PneumaticCraft: Repressurized
This is a port of MineMaarten's excellent PneumaticCraft mod to Minecraft 1.12.2 and later. The original PneumaticCraft was never ported beyond 1.8.9 (and that port was not fully completed). This port has been carried out with the blessing of MineMaarten, who is also happy for this project to be hosted on CurseForge. I'll also state here that (with MineMaarten's agreement) this project will earn Curse points, split between us.
Note that only the 1.16.3/1.6.4 and 1.15.2 versions of the mod are actively supported, and 1.15.2 will not be getting any major features. While earlier versions work and are pretty stable, no further support will be provided for those. All mod development on 1.16 will be done on 1.16.4 now, although the mod will continue to run on 1.16.3 for now at least.
Discord
Yep, finally got round to making the PNC discord public. Join us on https://discord.gg/Zf5XwbfBRj
Documentation
In-game documentation is available, thanks to the newly-ported IGW for MC1.12.2 (thanks MineMaarten!), or with Patchouli for all versions (thanks Vazkii!). Most video tutorials for the original 1.7.10 version of PneumaticCraft still apply to this release (but remember that this version uses Oil, and not Plastic Plants, for making plastic).
However, here's a (very) quick summary of what the mod offers:
- PneumaticCraft has its own power system, based on compressed air. It's a little multi-dimensional, in that machines and tools store air by quantity, but many operations depend upon air pressure, which is a function of the machine's volume and the air quantity stored.
- Pressure generation is via several compressors: solid fuel compressors (burn whatever will burn in a vanilla Furnace), liquid fuel compressors (see below), a compressor which uses lightning strikes and FE/EU compressors.
- A Heat mechanic; some machines require heat, some compressors produce heat which needs to be dissipated
- Liquid fuels are refined from oil which the mod adds as worldgen; some of the refined fuels are of very high quality. Fuels from other mods (notably the Thermal suite, EnderIO and Immersive Petroleum) will also work.
- Several crafting mechanisms, all of which can be configured externally via CraftTweaker in 1.12.2, or via datapacks in 1.14.4 and later:
- Explosion Crafting - converting items via explosions (with a configurable loss rate)
- Pressure Chamber Crafting - converting one set of items to another set via pressure
- Refining - converting an input fluid to one of more output fluids via heat
- Thermopneumatic Processing - converting a fluid and/or item to another fluid via pressure and/or heat
- Assembly Line - converting items via robotic assembly arms
- A fully-programmable Drone system using a graphical programming language. These Drones can automate pretty much anything.
- Item logistics system, either using pressure tubes or drones
- Base defence systems:
- Hand-held Minigun
- Drones with Miniguns!
- Minigun turrets
- Security Station, allowing full control over who may enter your base
- A full armour suite with many upgradable abilities (including a fun flight mechanic)
- Universal Sensor able to detect pretty much any world condition you can think of and emit redstone based on it
- Vortex Cannon for clearing leaves & grass and flinging entities around
- Gas Lift for pumping fluids
- Upgradeable item and liquid hoppers; can point any directions and with upgrades can run extremely fast
- Elevator system with nameable floors
- Aerial Interface for automated access between your player inventory and your base no matter how far
- ... and much more
New Features in PneumaticCraft: Repressurized
Added in 1.16.1
- The Jackhammer!
- Renewable fuels - make Yeast Culture, Ethanol and Biodiesel, with a few useful by-products
Added in 1.14.4/1.15.2
Too much to list here. See https://github.com/TeamPneumatic/pnc-repressurized/blob/1.15/Changelog.md and https://github.com/TeamPneumatic/pnc-repressurized/blob/1.16/Changelog.md
See also https://gist.github.com/desht/b604bd670f7f718bb4e6f20ff53893e2 for some musings on new stuff, some of which is already added, and some of which is still planned for MC 1.16.1 (and may change before being added).
Added in 1.12.2
There are a few minor new features in PneumaticCraft: Repressurized, summarised here:
- CraftTweaker support! See this page for a description of the recipes that can be added/removed
- The Aphorism Tile can now show markup (using Alt + 0-9,a-f, l-o & r), and has some popup help to show the key binds. You can also edit an existing Aphorism Tile by right-clicking it with an empty hand.
- Heat sink effects are a little different. They won't set fire to you until over 100C (over 60C causes "hot floor" damage). And very cold (< -30C) heatsinks now slow you (duration and severity depend on temperature), and hurt if they're extremely cold (< -60C).
