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kc00l's Craftworks

Factorio-style automated crafting: a Personal Assembler that plans every intermediate, plus FE-powered Assemblers and an electric Refiner.
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Craftworks 0.6.0

File namecraftworks-0.6.0.jar
Uploader
kc00lkc00l
Uploaded
Oct 7, 2026
Downloads
11
Size
875.4 KB
Mod Loaders
NeoForge
File ID
9090161
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:kc00l-craftworks-1715876:9090161"

Learn more about Curse Maven

What's new

  • Assemblers take any Assembling recipe that names a fluid, in or out, on the fluid machinery the Chemical Plant and the Oil Refinery had: two input fluid boxes and three output fluid boxes, bound by order (a recipe's nth fluid ingredient goes in input box n, its nth fluid result in output box n) and sized as theirs were. Where they had one fluid box that took one ingredient and never made fluid, a recipe may now have up to two fluid ingredients and three fluid results, with or without items, in any category the tier holds. While the Held recipe names a fluid each Fluid Connection pulls the fluid ingredients into their boxes and pushes the fluid results out of theirs, and a craft waits while an output box can't hold what it makes. The first fluid result takes the room of the output boxes a recipe leaves unused unless it is Pinned, and an Assembler has three where the Chemical Plant had two, so a recipe with one fluid result holds at least 300 mB of it, where a Chemical Plant held 200. (#40)
  • Assembler 2 and 3 have six Fluid Connections where they had two: all three bottom-layer blocks along the edge they face and along the opposite one, the two edge centres they had and the four corners the Chemical Plant had, each a grey ring on the casing. A connection has no direction and a pipe network carries one fluid, so a recipe of five different fluids needs a connection for each. (#40)
  • Fill Recipe on an Assembler is refused for a recipe with more than two fluid ingredients or more than three fluid results, no longer for one with two fluid ingredients or a fluid result. The two messages say so. (#40)
  • The screen of an Assembler shows a gauge for each of its five fluid boxes, inputs then outputs, and the energy bar below, and is a row taller. (#40)
  • Jade's provider for an Assembler's fluid bars is now craftworks:assembler_fluids where it was craftworks:assembler_fluid, so a player's Jade toggle for it resets once, and it draws each box the Held recipe binds a fluid to and any that holds some. (#40)
  • An Assembler saved with the old one fluid box keeps its fluid: it loads into the first input box, left as it is if it is over the box's new size, and is saved under a new key, so a world saved by this version keeps no fluid when loaded by an older one. A swap between Assemblers keeps all five boxes. (#40)
  • Assembler 1 takes fluid recipes too: every Assembler tier has the two input and three output fluid boxes and the six Fluid Connections, and takes any Assembling recipe, with or without a fluid in or out. The tiers differ only in speed, power, buffer and art, and their crafting recipes are unchanged, so a pack that wants fluid handling at tier 1 to cost more overrides craftworks:assembler_1. Its screen shows the gauges, a row taller, and Jade shows its fluid bars. (#41)
  • Every Assembler tier holds crafting, advanced-crafting and crafting-with-fluid by default, and Fill Recipe no longer refuses a recipe for naming a fluid (the craftworks.assembler.refused.has_fluid message is gone). A pack that wants to keep crafting-with-fluid recipes off Assembler 1 leaves that category out of assembler_1's categories; a recipe of another category that names a fluid is taken on any tier. (#41)
  • An existing world's craftworks-server.toml keeps the categories it already wrote, so on that world Assembler 1 still refuses crafting-with-fluid recipes until the server adds crafting-with-fluid to assembler_1's categories or deletes the file to have it written again. (#41)
  • A Fast Replace between any two tiers, to or from Assembler 1 included, keeps the boxes, the Held recipe and the connections, as long as the new tier holds the recipe's category; one that doesn't idles as Can't run and voids the boxes. (#41)
  • The Chemical Plant (craftworks:chemical_plant) and the Oil Refinery (craftworks:oil_refinery) are gone, with their recipes, screens and Jade, EMI and JEI support. Assemblers make every Assembling recipe, whether it makes items, fluids or both, so a pack uses them where it used either. There is no migration: a Chemical Plant or an Oil Refinery already placed in a world disappears when the world loads with this version, and so do their items in inventories and chests. (#40)
  • The categories chemistry and oil-processing are removed, leaving crafting, advanced-crafting and crafting-with-fluid. A recipe that names either fails to load, with the error Category 'chemistry' was removed in Craftworks 0.6: use 'crafting-with-fluid', so a pack changes its recipes to crafting-with-fluid, which every Assembler tier holds by default and which covers any recipe with a fluid in or out. (#40)
  • The chemical_plant and oil_refinery sections of craftworks-server.toml are gone, leaving the three Assembler sections. NeoForge drops chemistry and oil-processing from a tier's categories list when the config loads, and resets the list to its default only if nothing else is left in it, so a pack that listed either should add crafting-with-fluid in its place. (#40)
  • EMI and JEI show one tab, Assembler (craftworks:assembler, with all three tiers as its workstations), where the Chemical Plant and the Oil Refinery had tabs of their own. A recipe in a category no tier holds is in no tab, as before. EMI favourites and recipe-tree entries saved under the two machines' tabs are lost once. (#40)
  • A resource pack's translations for the two machines, their block names, their Fill Recipe text and refusals, and their EMI and JEI tab titles, no longer apply. (#40)

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