SCC - Super Cool Calculator

Storage network and autocrafting that uses your existing chests and the recipes already in your pack.
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SCC 1.6.0 – Logic Calculator, new satellite roles, Survey Tool & many fixes

File namescc-1.6.0.jar
Uploader
XxRonaldxXXxRonaldxX
Uploaded
Nov 3, 2026
Downloads
640
Size
11.3 MB
Mod Loaders
NeoForge
File ID
9425289
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:scc-super-cool-calculator-1696954:9425289"

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What's new

SCC – Super Cool Calculator 1.6.0

Minecraft 1.21.1 · NeoForge 21.1+

Update from 1.5.x – just replace the jar. Nothing in your world is lost.

New

Logic Calculator

A new network block with a node editor - like Super Factory Manager, but it already knows everything SCC knows. No chests to wire up, no extra cables: put it anywhere in the network, right-click it, and build your plan.

  • The board: drag nodes from the palette on the left onto a free, zoomable star-grid board (mouse wheel zooms at the cursor, drag the empty board to pan), connect an output dot to an input dot with the mouse. Connections are soft curves that light up and carry little pulses of light while their value is not 0. The inspector on the right edits the selected node, and every node shows its live value right in its title bar while the editor is open.
  • Sources: Stock (items or fluids in the network), On order (what running orders will still deliver), Power (buffer fill in %), Redstone in, Clock (pulse every N seconds), Time of day, Constant, Jobs (running orders), Machine, Job finished, Radio receive, Player.
  • Logic: Compare (<, <=, =, >=, >, !=), AND, OR, NOT, XOR, Math (+, -, *, /, min, max), Delay, Edge, Latch (set/reset) and Counter. Loops are allowed through Latch, Delay and Counter.
  • Actions:
    • Order - "Fill up" keeps an item at a target (orders target - stock - on order, rounded up to an order size), "On edge" orders a fixed amount each time its input switches on. With a cooldown, and never two open orders of the same node at once. Planning works like the Requester (a player must be online).
    • Redstone out - the block emits a signal on one side or all sides, e.g. to switch a Toggle Bus. Two modes: On/off (any value except 0 gives full strength - "Compare -> lamp" just works) and Strength (the value itself, 0-15).
    • Message - a text to the owner or everyone with network access, in chat or above the hotbar, with a cooldown.
    • Display - shows a value big inside the node.
  • Recipe routes - the special one: build the exact path through your machines as a chain. Pick the raw material, then add machine after machine - each step lists only the recipes that really use the item before it (machines of your network first), and its result becomes the next link, e.g. Raw Iron -> Enrichment Chamber -> Iron Dust -> Furnace -> Iron Ingot. Every step can be swapped for another recipe, removed, or described as your own machine recipe (machine category of your network, inputs and amounts, result) when the catalogue does not know it. A broken link is shown in red. Connect the route to the Route input of an Order node: every order of that node goes exactly this way, before network recipe rules and your own recipe choices. All other orders keep the network default. If an ingredient runs short in the middle of such an order, the reorder uses the same route. If a forced recipe has no machine in the network, the node says which one is missing.
  • Easy to learn: an empty board greets you with "Start with a template" and shows how a plan flows (source -> logic -> action). Every palette entry, every inspector field and every connection dot explains itself on hover - what it does, what it expects (round dots = numbers, square dots = on/off) and its value right now. A node with a problem turns red and tells you how to fix it. The ? button (F1) shows all controls and a colour legend.
  • Six templates with preview and description: "Iron alarm with own route" (below 1000 iron: produce it along your own recipe route, and a lamp blinks while it works), "Keep in stock", "Overflow warning", "Power saver" (redstone below 20 % power, off again above 50 %), "Night shift" (big orders only at night) and "Storage gauge" (fill level as a lamp chain). Templates go to a free spot next to your plan and explain themselves with a note.
  • New nodes: Blinker (flashes on and off at an adjustable rate in ticks, default 5 on / 5 off - plans with a Blinker are evaluated every tick, all others stay at twice a second), Note (text on the board), Machine (is the machine of a Processing Calculator idle, full, or how full in %), Job finished (fires when an order of the network completes or fails, optionally for one item), Radio send / receive (values between your Logic Calculators - also across networks and dimensions; channels belong to the block owner or their FTB team, nobody else can listen in), Calculator on/off (pauses one Processing Calculator of the network - nothing new goes in, results still come out; the pause ends by itself if the Logic Calculator is removed), Player (players online, a named player online, or players near the block) and Remove surplus (moves everything above an amount into a chest or other inventory next to the block; destroying it instead needs an explicit setting and shows a warning; needs the Take right on secured networks).
  • Share and keep plans: Export copies a short share code (SCC-LOGIC:...) of the selection or the whole plan, Import inserts one next to your plan and says clearly what does not fit (damaged code, unknown nodes, items from mods you do not have). Ctrl+C / Ctrl+V copy nodes between worlds too. The Library saves plans with a name and description as readable text files in config/scc/logic_plans - list with preview, load, insert, delete, open the folder.
  • More room: the palette and the inspector fold away (arrow buttons, or Tab for both); the editor remembers it. Optionally the inspector opens by itself when you select a node.
  • Comfort: Ctrl+Z / Ctrl+Y undo and redo, Del deletes, Shift+drag selects several nodes, F fits the whole plan into view, T opens the templates. Palette entries carry an icon and the search also finds words from the descriptions. While you drag a connection, the inputs it fits light up. There is no save button: every change is saved a moment later; the status line shows "Saved" and how many actions are active.
  • Plans hold up to 96 nodes and 256 connections and are checked again on the server. Editing needs the Build right on secured networks.
  • Recipe: Requester in the middle, two Redstone Repeaters, a Comparator, Nether Quartz and gold. The guide (Automation chapter) explains it with first steps and pictures of all six templates; Jade shows it too.