- Vortex Cannon is now more effective at breaking plants and leaves. You can also use the cannon to fling yourself considerable distances (but beware fall damage!)
- The One Probe is supported (in addition to WAILA/HWYLA), and the probe can be crafted with the Pneumatic Helmet to integrate it.
- The kerosene lamp can now burn any burnable fuel (including fuels from other mods); better fuels last longer (LPG is the best right now). That can be disabled in config (B:keroseneLampCanUseAnyFuel=false), to have the old behaviour of burning kerosene only.
- Forge Multipart support has gone, of course, but after a fair bit of testing, I decided not to include MCMP2 multipart support at this time. MCMP2 is just not quite there yet as far as stability goes (and that's in general, not just with PNC:R). However, I do want to revisit this in future.
To compensate for the lack of multipart tubes, a couple of new features have been added:
- Wrenching a tube section will toggle it open/closed. This is potentially also useful to avoid air loss if you need to knock out a section of tubing for maintenance purposes.
- New Camouflage Applicator tool to hide camouflageable blocks (tubes, elevator base & caller, pneumatic door base, charging station). You can disguise these blocks with pretty much any other block. Note that the door base & elevator base no longer have slots for items to camouflage, and the old behaviour of sneak-right-clicking a charging station or elevator caller doesn't work anymore. Camouflaging elevator frames is currently not possible, but should hopefully be re-introduced in a later release.
Most or all of the old mod integration is back in place, at least for all of those mods which have been ported to MC1.12.2. IndustrialCraft2 Pneumatic Generator and Electric Compressor have been added in the 0.2.0-85 beta release.
API
The PneumaticCraft API is still available, and mostly unchanged. Significant changes are:
- IDrone#setProperty() and IDrone#getProperty() are gone (IExtendedEntityProperties is not a thing since MC1.9). Use capabilities if you need to store extra data on a drone.
- IDrone#getInv() now returns an IItemHandlerModifiable rather than IInventory. (PneumaticCraft: Repressurized doesn't use IInventory or ISidedInventory at all anymore - inventory access is pretty much all done via capabilities or at least via item handler classes)
- IDrone#getCarryingEntity() is now IDrone#getCarryingEntites() and returns a list
Modpack Policy
You're free to include this mod in your modpack. Have fun!
Hey! Figured I'd bring this up here prior to making a github issue because of how hard this is for me to track down. I'm currently running an ATM6 server for my friends and family and seemingly out of the blue my console was getting bombarded with "skipping entity with id" messages. Note, no ID number or name are given, it is blank. Now, how I came to arrive here: the message stops 2 minutes prior to "30 active Amadron offers to sync to clients" and then they stay stopped for ~7 minutes before starting again. This repeats infinitely. Needless to say it makes looking through the logs VERY challenging and my latest.log is 70 mb in size!
Now, I'm the first to think this could be coincidence, but there's some compelling evidence something has gone awry with this mod and possibly another. Some extra info:
- The timing never changes. Always ~2 min prior to the Amadron message, the spam stops and doesn't start again for ~7 minutes.
- I've not removed any mods after creating the world.
- The message is often 30 active offers, however I've seen 32 and others as well.
- The message plays no matter who is online or if no one is online.
- Debug.log has no additional verbosity pertaining to this spam.
- While writing this I am realizing I should probably make a copy of the server and run it with this mod disabled prior to bothering you here, but I've already written it and will likely burn in hell for posting it.
Besides doing what I wrote above and disabling the mod as a step to determine if it is indeed caused by your mod, are there any other steps you can advise that may narrow this down? Also, if this is out of line, I will happily remove my post so it doesn't detract from your mod's image or anything. Thanks!
In reply to lessthanzach86:
Nah, sorry, I don't see this being related to PneumaticCraft at all. Pure coincidence here: the Amadron message is logged exactly every 20 minutes, when updated Amadron offers are synced to any connected clients. Whatever is causing your "skipping entity" messages is also being triggered by something on a regular schedule.
"skipping entity with id" messages are logged when the server finds an unknown entity in a saved chunk that it's trying to load. The most likely cause is a removed mod, i.e. some mod which added an entity type that was spawned in your world when the mod was removed.
Pneumaticcraft has always been one of my favs! Glad to see this is still going.
Quick question for others before I go digging into the weeds and trying make a real bug submission ... in the current modpack I am playing with friends the pneumatic boots do not appear to be preventing any falling damage at all. I tested it a few times, flying about 6 to 8 blocks up and turning the jets off, I fall and take damage every time, even though the boots still have over 4.0 bars of pressure at the time. The pack is currently using Pneumaticcraft version 1.16.4-2.8.1-96 for reference.
