moreindustry_workshop-0.2.0.jar
Curse Maven Snippet
What's new
0.2.0
Requires NeoForge 1.21.1. No other dependencies.
Dams in the wild, 2026-10-10
- A single working dam (small, medium or large) can now be built on natural terrain: its valley is fitted to the ground of the site and blended into the surrounding land by a slope. Sites with too much water or too much relief are refused.
Diesel and gasoline generator sets, 2026-10-10
- Diesel Generator Set: six cylinders, four blocks wide, 200 FE/t for 28 mB of diesel every 30 ticks - just under what a distillation column makes, so one column keeps it running. The cylinder head is left open: twelve rocker arms nod in firing order and the valve springs compress under them. Injectors and their steel lines, a turbo whose wheel you can see spin, the fuel tank in the skid, a control cabinet with three gauges and a live screen.
- Gasoline Generator Set: three air-cooled cylinders in an orange tube frame, two blocks wide, 120 FE/t for 24 mB of gasoline every 30 ticks (the column makes 25). Same open head, a red tank with its own gauge.
- Both take their fuel by pipe on the back flange, or poured from a jerrycan or bucket. They know
diesel and gasoline by the common
c:dieselandc:gasolinetags, so any mod's fuel works. - Engines for the three generator sets: the 4-cylinder gas engine, the 6-cylinder diesel and the 3-cylinder gasoline engine are put together at the workbench from machined parts (block, pistons, connecting rods, crankshaft), and each generator set now asks for its own engine.
- The pipe flanges of the generator sets and the cylinder filler now match the pipe: same size, centred on the block face. The gas generator set takes its pipe one block further east, behind the battery.
Gas, bottles and four new ways to make power, 2026-10-09
- The gas line moves in from MoreFood: Extract: the biomass shredder, the anaerobic digester, the biogas scrubber, the oligomerization unit and the distillation column, with their gases (raw biogas, CO2, pure methane, hydrocarbon mix), the pulp, the catalyst and the butane canister. Worlds that had them keep them. They now have workbench recipes. The digester makes its own digestate - a fertilizer, and the starter for the next batch (rotten flesh or Extract's yeast for the first one).
- Gas Cylinder: sixteen buckets of any gas; its shoulder takes the colour of what it holds, and it keeps its gas when broken.
- Cylinder Filler: a pipe on its back, a cylinder on its scale, and the filling head comes down onto the valve. A pressure gauge, three lamps, and a screen that says what is going on.
- The compressor bottles CO2: pipe the scrubber's CO2 into it and hand it a bottle - the soda CO2 bottle, or a gas cylinder.
- Gas Generator Set: 120 FE/t on methane, 60 on biogas. You can watch it run: flywheel, belt and radiator fan, alternator fan, four rocker arms nodding in firing order, the exhaust flap lifting on each beat, three gauges and a live screen. Feed it by pipe or strap two cylinders to its back.
- Fox Treadmill: lead a chicken and a fox into its cage. The fox chases, the chicken flees, the belt turns the dynamo: 36 FE/t. The frightened chicken lays eggs in the tray.
- Campfire steam mill, the very first power: a Copper Bucket (crafted like the iron one, takes and pours water like it) hangs on a campfire from a little tripod and boils for ten minutes; a Paper Propeller above it spins in the steam, and a Small Generator (copper and redstone) at the end of its axle gives 10 FE/t.
- Monster Treadmill: a cage three blocks high. Put a golden carrot in it: hostile mobs one block wide and two high (zombie, skeleton, creeper...) walk over, and the first within three blocks is shut in. Hang rotten flesh in front of it instead and it runs: 72 FE/t.
- Both treadmills have mesh doors at each end, open while the cage is empty and shut once an animal is in. The fox and the chicken are drawn smaller so they no longer poke through the roof.
- Lightning that strikes a lightning rod during a storm-rocket storm no longer sets fires.
- The mill takes horses: a tamed horse, donkey or mule tied to it walks in circles on its own, no hay needed, for about twice what a cow gives. The Cow Mill is now the Animal Mill.
- Lightning Condenser: put a vanilla lightning rod on its insulator; every bolt that strikes it stores 120,000 FE.
- Storm Rocket (rocket, water bucket, copper ingot): thirty seconds of rain where it bursts, with lightning that seeks out lightning rods.
- Hot water underground: sealed pockets of hot water deep under the ground, and geysers in caves - a mineral vent that erupts every few seconds and throws whatever stands on it. Hot water scalds, and can be carried in a bucket.