Orbit Satellites - four new roles, six slots, combos

  • Shield Satellite (blue): catches one incoming projectile every 8 seconds (faster the stronger it is). From strength 2 it also gives 2 hearts of absorption that refill slowly.
  • Repair Satellite (orange): slowly repairs every damaged item you wear or hold, using the formation's FE.
  • Comet Satellite (white): faster movement (+8% per strength, up to +40%) and step assist - walk up full blocks. A star trail follows you while you sprint.
  • Magic Ward Satellite (purple): 15% less magic damage per strength, at most 60% (server config orbitMagicResistPerStrength / orbitMagicResistCap). It works on every damage type tagged as magic, so spells from Ars Nouveau, Iron's Spells and other magic mods count; with Iron's Spells installed it also raises its spell resistance. Normal damage is not affected. Only craftable and visible when a magic mod is installed.
  • Slots 5 and 6: the new Constellation Expansion I (Red Dwarf Ember) and II (Blue Plasma) unlock a fifth and sixth satellite slot - right-click a Constellation Pedestal with them. The pedestal keeps its slots when you break it, and the ring is then a pentagon or hexagon. Formations from 1.5 keep working unchanged.
  • Full formation: at least 4 satellites and no role twice - every role works 20% stronger.
  • Combos (different roles next to each other, shown as a purple line on the pedestal): Gunner + Lantern - bolts make targets glow and hit glowing ones 25% harder. Healer + Shield - the shield recharges 40% faster.
  • The pedestal and the formation tooltip show neighbour bonus, full formation and combos.
  • The orbit follows you: ring, halo and constellation now circle in your own frame - on walls and ceilings with the Gravity Boots the orbit turns with you (also smoothly during the turn), the halo stays above your head. Sneaking lowers it, crawling, swimming and gliding with an Elytra lay it along your body. The light trails and the bolts of the Gunner start where you see the satellites, and other players see it the same way.

