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SCC - Super Cool Calculator

A storage and autocrafting network with nothing to encode. Put a connector on the chests you already have, a calculator on the machines you already built, and ask the terminal for what you want.
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SCC 1.4.3 for MC 26.1.2 – Star Wings, Network Check, Machine overview & smarter Autocrafting

File namescc-1.4.3.jar
Uploader
XxRonaldxXXxRonaldxX
Uploaded
Oct 14, 2026
Downloads
40
Size
10.3 MB
Mod Loaders
NeoForge
File ID
9173109
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:scc-super-cool-calculator-1696954:9173109"

Learn more about Curse Maven

What's new

a# SCC – Super Cool Calculator 1.4.3 for Minecraft 26.1.2

Minecraft 26.1.2 · NeoForge 26.1.2.75+

Update from 1.4.2 – just replace the jar. Nothing in your world is lost.

New

  • Star Quarry: much bigger fields. Up to 32×32 on Basic, 64, 128, 256, 512 and 1000×1000 on Singularity; the top layer can sit up to the build limit above the core (take down a whole mountain). Fields over 96 are mined chunk by chunk, and the quarry keeps the one chunk it is mining loaded (never its own; /scc quarryLoadsWorkChunk). Type numbers straight into the window, Shift/Ctrl/Ctrl+Shift steps 16/64/256.
  • Stellar Bow: new switches in its settings window - Arrow flight (Straight: all plasma arrows incl. Solar Volley fly without gravity, or Arc) and Targets (Hostile/Passive/All/Off). Seeking Star now locks on and really chases its target - flying mobs and the Ender Dragon too.
  • Job list, rebuilt: every job of the network with icon, progress bar, time left, a clear state ("waiting for Coal", "no power", "paused") and who ordered it; sort and "only waiting" filter. Click a job for its steps: which machine or crafter does each one (click = highlight in the world), what is missing, in the machine, reserved. Also on Crafting Monitor right-click.
  • Pause / resume jobs (list and detail window): no new steps start, machines finish what they have, ingredients stay reserved; survives a restart.
  • Search history: ↑/↓ in SCC search fields brings back your last 20 searches (like JEI).
  • Black hole as a trash can: in any terminal, hover over an item and press Delete (rebindable) to throw it into the Stellar Cradle's black hole in the network - choose 1/stack/all/number and confirm. It counts as food (FE, Chronon); reserved items stay; or click the toolbar's black hole button with an item on the cursor. (GitHub #150)
  • Star Wings: combine the Singularity Exo chestplate with an Elytra on the Star Anvil. With the full Singularity set, switch between Creative flight and Elytra gliding (Exo window, Star Anvil or hotkey). Gliding costs FE instead of durability, with an automatic boost (Off/Gentle/Medium/Strong, sneak pauses it). (GitHub #151)
  • Network Check (terminal menu, Network Tool window): every problem of the network as a list with location and severity - unloaded areas, calculators without a machine, connectors without a container, full storage, power shortage, unbound wireless links, extra controllers. Mark highlights the spot in the world (light beam for unloaded areas).
  • Stellar Gear window: tabs Armor and Tools - switch the effects of all Stellar tools in your inventory without holding them; the last tab is remembered. Every effect shows its power cost, and each piece shows its live FE/t use. Star Wings settings now sit under Flight, bow settings next to their effects. Every button explains on hover what it does.
  • Processing Calculator: live status. A line in the window says what the machine is doing right now ("Inserting batch 3/5", "Waiting for result (2/4)", "Waiting: Barrel not empty yet", "Idle") and which order holds it. The Lock tooltip explains all four modes, the current one highlighted. (GitHub #159)
  • Machine overview (terminal menu): every Processing Calculator of the network with machine, state (working/blocked/idle/not loaded), reason, the order holding it and position. Sort and filter (e.g. only blocked); click highlights it in the world, right-click opens its order.
  • Short hover tooltips for more settings (Sky Sensor arrows, power shortage order arrows, filter fields, Planetarium buttons).
  • Order window: why something is missing. Each missing part now says why - "no machine for it (Furnace)", "raw material - no recipe", or the real root deep down ("raw material missing: Oak Log x1" instead of just "1x Bow"). Click a line to jump to that spot in the recipe tree, right-click for the full report.
  • Popup when your order is done: "4x Chest - Done, 2 steps, 0:20" (or the reason it failed) for the player who ordered, main jobs only. Click it or press K (rebindable) to open the job's details. Switch it off in F7.
  • Terminal filters: the funnel next to the search field - only craftable, only in storage, fluids, chemicals (with Mekanism) or a single mod. Remembered after a restart, like the category.

