SCC 1.4.1 for MC 26.1.2 – Stellar Bow, Blueprint import, Auto-compress, Wormhole preview & smarter storage
Curse Maven Snippet
What's new
SCC – Super Cool Calculator 1.4.1 for Minecraft 26.1.2
Minecraft 26.1.2 · NeoForge 26.1.2.75+
Update from 1.4.0 – just replace the jar. Nothing in your world is lost.
Highlights
- Wormhole preview – look into a running Wormhole Gate and see the destination like a window, with real depth.
- The sky does more – a Sky Sensor redstone block, meteor shower nights at every new moon, the Planetarium projects the sky onto your ceiling and the Little Star lights up caves.
- Know what is going on – remaining time for running orders, storage warnings at 90 % and when full, your network stock in every item tooltip, a Star Logbook of your milestones and statistics,
/scc helpfor every command and one click to store your whole inventory. - More redstone – the Sky Sensor, a comparator on the Star Quarry, a redstone switch for the Mini Sun and a pulse when someone arrives at a Wormhole Gate.
- Smarter storage – auto-compress nuggets, ingots and blocks, import blueprints as order lists,
/scc orderfrom the chat, stock trends, reserved amounts and your recent orders right in the terminal. - More automation – pick the machine by hand (also blocks SCC does not detect), Avaritia tables, Powah Energizing Socket, recipes with up to 18 ingredients and 16 ports, fluids on the Storage Monitor.
- Stellar Bow – the missing Stellar Gear weapon: plasma arrows on FE (no arrows needed), one effect per star tier from burning arrows to a volley, a piercing plasma bolt, gravity arrows and seeking arrows.
- Stellar Pocket – a tool bag with a quick-swap wheel (key G) that also hands you the right tool for the block you look at; a low power warning for Stellar Gear; the Stellar Blade now works together with a shield.
- Classic design – the colours of the first SCC versions are back, and every machine block now takes the designs.
New
Storage and ordering
- Auto-compress – a switch in the Calculator Controller (tab Rules): the network packs nuggets into ingots and ingots into blocks (every 9/4 recipe that crafts back, mod items too), optionally keeping 64 or 256 of each. Taking out and ordering split blocks again – also for Building Gadgets linked to the Network Antenna and for Transfer Calculators; items reserved for orders stay, and so do the blocks those reserved items are packed in. The network stock in tooltips counts what can be split. Creative storage and ME Infinity Cells are never compressed. Tag
scc:no_compressexcludes items. - Import blueprints as order lists – Import Blueprint... (terminal menu or Order Lists) reads Litematica, Create/structure (.nbt) and WorldEdit (.schem) files, Litematica material lists, a pasted list or a Building Gadgets 2 copy, shows needed / in network / missing / craftable and saves it as an order list or orders what is missing in one click.
- /scc order <item> [amount] – order from your network by chat (linked Wireless Terminal in inventory or Curios, in range): plans like the order window, lists what is missing or answers "Order started: 64x Iron Ingot (~0:45)"; the order also shows up under Recently ordered. Tab completes items.
- Recently ordered with amounts – three dots → Recently ordered lists your last 10 orders with amount, stored per player on the server. Click opens the order window filled in, Shift + click orders again right away; the row above the storage remembers the amount too.
- Stock history in terminal tooltips – hover an item in a terminal: a trend like "+1.2K/h" (green) or "-300/h" (red) and a small 24-hour chart show whether a farm runs or something drains; Shift shows the last 2 hours. Recorded only for items that move or are looked at, kept across restarts (F7 /
/scc stockHistory off). - Reserved items shown separately in the terminal – when an order starts, the terminal grid now shows the amount you can really use: what is stored minus what running and waiting orders have reserved (100 Iron, an order holds 80 → the grid shows 20, in amber with a small lock). Items that are fully reserved stay visible with a dimmed "0" and the lock instead of disappearing. The tooltip lists Stored / Reserved for orders / Available. Sorting by amount uses the available amount, orders from other terminals and the wireless terminal count too, the Storage Monitor shows the free amount with "80 reserved" below it, and the network stock line in item tooltips adds "80 reserved for orders". Reserved items still can't be taken out (that would stall the order) – a click now tells you why instead of doing nothing. Turn it off under F7 → "Terminal: show items reserved by orders separately". (GitHub #131)
- Network stock in tooltips – with a linked Wireless Terminal in your inventory or a Curios slot, every item tooltip – inventory, chests, JEI – shows "In network: 1,234"; buckets and tanks show the fluid in the network. SCC asks the server only for the item under your mouse (a few bytes and about 0.01–0.03 ms of server time, measured with 50,000 kinds) instead of sending the whole stock list, only within the antenna's range and only if you may take from that network. Turn it off under F7 → Network stock in item tooltips; server owners switch it off with /scc stockTooltips off.