Storage and tier limits in the server config

  • Every tier of every storage block is now set in config/scc-server.json: storageItems<Tier> (items), storageTanks<Tier> (fluid and chemical tanks = different types), storageFluidPerTank<Tier> and storageChemicalPerTank<Tier> (mB per tank), storageEnergy<Tier> (FE), storageSource<Tier> (Ars Nouveau Source) and storageSouls<Tier> (souls), for Basic, RedDwarf, YellowStar, BlueGiant, NeutronStar and Singularity. The defaults are the old values, and 0 means unlimited - the Singularity default, so existing worlds do not change. Packs can now reshape the curve or give the Singularity storage a real limit.
  • Lowering a limit never deletes anything: a storage that is above its new limit keeps all of its contents (also after a restart) and only refuses new inserts until it drops below the limit again.
  • Changes apply at once with /scc <name> <value> or /scc reloadconfig, to placed storage blocks too. Tooltips, the fill gauges, Jade, the network fill level and the guide (new table "What each tier holds on this server" in the Storage chapter) show the limits of the server you are on. The "No limit at all" line only shows while a Singularity storage really is unlimited.
  • The calculator tiers can be set in the server config too: calcTicksPerOperation<Tier>, calcParallelJobs<Tier>, calcEnergyPerTick<Tier> and calcRangeBonus<Tier>. -1 (default) uses the datapack (scc_balance/tier/*.json); a set value wins over the datapack. The tier table in the guide shows what is in effect, and /scc balance marks tiers changed by the server config.
  • /scc list groups the new entries under their own headings; /scc help <name> explains each one in all languages. Settings now accept values above 2,147,483,647 where it makes sense (for example energy limits).

Quarry Survey Tool (replaces the Quarry Markers)

  • Shift + right-click a Star Quarry to link the tool. While you hold it, a glowing box in the tier's color shows how far the quarry reaches (pulsing edges, light points at the corners).
  • Shift + right-click two blocks for the corners A and B of the area. After A, a cyan box shows where B may go, and the block you look at lights up green (works) or red (out of reach) - with a preview of the area and its size. The higher point is the top layer; the area goes as deep as the tier allows (down to bedrock on the big tiers). A block outside the reach says "Out of reach of the quarry" above the hotbar. Shift + right-click the air clears the points.
  • Right-click opens a window (only when linked): offset (ahead, sideways, height) and size (length, width, depth) with sliders and number fields, limited to the linked quarry's tier, plus a top view. The box in the world follows the sliders live.
  • Survey slot in the Star Quarry window (left of your inventory): put the tool in and the quarry takes over the area at once and says so. A tool linked to another quarry, or an area too big for this tier, gives a clear message instead - and no survey bonus. The number fields in the quarry window keep working as before.
  • Survey bonus: while the tool sits in the slot, each side of the area may be 1.5 times as long as the tier allows (server setting quarrySurveyBonus, 100-400 %) - Basic 48×48, Singularity up to 1500×1500. Big fields are still mined chunk by chunk with at most two loaded work chunks.
  • Offsets now follow the size: any area inside the reach box can be set, also in the quarry window (the old limits only grow).
  • Recipe: Spyglass, Compass, two Iron Ingots and Redstone. Guide page in the Star Quarry chapter, tooltip explains every gesture.
  • Quarry Markers are retired: no recipe, no longer in the creative tab, JEI or EMI, the "Use markers" button is gone. Markers already placed stay in your world; breaking one gives you a Quarry Survey Tool.

Stellar Gear Modules

Your Stellar Exo, Drill, Blade and Bow now take modules - extras you pick yourself, on top of the fixed tier effects.