- Geothermal Generator: two blocks square, two high. Set it over a hot water pocket - on a geyser, or where MoreIndustry: Petrol's drilling rig found one - and it lives off the heat: from 20 FE/t for a small pocket up to 160 for a big one, forever. Its turbine spins faster the bigger the pocket, and its screen gives the depth and the power.
Cow Mill, a generator that runs on a cow, 2026-10-09
- Cow Mill: a two-block-high generator. Tie a cow to its base with a lead, like to a fence, and every block she walks around it becomes power — about 30 FE/t for a cow walking on her own. A cow standing still gives nothing.
- You can see it working. Above the cow, a toothed crown turns with her and drives a bevel pinion, a shaft with its flywheel, a pair of spur gears and the dynamo, all meshing at their real ratios. A ball governor spins with the shaft, and its balls swing out as the cow speeds up. The red arm at the base always points at the cow, and the dynamo's lamp is lit while she walks.
- The cable plugs in up top, on the terminal block on the dynamo's back, out of the cow's way.
- Cow Saddle: put it on an adult cow to ride her. She is still a cow — milk, leather, calves.
- Hay on a Stick (fishing rod and hay bale) steers a saddled cow the way a carrot on a stick steers a pig, and a right-click gives her a burst of speed. Sneak-click her with it to hang it from her saddle: hitched to a Cow Mill, she then walks in circles forever, and the stick never wears out. Sneak-click with an empty hand to take it back.
- Right-click the mill with nothing in hand to see how many cows are hitched and what they produce.
Pipes move in, and a hydroelectric dam on display, 2026-10-08
- The steel pipe and the two windowed pipes now live in the Workshop. They used to come with MoreIndustry: Petrol; every industry mod now shares the same plumbing. Worlds built with the old pipes keep them: the old names point to the new blocks.
- Hydroelectric dam, display pieces. Dam concrete, crest with parapet and railing, spillway crest, chute and ski jump, gate pier, crest lamp post, water intake with its lifting gate, turbine generator (5x5x5, the shaft spins), step-up transformer, control desk and control cabinet. The water intake feeds the pipes while it has water in front of its grate (its gate lifts), the turbine spins while water reaches it and produces power, and the transformer passes that power on to the network. Output is a fixed 160 FE/t for now; it will come from the real head of water. Desk, cabinet and lamp posts switch on and off with a right-click.
- Water you can see. When the lake reaches the spillway crest it overflows: a sheet of moving water runs over the crest, down the chute and into the ski jump, which throws it up and lets it fall in spray. Below the crest, nothing flows. The turbine gives its water back through a flange on its front face, and the new pressure outlet (concrete, steel nozzle) shoots whatever reaches it in a jet.
- Chute outlet: a chute block with a bottom outlet set into its slope, fed by a pipe from behind. Jets (outlets and ski jump) are now thick and white, with clouds of spray, and they land on the real ground: where a jet hits dry land it lays down four water sources, which are taken back when the water stops.
- The chute outlet feels the lake behind it. Its jet is driven by the head of water above the nozzle: with no lake it reaches 5 blocks and arcs a block high, under a big dam it climbs about five blocks and lands up to 16 away, thicker, whiter, wrapped in a veil of spray and throwing mist all along its course. The puddle follows the jet when the lake rises or drops.
- Pipes no longer get washed away by flowing water.
- Controls are modelled, not painted: buttons, indicator lamps, gauges with bezels, screen housings, keypads and the emergency stop stand out on the desk, the cabinet and the machine boxes.
- The crest parapet now stands on the roadway and is a block and a half high, like a fence: you can no longer jump over it.
/atelier barragesflattens about 200 x 100 blocks east of you and builds a full-scale test: a small, a medium and a large dam (two turbine sets), each wired to a battery, plus a test bench where the whole circuit sits in the open, with windowed pipes to watch the water go by.
Simpler power, and a creative battery, 2026-10-06
- No more three-machines-per-source limit. Everything wired together shares everything that is produced.
- Cables have no throughput cap any more, and neither do machines, generators or batteries: each takes or gives as much as it holds.
- Machines no longer flicker when power runs short. The network now hands out power in real chunks — enough for several seconds of work — and never in trickles. A machine it cannot serve runs on its own reserve, stops once, cleanly, and starts again on the next chunk. Machines take turns, so a weak network runs all of them part of the time instead of one never. This works for machines from other mods too.
- New: the Creative Battery. Bottomless power for building and testing, in the creative tab only. No recipe, and it cannot be broken in survival.
This mod has no additional files

