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Emerging Technology: Community Edition

A comprehensive technology mod focusing on hydroponics, plastics, synthetic meat & more
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EmergingTechnologyCE 1.7.0

File nameemergingtechnology-ce-1.7.0-ce.jar
Uploader
STBuilderSTBuilder
Uploaded
Oct 18, 2026
Downloads
48
Size
1.7 MB
Mod Loaders
Forge
File ID
9238221
Type
R
Release
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:emerging-technology-hydroponics-community-edition-1676056:9238221")

Learn more about Curse Maven

What's new

Emerging Technology: Community Edition 1.7.0-ce

The last release on CurseForge was **1.4.0-ce**. This one brings **1.5.0, 1.6.0 and 1.7.0** together, so everything below is new if you are updating from here.

 

The config file has moved to `config/emergingtechnology/emergingtechnology-ce.cfg` and starts from the defaults. On Windows the old one could be neither found nor edited. If you changed any settings, set them again.

Generators no longer take energy in. A cable touching only the side of the last generator in a row now gets just that generator's output. To collect a whole row, put the cable at the end of the row, in line with it, or run it along the row.

 


Added:

  • Industrial Flywheel - A 3x3x3 multiblock that stores **2,500,000 RF** and moves up to **25,000 RF/t** in and out. The Rotor goes in the middle and the controller in the middle of one face; the rest is Industrial Flywheel Casing, any glass, and input and output ports wherever you like. It loses 0.05% of its charge a second to bearing drag, and the rotor can be seen turning through the glass. The screen says what is missing from an unfinished structure.

 

  • Mushroom Farm - Grows mushrooms from a culture that is never used up: two every 30 seconds, on 15 RF and 2 mB of water a tick. It runs at full speed at light level 4 or below and at about a fifth in daylight, so it belongs in a cellar. Besides red and brown it grows other mods' mushrooms: HBM's glowing mushroom, the crimson and warped fungi of the 1.16 Nether backports, Biomes O' Plenty's and Quark's. The crop can be seen coming up on the tray inside, in the mushroom's own colour.

 

  • Plant genetics: Gene Sequencer and Crossbreeder - Breed eight new crops from vanilla plants. The Sequencer reads a plant into a Test Tube; the Crossbreeder crosses two samples into a seed, and by default three attempts in ten succeed. Hybrids grow on farmland or Grow Beds at half the speed of wheat, and the Harvester picks and replants them. They go into a Vegetable Salad, a Bowl of Rice and a Fruit Salad, the Chili Pepper gives a burst of speed, and the Shredder turns them into starch and shredded plants.

 

  • Water Cistern - Water for a new world, with no plastic in the recipe: a Machine Case, a bucket and four iron ingots. It holds eight buckets, poured in by hand, and feeds up to 100 mB/t to each machine beside or below it. It makes no water of its own, so it tides a base over until something can.

 

  • Analyzer - A handheld meter. Right-click a block to see its energy and tanks with what actually flows in and out, a Grow Bed's chance to grow and why, the Optimizer boosts a machine is getting, and the state of each new machine. Other mods' blocks are read too, for energy and fluids.

 

  • Smart Sorter - Routes items by filter. They go in through the front and out through the other five faces, each with three ghost-item filters. Faces without filters take everything else, and an item waits for the face that asked for it rather than falling through to the overflow. Moves 40 items a second.

 

  • Thermoelectric Generator - Power from a difference in temperature: 15 RF/t for each unit of heat (lava, magma, fire, a lit furnace) matched by a unit of cold (water, ice, snow). Lava and packed ice count double, so three lava against two packed ice give 60 RF/t around the clock. Heat on its own makes nothing.

 

  • Kinetic Flywheel Storage - A quarter of the Battery's capacity (25,000 RF) at ten times its rate (10,000 RF/t), and it slowly spins down. The Battery is where energy is kept; the flywheel soaks up a peak.

 

  • Industrial Waste Collector - A 3x3 rig: a controller with eight Industrial Hoppers around it. It hauls thirty times as often as a basic Collector, holds nine slots, draws 35 RF/t and evaporates Sea Salt out of the water. It needs open sea: ocean or beach, with thirty water blocks in the 7x7 around it. It is built from the new **Industrial Machine Case**, the base of the industrial-tier machines.

 

Other Changes

  • The basic Waste Collector now works on rivers.
  • The Insect Farm, Atmospheric Water Generator, Desalinator and Fungal Bioreactor have new models.
  • A finished multiblock (Industrial Flywheel, Industrial Waste Collector, Aquaponic Tank) shows red dust along its edges.
  • JEI has information pages for what no recipe explains: where items come from, how to build the multiblocks, and what the machines without recipes do. The Insect Farm, Desalinator and Fungal Bioreactor have JEI pages drawn from their own screens.
  • CraftTweaker support for the Fungal Bioreactor and the Mushroom Farm.
  • OpenComputers can read the Industrial Flywheel, Mushroom Farm, Gene Sequencer, Crossbreeder and Water Cistern.
  • Sea Salt is `foodSalt`, `dustSalt` and `itemSalt` in the ore dictionary, so other mods cook with it. The mod's ore dictionary entries are now in place before CraftTweaker scripts run.

Fixes

  • The Tidal and Piezoelectric Generators made energy out of nothing when charging a Battery.
  • Generators passed energy back and forth between themselves.
  • With the Scrubber disabled in the config, CO2 Diffusers took no carbon dioxide at all.
  • A flywheel's output did not count what it loses to drag.
  •  A modified client could crash a server or change machines from across the map. Every screen packet is now checked.
  • A Fabricator left on a recipe that a CraftTweaker script later removed crashed the server on every start.
  • Many machines could force chunks to load, a known way to crash a server.
  • Cables from other mods made machines resync every tick.
  • Forge was told the wrong version: 1.4.0-ce reported itself as 1.3.21-beta.
  • The Algorithmic Optimizer now does what its screen says, a tenth off per core, and keeps its boosts only while its board is in.
  • Insect Farm: spare larvae now actually appear, in a slot of their own; a full farm no longer eats its feed for nothing and says why it stopped; the larvae slot is no longer hidden under the product button; shift-click fills the right slots.
  • Shift-click works properly in the Harvester, Desalinator, Battery, Tank and Atmospheric Water Generator screens.
  • Completing or breaking an Aquaponic tank no longer flips its fish-output button.
  • The Speaker no longer reports machines short of things they do not use.
  • The Battery screen's flow figures are readable: RF/t averaged over half a second.
  • Mycoprotein's food settings were in the config twice, and only the copy nobody could find was used.
  • Tooltips for nine machines gave the wrong figures, mostly "per tick" for something that happens once per run. The config comments had the same mistakes.
  • Sea Salt, Insect Larvae, Insect Meal, Insect Frass and Mycoprotein now show their descriptions.
  • Screen headings and the Speaker's name were in English in every language, and on a Turkish system fluid tooltips showed a raw key.
  • The Solar Cooker's heat threshold is given in kelvin, as its screen always showed.
  • The polluted blocks' and the Waste Collector's descriptions were wrong about what works where.
  • All new text is in all nine languages, translated in French, Russian, Ukrainian and Chinese.
  • Machines no longer create a new random number generator every tick.

 

 

 

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