  • Module window: sneak + right-click the gear and press Modules (in the Exo window: the small ◈ button next to each piece). The piece floats in the middle as a slowly turning hologram above a projector - the real 3D model of its tier, drag it to turn it. Around it sit six hexagon sockets; installed modules send light pulses into the core, and a socket flares up when you install something.
  • Slots and core load: a piece has tier + 1 slots (Netherite 1, Singularity 6) and a core load budget (4 up to 26). Every active module level costs core load, so you cannot have everything at once - you choose.
  • Levels like Mekanism: every module item is one level (three Vitality modules = Vitality III). Each module has an on/off switch and a level bar - turn it lower at any time without removing anything. Higher tiers allow higher levels.
  • Install from your inventory or straight from the network the piece is linked to; remove one level with the red button or a right-click on its socket.
  • Helmet: Clarity (no Blindness or Darkness), Detox (no Poison, Wither, Weakness), Water Breathing, Star Sight (ores and mobs glow through walls, only for you).
  • Chestplate: Vitality I-V (+2 hearts per level), Regeneration I-IV (the real Regeneration effect at the module's level, with its icon in the HUD; costs FE only while you are hurt).
  • Leggings: Speed Boost I-IV, Jump Boost I-III. Boots: Step Assist, Water Walking.
  • Blade: Star Edge I-V, Armor Breaker I-III, Critical Strike I-III, Looting. Bow: Power I-V, Quick Draw I-III, Looting.
  • Drill: Fortune beyond III, Efficiency I-V, Trash Filter (cobblestone, dirt, netherrack ... vanish; tag scc:stellar_trash), Starlight (places invisible light in the dark).
  • Looting and Fortune go up to the maximum Apothic Enchanting allows (otherwise III). Fortune works with the Silk/Fortune switch.
  • Clear numbers: the module window, the module tooltip and the gear tooltip say what a level really does and what it costs - "+10 hearts · 100 FE/s", "+60% speed", "Regeneration III", "Fortune V", "+12.5 damage", "jumps 3.3 blocks high". Each piece shows its module upkeep in FE/s, the core load bar shows how much is free, and the module list tells you what the next level brings and whether it still fits.
  • Values per level: Speed Boost +15% walking speed, Star Edge +2.5 damage, Critical Strike 15% chance, Quick Draw 3 ticks faster (at least 5), Vitality +2 hearts, Power +20% arrow damage, Armor Breaker 25% of the armor, Efficiency like the enchantment.
  • Feels like it: installing, removing and switching a module each have their own sound and light - the socket flares up, a ring runs around it when you switch it, and a dull tone tells you when the core load is not enough.
  • Quick menu: a new key (unbound by default, Controls -> SCC: "Stellar module quick menu") opens a ring with the modules of every worn and held piece - click switches a module on or off, right-click or the key again closes it. The middle shows what the module under the mouse does and costs.
  • Module bar in the HUD: small icons of your active modules with their level, grayed out when the piece runs out of FE. Can be turned off and moved to any corner (SCC settings, F7).
  • In the world: Speed Boost leaves a star trail when you sprint, Jump Boost a ring when you jump off, and pieces with active modules glint now and then in the module's color - few particles, only near you, can be turned off ("Module effects in the world").
  • Modules are forged in the Star Forge from a vanilla item and two star matter. Guide, JEI and EMI explain everything.

Gravity Boots - stand on walls and ceilings

The Neutron Star boots of the Stellar Exo no longer just let you climb: you really stand on the wall or ceiling. Gravity points into the surface, and your camera, controls and hitbox turn with you.

  • Walk into a wall at least two blocks high and you step onto it - forward walks along the surface, sideways and back work as on the ground, jump pushes you off the surface and gravity pulls you back onto it.
  • Corners: walk into the next surface to switch - from the floor onto the wall, onto the ceiling, from wall to wall, and back down onto the floor. Bump a ceiling while holding jump to flip onto it.
  • Back to normal: sneak, or walk over an outer edge - walking over the top of a wall puts you on top of it. Turning back never hurts (no fall damage), and you never end up inside blocks: if there is no room for the new position, nothing turns.
  • The camera turns smoothly in about 0.3 s. Mining, building, attacking and bows work in any direction - the view ray comes from the turned camera. Other players see your body standing on the surface.
  • Still 2 FE per tick while you stand on a wall or ceiling. Running out of power, taking the boots off or switching them off (key "Gravity Boots on/off") returns you to normal gravity; so do water, riding, gliding and flying.
  • New client setting (F7): "Gravity Boots: turn the camera on walls and ceilings". Off keeps the view upright and only turns your body and movement - for everyone who gets dizzy upside down.

Stellar Distributor: exclude blocks

  • In Area mode every row of the list now has an x: the block is taken out and stays out - the next search no longer adds it back at that position. Excluded blocks stay at the end of the list with a + to supply them again, and Clear exclusions takes them all back. Shift-right-click with the Network Tool does the same in the world (in Linked mode it still adds and removes links).
  • Powah reactors (all tiers) are never supplied: they no longer show up in the list, cannot be linked, and the Network Tool says why. Pack makers can add more blocks with the block tag scc:distributor_never.

