Chip Foundry 0.1.0
Curse Maven Snippet
What's new
The first version. Chip Foundry is a semiconductor factory: from quartz to packaged logic chips in five nodes, made in a cleanroom you build yourself. It is meant for expert packs, which get a ladder of chips to gate other recipes with.
Assembly Station: a blueprint slot (slot 7). Recipes may name a blueprint ingredient that is not used up; the Data Center recipes use the Data Center blueprint so that devices with the same parts list no longer collide.
Added
- Two cleanroom hull blocks that pass an ME network through the wall:
cleanroom_me_port("Cleanroom ME Port", 8 channels like a normal cable) andcleanroom_me_port_dense("Dense Cleanroom ME Port", 32 channels like a dense cable). An ME cable on any side meets the cable on the other side; the port draws no power and uses no channel. Both are cleanroom hull (tagcleanroom_shell), so a room with one in its wall stays sealed. Recipe: cleanroom wall + a fluix glass cable (dense: fluix covered dense cable), only with AE2. AE2 stays optional (built against 19.2.18): without it the blocks stay registered but have no block entity and hide from the creative tab and JEI.
Added
Six decoration blocks count as cleanroom hull (tag
cleanroom_shell) and say so in their tooltip: the cleanroom wall panels (plain, base, blue stripe), the cleanroom ceiling panel, the fan filter ceiling and the cleanroom window.40 decoration blocks to build a believable fab around the machines, in their own creative tab "Chip Foundry Deco": cleanroom wall panels (plain, base, blue stripe), ceiling panel, fan filter ceiling, perforated and solid raised floor, ESD floor, cleanroom window, airlock frame, facade panel and louver; yellow light panel, warning light, exit sign; air duct (straight, corner, grille), water/gas/chemical pipes, pipe bend and riser, cable tray, gas cabinet, chemical tank, switch cabinet, exhaust stack and top; FOUP shelf, FOUP, lab table, gowning bench and locker, control desk, floor marking and line, signs "Cleanroom", "ESD Area" and hazard. Pure decoration: no block entity, no tick, nothing the cleanroom or the machines look at. Signs, exit sign and warning light hang on walls (the warning light also stands). Cheap recipes in large batches from iron, concrete, glass, copper, redstone, glowstone and dyes (panel variants from the plain panel).
Sound damper (
mute_upgrade): its own slot on every machine (below the module slot, also on the large machines); with one inside the machine plays no working hum. Recipe: 4 wool, 4 iron ingots, 1 glass pane. Saved asMuteonly when set, old worlds load unmuted.
Fixed
- The photomask slot is only shown on machines whose recipes use one (photolithograph, EUV scanner, reflow oven); the other twelve machines no longer show an empty slot. The ghost item in the slot shows an insertable mask (it showed the blank mask, which does not fit). In the side settings view no slot, ghost or JEI click area of the main view remains.
- Tooltips of the machine slots no longer appear on the hotbar slots 0 to 3.
- Side settings view (gear): the side labels, mode texts and the "Eject"/"Intake" switches shrink to fit their cell, so nothing runs into the neighbour or out of the panel in German at GUI scale 3 (426 x 240).
- Items put into a machine no longer vanish from the screen when it starts working: every block update (the lit change) reset the client slots, because the update packet only carries the muted flag. Only a visual bug, the items were always there.
Added
- With Applied Energistics 2 loaded, the Arc Furnace and the Arc Smelter also melt Certus Quartz (tag
c:gems/certus_quartz, which includes Charged Certus Quartz) to raw silicon, with the same amounts and yield as quartz (silicon_from_certus_quartz,silicon_from_certus_quartz_bulk, conditional onae2). Without AE2 the recipes are not loaded.
Changed
- The assembly station saves its recipe (
RecipeId) and keeps its progress over a save and load; older saves without the key load as before. The recipe is looked up only when the slots or the recipes change, not in every tick. - Pipes and hoppers put an item that already lies in an input slot only onto that stack (one slot per ingredient); by hand in the menu any slot still works.
- Assembly recipes whose ingredients accept the same item are rejected when loading.
- Bezel (sheet press) and plastic frame (injection molder) need a second ingredient (black dye, glass fibre), so that automation does not mistake them for the recipes that share their first ingredient.
- Copper foil (sheet press) needs paper as a carrier, so it no longer displaces the heatsink under automation.
- Populated memory boards exist only from 180 nm up (10 um and 1 um had no use).