- Remaining time for orders – a running autocrafting order now shows an estimate such as "~2:30 left": in the tooltip of the order strip next to the terminal, in the bar above it and in the order window – on the wireless terminal too. It is measured from the order's own progress (a moving average, so one slow furnace run does not make it jump) and says "estimating time…" for the first few seconds. While an order waits – ingredients missing, no machine, no power, a Blood Altar out of LP – the reason stands there instead of a time.
- Storage warnings – when a network's storage reaches 90 % and again when it is full, players with access near one of its terminals or with a linked wireless terminal get a short notice with a sound; items and SCC fluid storage count separately. A yellow (red when full) symbol appears in the terminal header, and its tooltip lists how full items, SCC tanks and SCC energy are. It warns again only after the level dropped below 85 %. Turn the notice off for yourself under F7 → Storage warnings; server owners set the line with
/scc storageWarnPercentor switch it off with/scc storageWarnings off. - Store inventory – a new entry in the terminal menu (three dots, can be pinned to the bar): one click puts everything from your main inventory into the network. Hotbar, armor, off-hand and wireless terminals stay with you; what does not fit stays in your inventory, and a notice tells you how much went in.
- Sort by "Recently changed" – a fifth sorting in the terminal next to amount, name, mod and ID: whatever was just stored or taken out stands at the top – the harvest of a farm, the loot after Store inventory.
- Order Lists: search like in the terminal – the item picker of the Order Lists now understands the same search as the terminal:
@sccfor a mod,#tag,&id,$tooltip,-wordto exclude and|for "or". (GitHub #123) - Storage Monitor shows fluids – right-click it with a filled bucket or any fluid container (tank, cell): it pours it into the network and from then on shows that fluid with its amount in mB or B and the balance per minute (Jade too). Right-click with an empty bucket or container fills it from the network; left-click or an empty hand takes an empty bucket from storage and hands it to you filled. (GitHub #123)
Autocrafting and machines
- Choose the machine manually – the machine choice of the early versions is back in the Processing Calculator: the new pencil button next to Detect, or a right-click on the machine icon or name, opens "Which machine is this?". It lists every machine and recipe type your recipe viewer knows (search included); pick one and the calculator gets those recipes, even for blocks SCC does not detect on its own. "Chosen by hand" shows under the name, the choice survives reloading, and "Auto" goes back to the detected machine. If nothing with an inventory stands in front, the calculator drops the ingredients in front of itself, one set at a time, and an Item Collector brings the results back – for example Ars Nouveau's Crush: a Timer Spell Turret with Touch + Crush + Sensitive aimed at that spot, then pick "Glyph of Crush". (GitHub #126)
- Avaritia crafting tables in autocrafting (Re:Avaritia) – put a Processing Calculator in front of a Sculk (3x3), Nether (5x5), End (7x7) or Extreme Crafting Table (9x9) and orders from the network run there: SCC places every ingredient in the cell the recipe asks for, takes the result out the way a player would and sends it back to storage, one set at a time. Recipes shown by JEI for these tables are planned like any other machine recipe, intermediate steps included, and each recipe needs its own table tier, just like by hand. Guide → Integrations and a JEI info page on the tables explain it.