Settings Card copies upgrades

  • The Settings Card now also remembers the upgrades in the copied block - Stellar Distributor and the add-on blocks (Calculated Machinery, Farming, Mobs and Defense, with their current versions). Applying the card puts the same upgrades in the new block: from storage or your inventory, the rest is ordered and goes in when it is done. Slots that already hold a different part are left alone, and nothing is duplicated. Add-ons can join with ModuleSlots.Host#moduleCopy.

Star Quarry keeps its own chunk loaded

  • While it runs, the Star Quarry now also keeps its own chunk loaded and ticking - walk away and the pit still gets finished. When it is paused, done or stopped by redstone, the chunk is released after a few seconds. Server config quarryLoadsOwnChunk (on by default).

Wireless Transmitter window - move all your receivers at once (GitHub #272)

  • Right-click a Wireless Transmitter (empty hand) to open its new window: position, range, whether it is your default transmitter, and a list of every linked receiver with position, dimension, distance and state (live, idle, chunk not loaded, out of range, waiting). Sneak + right-click still takes the upgrades out.
  • "Move all my receivers here" relinks every receiver you placed - in all dimensions, also behind wormholes and in unloaded chunks - to this transmitter and makes it your default transmitter, so new receivers link here by themselves. It asks twice ("Move all your receivers here?" and "Really sure? 12 receivers will be relinked").
  • Multiplayer safe: only your own receivers are moved. Receivers now remember who placed them; receivers from before 1.6 take the owner of the network they are linked to. A receiver whose owner cannot be found is left alone and listed with the reason.
  • Receivers in unloaded chunks are not loaded - they switch over by themselves the next time their chunk loads.
  • Afterwards the window shows the result: relinked, follow when loaded, skipped - one line per receiver with the reason (for example "out of range: add a Dimensional Upgrade").
  • "Make default" sets or clears your default transmitter right in the window.

Preferred materials (GitHub #269)

  • New page Materials in the controller's Recipes tab: a list of preferred kinds for interchangeable ingredients - for example "always Oak". When a recipe accepts several kinds (any planks, any logs ...), the planner takes the first kind of the list that is in stock or can be made from stock, also when another kind lies in storage in bigger amounts. If none of them is enough, it chooses as before, so an order never fails because of the list.
  • One list for all ingredients plus lists for single tags (for example only #minecraft:planks); tag lists come first. Click a kind to move it forward, Shift-click to move it back, right-click to remove it.
  • In the order window's ingredient choice (the four squares in the craft tree), Shift-click a kind to always prefer it in the whole network. Preferred kinds carry a small star there.
  • Saved in the network (controller) like the recipe rules, so it applies to all players and to orders without a player (Requester, order lists, AE2, Logistics Networks).

R / U in the order window (GitHub #271)

  • In the order window (middle-click request) the recipe-viewer keys work like in AE2: hover the ordered item, a tier, an ingredient in the cost grid or a missing ingredient and press R (recipes) or U (uses) - JEI and EMI, with your own key bindings.

Interface: Mekanism chemicals (GitHub #270)

  • The Interface now takes chemicals like items and fluids: anything a Mekanism pipe or a Logistics Networks node sends into it goes straight into storage. Drag a chemical from JEI or EMI onto a template and pipes and LN nodes can take that chemical from the network there, in any amount.

Subnets: Storage Connector on an Interface (GitHub #270)

  • A Storage Connector (block or panel) whose front faces an Interface of another network now works like an AE2 Storage Bus on an ME Interface: the small network sees the whole storage of the main network (items and fluids) and can take from it and store into it - filtered and with import/export like any other storage. The two networks stay separate: the main network does not see the small network's chests, and its orders do not use the small network's machines.
  • A Transfer Calculator whose front faces an Interface of another network does not join the networks either - it pushes into the Interface (that is, into the main network) or takes what the Interface hands out, like an Export/Import Bus on an ME Interface.
  • Rights: the main network is only visible if the player who placed the Interface has the Take right there.

