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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 1.4.7 for MC 26.1.2 – RS fluids & chemicals, LN fixes, fluids on the Interface, smarter factories & many fixes

File namescc-1.4.7.jar
Uploader
XxRonaldxXXxRonaldxX
Uploaded
Oct 19, 2026
Downloads
48
Size
9.8 MB
Mod Loaders
NeoForge
File ID
9252210
Type
B
Beta
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:scc-super-cool-calculator-1696954:9252210"

Learn more about Curse Maven

What's new

SCC – Super Cool Calculator 1.4.7 for Minecraft 26.1.2

Minecraft 26.1.2 · NeoForge 26.1.2.75+

Update from 1.4.6 – just replace the jar. Nothing in your world is lost.

New

  • Unlink from the Stellar Distributor window (GitHub #193): in Linked mode every row has an x that removes the link - also for blocks that are gone (shown as a barrier).
  • Apotheosis affix rarity in the Transfer Calculator (GitHub #190): Alt + scroll on a filter field with affixed gear now offers apotheosis:rarity/epic etc. first - it matches every piece of gear of that rarity, whatever the item.
  • Fluids on the Interface (GitHub #196): the Interface now takes fluids like an ME Interface - anything piped in (or sent by a Logistics Networks Receiver) goes straight into storage. Drag a fluid from JEI or EMI onto a template and pipes and LN Senders can drain that fluid from the network there, in any amount.
  • Guide: Altars and multiblocks (GitHub #192): a new section under Processing explains how altars and multiblock machines run in autocrafting: where the Processing Calculator goes, when ports, your own patterns or Reverse insertion order are needed, plus the Blood Altar (Neo Vitae's Ara Vitae).
  • Pick block puts the block into your hand (GitHub #186): with a linked Wireless Terminal on you, middle-clicking a block you don't carry now places it from the network directly into your selected hotbar slot instead of the first free inventory slot. Whatever you were holding goes into the network; if the network can't take it, it moves to a free inventory slot, and if there is no room anywhere the pick is cancelled - nothing is lost. Wireless Terminals are never stored this way, and creative mode is unchanged.

Fixed

  • Refined Storage fluids and chemicals (GitHub #188): a Storage Connector on any Refined Storage block now also sees the fluids of the RS network (fluid disks, tanks behind an RS External Storage) and, with Refined Storage - Mekanism Integration, its Mekanism chemicals - shown in the terminal, used by autocrafting, and filled/drained like any tank.
  • Stored Mekanism chemicals only half used by the planner (GitHub #189): the planner saw the network's chemical stock rounded down to a power of two (1000 mB as 512 mB, 10 mB as 8 mB), so Biomass for Dirt in the Metallurgic Infuser was ignored above ~half the stock and Bio Fuel planned instead. It now plans with the real amount.
  • Logistics Networks wrench stuck on an old link (GitHub #187): a wrench linked to a Calculator Controller that was later moved or rebuilt kept saying "Linked to AE2/SCC" but found nothing - no "+" for upgrades, no nodes from storage, nothing crafted - and could not be relinked. Shift + right-click the new controller now replaces the dead link.
  • Stellar Distributor treated machines as batteries (GitHub #193): Industrial Foregoing machines and the Garden Cloche expose their buffer for extraction and were skipped as "battery" (or, in Linked mode, only refilled after running empty). Machines with a small buffer now count as consumers; pack makers can override with the block tags scc:distributor_consumer / scc:distributor_battery.
  • Logistics Networks Sender on an Interface sent nothing (GitHub #191): when the network had no power or no storage, a node on the Interface got no inventory at all - not even the nine slots - so items visibly waiting in the slots never left (LN 1.16, and LN 1.17 with a Network Upgrade in the node). The node now falls back to the nine slots like on a chest, and picks up the whole network again as soon as it runs.
  • Fluid ingredients with a tag (GitHub #194): a recipe that takes any fluid of a tag (e.g. 180 mB #c:meat in a Custom Machinery machine) now uses the matching fluid you already have in your tanks instead of always the first one JEI lists - no more melting Liquid Meat into another mod's Meat first. The recipe picker shows the other accepted fluids on hover.
  • Just Transformation Calculator named the wrong missing ingredient (GitHub #198): with water in the network but no Polymorphic Catalyst it said "Missing to start from: Water Bucket". It now names the catalyst that is really missing and the step that needs it (e.g. "Missing catalyst: Polymorphic Catalyst (Water → Polymorphic Fluid)"), and fluids are shown by their own name, not as buckets.
  • Several machines of one kind, all work in one (GitHub #195): with a batch size above 1, the first free machine (e.g. one of several Mekanism Infusing Factories) got every run of a step and the others stayed idle. The runs are now split evenly across all free matching machines; the batch size stays the limit per machine.
  • Industrial Foregoing Potion Brewer (GitHub #197): now works as a brewing stand for every brewing recipe (no more "Needs Brewing Stand" next to a "Ready" brewer), and own recipes with potions work too. The order window no longer names an unrelated machine for an own-recipe step, and an order no longer says "done" before its result arrived when that step was moved forward.

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