Fixed

  • Autocrafting: no more idle machine between orders. When several orders share a machine, the next one now starts the very next tick it gets its turn (it used to wait up to a second each handover), and an order that runs out of ingredients hands its turn on right away instead of holding it for 20 s. The job details say why a free machine waits ("waiting for its turn", "waiting for ingredients" …).
  • Autocrafting runs more in parallel: independent steps of a big order (whose ingredients are already in storage and whose machine or crafter is free) now split off as their own orders and run at the same time on other machines - test: 3 machines busy at once instead of 1, 2062 → 1222 ticks. Server setting parallelSteps (default 4, 0 = off). Machines locked until their result count as running in the job list.
  • Stellar Bow: Seeking Star no longer locks onto targets an arrow cannot hit (EvilCraft Vengeance Spirit, invulnerable or spectator entities) - it picks the next real target, also when a locked target becomes unhittable.
  • Big orders (Energized Power Tier VIII upgrades): the planner no longer reports bogus missing items (e.g. "1x Reinforced Advanced Upgrade Module, 2x Coolant Cell") when a chain needs over 500 steps. Identical steps are now merged into one - Speed Upgrade Module (Tier VIII): 330 → 36 steps; a plan still too big says so.
  • Stellar Drill: the area now always follows the side you hit - on grass or while moving the mouse it sometimes dug a vertical slice instead of the floor patch, leaving grass and dirt behind (GitHub #153).
  • Star Quarry: Orbital Mining now uses the Fortune/Silk Touch card - before, every haul was rolled with a plain pickaxe (GitHub #158).
  • Lock "Empty" no longer refuses its own batch: recipes with more than one ingredient never went in (GitHub #159).
  • Mekanism: items that become a chemical (salt, flint) now go in bit by bit (100 salt never fit a 64 slot - sulfur hung), and a machine whose random per-tick usage ran dry gets a small top-up (GitHub #160).
  • Auto-drain also returns leftover chemicals from Mekanism input tanks (oxygen from flint), drains a basin even if unusable ingredients stay in it, and remembers what SCC filled across restarts (GitHub #154, #155).
  • Shared machines: an order with a share of 0 could keep an idle machine forever, so several orders waited on each other; a machine busy with another order's batch no longer makes an order give up (Mekanism Ultimate Control Circuit) (GitHub #156).
  • Autocrafting with few machines: orders no longer fail with "no machine"/"no free crafter"/"machine full" while the matching machine is visibly working (e.g. one Metal Press for many Copper Wire) - they wait. A step is no longer pulled forward when it needs the order's own busy machine. Parallel steps sit indented under their order ("↳ for …", click opens it), and its time left includes them.
  • Autocrafting with one machine for several steps (e.g. one Metal Press): a step pulled forward no longer gets its ingredients taken back out of the busy machine - Copper Wire counted as made but was never pressed, and Speed Upgrade Module VI failed with "392x Copper Wire missing". Nothing was lost.
  • No overproduction: results still cooking in an order's own machine (Raw Iron in a Blast Furnace) are no longer reordered as missing.
  • No leftovers in machines: when an order ends (done, failed, cancelled), SCC puts back what it filled in and is still there - ingredients, water, Mekanism chemicals - right away, even with Auto-drain off (GitHub #154, #155, #156, #160).
  • Terminal: a Mekanism Fluid/Chemical Tank (or any fluid container) on the cursor now fills from a fluid or chemical row instead of being stored - left click as much as fits, right click one bucket. Right click into the grid empties it and the tank stays on the cursor (GitHub #162).

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