Cobblemon cooking pot (GitHub #266)

  • A Processing Calculator in front of a Cobblemon cooking pot (a pot on a campfire) cooks its recipes: it lays the ingredients into the pot's grid in the right pattern (shaped and shapeless recipes, several batches evenly), closes the lid and takes the dish out. The recipes come from JEI. Only Minecraft 1.21.1 - Cobblemon does not exist for 26.1 yet.

Logistics Networks

  • Checked with Logistics Networks 1.17.2 (GitHub #270): the LN Wrench linked to a Calculator Controller (Shift + right-click) places nodes from SCC storage and lets SCC craft missing nodes and upgrades as ordinary SCC jobs - nothing to change.

Cooking and casting without an inventory

  • Campfire, Soul Campfire, Farmer's Delight Stove and Skillet: a Processing Calculator placed against one now lays the food on like a player and picks the cooked result up again - none of them has an inventory of its own. A campfire or stove must be lit, a skillet needs heat below it. Campfire recipes stay blocked in the client config by default (nearly all of them copy furnace recipes); remove minecraft:campfire_cooking from blockedRecipeTypes to cook on campfires.
  • Farmer's Delight Cutting Board: the calculator cuts with the tool the recipe asks for (knife, axe, shears ...). The tool comes from storage once and stays in the calculator until it breaks; by-products like Tree Bark go into storage.
  • Hephaestus Casting Table: the calculator lays the cast (ingot, nugget, gem ...) on the table itself and pours the molten metal from the network's Fluid Storage. The Casting Basin already worked.

Changed

Stronger Stellar Gear

  • Star Hull: every Exo piece now absorbs damage while it has FE - 15, 30, 45, 60 and 75% per tier, a full Singularity set absorbs everything (never /kill or the void). Costs FE per absorbed point.
  • Stellar Blade hits much harder: 9 / 11 / 14 / 18 / 23 / 31 attack damage from Netherite to Singularity (was 8 to 12). The Plasma Sickle scales with it.
  • Chronon Resonance at the Star Anvil: +1 blade damage per resonance, the n-th costs n Chronon (inventory or linked network). The limit is in the server config (chrononResonanceMax, default 50, 0 = off, -1 = unlimited).

Orbit Satellites are stronger

  • Gunner: 4 damage per bolt (was 2), a bolt every 1.5 s with one satellite (was 2 s), +50% against undead, and from strength 2 a bolt pierces a second target.
  • Healer: half a heart every 3 s with one satellite (was 5 s). From strength 2 it removes one harmful effect every 30 s, from strength 3 it adds 2 hearts of absorption.
  • Collector: radius 4 + 2 per strength, up to 16 blocks (was 3 + 1.5, up to 12). Right-click an antenna or controller with the formation to link it like the Stellar Drill - collected items then go straight into your network storage.
  • Lantern: enemies glow in a 1.5x bigger radius and take 15% more damage from you, and no monsters spawn naturally around you.
  • Same role next to each other now gives +35% per neighbour (was +25%).
  • Mute a Requester (GitHub #290): the speaker button at the top right of the Requester window switches it between loud and muted. Orders of a muted Requester show no popup, play no done sound and stay out of the job bar at the top of the terminal - they are still in the job list and the job details. Loud is the default. The setting is copied by the Settings Card and kept when the block is broken.
  • New Requester rows start switched off (GitHub #290): set the item, amount and interval first, then Shift+click the row to start it. Rows you already use keep running.
  • Meteors avoid claims (GitHub #289): meteors now ask FTB Chunks and Open Parties and Claims directly whether a chunk is claimed, and pick a free spot instead of falling into a claim. Before, a team that allows fake players in its claim (so that machines work) let meteors in too. New server setting /scc meteorsAvoidClaims on|off (on by default).
  • Add-on API: tools that stay in a machine (SccMachines.Machine#sccHeldTools): a machine can tell SCC which tools are already set up inside it (plant and soil of a Growth Calculator). Plans and orders then count them as there and do not ask for another one in storage.

