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Silicon Age: From Wafer to ExoTech

A tech mod for Minecraft 1.7.10: the way from a silicon wafer to ExoTech.
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SiliconAgeAlpha-0.1.2.jar

File nameSiliconAgeAlpha-0.1.2.jar
Uploader
Cani2223322Cani2223322
Uploaded
Sep 28, 2026
Downloads
9
Size
1.5 MB
Mod Loaders
Forge
File ID
9000737
Type
A
Alpha
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:silicon-age-from-wafer-to-exotech-1715789:9000737")

Learn more about Curse Maven

What's new

New

Energy

  • Three new tiers above EV: IV (8,192 EU/t), QV - Quantum (16,384 EU/t) and XV - Exo (32,768 EU/t). Each has an energy storage (up to 2B EU), a charge pad, its own cable and a transformer.
  • Universal transformer upgrade: a machine or field generator takes any voltage without exploding.
  • 14 new generators:
    • solid fuel, water wheel, wind turbine, RTG;
    • thermoelectric, geothermal, hydrogen fuel cell;
    • Nano / Quantum / Exo solar panels;
    • high-pressure plasma reactor, tokamak, Exo singularity reactor;
    • creative generator.
  • Overdrive and Economizer generator upgrades. Solar panels depend on the sky, weather and time of day. The combustion generator takes several fuels. Reactors ramp up smoothly.

Quarry

  • Silicon Quarry LV / MV / HV / EV: a six-tab screen, an area with a map and a laser frame in the world, a zone colour picker, swappable drill heads, an ore scanner and an area card.
  • Exo Drilling Rig (XV): its laser brings ore up from the deep. Ore lenses raise their ore's chance.
  • 21 quarry modules, module slots grow with the tier. Among them:
    • trash disposal, centrifuge, vein miner, twin drill;
    • fluid guard, gentle mode;
    • head repair (the quarry pauses until the head is whole), energy saver;
    • for the rig - resonator, stabilizer and a deep scanner (other mods' ores).

Tools and armour

  • Wrenches in three tiers: turning machines, dismantling with charge and contents kept, copying settings.
  • New armour look. Nano - tactical, Quantum - white ceramic with gold and cyan circuits, Exo - dark armour with a violet -> magenta -> blue shimmer and a processor on the chest.
  • The worn armour model has 3D parts: pack, pauldrons, orbs, fins, anti-grav rings.
  • Armour lights glow in the dark and show the charge: they flicker when low and pulse red when empty. They go out when the piece's function is off.
  • Animated lights, a light colour choice and a Set aura function.
  • New drill icons in IC2's manner: a tier chip, a charge strip, a crystal tip on the Exo drill.

Field generator

  • An Upgrades tab: energy storage and transformer upgrades.
  • Wireless charging now charges IC2 items (EU) and other mods' RF items too. A new Charge Booster upgrade (x2, up to 4).
  • A Charging page on the Functions tab: priority, buffer reserve, sparks, live numbers.

Interface

  • New look for machine, generator and storage screens.
  • Text no longer runs out of buttons and screen edges.
  • Long tooltips wrap.

Fixed

  • Machines were always placed facing south - they now face the player, and any wrench turns them.
  • A cable under too high a voltage no longer blows up the machines next to it - it burns out, as in IC2.
  • A machine blown up by over-voltage no longer breaks the blocks around it.
  • The quarry's ore scanner is no X-ray any more: button only, costs energy, only counts the ore.
  • The Exo Drilling Rig kept hauling with a full buffer and bloated the world save - it now stops.
  • The quarry pushed output through a neighbour's wrong face. Washing treated a stack of 2 ores as one.
  • Vein mining could drop TPS. The fluid guard worked in someone else's private zone.
  • A wrenched quarry or generator lost the fluid in its tanks and part of its energy.
  • Another player could take a quarry's output and put modules into a quarry and a field generator.
  • A private field zone didn't protect transformers, tanks, cables and pipes.
  • A broken machine could duplicate an item.
  • A filter put into a filter could blow its item data up until the save broke.
  • Tank upgrades didn't take other mods' ingots. The boiler didn't burn charcoal. No more "Unknown recipe class" warnings.

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