Create: TFMG Extension

A TFMG addon focused on bug fixes, petrochemistry, chemistry, and expanded industrial production.

TFMG Extension expands and stabilizes Create: The Factory Must Grow with focused bug fixes, improved industrial systems, and new gameplay options.

 

0.3.10 — Catalysts

  • Added Copper-Zinc Catalyst, Chromium Oxide Catalyst and Sulfonated Resin Catalyst, with distinct cartridge models, crafting recipes, creative entries and English/Turkish names.
  • Added Catalyst Holder for Chemical Vats. Right-click with a catalyst to insert or exchange one; Shift + empty hand retrieves it. Breaking the holder returns the installed catalyst.
  • Power comes from TFMG electricity or a correctly oriented Machine Input at an absolute speed of at least 64 RPM. Mechanical operation remains available in electricity-OFF worlds. A stalled input does not prevent sufficient electrical power from working.
  • Each catalyst supplies its own vat operation ID. Catalysts are reusable and survive save/reload. Losing power pauses catalyst-dependent processing.
  • No new chemical reaction chains are introduced in this update. Datapacks can reference the three tfmgextension:*_catalyst operation IDs in vat recipe machines arrays.
  • Updated README and consolidated the full 0.2.x–0.3.x history.

0.3.9 — Condenser maintenance and stronger heat bonuses

  • Right-click a condenser to inspect its coolant and permanently empty the column's coolant tank. Feed, products and reflux are preserved.
  • Heat levels 10–14 multiply existing speed by 1.15; levels 15 and above multiply by 1.25. Displayed bonuses round to whole percentages.
  • The experimental oxygen/nitrogen and chemical reaction expansion was withdrawn. It is not included in this version.

0.3.8 — Mixed Butane

  • Renamed TFMG Butane to Mixed Butane while retaining existing registry IDs for compatibility.
  • Added n-butane and isobutane process gases and tank items. Mixed Butane fractionation collects isobutane above and n-butane below.
  • Reduced reflux capacity and priority-fill target to 1,000 mB. Existing excess reflux remains recoverable rather than being deleted.
  • Coolant capacity remains 8,000 mB.

0.3.7 — Stable processing and compact towers

  • Persistent recipe/feed/coolant profiles keep speed and yield consistent across batches, empty tanks, refills and reloads. Returning to the same materials restores the same profile.
  • Sum heat sources across the entire area below the tower; round the total. Added heat speed tiers, strengthened later in 0.3.9.
  • Fill reflux before exporting top product, including when reflux is installed later.
  • Reduced the lower section to two layers. Current complete towers use 2×2 or 3×3 footprints, 3–10 tray layers and 1–3 upper layers, totaling 7–16 blocks.
  • Added connected cap corner/edge/center patterns, improved gauge artwork, running sound and subtitles, lit reboiler item appearance and red controller item lights.
  • Follow-up: restored the quieter previous shell/tray side appearance while keeping new caps and tray lips; recessed condenser/reflux details to avoid pump-flange overlap.

0.3.6 — Ports, recovery and animated machinery

  • Unified feed/top/bottom interactions in one craftable Column Port. Auto mode follows its layer; hold right-click to select a role manually. Legacy port IDs remain loadable.
  • Condenser required; reflux optional. Base recovery 50%, or 55–75% with reflux; condenser adds 2–10 percentage points.
  • Water adds 10–20% speed; Cooling Fluid adds 25–40%. Nominal fractionation time is 800 ticks per bucket before bonuses.
  • Shell edges connect horizontally and vertically; connected top patterns and tray bands retain industrial styling.
  • Animated controller gauge and two red/green indicators. Heated reboilers emit light, fire and smoke.
  • Distinct condenser/reflux models, reorganized guide/monitor, revised component artwork.
  • Direct steel/aluminum/cast iron crafting, matching tank ingredients for shells, screws for pressure vessel plates, shared pipe/valve ingredients and four cardinal copper sheets for Pipe Coil.

0.3.5 — Three materials and flexible upper section

  • Steel, aluminum and cast iron variants for all column components, with matching recipes, drops and mining tags.
  • Connected side panels, tray lips, recessed pipe ports and gray industrial styling.
  • Upper section may be one layer; special upper components can occupy any position in that section.
  • Completed status/error translations and fixed Turkish-locale translation-key generation.

0.3.4 — Assembly, coolant and reflux

  • Synchronized goggle status and corrected raw translation keys in displays.
  • Tank-style automatic layer placement for shells/trays; Shift disables multi-place.
  • Sealed repeating block cores to remove gaps.
  • Water/Cooling Fluid condenser inlet and coolant consumption; standing reflux reserve and maintenance drain.
  • Added no-coolant/reflux-blocked feedback and expanded process stress checks.

0.3.3 — Reproducible builds

  • Gradle automatically obtains pinned Create/TFMG jars when missing and verifies their checksums.
  • CI checks dependency bootstrap before building.

0.3.2 — Variable towers and reliability

  • Variable 3–10 tray layers and 4,000 mB of buffer per tray; shortening a tower preserves stored fluid.
  • Special components depend on section, not fixed corners or facing.
  • Generic fractionation recipe catalog, registry-ID fluid matching, construction-time feed filling.
  • Compact goggle diagnostics, tray/capacity display, industrial model pass and automated resource/process checks.

0.3.1 — Playable Gas Fractionation Column

  • First working multiblock with 2×2/3×3 footprints, LPG feed, propane/top and butane/bottom outputs, Create heat detection and NeoForge fluid capabilities.
  • Monitor, recipes, block models, drops and mining tags.

0.3.0 — Fractionation foundations

  • Initial block/item registries, creative tab and English/Turkish fractionation names.
  • Initial development scaffolding; later 0.3.x entries contain the playable implementation.

0.2.0 features include multiple TFMG stability and behavior fixes, improved Engine Controller driving and transmission behavior, a 64 RPM mechanical drive option for the Electrode Holder, and a persistent per-world switch for the TFMG electricity system. When electricity is disabled, electrical content, recipes and JEI entries are filtered while selected non-electrical progression paths remain usable, with safe backed-up world migration for mode changes.

This is an early public development release, not the final version of the mod. Features, recipes, balance, compatibility behavior and internal systems may change as development continues. More content and refinements are planned, especially around petrochemistry, chemistry, industrial materials, production chains and finished products.

The long-term goal is to make TFMG's industrial progression more connected, reliable and expandable while preserving the feel of Create and The Factory Must Grow.

Create: TFMG Extension Team

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