I love the armor so much I am going to risk the damage anyway (it will eventually improve my landings! :) ) but I thought I would inquire if anyone else is noticing this or if I need to start digging into mod interactions and whatnot.
** Update ** even just coasting to a landing is causing me 3 hearts of damage.
** Update 2** turns out my armor suit is using NONE of its air for ANYTHING I do ... which would explain why I still take falling damage. I flew around for 10 minutes and used 0 air ...
In reply to Izbenn:
That's really weird. Never seen that behaviour at all. Only reason no air would be used is if you're in creative mode, but then you wouldn't be taking fall damage...
Feel free to raise a github issue, with as much detail as possible. Check for anything odd in the logs, let me know what other mods are running, etc. If it's feasible, you could also try running with as few mods as possible, and see if the problem still happens.
In reply to desht_08:
Thanks, I may go ahead and do that then. This modpack has a lot of mods in it though so my money is on a mod interaction somewhere. I am going to ask the modpack author about it on his discord too, before I take this to your github.
And yeah, I made sure I was not in creative, I went into the configs to make sure there was nothing in there causing the armor to not need air, etc. It's just an odd event.
Once I hear back from the modpack author I will see if I need to follow up with a github issue.
Thanks again!
LOL ... how many times am I going to have to learn this lesson ... when something is not working, turn it off and on again. After our server did its morning reboot this morning, I logged back in and my armor worked perfectly correctly. Something had somehow glitched and unglitched with the morning server reboot.
In reply to Izbenn:
I believe I've tracked this one down. The server wasn't getting properly notified of armor feature status when armor pieces were freshly equipped (but was getting notified OK if you were already wearing the armor when logging in, which is why I didn't notice the problem for so long). Anyway, next release (coming v soon) should fix that bug.
In reply to desht_08:
Awesome! I had just figured it was a one time random bug since the morning server reboot seemed to fix it. Glad you were able to find something to fix though! AND I cannot wait for next release. Thanks!
Is it possible to add recipes to the pressure chamber with KubeJS? And if so how?
In reply to iCalggara:
Yes, absolutely possible. All PneumaticCraft machine recipes use the vanilla recipe system, so you can use something like this KubeJS script:
For examples of the recipe JSON, take a look at https://github.com/TeamPneumatic/pnc-repressurized/tree/1.16.4/src/generated/resources/data/pneumaticcraft/recipes/pressure_chamber - all the default recipes are in there.
Is there any way to mute the amadron offer sync message in the server log?
In reply to Clysop:
No, but it's one line of text every 20 minutes. What's the problem with that?
In reply to desht_08:
Nothing really, I'm just being unnecessarily nitpicky. I just wanted to check if there was an option I'd missed anywhere.
Does this mod change world gen or require a new world? I would love to install it on my existing world. Thanks!
In reply to LordBerek:
PneumaticCraft adds one piece of worldgen, which is Oil Lakes. It should be fine to add to an existing world (but as always, make a backup!). There's no retro-gen for Oil Lakes, so you'll only see them in newly-generated chunks.
You can also disable Oil Lakes in config if you prefer, although you'll need some other means of obtaining Crude Oil (e.g. Immersive Petroleum, or custom recipes via datapack/KubeJS etc.), or you can make Biodiesel with a slightly more involved process from purely renewable sources (mushrooms/sugar/crops).
Oil Lakes can also be blacklisted in config, by biome ID, or biome category.
In reply to desht_08:
Understood, thanks so much for the background on Oil Lakes. Sounds like an interesting feature to have. Perhaps I can make them rare enough so they are not 'too noticeable', yet an interest and need to explore to find and use.
There is a bug at the elevators not working when stacked up, even two elevators cant stack. The stack dosen't pressurize when stacked. pls fix 1.16.3
In reply to clarence5192007playzmc:
will be fixed in next release (2.8.0)
In reply to desht_08:
is 2.8.0 for 1.16.4 or 1.16.3
In reply to clarence5192007playzmc:
Should run fine on both, but I do all my dev work on 1.16.4, so that's the preferred platform. And there's no real reason to be sticking on 1.16.3 now, 1.16.4 is quite stable.
I see in 1.16.3, "AE2 Support has returned!"
I'm playing 1.12.2, and was wondering if it had already been removed at that point, and if not, how to go about it.