- The board, mechanics and assembly line (laminating press, board etcher, sheet press, injection molder, reflow oven, assembler, assembly station and all parts made there) has its recipes, advancements and guide entry only with Data Center. Blocks and items stay registered, but are hidden from the creative tab and from JEI without it.
Added
Board line and final assembly: circuit boards are no longer made in the Hardware Assembler. Five new machines (
laminating_press,board_etcher,sheet_press,injection_molder,reflow_oven) make laminate and copper-clad boards, etch them to acircuit_board(single layer, 10 um and 1 um),multilayer_board(180 nm and 45 nm) orhdi_board(7 nm), press sheet metal, housings, heatsinks, bezels and chip lids, mould fan blades, frames, connectors, wire and coils, and solder four chips onto a board (populated_board_<node>,populated_memory_board_<node>). Thesolder_spoolis the catalyst of the reflow oven and lasts 128 boards. New raw materials (resin, plastic granulate, glass fibre, solder) come from the arc furnace. The Hardware Assembler only builds fan units, coolers and power modules now. Each of the six new blocks has its own 3D model with an animated interior (press gap, etching bath, punch, mould, reflow tunnel with a running belt, assembly cell with a gripper), and every new item its own 32 px texture.Assembly Station (
assembly_station): six ingredient slots, one output, energy and item capability, its own recipe typechipfoundry:assembly(1 to 6 ingredients with counts, one result,energy,time), screen, JEI page and Jade line (with its own entry in Jade's plugin list). The 578 Data Center parts moved here from the assembler; recipe idschipfoundry:datacenter/<item>are unchanged. Every one of them can be made from vanilla materials.Packaging Line: the fourth big machine, six wide, three deep and two high under a glass hood (36 blocks: line casing, six conveyors, four bond heads, six hoods and the control block, which takes chips of 180 nm and a Packaging). It packages like the Packaging but four wafers a cycle, with twelve output slots, a tenth less power a wafer and only 60 % of the sensitivity, so fine nodes lose fewer dies. The complete line is one model: wafer cassette, dicing saw under its hood, a moving belt with dies on it, two bond heads dipping their needles, mold press, tester with running lights, and the tape reel at the outlet; it glows at night. Own sound loop, handbook page with build plan, advancement.
Side configuration, eject and intake: a gear in every machine window opens a panel with the six sides as an unfolded cube (front, back, left, right, top, bottom, relative to the machine). Each side is Off, Input, Output or Both, for items and fluids together; pipes obey it, energy stays open. Two switches, Eject and Intake (both off at first), push finished pieces and fluid into the neighbour and pull what fits, every half second and only when there is something to move. Big machines use every free face of all their blocks. Machines placed before keep behaving as they did. Jade shows the switches; the manual has a page "Automating".
Own sounds: a working loop for every machine type (deeper and farther-reaching for the three large machines), at most eight at a time and fading in and out; one-shots for large machines forming or falling apart, the cleanroom reaching or losing its level, and the airlock door. Client option
sound.machineVolume(0 to 1).Ten machines that run on Forge Energy. Eight make the chip: Arc Furnace, Crystal Grower, Water Purifier, Wafer Saw, Lithograph, Plasma Etcher, Ion Implanter and the Dicing and Packaging Line. Two keep them supplied: Wastewater Treatment and Air Separator. Pipes fill the inputs and empty the outputs from any side.
EUV Scanner: the first machine built from several blocks - 45 of them, five wide, three deep, three high: casing, windows, two mirrors and a light source around a control block. The Lithograph reaches down to 180 nm; 45 nm and 7 nm are exposed in the scanner. While it works, a beam of light runs through it and a wafer travels under the beam. An incomplete scanner names the block that is missing.
Crystal Tower: the second large machine, three by three and five high: casing, a heater coil and two storeys of glass in which a glowing crystal grows. It pulls four boules from 32 silicon in one go.
Hardware Assembler and Data Center: a new machine places chips on circuit boards. With the mod Data Center installed it builds that mod's hardware - 578 processors, graphics cards, mainboards, miners, memory modules, drives, power supplies and fans - from chips: 180 nm for parts up to 2007, 45 nm up to 2017, 7 nm from 2018, the more the dearer the part. Power supplies and fans make do with the coarsest chips.
Arc Smelter: the third large machine, three by three and four high, with three graphite electrodes in its lid. It melts 16 quartz in one charge, four times as fast as the Arc Furnace, with half the coal.
Large machines become one: once the EUV Scanner or the Crystal Tower stands complete, its blocks merge into a single large machine model that opens with a click anywhere on it and takes pipes and cables at any of its blocks. Take a block out and the parts show themselves again.
