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Create: Precision Engineering

Build fully functional 7x7x7 miniature Create factories inside a single block, with kinetic, item, fluid, and redstone connections to the outside world.
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create-precision-engineering-0.2.0-alpha.3.jar

File namecreate-precision-engineering-0.2.0-alpha.3.jar
Uploaded
Aug 26, 2026
Downloads
185
Size
484.0 KB
Mod Loaders
NeoForge
File ID
8741916
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-precision-engineering-1663178:8741916"

Learn more about Curse Maven

What's new

Create: Precision Engineering v0.2.0-alpha.3 — native micro-source capacity scaling

  • Added per-world NeoForge SERVER config [kinetics].nativeMicroSourceMultiplier, default 1.0, range 0.01-1.0, with 0.125 documented as the suggested balance preset.
  • Added a source-agnostic, fail-fast Create 6.0.10 mixin at KineticNetwork.getActualCapacityOf so only native generators inside active managed 7x7x7 backends have SU capacity scaled. RPM/sign, transmission ratios, recipes, output, and consumer stress are unchanged.
  • Forward MicroKineticBridgeBlockEntity imports remain unscaled. Mixed micro networks aggregate imported capacity plus independently scaled native capacity.
  • Corrected Create's addSilently reload accounting so the saved effective network total and still-unloaded native source capacity remain consistent during backend initialization.
  • Reverse export consumes the already-effective micro-network capacity without a second multiplier. Added rooted source provenance so imported power can pass through chained Spaces while bridge-only feedback loops remain invalid.
  • Tightened reverse arbitration so one micro source network cannot advertise duplicated capacity through multiple couplers, while preserving the existing normal-network conflict rule and deterministic face ordering.
  • Replaced backend-owner Y resolution with an O(1) packed-slot reverse index used by the hot capacity classification path.
  • Added initialization-only network recalculation after backend load/reconstruction; no steady-state global Space scan was introduced.
  • Added kinetic goggles/Engineering Mode/debug diagnostics for multiplier, raw native, scaled native, imported and total effective capacity, plus source classification; bumped the custom payload registrar to version 3 for the expanded kinetic telemetry schema.
  • Added deterministic JUnit tests for scaling math, mixed/imported/native networks, direction/zero cases, reload compensation, no double scaling, chained Spaces, arbitration, config bounds, overload contracts and addon-source fallback.
  • Extended release helpers to stage/verify the main JAR, sources JAR, reproducible source ZIP, status files, SHA-256 manifest and release bundle.

Create: Precision Engineering v0.2.0-alpha.2 — client allocation sync hotfix

Runtime hotfix — packed backend metadata synchronization

  • Fixed a client crash when the Engineer's Caliper debug overlay inspected a newly initialized packed Precision Space before its backend allocation index had reached the client.
  • Extended the incremental microspace payload to synchronize backend layout version and allocation index together with other host metadata.
  • Added a defensive overlay fallback that displays Backend: awaiting server allocation during any transient metadata window instead of calling packed-layout math with an unallocated index.
  • Bumped the Precision Engineering custom networking protocol registrar to version 2 for the changed payload schema.
  • Existing worlds remain compatible; this changes only client metadata replication and diagnostics, not persistent backend coordinates.

Create: Precision Engineering v0.2.0-alpha.1 — optimized scaffold rebuild

Development Pass 7 — packed backend runtime + sparse mirror scans

  • Preserves the reference mod's 7×7×7 authoritative hidden-backend behavior and all existing ports/rendering semantics.
  • Adds a versioned backend layout. Existing initialized worlds without a layout tag remain on the legacy coordinates; new/unpacked Precision Spaces use packed layout v1.
  • Packs new microspaces into isolated vertical slots inside the same deterministic far-away backend chunk, reducing chunk-level overhead at scale. Standard Overworld height provides 38 isolated slots per packed backend chunk; 256-block-tall dimensions provide 25.
  • Replaces the single-runtime backend-chunk reverse index with a bucket that safely resolves the owning microspace by exact backend envelope.
  • Shares one NeoForge force-load ticket per active backend chunk instead of one ticket per Precision Space occupying that chunk.
  • Adds an O(1)-maintained BlockEntity-cell BitSet to the visible host snapshot. Kinetic, redstone-link, and BlockEntity mirror passes iterate actual BE cells rather than probing all 343 cells where full structural scanning is not required.
  • Reworks dense BlockEntity mirror round-robin to advance between real BlockEntity cells and removes a per-sync temporary BitSet allocation for state-priority tracking.
  • Keeps the full 343-state structural scan for compatibility with arbitrary blocks whose BlockState can mutate without going through Precision Engineering APIs; correctness remains preferred over speculative event-only tracking.