Fixed

  • Ender IO Enchanter works with the Processing Calculator (GitHub #267): it showed "No inventory to work with" in red, and orders for its books never finished. The calculator now fills book, catalyst and lapis into the right slots (never more catalyst than the planned level needs) and takes the book out the way a player would - paid with liquid experience from the network (XP Juice or any experience fluid, 20 mB per point), like the Enchanting Table and Anvil stations. Without enough experience the order waits and says how much is missing.
  • Draconic Evolution Fusion Crafting Core: a Processing Calculator in front of the core cost noticeably more tick time than other machines (reported by a tester with Observable). It looked up the core's methods again on every call, many times per tick - now once.
  • Orbital mining in mining dimensions (FTB Evolution 2, Just Another Mining Dimension): the Star Quarry found no ores there and fell back to the plain vanilla loot table - so only vanilla ores and the Silk Touch card did nothing. It now reads the ores these flat worlds really generate (end ores in the End mining dimension, all mod ores in the mining world), and Silk Touch and Fortune work on them.
  • Controller power overview: the power drawn by add-on machines (Calculated Machinery, Farming, Mobs, Foundry, Defense) and by the wormhole now shows up in the balance. Add-on machines belong to "Machines" and switch off with them when power runs low; Defense gets its own group that is never switched off.
  • Own recipes of the Custom Processing Calculator: a bred seed (Productive Farming, with stats) in a recipe slot now stands for the normal seed - the order uses your farmed seeds, weakest first, instead of reporting them missing.
  • Ars Nouveau Source inside an AE2 network is visible in SCC (reported by a tester): Source stored in an ME network with Ars Énergistique (Source Cells) did not show up in the SCC network, although the other direction (Network Antenna) already worked. A Storage Connector at an ME Drive, Interface, Controller or cable now reads the ME network's Source like its items, fluids and chemicals: it shows in the terminal's Source row, the Storage Monitor and Jade, orders, Source Jars and Transfer Calculators can draw from it, and Source the network stores can go into it. Source that an AE2 Storage Bus reads from a Source Jar SCC already reads directly is counted once.
  • Orbit Satellites could hang 1-2 blocks beside and below you instead of circling around you when another mod left its drawing offset behind (seen in FTB Evolution 2). They are now always drawn from your real position.
  • The size label under the Star Quarry hologram is no longer cut off ("16×16×4 · Basi."): the tier is left out when it does not fit - it is shown in the window title anyway.
  • Transfer Calculator filter: several variants of the same item (GitHub #273): a second Prediction (e.g. Ghast next to Blaze, Hostile Neural Networks) was silently refused as a "duplicate" - picking it closed the list, the slot stayed empty, and the Loot Fabricator never got Ghast Predictions. Only the exact same item with the same data counts as a duplicate now.
  • Draconic Evolution tools could not be taken out of the terminal (GitHub #275): a freshly crafted tool (e.g. Chaotic Staff or Pickaxe) showed up in the terminal, but a click said it was not in storage, while recipes still used it. The client turned the tool's data into the plain item; the terminal now keeps the full item and shows it correctly, and clicking takes it out.
  • Own recipes (Custom Pattern Module): fluids and gases (GitHub #276): the fluid slot took only buckets. It now also takes the fluid itself from the search list or JEI/EMI, and the search list offers all fluids and Mekanism gases. A gas goes into a free ingredient slot (amount in mB), where the order fills it straight into the machine.
  • Sophisticated Backpacks: upgraded backpacks are planned as a chain (GitHub #277): ordering a Netherite Backpack said "missing 1x Diamond Backpack" instead of crafting it from the lower tiers. Each upgrade writes the slot count of its tier onto the backpack, and SCC treated that as a different item. That data is now ignored (contents and colours still count), also in existing configs.
  • Iron Furnaces: Allthemodium, Vibranium and Unobtainium Furnace (GitHub #278, Minecraft 26.1.2): these furnaces were not recognised as smelting machines ("does not fit" for minecraft:smelting), because Iron Furnaces does not list them in JEI. Every Iron Furnaces furnace now counts as a furnace.