- Energizing Socket (with Powah) – a compact base for Powah's Energizing Orb: place the orb on top and put up to 8 real Energizing Rods inside (right-click with a rod or shift-click in its window). Each rod charges the orb exactly as it would in the usual setup – same rate per tier, read live from Powah's config, same 1-second warm-up – and without rods it charges nothing. Power from an SCC cable or any FE cable; a Processing Calculator at the orb automates it as before. The rods stand visibly inside and beam into the orb. Only craftable with Powah installed. (GitHub #113)
- Recipes with more than 9 ingredients – the Custom Pattern editor now has a second page (up to 18 ingredients; a "+" on the page button shows there is something on the other page), and a Processing Calculator takes up to 16 ports instead of 8 – enough for altars with one pedestal per ingredient. (GitHub #123)
- Star Quarry refills its pit – a new switch in the quarry window fills the mined pit again from the bottom up with a block you choose (field left of the inventory, cobblestone by default) from the network; a second switch replaces water and lava sources with it while mining – no lava lakes. Claims are respected.
Comfort
- Star Logbook – a cheap book (book + glowstone dust + gold nugget) that shows your SCC milestones with the in-game day: first network, first order, the first matter of every star tier, a caught meteor, first star forging, a finished quarry pit, first star ignited, first singularity, first Chronon, Stellar Gear of every tier, flight and more – 33 in all. Entries you have not reached yet stay grey with a short hint, and a small notice pops up for each new one. Every player has their own logbook; it keeps itself even without the book, and what you reached before 1.4.1 is filled in from your advancements.
- Star Logbook statistics – a second tab in the Star Logbook counts for you: items you stored, orders completed and the items they made, blocks your Star Quarries mined (also while you were away), wormhole jumps, meteors caught near you, meteor shower nights and Star Forge runs you watched. Kept on the server for every player and fetched when you open the tab.
- /scc help – lists every SCC command you may use, one line each: click a command to put it in the chat line, click [?] for the details.
/scc help <command>shows syntax, explanation, an example and who may use it; operators get/scc help settingswith every server setting, its current value, default and meaning (also/scc help <setting>). Tab completion included, in all languages. The same list is on GitHub: docs/COMMANDS.md (English) and docs/COMMANDS.pt-BR.md (Portuguese). (GitHub #118) - Classic design – the colours of the first SCC versions are back as a design: dark slate plates, black trims and grey symbols instead of gold, on today's blocks, cables and panels. Pick it under F7 → Design or paint single blocks with the Design Brush; Stellar Gear can wear it too. Tier colours, lights and fill levels stay as they are. (GitHub #115)
- Where is the network not loaded? – hover the yellow "area(s) not loaded" line in a terminal or the Controller: dimension, coordinates, distance and direction, and the block it hangs on (e.g. a Wireless Transmitter). Click it to mark the areas with a light beam for 60 s and list them in chat.
- Choose the result in the crafting grid – if several recipes use the same ingredients, a button next to the result of the (Wireless) Crafting Terminal lets you pick what the grid crafts; the grid remembers it. With Polymorph installed, Polymorph's own button does it. (GitHub #139)
- Monitors in 2D or 3D – right-click a Storage, Calculator or Crafting Monitor with the Wrench: the item is shown flat (default) or as a block like before. (GitHub #119)
Redstone
- Star Quarry and redstone – a comparator at the quarry core reads its progress: 0 before the first block, 1 to 14 while it mines, 15 when the area is done (Orbital Mining gives 0). When a pit is finished, the player who placed the quarry gets a notice with its position.
- Mini Sun and redstone – a redstone signal switches a placed Mini Sun off; with an inverted daylight detector it only shines at night and saves its power during the day.
- Wormhole Gate redstone pulse – a gate gives a redstone signal of 15 for one second whenever someone arrives at it or jumps away from it – for a door to the arrival room, a light or a visitor counter. Jumps with the Wormhole Remote make the target gate pulse too.
Sky and space
- Wormhole preview – look into a running Wormhole Gate and you see the other side: the middle of the tunnel shows the destination like a window, with real depth – walk past and the view shifts with you (the swirl stays around the edge). A gate shows the destination you last jumped to (otherwise the first in its list); the rift of a Wormhole Remote shows its target. Works across dimensions, with day and night of the far side. Only blocks are shown – no creatures, no chest contents – and only to players who may use the gate; nothing is ever loaded for it (an unloaded destination shows its last picture, slightly dimmed). Costs about as much as one more small view while you look; turn it off under F7 → Wormhole preview (it also rests under a shader pack and at very low frame rates), server owners with /scc wormholePreview off.