Reference branch history

Create: Precision Engineering v0.1.0-alpha.2.19 — development review branch

Development Pass 4 — Create-native fluid boundary rules

  • Precision Fluid Couplers and Universal Precision Ports in FLUID mode now connect only to a real fluid handler directly on the selected 7×7 boundary face.
  • Removed bounded Create-pipe BFS forwarding to distant internal tanks/machines.
  • Removed synthetic pipe-flow telemetry; tiny Create pipe visuals now represent only real Create flow/pressure state.
  • Internal fluid routing must use normal Create pumps, pipes, valves, branches, and buffers.
  • Item/fluid proxies now revalidate only their selected linked cell during automation calls; full face searches remain on the existing 10-tick refresh cadence.
  • Universal Port ITEM mode no longer bypasses IItemHandler extraction restrictions through an underlying Container.

Development Pass 3 — Save/shutdown

  • Releases Precision Engineering backend force-load tickets at orderly server shutdown before the final world-save barrier.
  • Clears runtime shutdown indexes to prevent duplicate release callbacks.
  • Adds a >15-second shutdown watchdog that can write relevant thread stacks into the normal latest.log.
  • User save-scaling tests no longer reproduce the previous Saving World hang.

Development Pass 2 — Safety, containment, rendering

  • Added permanent six-face backend containment.
  • Prevented gravity blocks, fluids, pistons, explosions, and loose item drops from escaping active microspaces through ordinary backend mechanics.
  • Added safe packing/removal restrictions for stored item/fluid contents and full player inventories.
  • Fixed micro fluid-pipe/connected-model rendering using the complete virtual render world.
  • Reduced visible-host world-save NBT by keeping renderer-only telemetry out of persistent data.

Development Pass 1 — Correctness/security/progression

  • Tightened Creative Motor packet authorization.
  • Removed unsafe generic inventory extraction from the dedicated Item Coupler.
  • Unified authoritative microblock removal behavior and storage-safety checks.
  • Moved the Precision Space recipe into Create brass/precision progression.
  • Aligned project version metadata with alpha.2.19.

Development Pass 4.1

  • Reworked the new fluid boundary rule after in-game testing showed that requiring a tank directly at the wall made the natural coupler -> pipe -> pump -> tank layout impossible.
  • Added an internal-only micro_fluid_bridge shell endpoint with a one-bucket transit buffer.
  • Boundary Create fluid transport blocks can now connect directly to the Precision Fluid Coupler while Create's actual pump/pressure system remains responsible for moving fluid deeper into the microspace.
  • Retained in-flight bridge fluid across boundary reconfiguration instead of silently deleting it.
  • Included shell bridge buffers in Precision Space storage-safety checks.

Development Pass 5 — Create Engineer's Goggles diagnostics

  • Added native Create IHaveGoggleInformation support to the Precision Engineering Space and all dedicated Precision ports; the Universal Precision Port exposes mode-specific diagnostics through its kinetic base implementation.
  • Precision Spaces now expose cached occupancy/backend state and a short microspace ID while sneaking without scanning all 343 cells every render frame.
  • Kinetic Couplers expose bridge mode, linked cell, RPM, cross-scale SU/load/capacity telemetry, arbitration, and overstress information with custom telemetry sync rate-limited to staggered, change-driven ten-tick checks.
  • Item Couplers expose linked slots and recent transfer direction; activity packets are sent only when activity starts, changes direction, or returns idle rather than once per item.
  • Fluid Couplers expose actual one-bucket bridge contents plus direct-vs-pipe endpoint, Create pipe pressure, and current flow direction using only the already-selected boundary cell; no pipe graph scan or fluid simulation is performed for goggles.
  • Redstone Ports expose bridge ownership/direction, active analog signal, and sneak-only raw I/O/handoff diagnostics.
  • Universal Port diagnostics mirror the active ITEM/FLUID/KINETIC/REDSTONE mode and clear stale mode telemetry when the port is reconfigured.
  • Added localized English strings for all new diagnostics; common-side goggles code contains no client-only Minecraft imports.

Development Pass 5.1 — Engineering Mode goggles + save regression fix

  • Reworked Engineering Mode goggles so the outer Precision Space delegates Create's overlay to the actual targeted virtual micro BlockEntity.
  • Tiny Create machines now use their own native IHaveGoggleInformation / hovering implementations inside Engineering Mode; ordinary blocks fall back to block name + microcell instead of showing chassis information.
  • Reused the renderer's existing revision-gated virtual BlockEntity cache; no second virtual world and no backend query is created by the goggles overlay.
  • Removed every diagnostics-only server synchronization path added in Pass 5 (item transfer activity packets, fluid amount/pressure polling packets, and periodic kinetic goggles packets).
  • Restored port/microspace runtime ticking to the user-verified Pass 4.1 behavior while retaining safe static goggles information on the visible ports.
  • Added a plain precisionengineering-shutdown-watchdog.txt fallback dump if shutdown remains stuck for more than 15 seconds.

