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Create: The Factory Must Work!

A NeoForge addon for The Factory Must Grow that adds a large collection of bug fixes and features for TFMG —Fixing multiblock reliability issues, missing pipe/fluid connectivity, crash loops, incorrect electrical behavior, and JEI display bugs.

Create: The Factory Must WORK!


A NeoForge addon for Create: The Factory Must Grow that adds overhauled oil deposits, now compatable with floating island world gen, a new Fracking system to increase oil extraction using Steam to crack open oil rock, extra compatability with Sable and Pollution of the Realms, plus a large and continually-growing collection of bug fixes for TFMG such as multiblock reliability issues, missing pipe/fluid connectivity, crash loops, incorrect electrical/mechanical behavior, and JEI display bugs. Feel free to report any unfixed TFMG bugs to the Github Issues page.

Requires Create and TFMG. Optional integration with Sable and Pollution of the Realms if installed
— neither is required.


--- New Content ---

Oil Rock: A new underground-spawning oil deposit, generated as large, organically-shaped clusters across a configurable height range, rather than TFMG's original oil deposits which only spawn at a single fixed bedrock-level Y. Can fully replace or supplement TFMG's own oil worldgen (configurable), and existing old-world oil deposits are automatically migrated the first time their chunk loads. Supports both infinite and finite (depletable) reserves. A Surface Scanner can also detect Oil Rock deposits and report distance/direction via redstone signal.

Fracking: Pump Steam into a connected Oil Rock deposit to crack it by feeding it Steam to stay cracked, boosting extraction speed.

Steam & Boiler: A new fluid, produced by a dedicated Boiler and consumed by pump jacks for fracking. The Boiler stacks vertically into a multiblock (like TFMG's own Steel Tank) — both tank capacity and Steam production rate scale linearly with height. Water fills from any side of any segment; Steam only extracts from the top of the tallest segment. You can filter for steam with a smart pipe using the steam bucket.

Reworked pump jack fluid sides: A wrench can be used on the Pump Jack base to set the output/input to oil, waste, Steam, or left unassigned.

Sable Compatability: If Sable is installed, The Scanner can be used on a sable sub level to find oil deposits. 

Pollution of the Realms Compatability: If Pollution of the Realms is installed, Polluted water will be a byproduct of Fracking and a Vat + Centrifuge recipe is added that turns Polluted Water back into plain Water, with Mud as a byproduct.

Restored TFMG sounds: the electric hum, generator hum, and switch open/close sounds, which were removed during TFMG's 1.0 → 1.2 rewrite, are added back.

Thicker Pump Jack Ropes: the crank and head connector ropes are rendered wider and with more visual depth, matching the rest of the machine's chunky, mechanical look more closely than the original thin lines.


--- Bug Fixes ---

Fluid & pipe connectivity:

A recurring category: several TFMG machines mutate their own fluid tank internally (finishing a recipe, venting excess gas, extracting oil) without ever telling the game their capability changed. A connected pipe that happened to check at the wrong moment caches a stale "nothing here" or "tank full" result and never looks again, appearing to silently stop working. Fixed for:

- Vat (also fixed separately: a full input side would block all output, since the combined input/output handler had no concept of which side external insertion should go into; and separately again, fluid output wasn't reliably extractable even with a matching filter, since drain requests searched input and output tanks together in one combined handler — the same root-cause shape as the pump jack's original Steam-rejection bug)
- Pump jack (oil filling up partway then appearing to stop for good)
- Casting Basin (stops accepting new input after the first recipe)
- Flarestack and Exhaust (stop accepting gas after venting some, backing up production upstream)
- Blast Furnace Output (both its own tanks and hot air consumption from its connected hatch)
- Distillation Controller (matches a reported "controllers reset heat level to 0" bug) and every one of its output blocks

Also fixed: a wrenched pump jack face wouldn't be recognized by an already-placed pipe until the pipe was broken and replaced, both for the actual fluid transfer and (separately) for the pipe's own client-side connection rendering.

