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FarmerFranks_robotics

Build, upgrade and link little robots to automate your farms, tree farms, animal pens and mob farms. Powered by FE energy.
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farmerfranks_robotics-26.3-0.26.0-beta.jar

File namefarmerfranks_robotics-26.3-0.26.0-beta.jar
Uploaded
Nov 5, 2026
Downloads
23
Size
834.8 KB
Mod Loaders
NeoForge
File ID
9455177
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:farmerfranks-robotics-1766325:9455177"

Learn more about Curse Maven

What's new

FarmerFrank's Robotics 0.26.0-beta

New

  • Watering Can Upgrade for the Planter: while it has nothing to till or sow, it takes out a watering can and waters a crop in its area for a few seconds, then the next, giving each a little extra growth. The effect is spread over the whole field, so a small field grows about a third faster and a big one hardly faster at all: a mild help, far from Fertilized Farmland. Made with two Coppersteel Ingots, two iron ingots and a bucket.
  • Robot Monitor, a new block: a screen that shows what your robots are doing, wherever they are. Ctrl + right-click a robot and click Show next to Monitor in its Robot Panel, and every monitor you have placed shows it, with a new robot every five seconds: its name and owner, what it is doing, its battery, what it carries and where it is. Right-click the monitor to go through the robots yourself. A robot in a chunk that is not loaded is shown as it was when last seen, and a destroyed one is marked in red with where it was. It needs a little energy (2 FE/t), or the screen is dark. Made with five Coppersteel Ingots, a glass pane, two iron ingots and redstone.
  • Battery Bank, a new block: a Battery with three Coppersteel Battery Modules built in, so it holds what they hold together, 100 000 + 3 × 50 000 = 250 000 FE, and moves 500 FE/t in and out instead of 200. Made from a Battery, three Coppersteel Battery Modules, four Coppersteel Ingots and a block of redstone. Its screen has five slots for more battery modules, each adding what it holds, so with five Coppersteel Battery Modules it stores 500 000 FE. A module only comes out while the energy still fits without it, and the modules stay in it when you pick it up. It has a coppersteel casing, so it is easy to tell from the Battery.
  • Embersteel and Sunsteel, two new alloys from the Robotics Foundry: a Coppersteel Ingot with a blaze rod makes Embersteel, and with a gold ingot Sunsteel. They go into the new Advanced Battle Frame and Advanced Worker Frame, the frames of the Advanced Robots.
  • Advanced Killerbot and Advanced ArcBot: build a Killerbot or ArcBot on an Advanced Battle Frame at the Robot Workshop, and it has half again the health, shield and damage, gets its shield back half again as fast, is 15 % faster and 10 % bigger (still small enough for the Robot Revolving Door), and has a glowing Embersteel trim. It has room for three different upgrades. Its reach is the same.
  • Advanced worker robots: build any other robot on an Advanced Worker Frame, and it has room for three different upgrades, such as an Advanced Miner with a Drill, a Jetpack and a Luck Upgrade, or an Advanced Lumberjack with both the Axe and the Forestry Upgrade.
  • Advanced robots are easy to tell apart: a ball on top of the antenna instead of a cube, in the colour of the robot's own bulb, on an alloy stem. Battle robots have an Embersteel stem and a glowing Embersteel trim, and worker robots a Sunsteel stem and a thin Sunsteel band round the head.
  • Machete Upgrade for the Harvester: it also cuts sugar cane, bamboo and cactus once they have grown a block, from the top down, and leaves the bottom block to grow again. Made like the Axe Upgrade, with an iron sword.
  • Drill Upgrade: a Miner digs each block in half the time. Made like the Axe Upgrade, with a diamond pickaxe. A Speed Upgrade now also makes a Miner move and climb faster in its shaft.
  • Robots have owners. A robot belongs to the player who puts it down, and on a server only they can pick it up, set it up, open its Robot Panel, rename it or hit it. Others can still see what it is doing and whose it is. Share your robots with /robotics trust <player> (and /robotics untrust, /robotics trusted); with FTB Teams installed, your teammates can use them too, and operators always can. Robots from before belong to the first player who uses them. Servers can turn it off in the config (robot_protection).
  • Charging Station panel: Ctrl + right-click a Charging Station to give it a name, which the Robot Panel and the Robot Monitor show for the robots that charge there, put up to four battery modules in it to make it hold more (220 000 FE with four Coppersteel ones), and see which robots charge there.
  • Miner: while it digs standing over a hole it has already dug, a beam of energy now holds it up, the Power Porter's beam pointed down to the floor below, so it no longer just floats in the air.
  • Robots say what keeps them from their work, in orange in the Robot Panel and on the Robot Monitor: Can't get to its chest, Can't get to its pickup chest or Can't get to its charger when the way is blocked, Delivery chest is full, and Pickup chest is empty. They keep trying, and go on by themselves once the way is open or there is room.
  • Combat robots go to be mended: a Killerbot or ArcBot down to 30 % of its health goes back to its charging station right away, even with a full battery, and stays until it is whole again.

Fixed

  • A hurt robot got all its health back every time the world was loaded. It now keeps the health it had.
  • A Miner given an area that starts below the ground (for example with the corners clicked down in an old pit) stood still at the top, showing Mining. Now it digs its ladder down from the ground at the corner to the top of the area, digs out the area from there, and climbs all the way back up to empty its basket. The ground above the area is left alone.
  • A Miner that cannot find a way to the ladder corner of its area now says so: its status shows Can't get to its ladder corner instead of Mining. It keeps trying, so it goes on once the way is open.
  • Batteries next to each other shared energy until they held as much, not until they were as full, so a Battery Bank next to a full Battery stopped at 100 000 FE. Now a battery set to give energy into the side of another that only takes it fills that one all the way up, like any other machine. Two batteries set to give energy to each other share until they are as full as each other, so a Battery Bank next to a full Battery still fills all the way up.
  • Robots only found ways up to 48 blocks long, so one that had to go all the way round a Miner's pit or a big farm to get to its chest stood still where it got nearest. They now find ways twice as long.
  • A Miner turned round and round while it climbed its ladder. It now faces the ladder going up and down, and only looks round at players when it is out of its shaft.
  • The robot in the Robot Panel had its name floating over its head, on top of the panel. It is gone; the name is still shown at the top.
  • The Robot Workshop showed at most six of the upgrades a robot can use, so the Miner's Drill Upgrade was left out. It now shows them all, closer together when there are more than six.
  • In the Robot Workshop, a second upgrade of the same kind, which never goes in, now gets a red frame and says the robot has it already.
  • A Miner whose area was set right up against a wall had nowhere to stand when it came up its ladder or with its jetpack. It now lays a Miner's Walkway round the top of its pit as it digs the top layer, also in a pit it had already started on, with a railing on the pit side as a safety measure, and walks along it between the railing and the wall without hopping, and steps out onto it by the ladder. Over the top of the ladder it puts a Miner's Hatch, so the walkway goes all the way round and robots can walk across: open it to climb down. Like the ladder, the walkway shatters and leaves nothing when broken. Where there is no walkway, it steps out wherever there is room near the corner, or onto a block of cobblestone it puts down.

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