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QuantaWorks

From Raw Matter to Advanced Industry. Give extraordinary power a purpose
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Description

QuantaWorks

🔔 Future Development — QuantaNetwork

QuantaWorks will be integrated into QNet, a unified technology mod bringing together all Quanta Mods into one interconnected experience, with new features, improvements, and a completely reworked progression system. Rather than functioning as separate, independent mods, the former Quanta Mods will become interconnected sections of the Quanta Network, featuring meaningful progression and dependencies between them. Advancing through QNet will require exploring and mastering different technologies, with each section building upon the others. The overall difficulty will increase to create a more challenging and rewarding experience, where unlocking new technologies, building advanced machinery, and reaching major milestones provide a genuine sense of achievement. Progression should feel earned, not simply given. After this transition, QuantaWork will no longer receive updates as a standalone mod. All future development will continue as part of QNet. Existing worlds and builds are important to me. Migration support is planned to preserve your machines, multiblock structures, and progress wherever possible. If major changes prevent a direct migration, I will provide detailed instructions to help you transition. Don't worry, though. This transition is still some time away. QuantaWork will remain available in the meantime, and there is no need to make any changes to your worlds right now.

QuantaWorks

From raw matter to advanced industry: universal processing, automated production, agriculture and multiblock manufacturing that gives extraordinary power a purpose. Works on Fabric and NeoForge.

0.1.0 - BETA. The first release. Every machine, plant and recipe was tested on every supported Minecraft version and loader, and played by hand on 1.21.1. Please report anything odd on the issue tracker (link below) with your Minecraft version, loader and log, and keep backups of your worlds.

Why QuantaWorks?

  • Processing for every mod's materials. QuantaWorks reads the metals of your modpack from the common c: tags and makes its recipes for each of them: grinding, smelting, pressing, rolling, wire drawing, casting, leaching. A balance check after every data reload switches off recipe loops that would create material from nothing.
  • From the first ore to the endgame. Eleven machines, eight multiblock plants and five kinds of upgrades, in four tiers.
  • Plants you build block by block, with free sizes within limits, a controller that names the wrong block and its position, a Build Projector that shows the plan in the world, and a step-by-step guide with in-game pictures of every layer in the wiki.
  • A purpose for big power. The endgame plants take hundreds of thousands to millions of E per tick and one-time investments of billions. Made for QuantaVolt, but any mod's energy works.
  • You see the work. Rollers turn, the bath glows, workpieces ride the conveyor, crops grow, the beam circles, the drill string turns - through the Industrial Viewport in every plant.
  • No world generation. QuantaWorks adds no ores; it works with what your pack has.

Machines

  • Industrial Pulverizer: ores, raw metals and ingots into dust (two dust per ore, with by-products).
  • Induction Furnace: every smelting recipe of every mod at half the time; steel and the alloys of your pack.
  • Metal Former: plates, rods, gears, wires and blocks; the die chooses the process.
  • Plant Processor: plant oil, bio slurry, plant fiber, bio fertilizer.
  • Assembler: crafts any crafting recipe from a pattern card; circuits, coils, frames.
  • Air Separator: nitrogen, oxygen and argon from the air.
  • Chemical Reactor: electrolysis, fermentation, polymers, silicon, ammonia, nitric acid, liquid nitrogen.
  • Industrial Centrifuge: dust and by-products from raw metals.
  • Crystallizer: silicon boules, quartz, amethyst, quantum crystals.
  • Farming Station and Tree Harvester: plant, harvest and replant fields and trees; they respect claims.
  • Combustion Generator: power for packs without a power mod (off when QuantaVolt is installed).
  • Upgrades: Speed (up to 16 times as fast), Efficiency (-15 % power each), Parallel (2, 4 or 8 at once), Range and Yield for the field machines.

Plants

  • Advanced Materials Foundry: melts any metal into one bath, mixes alloys, casts ingots, plates, rods, gears, blocks and nuggets.
  • Chemical Processing Plant: one reaction per reactor column at the same time, large processes, ore leaching (3 dust per ore).
  • Industrial Assembly Complex: 2 to 10 stations along a conveyor; step recipes, precision assembly, automated crafting.
  • Agricultural Facility: crops and trees indoors in up to 64 beds, up to eight times as fast.
  • Particle Processing Facility: a beam ring of edge 9 to 33: exotic matter, charged quantum crystals, echo shards, nether stars.
  • Quantum Fabrication Facility: a coherence field for quantum processors, field parts and upgrades.
  • Matter Reconstructor: other metals into gold or iron, coal into diamonds, netherrack into netherite scrap - never a gain.
  • Deep Core Extractor: brings up the ores of your dimension (every mod's too), from regional reserves.

Part of the QuantaNetwork

The QuantaNetwork

QuantaWorks belongs to the QuantaNetwork by cptgummiball:

  • Pipster: readable pipes for items, fluids, gases and energy.
  • QuantaVolt: industrial power generation.
  • QuantaWorks: from raw matter to advanced industry.
  • QuantaRift: endgame dimensional extraction.

The mods work together through public, standard interfaces. QuantaWorks itself needs only Pipster; QuantaVolt is recommended, the others are optional.

Works with Other Mods

  • Items, fluids and energy use the standard interfaces of the loader (Fabric Transfer API and Team Reborn Energy; NeoForge capabilities). 1 E = 1 FE. Pipes, cables and storage of other mods connect without an extra integration.
  • Gases use the gas system of Pipster, which is required.
  • QuantaVolt (recommended): hydrogen and oxygen become QuantaVolt's gases, its helium cools the Quantum Facility, and the Combustion Generator steps aside.
  • Optional, only active when installed: JEI (all machine recipes), Jade (machine status), CC: Tweaked (readings, redstone mode), Open Parties and Claims and FTB Chunks (farms respect claims). Started with the real mods on every version where they exist; the exceptions caused by the partner mods themselves are listed in the wiki under Supported Versions.
  • Metals of other mods through the c: tags; checked with Tech Reborn (Fabric) and Mekanism (NeoForge). Mekanism's chemicals are a separate system and do not connect.

Version Status

Minecraft 1.21.1 to 26.3, Fabric and NeoForge. Some files cover a few neighbouring versions, but only where that very file was tested on each of them. Pick the file whose name contains your Minecraft version.

Performance

  • Measured on one laptop (Intel Core i7-13700H): a dedicated server with 12 running plants, 96 single machines and 8 field machines cost QuantaWorks 0.20 to 0.39 ms per tick in the median and at most 1.3 ms in the 99th percentile (Minecraft 1.21.1 and 26.3, both loaders), out of 50 ms per tick.
  • That is a measurement on that computer, not a promise for every server. Details in the wiki under Performance.

Requirements

  • Pipster on both loaders.
  • Fabric: Fabric API.
  • Install on both client and server.

Links

Modpacks

You may include QuantaWorks in any modpack, public or private, free or paid, as long as the jar files stay exactly as published.

License

QuantaWorks is made by cptgummiball. All rights reserved: modifying, decompiling or re-uploading QuantaWorks outside of modpacks is not allowed. Mod developers may compile against the QuantaWorks API. Full license: https://github.com/CptGummiball/QuantaWorks/blob/main/LICENSE

QuantaWorks Team

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