- Wormhole Gate: open at the portal, facades, portal colors – right-click the tunnel itself to open the gate's window (sneak to use items through it); no invisible blocks, walking and jumping work as before. The gate's base takes a Facade of any full block like a cable (the Wrench takes it off again), so it disappears into your floor while the portal floats above. Pick one of 10 portal colors at the bottom of the gate window – Classic, Violet, Blue, Cyan, Green, Gold, Orange, Red, Pink, White: tunnel, glow and particles change, the preview in the middle stays true to life, and a Wormhole Remote's rift takes the color of its target gate. (GitHub #135)
- Sky Sensor – a redstone block for the sky: right-click to choose what it watches – a conjunction, a star above a height you set or at its highest point, a meteor approaching (within 128 blocks), a meteor shower, night, day, new moon, or the harvest factor of a star (the signal follows the Sky Harvester's yield). On = 15, with an Invert button. A comparator reads a graded value: how high the star stands, how close a conjunction is to its peak, how many meteors are coming. The little star on top lights up with the signal. Needs no network, power or open sky. Recipe: daylight detector, a Star Shard, glass, quartz, iron and redstone.
- Meteor shower nights – every new moon night (adjustable) is announced at sunset: "A meteor shower lights up the sky tonight!" All night shooting stars streak across the sky (only to look at), and about 4 real meteors fall per player instead of at most one – with all the usual rules (no claims, no bases, no water), and Sky Harvesters catch them as always. New entry in the Star Logbook. Server settings meteorShowers, meteorShowerEvery, meteorShowerMeteors; /scc sky shower tells when the next one comes; F7 switches the shooting stars off on your screen.
- Planetarium sky projection – at night or in a dark room the Planetarium casts the five sky objects, their orbits and a few stars onto ceiling and walls, where they really stand in the sky right now, slowly turning. Sneak + right-click switches it on and off, a redstone signal switches it off, F7 switches it off on your screen. Cheap: a few hundred small light spots, hit points cached.
- Little Star night light – in caves and at night the Little Star glows brighter and throws warm light onto floor and walls, without placing any blocks in the world. With Sodium Dynamic Lights or LambDynamicLights installed it lights up the area for real. The old invisible light blocks (they stop mobs spawning) are still there as a server setting: /scc littleStarLightBlocks on.
Stellar Gear
- Stellar Pocket – a tool bag for your belt or charm slot (Curios) or simply your inventory: 9 slots for tools, weapons and Stellar Gear only – also those of other mods. Press G (rebindable): tap it to put the tool in your hand back into the pocket; hold it, point at a tool in the wheel and let go to take it – the tool you held takes its place (blocks and other things go to your inventory). With an empty hand a tap keeps the wheel open: click a tool or press 1-9. Right-click the pocket or "Open pocket" in the wheel shows all slots. At a Smithing Table with a Star Shard and a Stellar Steel Ingot it grows to 18, then 27 slots, tools included. Recipe: leather, a Stellar Steel Ingot and a Star Shard. Everything is checked by the server. (GitHub #121)
- Stellar Pocket hands you the right tool – tap G while looking at a block and the pocket puts its best tool for that block into your hand: one that really gets a drop out of it, Fortune first on ores (Silk Touch only where nothing else drops, like glass), otherwise the fastest. The tool you held goes into the pocket; if it already is the best, the tap puts it away as before. Only tools from your own pocket, checked by the server.
- Low power warning for Stellar Gear – when a piece of Stellar Gear you wear or hold drops below 10 % power (Exo flight and plasma shield simply stop without it), a short SCC notice with a soft chime tells you once; it warns again after the piece was charged above 25 %. Turn it off under F7 → Stellar Gear low power warning.
- Stellar Blade + shield – with a shield in your off hand (the Star Shield or any other), right-click uses the Stellar Blade only when one of its abilities would really fire: Sun Flash ready, or Time Stop ready with a Chronon at hand. While both rest, are switched off or the blade has no power, the same right-click raises the shield and you block as usual. Holding still charges the Time Stop when it is ready; a shield in the main hand always blocks. (GitHub #120)
- Star Anvil in anvil shape – the Star Anvil is no longer a cube: it has the shape of the vanilla anvil (same size, outline and hitbox, placed the same way), forged in the Star Forge style – dark steel, golden edges, a polished striking face with an inlaid star, a horn at one end and a glowing star core in its waist that slowly pulses (it shines in the dark). Now and then a golden spark rises from the face. Works with all designs, the Design Brush and Classic. Nothing changes in your world – placed Star Anvils simply take the new look.