  • Orders waiting in the queue while machines are free (GitHub #280): the limit of 12 running orders also counted orders that were stuck (missing ingredients, no free machine, no fuel, storage full, paused). An order that has been stuck for 5 seconds no longer takes a slot, so runnable orders start at once (at most 32 accepted orders, stuck ones included). The order list header now shows running · blocked · queued, with the reasons in its tooltip.
  • Fuel/consumable top-up ordered again and again (GitHub #280): a Processing Calculator that keeps e.g. 1 Grinding Ball in its machine ordered another batch of 24 every 30 seconds while the first batch was still queued or running. It now waits for the open order.
  • Mystical Agriculture Soul Extractor: Soul Jars (GitHub #281): SCC planned "1 Blaze Rod -> jar with 0.5 souls" and kept the jar as a tool, but the machine only gives the jar back when it is full. The order then got a full jar it did not expect and hung. The recipe is now "1 empty Soul Jar + enough items to fill it -> full Soul Jar" (e.g. 20 Blaze Rods).
  • Farmer's Delight Cooking Pot: a Processing Calculator at the side of the pot got "no room for Brown Mushroom" - the pot takes ingredients only from the top and the bowl only from the side. The calculator now uses both ways. The bowl was also planned as a tool that comes back (one bowl for any amount of stew); it is now used up like in the recipe.
  • Farmer's Delight Cutting Board: the calculator laid the knife on the board, then the vegetable did not fit, the order failed with "machine full" and the knife stayed on the board.
  • Hephaestus Casting Table: ingots could not be cast ("the machine takes only 0 of 90 mB") - the table only takes molten metal while a cast lies on it, and it does not accept a cast from outside.
  • Two different machines for the same recipe type now share the work: with e.g. an Enrichment Chamber and an Enriching Factory (or several furnace-type machines) in one network, only the machine the planner suggested got steps - the other stood idle, and while the first was busy the order waited with "all matching machines busy". Every machine in the network that runs the recipe type equally well can now take the step. A machine you picked by hand, network recipe rules and machines that only run a type on the side (Alloy Smelter for furnace recipes) are still respected.
  • Mekanism chemicals are made when the item for them is missing: the Purification Chamber (Oxygen) and the Chemical Injection Chamber (Hydrogen Chloride) could not be ordered without Flint or Salt in storage ("Plan: missing 20x Flint"), even with an Electrolytic Separator and water in the network. If none of the items is in storage, the order now makes the chemical first (Separator: water to oxygen, hydrogen goes into storage; Chemical Infuser: hydrogen + chlorine to hydrogen chloride).
  • Ender IO SAG Mill without grinding balls: every SAG Mill order wanted "1x Flint" in storage (Flint counts as a grinding ball, and JEI shows the ball slot like a machine part). Grinding balls are optional again; the Slice'n'Splice no longer asks for an axe and shears in storage either - they stay in its tool slots, like the capacitor.
  • Ender IO SAG Mill chances: outputs with a chance (Sand to Silicon, 50%) were planned as certain, and an order stopped with "missing" after an unlucky run. The chance is now read from the recipe and the order adds runs until enough came out.
  • Ender IO Soul Binder recipes were all read as "makes an empty Soul Vial" (the vial it gives back), so Infested Stone, Enticing Crystal, Broken Spawner and the other soul binding results had no recipe in SCC. They now show the real result and ask for the filled vial.
  • Fluid results from output ports: a Processing Calculator with Routing Module now also takes fluid results from blocks linked as output ports (Immersive Engineering Squeezer: the plant oil stayed in the machine and the order ended with "missing").
  • LTX Industries recipe modes (GitHub #288): SCC put the ingredients into a Grinder or ElectroCentrifuge that was in the wrong recipe mode (or none), and the order waited until it failed. Such a machine is no longer used for that recipe, and the order says which mode the recipe needs ("choose Element Extraction in the machine's recipe mode menu").
  • Item side switched off (GitHub #288): a machine whose item input is switched off on the side facing the Processing Calculator was reported as "machine is full". It now says "no item access from this side" and how to fix it.
  • Fluid-only recipes failed while the machine was still running (GitHub #288): an LTX Industries electrolysis (1000 mB water, 60 seconds) ended with "missing" after about 30 seconds, and the hydrogen arrived afterwards. SCC now waits while LTX machines report that they are crafting, and while the fluid it put in for a fluid-only recipe is still in the tank.

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