A tech mod for Minecraft 1.7.10: the way from a silicon wafer to ExoTech. You mine ores, build semiconductor production and an energy network, and end up with energy suits, blades, drills and protective fields.
⚠️ Beta. The main content is in; polishing and bug fixing go on. Bugs are possible - back up your worlds.
- Semiconductor fabrication: a chain from quartz and ores to silicon wafers, crystals, chips and controllers. 32 machines from LV to IV, machine upgrades, defects and by-products.
- Ores and processing: 16 ores, crushing, washing, centrifuge, chemistry and fluids. 22 metal blocks from the mod's ingots (9 ingots ↔ a block, a beacon base).
- Electric Furnace (LV) and Induction Furnace (MV): they smelt everything a furnace does, without fuel; the induction one takes two items at once and heats up to x3; smelting XP is stored in the furnace.
- Electrolysis and heavy water: hydrogen and oxygen from water, heavy water and deuterium for the fusion reactors.
- Energy LV → SV: eight voltage tiers - LV, MV, HV, EV, IV, QV (Quantum), XV (Exo) and SV (Singular), up to 131,072 EU/t.
- Cables for every tier with loss, from copper to singular; the tooltip shows the packet size and the total throughput; a cable under too high a voltage burns out with smoke (under IC2 too, at once).
- Transformers up to XV↔SV, energy storages up to ~2.1B EU, charge pads, the transformer upgrade and the universal transformer upgrade (a machine or a storage takes any voltage).
- Generators (22): solid fuel, water wheel, wind turbine, RTG, thermoelectric, geothermal, hydrogen fuel cell, combustion (diesel, crude oil, biofuel...), solar panels from silicon up to Nano / Quantum / Exo, steam and gas turbines, plasma generator, fusion reactor, tokamak, Tokamak XV, the Exo singularity reactor and the Singular Reactor. Overdrive and Economizer upgrades.
- Tokamak XV, a 7x7x3 multiblock: 65,536 EU/t (XV). 24 coils, a lead shell, ports in the wall: the mod's tanks (liquid helium, hydrogen, argon, deuterium) and energy storages. Plasma stability, a soft stop with argon, a breakdown that throws coils out with a radiation burst. Its own large screen: the build's layers, a pre-ignition checklist, tank gauges, a summary. Next to an SV taker it gives SV as one packet.
- Singular Reactor, a 7x7x5 multiblock: 131,072 EU/t (SV). A micro black hole held by two rings of gravity coils; ignition takes 700 million EU from the port storages, deuterium and a capsule. The hole's mass: the 40-70% window is normal, a light hole gives more but may evaporate; capsules fed by hand or on Auto. Helium 12 mB/t, containment, a soft stop with argon, ejection and evaporation that never break the world. Its own screen and a build guide (3D view).
- Matter Compressor (IV): squeezes ordinary items into "mass" (heavy metals x4), 576 mass make a compressed matter capsule, the Singular Reactor's fuel; it refuses valuables and items with data. A liquid matter mode: 100 mB of Singular Matter into an inner tank instead of a capsule (pipes, bucket, cell). A running Singular Reactor slowly gathers Singular Matter too.
- Wireless energy: transmitters and receivers LV-SV (linked with a card, range and loss by tier) and the quantum translator - up to 32,768 EU/t lossless into any dimension through a pair of entangled crystals.
- Radiation: RTGs and reactors emit it, lead and water shield, the dose builds up and has effects. Protection: lead blocks and glass, the lead casing, the lead suit, the armour's and the field's radiation shields, a dosimeter, a radioprotector, a decontamination shower.
- Portable batteries LV-SV: from the silicon cell (40,000 EU) to the Singular Core (16B EU); sneak + right-click modes charge your armour, the held item or everything you carry. A battery slot under the energy gauge of every machine, quarry and the field generator (it powers them) and of the generators (their output charges it); automation puts batteries in and takes them out.
- A power switch and redstone control on machines, generators, storages, quarries and the field generator: a switched-off block takes no energy and does nothing. Machines, storages, generators and reactors, the field generator, the quarry, the shower and the transmitters are placed switched off, so a long line can be built with no risk of blowing up.