- Plasma Arc hits animals too – the Stellar Blade's plasma sickle now also cuts through passive mobs such as cows, pigs and sheep, not only monsters – handy for farming; on a level throw its hit zone reaches one block lower, so pigs, chickens and rabbits are hit too. Tamed pets, mobs with a name tag, villagers and wandering traders are always spared, and players are never hit.
- No mining penalty while flying – with the full Singularity Exo set (the flight set) you mine in the air as fast as on the ground; vanilla otherwise makes breaking blocks five times slower whenever your feet are off the ground.
- Drill hammer on walls: floor stays level – mining into a wall, the hammer area no longer sits centred on the block you hit: it starts one block below it and goes up from there (3×3: 1 down, 1 up; 5×5: 1 down, 3 up; 7×7: 1 down, 5 up). Aim at head height and the bottom row is at your feet – tunnels keep a flat floor. Floors and ceilings stay centred; the outline shows the new area.
- Stellar Bow – the missing Stellar Gear weapon: a bow on FE instead of durability, with its own 3D model in every tier (dark steel, gold and a glowing plasma string that draws back like a vanilla bow), all designs and the Design Brush. With power it shoots plasma arrows – no arrows needed (100 FE per shot), fully drawn after 16 ticks instead of 20 (Singularity 11), 6 to 9 damage at full draw plus Power; plasma arrows never lie around, they vanish at the first block. Without power it is a normal bow that shoots arrows from your inventory – nothing breaks. One effect per star tier, each switchable (Sneak + right-click or Star Anvil): Red Dwarf Ember Shot (burning arrows, Looting +1), Yellow Star Solar Volley (3 arrows in a fan), Blue Giant Plasma Bolt (fast, no drop, through up to 3 creatures), Neutron Star Gravity Arrow (pulls enemies at the impact together and slams flyers down), Singularity Seeking Star (arrows curve gently towards the nearest enemy). The strong effects need a fully drawn bow; bolt, gravity and seeking never touch players, pets or villagers, bosses are only slowed. Takes all bow enchantments (Unbreaking saves FE), charges at the Stellar Distributor and wirelessly, fits into the Stellar Pocket and counts for the Star Logbook. Recipe: bow + Netherite Ingot + 2 Stellar Steel. Guide and JEI pages included.
- Exo Helmet: Night Vision – from Red Dwarf the Stellar Exo Helmet gives night vision for 1 FE/t: no flicker, no particles, no icon, off at 0 FE. Switchable like every effect.
Fixed
- Neo Vitae: orders that go through the Blood Altar (Ara Vitae) no longer stop halfway or get cancelled at random. While the altar pays for an item with LP it counts as working, so the order waits as long as the altar needs instead of giving up after a minute; when the altar runs out of LP, the order window says so ("the Blood Altar is out of LP …") and the order simply goes on once you refill it. The half-paid item is no longer pulled back out of the altar. The same goes for the Alchemy Table when the soul network of its Blood Orb is empty, and if the altar or table will not start a recipe at all (altar tier too low, no bound orb in the table), the order window tells you why. (GitHub #116)
- A bound Blood Orb in storage is now used for Ritual Stones and every other recipe that only asks for an orb tier – before, the planner looked for an unbound orb, showed it as missing or wanted to craft a new one. For Alchemy Table recipes the orb in the table's orb slot is enough – it no longer has to be in storage as well. In general, a tool that comes back from the crafting grid is now found in storage in any form when the recipe asks for the plain item. (GitHub #116)
- Chisel Calculator: much faster – an order now feeds a whole stack of the base block at once instead of one block at a time (it waited for every single result to be picked up), so it really chisels 16 blocks per second: 64 Stone Tiles take 4 seconds instead of 14, 256 take 16 seconds instead of about a minute. It also takes the raw base block from storage (Stone) instead of an already processed one that happens to share the name (Stone Bricks), and leaves your other decorative variants alone. A lock set in the calculator's settings still applies. (GitHub #69)
- Designs now work on every machine block: Star Quarry (all tiers), Quarry Marker, Planetarium, Star Anvil, Gravity Lift, Constellation Pedestal, Starlight Path and Sky Sensor stayed dark in the light designs and ignored the Design Brush. They now take all 27 designs under F7 and with the brush; tier colours, lights and gold stay. The Meteorite, Starlight Lamp, Starlight Glass and Mini Sun keep their own look on purpose (natural stone and pure light colours).
