SCC 1.4.9 – Ready-to-use results, typed amounts, power & crash fixes
Curse Maven Snippet
What's new
SCC – Super Cool Calculator 1.4.9
Minecraft 1.21.1 · NeoForge 21.1+
Update from 1.4.8 – just replace the jar. Nothing in your world is lost.
New
- Type amounts in the custom recipe editor: middle-click an ingredient, result or fluid field in the Custom Processing Calculator recipe editor and type the amount into the small field that opens (shorthand and maths like 2k or 3*64 work too). Enter or a click elsewhere applies it, Esc cancels. Marking an ingredient as "stays in the machine" is now Shift + middle-click.
- Finished items of an order are usable right away: order 64 Enderium Ingots and the first ones that arrive in storage are free at once - you can take them out in the terminal and other orders can use them, while the order keeps making the rest. The order still finishes correctly when all 64 have been made, even if you already took some. Intermediate products that later steps of the same order still need stay reserved. Orders placed by blocks that collect the result themselves (missing-ingredient reorders, fuel, modules, Transfer Calculator exports, controller upgrades, AE2, Logistics Networks) keep their result reserved as before. The order details window shows "Done: 5 / 64 - already free to use in the network".
Fixed
- Calculator Controller top looking lopsided in the Classic design: while the network was running, the brass band around the top kept its gold on two edges and turned black on the other two. It is now the same dark frame on all four sides, like the Controller when it is switched off.
- Sky Harvester stuck on "power shortage" while the Energy Storage is full (GitHub #220): when a big consumer (for example a Stellar Distributor) drains the network and gets switched off, the groups switched off before it (like Sky Harvesters) now come back on as soon as the generation carries them - before, they stayed off for good while the big consumer kept switching on and off. A group that causes a new shortage right after coming back on is now the one that goes off again, and it stays off a little longer each time.
- Calculator Controller buffer not refilled from Energy Storage (GitHub #220): the controller now tops up its own buffer from the network's Energy Storage, so it no longer runs empty next to a full storage, and no direct cable to the controller is needed.
- Generation shown as 0 with a Singularity Energy Storage (GitHub #220): power fed straight into an unlimited Energy Storage (for example by a cable from a generator) now counts as generation, so the controller no longer shows a deficit while the stored energy grows.
- Fluid-only machines reported as "No inventory to work with" (GitHub #221): a machine that only has tanks (for example the Modern Industrialization Distillery) is now a valid target for the Processing Calculator, and recipes using it run - no Routing Module needed.
- Wormhole Gates underwater (GitHub #219): a gate placed underwater (Oceanblock and other underwater packs) is now a valid destination - you arrive in the water on the gate instead of getting "destination blocked". A dry spot next to the gate (an air pocket) is still preferred, and nothing changes for gates on land.
- Enchanted items used as ingredients: autocrafting never takes an enchanted item as an ingredient any more (e.g. an enchanted Golden Sword for a Soulium Dagger) - if only enchanted ones are in storage, the ingredient counts as missing instead of being used up.
- Intermediate products taken out while a step was still crafting: ingredients a Calculation Crafter had just made for a later step of the same order (for example planks for sticks) could be taken from the terminal in the first moments, and the order then stopped with "missing". They are now reserved as soon as they arrive.
- Crash when a search mod indexes tooltips in the background (GitHub #223): mods such as Better Search build their JEI search index in a background thread and ask every item for its tooltip; the network stock line of SCC was not made for that and could crash the game (ConcurrentModificationException), when looking at items in JEI or even while idle. SCC now ignores tooltip requests from background threads - the stock line in your normal tooltips stays as before.
- Machines shown as "battery" in the Stellar Distributor (GitHub #222): machines with their own energy buffer that also lets power out - for example the Just Dire Things machines (Advanced Block Breaker/Placer, Clicker, ...) and the FTB Stuff & Things "Super" Cooler and SlowMelter 9000 - are now supplied as normal machines instead of being left out as batteries. Machines with an inventory or tanks always count as consumers now. Real energy storage (Energy Cubes, Energy Cells, Capacitor Banks, batteries and the like) is still recognised as a battery and only supplied with "Include batteries" switched on.
- Parallel steps of an order stuck forever on "ingredients missing": when an order split off a step to run in parallel (for example "3x Glass" for a Soul Jar) and used its result in the same moment it arrived, the split-off step never noticed and stayed in "Running jobs" at 100 % - with "never cancel orders automatically" switched on, for good. Such steps now finish as soon as their order no longer needs the result, and they always end together with their order: done if all their runs went through, otherwise cancelled with machines and reservations released. Leftover steps of this kind in saved worlds are cleaned up when the world loads. The job list now names the order a parallel step belongs to ("for 2x Soul Jar") instead of a long number.
This mod has no additional files