- Silicon Quarry LV-EV and the Exo Drilling Rig (XV):
- A seven-tab screen, an area with a map and a laser frame in the world, swappable drill heads.
- 24 modules: speed, fortune, silk touch, crushing, washing, centrifuge, pump, magnet, radius, vein miner, twin drill, trash disposal, fluid guard, gentle mode, head repair, energy saver, tank extension, fluid vein, chunk keeping and more. Module slots grow with the tier.
- A pump with a compartment tank (up to 4 fluids) and a Tanks tab: output side, clearing for energy, pinning a fluid, auto output, a fluid filter, what to do when full. The pump takes a whole body of water, so "infinite" water doesn't refill.
- The rig's laser brings ore up from the deep; ore lenses, resonator, stabilizer and a deep scanner (other mods' ores).
- Wrenches in three tiers: turning machines, dismantling with charge and contents kept, copying settings.
- Logistics: cable, pipe and pneumatic tube bundles in one block (Ender IO style), item filters, portable tanks.
- Nano / Quantum / Exo energy suits: 20+ functions (flight, night vision, ore and life scanners, solar film, shield, regeneration, annihilation pulse and more), chips, power modes, heat, full-set bonuses.
- Each suit has its own style and 3D parts on the worn model.
- The armour lights glow in the dark and show the charge. The light colour can be picked; a full set has an aura.
- Every function is switched and key-bound in the K screen.
- Suit gases ("Life Support"): liquid helium (cooling), oxygen (breathing, in Galacticraft space too), hydrogen (flight and dash), argon, krypton, heavy water and deuterium. Strict gases: every function works only with its gas, without it the function is greyed out with a hint. Quantum and Exo without helium drop into emergency mode (HUD only, iron-armour protection). Refilling from cells and buckets in the K screen or at a station.
- Armour screen (K) redesigned: a status strip (charge, heat, power mode, emergency mode), all 4 pieces with their gas bars, every function shows its gas and a key button, a Gases tab with the time left and "Refuel all"; fits small screens.
- Armour Service Station (MV): 4 armour slots, 8 gas tanks, charges and refuels the suits in its slots and whoever stands on it; pipes, buckets, cells, overclocker, transformer and tank extension upgrades.
- Singular armour, the fourth suit: protection 5/10/8/5, 64M EU in each piece, SV charging, every Exo function on 20% less gas and about 20 functions of its own: gravitational flight, magnet, gravitational anchor, antigravity and void rescue, event horizon, phase dash, gravity press and grab, time slowing, black hole, gravity dome, Singularity mode, resonance, gravity scanner, threat sense, analyzer and more. A new gas, Singular Matter.
- Levels 1-5 for each piece: points for gases, flight, fights and exploring, tasks for every level, level and sync bonuses, branch choices at levels 3 and 5.
- 11 colour schemes, function profiles Combat / Mining / Flight (the P key), cooldowns on screen, a Level tab in the K screen.
- Singular Service Station (SV): all of the Armour Service Station plus modernisation of pieces to the next level, conversion of Exo armour into Singular, branch change, level transfer to a new piece, sync of lagging pieces, colour scheme choice. Gravitational Stabilisers nearby (up to 4) and a running Singular Reactor speed it up. A hologram of the armour, turning rings.
- Ground and Space Bridge: a ring of gravity coils opens a portal instantly to any point (the Space Bridge - into another dimension), on the ground or in the air with a soft landing. Controller, Singularity Capacitor, energy and gas ports, modules (navigation computer, mass compensator, ring cooler, portal shield, receiver beacon, interdimensional anchor).
- Remotes with five modes (Home, From me to a point, From base remotely, Fetch a friend, To me), a coordinator for points, bookmarks, friends and consent to be moved.
- Singular armour link: a module in the helmet, a Bridge tab in the K screen, the H / J keys.
- Ring wear and repair, stability, overheating, interference, familiar places and exit scatter.
- Energy Converter: EU ⇄ RF, Mekanism joules and Galacticraft gJ (with the Mekanism and Galacticraft cards), rates and loss in the config, a mode for every face, upgrades. Optional: without those mods it has no recipe, and one already placed works as an EU buffer.
- Energy blades in three tiers: cutting edge, energy block, wide sweep, energy wave, Looting up to V.