- Mystical Automation: the Awakening Altarnator gets its elemental essences again. On Minecraft 26.1.2 the four essence slots of its recipe template stayed empty and refused everything, so orders stopped with "no room for 80x … Essence". When a recipe asks for the same essence several times (for example 4 × 20), each essence slot now gets exactly its share instead of 64 + 16, which the altarnator could not use. (GitHub #125)
- Storage Connector on an AE2 network ("Reads the whole ME network"): fluids and – with Applied Mekanistics – Mekanism chemicals in the ME network are now part of the SCC network too: shown in the terminal, used for recipes, and you can store them there. ME Infinity Cells (ExtendedAE) count as one billion instead of an absurd number, so plans and displays stay readable. (GitHub #119)
- Storage Monitor, Calculator Monitor and Crafting Monitor draw the item flat on the screen, like in the inventory – a block no longer sticks out of the frame as a cube. (GitHub #119)
- Planner: a recipe whose ingredient tag also contains its own result no longer turns into a recipe that makes something out of nothing. Silent Gear dyes "8 Fluffy Blocks of any colour + dye → 8 Red Fluffy Blocks"; the planner read it as "1 Red Dye → 8 Red Fluffy Blocks" and an arrow order planned feathers from Fluffy items you never had. Now it uses a real ingredient for that slot, or tells you what is missing. (GitHub #122)
- SCC notifications ("Done: …", warnings) and the analysis box are drawn on top of the HUD instead of under F3, FPS counters and other mods' HUD (Mahou Tsukai). New in F7 → Terminal: "SCC notification position" – top left, top right, bottom left or bottom right. (GitHub #124)
- SCC + AE2: items are no longer counted twice when SCC and AE2 see the same storage. With a Storage Connector on the ME network and an AE2 Storage Bus on an SCC storage block – or on a chest that also has a Storage Connector – the terminal showed everything in it twice, so an order that needs two items started with only one there and then stalled with "missing … reordering". SCC now counts such storage once (fluids and chemicals too), and the AE2 terminal no longer sees it twice through the Network Antenna either. (GitHub #127)
- Lenses no longer look alike: the Basic Lens (clear glass with a cyan tint) and the Neutron Star Lens (white-violet with a pulsar beam) were hard to tell apart. All six lenses now have a dark steel ring with a golden setting in the Star Forge style; Neutronium got the look of the Stellar Steel Ingot (white with a violet band).
- Performance: putting items into an SCC Item Storage that already holds many kinds no longer compares the stack with every kind inside, one by one – the storage now finds the right place directly. With 12,500 kinds per storage this had become more than half of SCC's server time in a 50,000-kind test base (Transfer Calculators, Importers, machine outputs and every other way into the network).
- Performance: Breaking Calculators, the tag filters of Transfer Calculators, the crafting planner and the Stellar Cradle no longer copy the whole stock list of the network just to look up a few numbers. With 50,000 kinds that copy caused lag spikes of 5–16 ms several times a second.
- Performance: SCC + AE2 – the Network Antenna and a Storage Connector on an ME network only work out what AE2 storage buses already share (GitHub #127) when the ME network really has a storage bus, at most once per tick, and the list of what SCC reads directly is kept for a second. The antenna's server time in the test base dropped from 5.8 to 0.3 ms per second.
- Orders that wait at a machine – a furnace that has run out of fuel, or a recipe that takes longer than half a minute – no longer fail about 30 seconds after the world or server was loaded again. The Processing Calculator now remembers which order holds it, so the order simply goes on waiting.
