing (it now stands on a bolted square flange).
- Distillation Array: the railings round every platform and the top deck overlapped at their corners and their knee rails flickered against the posts; the caged ladder's rungs flickered against its stiles (open at the top), and the cage's hoops stopped in mid air with open ends: they're now joined at each bend and bracketed to the stiles.
- Conduits and other glass behind an opaque fluid (Crude Oil, Sour Crude, Heavy Oil) in a Fluid Reservoir, Fluid Tank or fluid conduit showed through it. Clear fluids still show what's behind them.
Upgrading
- Advancement progress on the Arcforge tab is gone with the tab. Item quests count what you already carry; a structure that formed before has to form again (break and replace one of its blocks) to count, and machines count what they make from then on.
- Caverns, sour deposits and gas caps only come in chunks generated after this update. The first time a world loads
with it, the chunks it already has are noted (from its region files); a deposit reaching any of them gets no cavern
and works exactly as before everywhere (invisible, always sweet, no gas cap), so no cavern is ever cut off against
old ground. Turn caverns off with
world.oilDeposits.caverns. - Diesel Generators are now 3 tall: an existing 2-tall one won't form until a third layer of casings is added. New
config values in
dieselGenerator:maxPowerOutputV12,maxPowerOutputV16,efficiencyV12,efficiencyV16;maxEnergyOutputnow defaults to 16,384 (an existing config keeps its value). - Oil Derricks are now 9 tall: an existing rig won't form until its legs are built up to seven Derrick Frames (37 frames in all); its old crown blocks are shown again when it first rechecks. A rig mid-way through a hole carries on from where it was once rebuilt.
- Retuned recipes (Crude and Sour Crude distilling at 10 and 14 high,
cracking/heavy_oil,coking/bitumen,chemical_reacting/ethylene_from_ethanol,vulcanizing/rubber, the Arcforged crate, vault, Storage Upgrade, Jetpack, Arc Drill and Arc Saw): a data pack overriding them keeps its own numbers; one replacingcracking/heavy_oilshould add"mode": "catalytic"only if it wants to be explicit (it's the default). - New products need somewhere to go. A Distillation Array 10 or more tall on Crude Oil, a Cracking Unit and a Coker each make something they didn't before (Light Oil, Light Oil, Heavy Oil) and stop when its tank fills. A column with only per-product ports needs a Light Oil port; a Cracking Unit with only Naphtha and Diesel ports needs a Light Oil port (or an Output port); a Coker pushes its Heavy Oil out of its Output face (the left, by default), so give that face somewhere to put a liquid. Existing Cracking Units start in catalytic mode and run as before.
- New config value:
multiblocks.crackingUnit.secondFeedTankCapacity(the Hydrogen tank, 16,000 mB). - Machine control API: the Cracking Unit lists its Hydrogen tank after its feed, so its product tanks now start at index 2 (and there are four). The Coker has a second product tank (Heavy Oil). The mode isn't exposed through the API.
- New config values:
world.oilDeposits(caverns,sourChance,sourRichChance,gasCapChance,gasPerBlock,surfaceSeepChance,cavernCheckInterval),power.burners.refineryFuels(Natural Gas and sour fuel values) and new sections for the Hydrotreater, Sulfur Recovery Unit, Steam Methane Reformer, Gas Wellhead and Steam Cracker.
This mod has no additional files