- Electric drills in three tiers: 3x3 and 5x5 areas, tunnel, vein, silk touch, fortune up to V, autosmelt, laser, chest link. Powered by the worn suit.
- Field generator: a cluster of up to 8 nodes, 5 field shapes.
- Protection from mobs, projectiles and explosions.
- No spawning, a private zone with an access list (animals, frames and carts protected too), healing of allies; a field can't be deployed over someone else's.
- Wireless charging of the mod's, IC2 and RF items: a charge booster upgrade, priority, a buffer reserve, sparks.
- Energy storage and transformer upgrades, redstone control, a map of the field on its screen.
- A Zone tab: the field's radius, height, offset, centre and shape with a preview; outline, running dashes, animation, brightness, node beams, hum, three RGB colours and 24 ready colours.
- Rain shield: no rain or snow inside the field, no water freezing, lightning put out.
- Wireless charging modes: all at once, armour / held item first, emptiest or nearly full first, a "charge below N%" threshold.
- Holo-screen menus: every machine and generator has its own screen with an animated scene of its process (crusher, CVD, stepper, turbines, reactors, solar panels...), an energy gauge with the percentage and full-size tank gauges in the fluid's texture; the quarry, the field generator and the NEI pages share the style.
- Energy storages: comparator output, the output face turned with a wrench, a discharge slot, upgrades (transformer, capacity, overdrive, output splitter - up to 3 output faces, adaptive transformer - raises the output up to the weakest consumer's tier, universal transformer), up to 4 charge slots on the higher tiers.
- Fluids: buckets for all 22 of the mod's fluids, filling and draining machines with a bucket or a cell, a tank extension upgrade and clearing tanks for energy.
- Illustrated engineer's handbook: 14 chapter tiles, 175+ articles with item icons, crafting grids, machine recipes, ore cards, multiblock layouts and pictures; search, bookmarks, "first steps" with ticks. A Progression chapter with routes through the energy tiers, reactors and suits, a Components chapter (every part and material: where it is made and what it goes into), a Reference chapter (keys, compatibility, fluids and gases, every module), a chapter on the bridge. Every item of the mod has an article. Given on the first craft of any item of the mod.
- Sounds for working machines and generators, WAILA for every block, balance settings in the config (machine speed and energy, capacities, wireless range and more); on a server the players get the server's settings; the list of dimensions where ores generate (
worldgen.oreDimensions). Blocks that hold things break only with a pickaxe - nothing is lost by hand.
| Key | Action |
|---|---|
| K | Suit, blade, drill and power mode screen: functions and their keys |
| R | Dash (Exo leggings) |
| P | Next function profile (Singular armour) |
| H / J | Bridge "Home" / to the last target (helmet with the bridge link), sneak + J remembers the spot |
| G | The handbook article of the item under the cursor in an inventory (or in hand) |
| Wrench | Right-click turns a machine, sneak + right-click in the air switches the mode (electric and quantum wrench) |
| Shift / Ctrl | Details and controls in item tooltips |
| Mod | What it adds with Silicon Age |
|---|---|
| IndustrialCraft 2 Experimental (2.2.828+) | One energy network with IC2 machines and cables, suits, blades and drills charge in IC2 chargers, charge pads and the field generator charge IC2 items too |
| Not Enough Items + CodeChickenCore | Recipe pages for every machine and generator (fluids, chances, EU/t), recipes straight from a machine's screen |
| WAILA (1.5.10) | Look-at info: charge, output, machine progress, tank contents, wireless links, radiation |
| Industrial Upgrade | The overdrive and the output splitter also work in a storage that feeds an IC2 network |
| Galacticraft | A suit helmet with breathing on and oxygen in its tank replaces the oxygen gear; the Energy Converter exchanges EU for gJ |
| BuildCraft, Thermal Expansion (CoFH), Ender IO and other RF mods | Their wrenches turn machines and work on Silicon Age pipes and bundles; the field generator charges their RF items; the Energy Converter exchanges EU for RF |
| Mekanism (untested) | The Energy Converter exchanges EU for Mekanism joules and works with its cables. Written against the API, not yet tested in game with Mekanism |
MJ, Universal Electricity and Botania are not supported.

