farmerfranks_robotics-26.3-0.25.0-beta.jar
Curse Maven Snippet
What's new
FarmerFrank's Robotics 0.25.0-beta
New
- Mobs fight back, and combat robots have a force shield. Hostile mobs now go after Killerbots and ArcBots. A force shield of 30 takes their hits first: it flashes blue, cracks like glass when it is down, and 2 seconds after the last hit charges back up from the robot's battery (150 FE a point, full again in 6 seconds). It never charges from the last tenth of the battery, which is kept for getting back to the charging station, so a hard fight drains the battery faster. While the shield is up, the robot cannot catch fire. Behind it, Killerbots and ArcBots have 20 health instead of 10, and mend while they charge. The Combat Upgrade gives them 10 more shield: 40 instead of 30. Creepers still leave robots alone, so they do not blow up your base, and all other robots are left alone as before.
- The Inspector shows shield and health, and the Robot Panel shows a blue Shield bar with health where other robots show what they carry.
- Config:
robots.combat_robots_take_damage(default true). Set it to false and mobs leave all robots alone, as before.
- Scrap Pile. A beaten Killerbot or ArcBot becomes a Scrap Pile where it fell. It never despawns, and creepers and the Wither cannot blow it away. Break it and it keeps the whole robot: chip, battery, upgrade, filter, name and setup. Mend it at an anvil with 4 Coppersteel Ingots (3 levels) and the robot is back as it was.
- Robots are machines: poison, withering (also the Wither's) and other harmful effects no longer do anything to them.
- Luck Upgrade. A Miner digs as with a Fortune III pickaxe and gets more diamonds, coal, redstone and other ores. A Fisher fishes as with Luck of the Sea III: about 11 treasures and 4 junk in 100 catches instead of 5 and 10. Made with two Coppersteel Ingots, two lapis blocks and an emerald.
- XP Upgrade for the Collector: it picks up experience orbs in its area too, and pours them as Liquid Experience into a tank you set in its Robot Panel. Shift + right-click a Glass Tank of it with an empty hand to take the experience. Liquid Experience is in the
c:experiencetag (20 mB a point), so tanks and machines from other mods take it too. Made with two Coppersteel Ingots, two lapis blocks and a glass bottle. - Axe Upgrade for the Lumberjack: it fells trees twice as fast. Made with two Coppersteel Ingots, two redstone and a diamond axe.
- Forestry Upgrade for the Lumberjack: whenever it has nothing to fell, it plants the saplings it has to spare in rows, three blocks apart, so the forest spreads over its whole area. Throw a few saplings there and it plants them too. Made with two Coppersteel Ingots, two bone meal and any sapling.
- Set a robot up entirely from its Robot Panel. The panel now shows the robot's area (its two corners and how big it is) and its charging station, each with a Change button. For the area, click Change and right-click two opposite corners; as with the linker, particles outline the old area, and a frame follows the crosshair from the first corner. For the station, click Change and right-click another Charging Station. The Robot Linker is still the quickest way to copy a setup to many robots.
- Advancements: a tab of 13 that shows the way through the mod, from the first Coppersteel Ingot through power, the Robot Workshop and the first robot to setting one up, upgrades, filters, combat robots and mending a Scrap Pile. "Meet the Bots" is a challenge to have all 14 kinds of robot. They unlock no recipes: everything can be made from the start, as before.
- Robots wave hello. Walk past a robot and it turns its head to you and waves, with its arm up out to the side. Each robot waves at most once every half minute, and not while it is busy with its hands: chopping, fighting, fishing and so on. Power Porters and Fluid Porters have their hands full and just carry on.
- Robotics Foundry recipes are data, for datapacks and modpacks: JSON files of type
farmerfranks_robotics:alloy_smelting, so you can add your own alloys or change the Coppersteel one. Foundries already in your world keep working, with what is in them.
Changed
- The Lumberjack needs no chest. Every tree it fells gives it at least the saplings to replace itself, and it plants the same kind where each tree stood: birch for a birch, four dark oak saplings where a dark oak stood. It keeps up to 16 of each kind and leaves the rest on the ground. It only plants where a tree stood, so the farm keeps the layout you planted and does not spread, unless you give it the new Forestry Upgrade. The Robot Linker only asks for the area and the charging station. A Lumberjack set up with a sapling chest before forgets it; the saplings in it stay there.
- Felling a tree takes longer, the bigger it is: 3 seconds and half a second for each log, instead of 5 seconds for any tree. A small oak is about the same; a big jungle tree takes a while. The new Axe Upgrade halves it.
- The Miner makes its own ladder. It no longer needs ladders in its chest: it puts a Miner's Ladder down the corner of its shaft as it goes, one per layer, and you can climb it yourself to get to the bottom. It has no item: break it and it shatters like glass and leaves nothing, so a Miner is no free source of ladders. Shafts dug with plain ladders by an older Miner still work, and any ladders left in its chest stay there.
- Robot Workshop, laid out as a tree: the robot at the top, its Neural Chip under it, and under the chip only the module slots that robot can use. Next to the chip are the upgrades that do something for it, so you can see which to make. The chip cannot be taken out until the modules under it are out.
- Power Porter beams its energy: while it moves energy, a glowing beam runs from each of the two batteries it sets down to the battery it is plugged into, with rings sliding along it the way the energy flows. It also moves energy more calmly: 200 FE a tick instead of 500, so a full load takes about 6 seconds.
- Robots that never fetch from or deliver to a block, like Killerbots and ArcBots, get a shorter Robot Panel without the part about block sides.
- The Neural Chip tooltips and the manual now say that robots deliver to and fetch from "a chest or other inventory". Barrels, shulker boxes, furnaces and storage from other mods have always worked; now it says so.
Fixed
- Batteries joined both ways starved their other neighbours. Two batteries stacked with Input + Output between them passed the energy back and forth, and a Charging Station next to them got nothing. A battery now shares its 200 FE/t between its output sides, and only gives to another battery that has less, until they are level.
This mod has no additional files

