Description
TFMG Converter Fix
An unofficial patch for Create: The Factory Must Grow (TFMG) that fixes a bug preventing the Converter block from generating any voltage or current, and improves how it handles cable connections.
The Problem
In the base TFMG mod, the Converter block (which converts stored FE into TFMG's own electrical system) could get stuck permanently showing:
U = 0V
I = 0A
Network Power Generation: P = 0W
...even with a full energy buffer and a valid, connected electrical network. This happened regardless of how much FE was stored or how the network's resistors/consumers were wired.
The Root Cause
After digging through TFMG's electrical network code, the issue turned out to be a timing bug: when the electrical network updates, it checks the network's resistance to decide whether the Converter is allowed to generate voltage, but the network's resistance calculation was scheduled to run later than the check that depends on it. By the time the resistance was actually calculated, the voltage-generation check had already run and locked in "0 output" for that pass, and nothing ever triggered a fresh check afterward. The Converter was stuck reporting zero output indefinitely, even though the network itself was perfectly valid.
What This Mod Fixes
- Resistance timing fix: the network's resistance is now recalculated before the Converter checks it, instead of a tick (or more) too late. This is the core fix, it's what actually gets voltage/current flowing again.
- Sensible default mode: the Converter now defaults to output mode when placed, instead of spawning in input mode and requiring a wrench tap first.
- Omnidirectional cable connection: the Converter now accepts an electrical cable connection from any side, instead of only one fixed side determined by which way the block is facing.
None of this changes TFMG's recipes, balance, or content, it's purely a functional fix so the Converter behaves the way it's supposed to.
Requirements
This is a patch, you still need to have Create: The Factory Must Grow installed. This mod just adds a small compatibility layer on top of it (via Mixin) and does nothing on its own.
Origin & Compatibility
This mod was originally built to fix a bug found while developing [Cobblemon + Create - Pokémon meets Industrial Revolution!], my own modpack combining Cobblemon and Create with 300+ mods. That said, it's a general-purpose fix for TFMG itself, there's nothing pack-specific about it, and it should work fine in any modpack or standalone setup that includes TFMG, on NeoForge 1.21.1.
Credits
All credit for Create: The Factory Must Grow itself goes to its original author, DrMangoTea. This mod is an unofficial, community-made patch and is not affiliated with or endorsed by the TFMG developer.
License / Usage
You're free to use this mod, and its source code, however you like, in modpacks, forks, derivative patches, or anything else. No permission needed.



