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Minimalistics Core

The shared engine of the Minimalistics tech mods: energy, fluid, item and heat networks with conduits that hold nothing, exact flow, honest diagnostics and one stable API for Forge, NeoForge and Fabric.
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Minimalistics Core 1.0.0+fabric.mc1.21.1

File nameminimalistics_core-fabric-1.21.1-1.0.0.jar
Uploader
PozziTiv4ikPozziTiv4ik
Uploaded
Oct 29, 2026
Downloads
14
Size
495.0 KB
Mod Loaders
Fabric
File ID
9360212
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:minimalistics-core-1771925:9360212"

Learn more about Curse Maven

What's new

The first release: the shared engine of the Minimalistics tech mods, with one stable API (MinimalisticsApi.API_VERSION 1.0.0) for Forge, NeoForge and Fabric.

Features

  • Energy (MU): storages with roles and priorities, cables of any capacity, Forge Energy and Team Reborn Energy bridges at a configurable rate.
  • Networks with conduits that hold nothing: a maximum-capacity spanning tree and an exact flow solver move the most possible every tick, by priority, and share fairly when supply or a conduit falls short.
  • Fluids, items and heat: fluids in mB on every loader, with pipe temperature limits and gas-tight pipes; items with per-side modes, priorities and filters; temperature-based heat.
  • Diagnostics: network snapshots (production, consumption, deficit, storage, line load, bottlenecks), machine statuses named in a few words, /mcore info and /mcore diagnose. A report on a block lists the networks that really reach it, and a network stopped by another mod's error says so and starts again on its own when something around it changes.
  • Conduit blocks with six side states: joined to a conduit, entering a block (models draw a plug there and the shape includes it), free, or cut with a wrench, which aims at the arm under the cursor however thin the conduit is. A conduit's capacity holds per connection; NetworkReader blocks (a monitor) get plugs without exchanging anything.
  • Transfers that never lose anything: the plan is carried out pair by pair along the conduits, so no conduit ever carries more than its capacity and generators give before storages, also when a receiver takes less than planned; each receiver is asked again just before it is given to, so a storage reached through two sides with different settings is never filled twice, and what it leaves goes to the others. A tank never feeds itself, and a simulated push never promises more than the real one delivers. A network whose neighbour lookup fails stops cleanly and says so. Pipe pushes respect the side's filter.
  • Machine kit: MachineBlock, MachineBlockEntity and MachineLayout give a machine its slots, tanks, energy, heat, side configuration, redstone control, upgrades, auto output, comparator, saving, menu and screen; RecipeMachineBlockEntity and MachineRecipeKind add recipes with counted ingredients, a fluid and chances (input slots take only what some recipe can use together, and a machine that holds part of a recipe says it needs more input), FuelBurner burns furnace fuel. Progress is paid in energy and slows down instead of resetting. Menus stay in sync without custom packets, close when their machine is gone, and change settings only for players who may build there.
  • Machines that keep their contents (batteries, tanks) carry energy, fluids and items on their item (MachineContents, whatever the loot table) and get them back when placed; when no machine item drops (an explosion, the wrong tool), their items drop on their own. The minimalistics_core:crafting_shaped_keep_energy recipe adds up the charge of its ingredients, up to what the result holds. MU limits of kit machines hold per tick; redstone closes a battery, also through a restart. MachineBlock.useWrench turns machines and picks them up through the loader's break event; items in #minimalistics_core:machine_tools (analyzers) are left their own click.
  • Registration: Registrar registers blocks, items, block entities, menus and recipe kinds the same way on every loader; ItemSlots are a machine's slots with filters, limits and side views, exposed slot by slot to every loader's inventories.
  • Pipes with per-side settings (ConfigurableConduitBlock, ConduitBlockEntity), their side screen (it names the block the side leads to), side markers and a wrench helper; FluidRendering for screens and block entity renderers. Filters stay on the server: clients get only what the markers show.
  • One machine screen for every mod: a graphite panel in the machine's accent colour, tier pips, energy bar, fluid gauges, value cards and a status line, plus tabs for details (every number, down to the time and energy of one operation with its upgrades), sides (the machine unfolded with its real faces) and control (redstone and power priority). Texts are cut to fit, so nothing overlaps, and a number shown short gives its exact value on hover.
  • Languages: English and Russian.

Compatibility

  • NeoForge 21.1, Forge 52.1 and Fabric (Loader 0.16.10, Fabric API) for Minecraft 1.21.1.
  • Transfers behave the same on every loader: on Fabric, pipes deliver inside the caller's transaction and a cancelled one takes everything back, pipe capacity included (views of one machine roll back once: Snapshottable.snapshotOwner); a tank exposed on several sides is one endpoint; other mods' inventories give one stack at most and the energy bridges never report more than asked; wrappers never keep block entities or levels in memory; client registrations of mods constructed in parallel are kept; on NeoForge, mods may also register their providers in their own RegisterCapabilitiesEvent listener.

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