Development Pass 5.2

  • Replaced the shutdown-only save watchdog with a server-lifetime watchdog armed at ServerStartedEvent.
  • The watchdog now catches pre-shutdown integrated-server save/pause stalls that occur before ServerStoppingEvent.
  • precisionengineering-save-watchdog.txt is created immediately in the active world save folder so its location is deterministic.
  • A 15+ second save/close stall produces a full JVM thread/lock dump from a daemon thread independent of the blocked Server thread.
  • Removed the obsolete shutdown-only watchdog from MicrospaceManager; force-load ticket release at ServerStoppingEvent remains unchanged.

Development Pass 5.3 — shutdown unload-loop correction

  • Added a hard server-stopping lifecycle gate so Precision Engineering cannot recreate or force-load a hidden backend after ServerStoppingEvent begins.
  • Fixed Precision Item/Fluid/Kinetic/Redstone/Universal port neighbour lookups to verify the target chunk is loaded before calling getBlockEntity.
  • Prevented port onChunkUnloaded cleanup from re-entering MicrospaceManager and loading backend chunks while Minecraft is draining ChunkMap's unload queue.
  • Kept the Pass 5.2 world-local save watchdog enabled for regression diagnostics.

Development Pass 6 — dirty-cell / delta synchronization

  • Replaced steady-state whole-Precision-Space BlockEntity update packets with a clientbound per-cell delta payload for normal-world hosts.
  • Full Precision Space update tags remain self-contained for initial chunk tracking, relog/rejoin, and recovery.
  • Added independent dirty categories for BlockState, Create kinetic telemetry, mirrored BlockEntity client NBT, and host metadata.
  • Persistent BlockState/backend metadata changes still mark the visible host for world saving; renderer-only kinetic and BlockEntity snapshots no longer dirty the host chunk merely to update visuals.
  • The client renderer now tracks per-cell state and BlockEntity revisions, preventing kinetic-only updates from rebuilding or reloading unrelated virtual BlockEntities.
  • Dense microfactories now serialize at most 64 mirrored BlockEntities per five-tick synchronization slice, round-robin, while structurally changed cells bypass the budget so placement/replacement remains coherent immediately.
  • Sable-contained/mounted Precision Spaces deliberately retain the established full BlockEntity update route until a stable sublevel-aware custom payload address is implemented.

Development Pass 6.1 — network hardening

  • Generic mirrored BlockEntities now use their normal getUpdateTag() client synchronization data instead of persistent saveCustomOnly() NBT; Create SmartBlockEntities continue to use writeClient().
  • Portable restoration's temporary full server-side BlockEntity data is explicitly excluded from client renderer snapshots.
  • Individually oversized client BlockEntity tags above 128 KiB are omitted rather than risking a disconnect.
  • Normal-world delta packets now target a conservative maximum of 256 KiB encoded size and defer remaining BE data to later synchronization slices instead of relying only on the 64-BE count budget.
  • Initial/rejoin update tags bound mirrored BE data to 192 KiB; omitted normal-world BE tags are queued for continuation through the delta channel. Partial full snapshots merge BE renderer state instead of clearing omitted cells.
  • Repeated bounded full snapshots rotate their BE starting point so Sable/full-update fallback does not permanently starve high-index cells.
  • Save watchdog now retains any captured stall dump for the entire server session and cannot overwrite it with a later normal-stop marker.

Development Pass 6.1.1 — visual texture pass

  • Added the first original Create: Precision Engineering texture set; the mod no longer relies on iron-block/brush/shears and generic vanilla/Create placeholder visuals for its primary visible content.
  • Precision Engineering Space now uses an open riveted brass/gunmetal edge-frame model so the 1:7 miniature factory remains readable from outside.
  • Precision Kinetic, Item, Fluid, and Redstone ports now share a coherent industrial chassis while using distinct front-face symbols/colors for at-a-glance identification.
  • Added a dedicated Universal Precision Port inventory model with four-mode visual language.
  • Added original Engineering Tool and Engineer's Caliper handheld sprites.
  • Internal-only bridge blocks remain deliberately unobtrusive because they are backend implementation details rather than player-facing content.
  • No gameplay, synchronization, save, containment, fluid, kinetic, redstone, or portability logic changed in this texture-only pass.

Development Pass 6.1.2 — 32×32 texture upgrade

  • Replaced the first-pass 16×16 block/item art with native 32×32 textures for the Precision Space frame, precision bracket, port casing faces, all four specialized port fronts, the Universal Port front, the Engineering Tool, and the Engineer's Caliper.
  • Kept all existing model/blockstate references stable by preserving the same texture file names, so this pass is asset-only and does not alter gameplay, networking, or saving behavior.

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