- Order window: when an order cannot be planned, it now names what is missing ("Missing: 1x Nether Quartz, 3x Stone") instead of only counting the ingredient kinds, and it follows the real recipe instead of a reversible conversion. Ordering a Processing Calculator showed "Processing Calculator Panel missing" – a panel can only be made from the calculator itself – instead of what the normal recipe lacks (the Comparator's quartz and stone). The same goes for block ↔ panel, block ↔ ingots and ingot ↔ nugget conversions; if the panel or block really is in storage, it is still used.
- Stellar Distributor: it now powers a placed Mini Sun and the Energizing Socket (it skipped them as "SCC block", but both often stand without a cable), and when blocks are left out because its tier supplies no more (Basic 16, Red Dwarf 32 … Singularity 1,024), the window says so in yellow ("16/16 blocks - tier limit, a higher tier supplies more"). Range Upgrades, Infinite Range and Dimensional only change how far it reaches, not how many blocks it powers.
- Stellar Drill in third person: held like a power drill now – the pistol grip upright in your fist, the battery below and the drill head pointing forward where you look (left hand mirrored). Before, it lay upside down and stuck out sideways from the body. First person is unchanged.
- Building Gadgets 2: the Building Gadget and the Copy-Paste Gadget can be linked to the Network Antenna again. Building Gadgets 2 for Minecraft 26.1 dropped its AE2 linking, so the antenna window said "Cannot be linked: Copy Paste Gadget". Now the Link button binds the Building, Exchanging, Copy-Paste and Cut-Paste Gadget directly, and the gadget's own Bind mode (sneak + right-click the antenna) works too. The gadget builds straight out of the SCC network – with or without AE2 – and broken or undone blocks go back into it. Only these gadgets see the network through the antenna – hoppers, pipes and SCC's own Storage Connectors don't, so nothing is pulled out by accident or counted twice. Fast with very large networks: the block you just used is found first. With security on, the player who links and the player who placed the antenna need the "take" right.
- Order window: the first click on "+" no longer leaves the suggested amount of 1 at 1 – "+1" now gives 2, "+8" from the untouched 1 still gives 8 (like the mouse wheel), and after "Max" or a typed amount every "+" adds to that number instead of starting again from zero. (GitHub #129)
- Two Calculator Controllers in one network – for example a farm network with its own controller that a Wireless Receiver joins to the main network – no longer both bill the network: it paid twice for power, and both controllers said "Network running". Now the first controller runs the network and pays; the other one rests, its buffer helps out and its rules keep working. Its window and Jade say "Resting – the controller at x / y / z runs this network". The guide now also explains that a Wireless Receiver makes both sides one network, and how to keep two networks apart with a chest in between. (GitHub #130)
- Tooltips of SCC items and blocks are wrapped to a sensible width (about 45 characters) instead of one long line across half the screen that covered JEI, the minimap and the window next to it – in the inventory, in JEI and everywhere else. Colours and the Shift hint stay. (GitHub #133)
- Star Quarry (Singularity): the black hole of the Event Horizon no longer looks broken under a shader pack – the accretion disk was a ring of hollow, outlined boxes because the sides facing the camera were dropped. Every cube is now solid, with and without shaders; the photon ring arcing over the hole too. (GitHub #134)
- Wormhole Gate recipe is cheaper: normal Obsidian instead of Crying Obsidian, and an Ender Pearl instead of the Dimensional Upgrade (eyes of ender, dark matter and the antenna stay).
- Orders no longer give up while a slow machine of another mod is still working: F7 → "Waiting orders give up after" sets how long (30 s to 30 min, or Never), a Processing Calculator can set its own time (clock button), servers set default and limit with /scc orderTimeout and orderTimeoutMax. (GitHub #138)
- Planner: ingredients that take any variant ("any glass pane", "any glass") use the plain one again – with Create, one stained pane and some dye in storage made SCC dye glass first and craft stained panes. Stained ones are only taken if they are in storage or nothing else works. New button in the crafting tree to pick the variant yourself (was middle-click only). (GitHub #137)
- Terminal: clicking an item the server no longer has (a "ghost" entry) now refreshes the list at once and notes it in scc.log instead of doing nothing. (GitHub #137)
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