factor_io-1.20.1-0.4.0-beta.jar
Curse Maven Snippet
What's new
The first machine: **crafters**, Factorio's assembling machines, in three tiers, with modules and fluid recipes. Belts gain **ramps**, inserters a new screen and Factorio's habit of picking only what their target will take. Modules, the configurator and every component now have a recipe. ## Added * **The advanced redstone module works the same on crafters as on inserters**: put it in a module slot to unlock redstone modes and threshold. Without it, any signal stops the machine. * **Fluids in crafter recipes**: up to two fluid ingredients and two fluid results (`fluidIngredients`, `fluidResults`). Pipes from other mods connect to any block of the machine; without pipes, click a tank with a bucket to pour or fill it. No shipped recipe uses fluids yet. * **Modules in crafters**: Mk2 has 2 slots, Mk3 has 4. Speed, productivity and efficiency modules work as in Factorio; productivity fills a bar and gives a free craft every 100%. * **Crafter control tab**, the same as the inserters': an on/off switch, and a redstone condition (always, signal below, signal at least a threshold) read from any block of the machine. * **Crafters**, Factorio's assembling machines: three tiers (Mk1, Mk2, Mk3) of a 3×3×2 machine placed in one go, with an outline showing where it will stand. Pick a recipe from the icon selector — tiers above the machine are greyed out — and feed it with inserters from any side. Inputs only accept the recipe's ingredients, two crafts ahead, so an inserter never empties a belt into a single machine. Runs on FE, only while working. The model is a placeholder. * **`factor_io:crafting` recipes** for datapacks: counted ingredients, up to four results with an optional chance, a crafting time and a minimum crafter tier. Crafting table recipes can be allowed in crafters too, per world (`vanillaRecipes` in `factor_io-server.toml`, off by default). * **A new inserter screen.** It resizes to the model and shows the blocks an inserter takes from and drops into. Everything that is not the machine's core job moved to side tabs: Information and Settings on the left, Upgrades and Control on the right. * **On/off switch** on every inserter, in the Control tab. Off wins over any redstone signal. * **Hand size cap**, per inserter: take fewer items per swing than the machine could. * **Drop lane choice**, per inserter: automatic, near or far, overriding `insert_on_far_lane_only` for that inserter. * **Measured throughput** in the Information tab, next to the expected one, with the current state and the cost of a swing. * The configurator also copies hand size and drop lane. * JEI no longer draws over the screen's tabs. * **Belt ramps**, one per belt tier, to climb or descend one block. A ramp placed below the end of a belt goes down, otherwise it goes up. Crafted from the belt and an iron plate. The models are placeholders. * **Recipes for the modules and the configurator**, through the Factorio component chain: plates (stonecutter), steel (blast furnace), the new **iron gear wheel** and **copper cable**, then electronic, advanced circuits and processing units. Ingredients are Forge tags, circuits included (`forge:circuits/basic|advanced|elite`). * **New item textures** in the Minecraft style for plates, circuits, modules and the configurator. * **Transport belts can be crafted.** Inserters and belts now follow Factorio's recipes — gears, plates and circuits — instead of hoppers, comparators and redstone blocks. * The Information tab shows the **energy draw per tick** of an electric inserter. ## Removed * Science packs, rocket parts, fuels and uranium are **hidden from the creative tab**: they have no use until the machines arrive. They stay registered. ## Changed * **Inserters only pick what their target will accept**, like in Factorio. In front of a machine with several inputs, they no longer grab an ingredient that is already full and get stuck with it: they bring the missing one. With a full target, an inserter now waits with an empty hand instead of blocking with an item. * **All machine screens share one look**: power on the left, a status light in the title bar (green working, yellow waiting, orange blocked, red needs you, grey stopped), the same progress arrow and Information tab. Empty inputs show what they expect and how many. * An inserter pointing at a crafter now shows the crafter as its target instead of an empty socket. * **Advanced circuits and processing units are now made in a crafter only**, with Factorio's quantities: 2 electronic circuits, 2 dried kelp and 4 cables for an advanced circuit; 20 electronic circuits, 2 advanced circuits and 5 gunpowder for a processing unit, which needs a Mk2 crafter. Gears, cables and electronic circuits can still be made by hand, and in a crafter. * Tooltips are translated as whole sentences; nothing is glued together from fragments anymore. * An inserter's item tooltip no longer ends with the long upgrade hint: the screen's Upgrades tab says it. * Moving belts resend their state every 10 s, so a line watched in multiplayer no longer drifts away from the server's. About 3.3 KB/s per player for 500 moving items; idle and stopped belts send nothing. ## Known gaps * The **crafter and ramp models are placeholders**. * **No splitters**, no furnaces or drills, no power generation: bring FE from another mod. * No shipped recipe uses fluids yet; datapacks can. * The configurator copies inserter settings only, not crafter settings. * Worlds may not survive a `0.x` update. Back up.
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