Machines you can see working: every machine is a model with depth - a window into its inside, which glows and moves while it runs - with smoke, sparks, spray and vapour around it.
Wastewater: saw and etcher turn their ultrapure water into wastewater and stop when their tank is full. The Wastewater Treatment makes water of it again - and two raw silicon from every eight buckets.
Nitrogen: from 180 nm on, Lithograph and Ion Implanter work under nitrogen from the Air Separator.
Combustion Generator: burns furnace fuel into 120 FE a tick and feeds the machines next to it in equal shares - enough to get the first line going without another mod. Everything beyond the first nodes wants a real power plant.
Ultrapure water: the Water Purifier makes it from water and filter cartridges; the Wafer Saw and the Plasma Etcher need it. A purifier draws from a water source below it and feeds the machines next to it, so the first line runs without a pipe. Buckets and fluid pipes work on every machine.
The chain: quartz or sand becomes raw silicon, eight of it a silicon boule, a boule eight wafers. A wafer is exposed through a photomask, etched, doped and cut into chips.
Five nodes - 10 µm, 1 µm, 180 nm, 45 nm and 7 nm. A finer node makes more chips per wafer and costs four times the energy of the one before. The photomask of a node is made with chips of the node before it. It stays in the machine and lasts for 256 wafers.
Two kinds of chips: logic and memory run over the same machines - the photomask decides. Memory gives twice the chips per wafer (a stack of 64 at most) and is one and a half times as touchy. The two ladders are woven together: a memory mask needs logic chips of its node, and the next logic mask needs both kinds.
Cleanroom: a box of up to 15 blocks inside, closed on all sides with cleanroom walls, windows, filter units and doors, with a controller in the hull. Sealed and powered, it gets cleaner up to what its filters manage - one filter keeps 27 blocks clean. The controller's screen says what is wrong: the gap with its position, an open door, missing power, too few filters - and shows how clean the room is and where that is heading.
Strip Curtain: a hull block you can walk through, so the room stays sealed when you enter. Each one costs the room 2 % cleanliness.
Two kinds of filters: ordinary filter units take a room to 90 %, fine filter units to 100 %. The finest node cannot be made without them.
Filter cartridges: the filters of a room use them up too, the more filters the faster. They go into the controller by hand or by pipe; without them the filters do half their work.
Yield: dust ruins wafers at the lithograph and dies at packaging. The coarsest node works in ordinary air at half yield; the finest makes nothing below 93 % cleanliness. What fails comes out as scrap and goes back into the furnace.
Cleanroom suit in four pieces: every player inside without the full suit costs the room 15 % cleanliness.
Airlock Door: a hull door that never counts as a leak, even open. Opens by hand, shuts itself after 1.5 seconds, ignores redstone; ordinary doors still leak while open.
Cleanroom Port: a hull block that pipes and cables reach through.
Cleanroom Energy Port: a hull block, and the only place a room takes power - the controller takes no cable.
Three modules, up to four of one kind per machine: Throughput doubles the runs per cycle (and the power they draw), Efficiency takes a fifth off the power, Precision makes a step a fifth less touchy about dust.
A machine says what it waits for: not enough material, no fitting mask, no power, a missing fluid, a full tank or full outputs - on its screen and in Jade. Steps that mind the dust also show what their last cycle made and lost.
Redstone: a signal holds a machine. A comparator reads how full a machine's outputs are, and at the controller how clean the room is.
Advancements lead from the first silicon to the 7 nm chip.
Data-driven recipes (
chipfoundry:processing): machine, ingredients, catalyst, fluids in and out, result, reject, sensitivity, energy and time of every step can be changed by a datapack or KubeJS, and a pack can add steps and nodes of its own.Handbook (optional, with Patchouli): the line, the cleanroom and the numbers, in English and German. Crafted from a book and raw silicon.
JEI (optional): a page per machine with energy, time and the cleanliness a step needs; a click on a machine's progress bar opens its recipes.
Looks: all items redrawn at 32 px (wafers with a visible die grid, chips that differ per node, a matching series of five); a tinted glass pane with a fine frame in front of every machine window; cleanroom windows join into one large pane with a single dark outer frame, no mullions.
Jade (optional): what a machine is doing and how clean its spot is; the state of a room on its controller. Pointed at any block of a complete large machine, it describes the machine.
Filter units turn their fan towards whoever places them, so they also look right in a wall or the floor.
The outline of a machine follows its model: you point at and bump into what you see.
Config for the energy buffer, modules and their strength, the generator, room size, filters, cartridges, curtains, the penalty per player and how fast a room gets clean. English and German.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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