Multiblock reliability:

Several TFMG multiblocks only evaluate their own structure once, right after being built or on specific block-update events — if that first check runs before every neighboring segment's chunk has finished loading (much more likely on a server than in casual singleplayer testing), the result gets stuck wrong indefinitely, until the structure is manually broken and rebuilt. Fixed with periodic self-correction for:- Vat (mixers/centrifuges/electrodes not working, especially on servers)
- Distillation tower (loses heat detection and its window/tank appearance after a world reload)
- Blast furnace (a fully reinforced furnace reverts to "regular" the first time an item is processed)
- Pump jack (the whole multiblock disassembles if any nearby chunk unloads even briefly, rather than tolerating momentary chunk-load hiccups)

Also fixed: adjacent Vats or Fluid Tanks of different materials (e.g. a Steel Vat next to a Cast Iron Vat, or an Aluminum Tank next to a Cast Iron Tank) would incorrectly merge into one mismatched-looking multiblock, since TFMG's own connectivity code only checks block-entity type, not which specific material variant. Fixed preventatively — a mismatched neighbor is now rejected before ever being absorbed, rather than merging and then having to be detected and split apart afterward.

Also fixed: different regular engine types (I/V/W/U/Boxer/Radial/Turbine — different piston arrangements and different speed/torque/efficiency values) could be chained together into one multi-engine structure, since the type-compatibility check for this existed in TFMG's own source but was never enabled.

Also fixed: a Coke Oven within scanning range of a second oven facing toward it would have its door state unnecessarily reset, since the scan direction used didn't match the direction the oven's own structure actually extends in.

Crashes:

- Winding machine: dedicated server crash loop from an item missing an expected data component.
- Firebox: crash on login/chunk load from a null multiblock controller reference.
- Engines (regular, radial, turbine): crash while being carried by a Create contraption (e.g. a plane); lost piston/cylinder components on being broken or wrenched up.
- Large Transformer and Large Switch: crash loop when any other electric block is placed nearby.
- Large Switch: log-spamming Flywheel error every time one enters or leaves render distance.
- Electric network manager: unguarded map lookups that could NPE on level load/unload timing edge cases (affects every electric block).
- Cable connectors: incorrect endpoint resolution left the far end of a cable connection showing stale voltage/network data indefinitely after removal, and could leave network membership incomplete during normal play.

JEI:

- Industrial Blasting recipes that need hot air never showed that requirement.
- Vat recipes with a minimum vat size never showed that requirement.
- A startup error from a duplicate fluid subtype registration that conflicted with Create's own.

Other:

- Goggles blocked the multimeter overlay entirely, regardless of whether a multimeter was even held.
- Air Intake's air production silently truncates to 0 below a real, otherwise-invisible RPM threshold — now shown in the goggle tooltip along with the RPM actually needed.
- Regular/radial engine assembly tooltip said "Pistons Missing" for a part that's actually called an Engine Cylinder.
- A 3×3 Blast Stove would render with only its 4 corners visible; capped to the working 2×2 size.
- Surface Scanner performance: reduced stutter from unthrottled rescans and unstrided full-column scans, and compatibility with scanners placed on Sable physics objects.
- Traffic Light never reached green at short timer settings (including its own default) — the yellow-transition windows were fixed tick counts rather than scaled to the configured cycle length, so at short settings the math for reaching green became mathematically impossible.
- A rare client-side NPE during chunk rebuilds near certain fluid tank/pipe textures from an unguarded null case in a connected-texture lookup.


--- Balance & Configuration ---

Every number below is configurable in the mod's config file.

  • Boiler: 1000 mB water → 2000 mB Steam.
    - Pump jack fracking: 1000 mB Steam → 500 mB waste (Polluted Water if Pollution of the Realms is installed, otherwise plain Water).
    - Oil Rock: cluster size, spawn height range, number of nearby satellite deposits, reserve amount, extraction speed multipliers (base and cracked), decay rate, and whether cracking is required to extract at all.
    - Surface Scanner: rescan interval.

The Create: The Factory Must Work! Team

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