Immersive Engineering is a tech mod with a certain charm, based on the ideas and concepts, and with most assets created by Damien Hazard.
Overall, it's about realism-inspired technology:
Instead of glowing red tubes, it offers actual, hanging powerlines.
Instead of one block that magically spits out dusts when ore is put in, it offers a crusher, a big multiblock (5x3x3) that features rotating wheels and spits out particles as it breaks the ore.
Instead of a Laser that turns power into magical light and ores, it offers an Excavator, another massive, resource intensive, multiblock (3x7x8) which digs ores out of the ground with a big rotating bucketwheel.
IE is about making tech mods more balanced and more pretty, and adding its own twist by going for retro-futurism (think BioShock, Order 1886, SkyCaptain and the World of Tomorrow) rather than clinical white+grey future cubes.
It uses the Forge Energy API, known from just about every other tech mod, but it can be played fully standalone. Unlike other mods, IE does not use powertransfer via lanes of blocks, but instead via cables spanned between connectors.
The mod features Power Generation in forms of waterwheels, windmills, biodiesel and more and many of its machines are multiblocks!
For all your documentation needs, you should look into this mods ingame documentation, the Engineer's Manual, crafted with a book and a lever.
Discord:
Come to Hazard's Corner to chat about the mod and other projects!
Modpack policy:
Go wild, as long as you do not monetize content that doesn't belong to you and abide the EULA and respect our license =)
And obviously, report your bugs on the issue tracker! :D
Porting this to another Modloader:
No, it's not happening. Immersive Engineering is not leaving the Forge API. We're not porting to Fabric, Quilt or whatever other loaders there are.
The reasons for this are multiple, but most importantly: This is a hobby and we literally don't have time to learn a new API.
great mod
Great mod, Thanks! : ]
Bro, your mod is bugging for my minecraft 1.18.2. the bug is the wires do not appear.
In reply to akbar941:
I see that not only I have this problem, I just wanted to write on github in the morning, turn off optifine and you will have cables. I do not see any other solution at the moment, maybe the authors will give it
In reply to akbar941:
"bro", optifine is not supported, and this comments section isn't an issue tracker.
In reply to BluSunrize:
so only forge?
I dropped the same question over on the Xtra Arrows comments. Any way to get lightning arrows from the XTRA Arrows mod to work on Immersive Engineering's Lightning Rods? Today, the lightning strikes the rod, but it doesn't accumulate flux.
I have in my mind a dispenser that fires lightning arrows at the Lightning Rod.
Link to XTRA Arrows: https://www.curseforge.com/minecraft/mc-mods/xtra-arrows
In reply to m3ss4g3_deleted:
No, because that would make really cheesy infinite power, and I don't want that lmao.
The lightning rod doesn't even work with vanilla lightning, because people would use things like Reliquary or the Twilight Forest portal to abuse it.
In reply to BluSunrize:
Totally get it. Thanks for replying.
My big problem is the infrequency of storms. Alternatively, perhaps you could create some sort of storm generating machine that needs some hard to find resources.
In reply to m3ss4g3_deleted:
It works during normal rain as well, only with a reduced chance.
And yes, the infrequency is quite the point, because it produces a lot of power!
I'm playing Enigmatica 6: Expert. The Steel scaffolding textures aren't connecting as they have in the past. i.e. the steel scaffolding with the treated wood top has the steel frame around each individual block. Was this a normal feature of the 1.16.5-5.0.5-143 release? Those textures are some of my absolute favorite in all of modded.
In reply to CaveJohnsonn:
Connected textures were removed after 1.12
In reply to BluSunrize:
Dang! Those were so nice looking. Appreciate the response.
Do you plan support for rendering mod Rubidium (Sodium port to Forge)? All wiring is invisible, but otherwise everything is OK, no crashes like with Optifine.
In reply to RAgnarFrayer:
Any of those performance mods have to do some hacky stuff to the rendering to make them work. Providing compat for them is just not worth the effort.
In reply to BluSunrize:
I'm assuming it'd be way too much work; But I did notice the wires from Create Crafts & Additions function fine with Rubidium / shaders, and look comparable if not practically identical to IE wires.
It might be worthwhile to look into how they do them, and possibly rework IE wire rendering at some point since their system appears to be compatible with performance mods?
Though I absolutely understand it's highly unlikely to be a simple fix / rework. Just figure I'd let you know (for example in case said mod reused some of your wiring code but changed some minor parts which help compatibility and could be backported into IE).
EDIT:
The relevant code appears to be here? Not a Minecraft modder, so I might be missing things: https://github.com/mrh0/createaddition/blob/1.18/src/main/java/com/mrh0/createaddition/rendering/WireNodeRenderer.java
What is the best power source for powering on a diesel generator so it can burn diesel to create power for the excevator
What is the best way to power both the fermenter and the squeezer
Hey, having a small issue with the engineering manual where the replay for the construction of the machines is not playing at all. I can see the finished machine, but the block by block guide. Any one else having this issue? im on 1.18.1 on a server.Immersive engineering seems to have a conflict with Starlight by Spottedstar. Something about the lighting change seems to affect the manual and cause the animated block by block guide to not display.
How do I properly generate 4096 flux per tick for my excavators. Do I need to install another power generating mod or is there a method in your mod