SCC 1.4.10 – Omni Mining Upgrade, hotbar lock & auto-feed, smarter planner, many fixes
Curse Maven Snippet
What's new
SCC – Super Cool Calculator 1.4.10
Minecraft 1.21.1 · NeoForge 21.1+
Update from 1.4.9 – just replace the jar. Nothing in your world is lost.
New
- Pick Block keeps your tools (GitHub #226): a held tool, weapon or other unstackable item no longer goes into the network when you middle-click a block - the block lands in a free hotbar slot. Lock single hotbar slots with Alt + K (in a window: the slot under the mouse); a small lock marks them.
- Default transmitter (GitHub #226): Sneak + right-click a Wireless Transmitter with a receiver - unlinked receivers you place then connect to it on their own.
- Auto-feed (GitHub #226): wireless terminal switch (radio menu or Keep in inventory window) - eats from the network when hungry, best saturation first, no waste, nothing harmful unless your food row allows it.
- Terminal mouse gestures (GitHub #226): Shift + drag across items pulls a stack of each; Shift + scroll moves single items between the network and your inventory.
- More terminal rows (GitHub #226): up to 18 rows (Crafting Terminal 16, was 6), as far as your screen allows; from 16 columns the crafting grid sits next to the inventory.
- Choose another ingredient when an order is rejected (GitHub #227): if a missing ingredient sits in a place where the recipe also takes other items (any glass pane, any planks ...), its line in "Order rejected" and in the missing list of the order window is now clickable. You get the accepted items that are in storage or craftable, with amounts: pick one and the order is planned again with it (same as the 4-squares button in the plan), or use "Use any accepted item" - the order is split across all accepted kinds in storage, each run using one kind. "Show plan" in "Order rejected" opens the order again with its crafting plan. Enchanted items are never offered.
- One order, several recipes (GitHub #228): the planner no longer uses just one recipe per item. If the chosen recipe would have to craft missing ingredients while another recipe can make part of the order from what is in storage, the order is split: that part uses the stored ingredients, only the rest is crafted the other way (up to 3 recipes per item). Example Metallurgic Infuser: with 1,000 mB Biomass in storage, 101 Dirt now use the Biomass for 100 and only 2 Bio Fuel for the last one - before, all 101 were planned with 202 Bio Fuel. A recipe you or the network's recipe rules pinned is not split across other recipes. The crafting plan shows split items with each part, its amount and its machine ("(1/2)"), and chemical ingredients (e.g. Biomass) now appear in the plan too.
- Stellar Drill Upgrade: Omni Mining (GitHub #205): install it on the Star Anvil (drill on top, upgrade in the core slot, any tier) and the drill mines every block with full drops, whatever mining level it needs - Allthemodium, Vibranium, Unobtainium, Aurichalcum, Adamantite and other modded ores, in all modes (hammer, vein, Ember, Silk/Fortune, Network Link). Bedrock, barriers and protected claims stay off-limits. The recipe depends on the pack: 4 Unobtainium Ingots with Allthemodium, otherwise 4 Aurichalcum Ingots (FTB Evolution), otherwise 4 Netherite Ingots, plus 2 Stellar Steel, 2 Neutronium and a Neutron Star core. Pack makers can replace the recipes
scc:omni_mining_upgrade/unobtainium,/aurichalcumand/netherite. - Fill upgrade slots with the amount you want: on empty upgrade, module and card slots (Stellar Distributor, Network Antenna, Star Quarry, Sky Harvester and others), Shift + click now inserts as many as the slot takes from storage or your inventory - e.g. all 8 Range Upgrades at once. A plain click still inserts one. If some are missing, the order window opens with the missing amount already filled in. The tooltip of a stackable slot shows how many still fit, and "Useful tips" in the guide explains it.
Fixed
- Custom Machinery recipes that need Source or heat were missing (GitHub #224): machines from Custom Machinery add-ons show Ars Source (Custom Machinery Ars) and heat (Custom Machinery Mekanism) as extra ingredients. SCC took them for a fluid it cannot deliver and left out every such recipe - in FTB StoneBlock 4 that hit 55 World Engine recipes, among them all enchanted books and the Spirit Block, which therefore did not show up in the Crafting Terminal at all. Source and heat now count like the machine's power: the machine gets them from your setup, and the recipes can be ordered through a Processing Calculator at the machine. Enchanted books are fine as a result; autocrafting still never uses an enchanted item as an ingredient unless the recipe asks for exactly that enchanted item.
- Mekanism: Ethene from the Pressurized Reaction Chamber (GitHub #225): recipes with an item and a chemical as result (Bio Fuel + Water + Hydrogen -> Substrate + Ethene) only counted the item, so Ethene could only be ordered through the Rotary Condensentrator. The chemical is now a recipe of its own; the Substrate goes into storage as a by-product. Works with the factories of Mekanism More Machines too.
- Mekanism: Chemical Crystallizer recipes were missing (GitHub #225): recipes made only from a chemical with an item as result (Lithium -> Lithium Dust, Brine -> Salt) were left out. The Processing Calculator now fills the chemical from storage into the crystallizer and collects the result.
- Custom recipes with a chemical as ingredient got stuck (GitHub #225): a chemical or fluid in an ingredient slot of the Custom Processing Calculator (e.g. "Hydrogen x100") was handled like an item - storage cannot hand out an item like that, and the order waited forever with "only 0 of 100 can be taken out". It is now filled into the machine as a chemical (or fluid), straight from storage.
- Mekanism Chemical Tank behind a Storage Connector (GitHub #225): a placed chemical tank only gives out on its front. On any other side the terminal showed the content, but nothing could be taken out (and on the front nothing could be put in). The Storage Connector now uses the side of the tank that works, and its window shows the chemical in the tank instead of "nothing".
- Tooltip search finds Apotheosis rarities: Apotheosis shows an item's rarity only as the color of its name, so
$rarein the terminal search found no Rare bow. The rarity name is now part of the tooltip search - in your game language and in English ($rare,$epic,$mythic...). - Apothic Enchanting: infusions at a normal enchanting table: an order for an infusion recipe (e.g. Infused Hellshelf) with a Processing Calculator in front of a normal enchanting table hung with "no matching machine" - infusions only ran at the Enchanting Table of the Raven. They now run at any enchanting table: the values of its bookshelves count, as by hand. If the shelves do not reach the recipe, the order says what is missing (e.g. "Eterna 45 needed, table has 15") and continues as soon as the shelves fit. As before, each infusion costs 3 Lapis Lazuli and liquid experience from the network.
- Mekanism Jetpack stuck on "ingredients missing" (GitHub #224): recipes that carry over the contents of an ingredient (Mekanism's Jetpack, Scuba Tank, tier upgrades) also check those contents - the Jetpack only takes a Basic Chemical Tank that is empty or holds a little Hydrogen. The planner could pick a tank with something else in it (Oxygen, or more Hydrogen than fits), and the Calculation Crafter then waited forever although every ingredient showed as reserved. The planner now skips variants the recipe refuses and builds or reports an empty one instead, and a running order takes another variant from storage (an empty one first) when the planned one is refused. Shaped crafting recipes of mods that do not use the standard shaped recipe class are also laid out by their own pattern now, holes included.
- Draconic Evolution Fusion Crafting: same item in the core and in the injectors (GitHub #229): the Processing Calculator now counts every ingredient position on its own (e.g. Chaotic Core: 1 Large Chaos Fragment as catalyst, 4 more in their own injectors), also when a tag allows the same item as another ingredient. It only fills injectors of a high enough tier when you have enough of them (a Chaotic Core ingredient in a Basic injector kept the core from starting), and it only starts filling when all ingredients fit - before, a core with too few injectors kept a half set forever and the order hung.
- Crystal Assembler (ExtendedAE) stuck with a full tank (GitHub #230): the fluid of a run was filled in before its items. When the items did not fit (the machine was still full from the runs before), the run was put off - but its fluid stayed in the machine, and the next try filled it in again. Try after try, until all 16 buckets were full; from then on the machine took no fluid for any run and the order hung on "the machine takes only 0 of 100 mB". Fluid that is already in the machine now counts for the next run, so only what the recipe needs goes in. A machine that is already full of the same fluid (from an older order) uses it up first instead of blocking. A leftover of another fluid (e.g. Lava before a Water recipe) is put back into storage before the next run, and leftovers SCC filled in now also go back at the end of an order - the Crystal Assembler does not give fluid out through pipes, so this was not possible before. The fix for the repeated filling applies to every machine with a fluid tank.
- Ordering several upgrades for a slot inserted only one (Stellar Distributor): ordering 4 Range Upgrades from an empty slot crafted all 4, but only the first went into the slot. Now every ordered piece goes in when it is done, also when some came from storage and some were crafted, up to the slot limit (8 Range Upgrades). Extra pieces stay in storage. Ctrl + click (order right away) orders the missing amount too.
- Bred seeds were not used as ingredients (Productive Farming): seeds with traits like Growth speed or Yield now count for recipes that take the plain seed - in planning and when the order runs. Plain seeds go first, then the weakest bred ones, so your best seeds stay. Enchanted items are still never used, and recipes that ask for a specific bred seed stay exact. Switch: "Use bred seeds as ingredients" in the SCC settings (F7) and the server setting bredSeedsAsIngredients (both on by default); more breeding mods can be added in the config list traitComponents.
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