EcoNautics

A multiplayer modpack focusing on aeronautics and player trading

File Details

EcoNautics_1.6.zip

  • R
  • Jul 4, 2026
  • 3.57 MB
  • 13
  • 1.21.1
  • NeoForge

File Name

EcoNautics_1.6.zip

Supported Versions

  • 1.21.1

Updates, people, updates!

 

--Big Content update--
Added Clockware alongside a homebrew near-total conversion ressource and datapack that extends progression into the age of synthetic materials.
Half of the augments (namely cores and arms) are allready fully implemented while leg and head augments currently only have crafting recipes for their lowest tier realised.

Added CC:Tweaked, which still requires some balance changes since i only got it working last minute. turns out the curseforge version was bugged, so hopefully this version plays nice.

Added some smaller mods like neon signs and inventory tweaks / improvements.

Want early access to upcoming content? Hop on our server where updates are pushed as they come out the oven.

--Balance, Consistency, Cleanup
New recipes for the electric motors added by TFMG and Powergrid more in line with their respective power output.
The Powergrid electric motor was renamed to "Electric Engine" and the Magnet only obtainable through lightning strike to "Natural Magnet" as to clean up confusing duplicate item names.
The brass gearboxes added by both Encased and Connected, aswell as the circuit bords added by both TFMG and Powergrid will follow.

The electric fan is now crafted from the motor that is actually affordable.

"Coils" and "Resistive Coils" added by powergrid are now wound on the winding machine, much in line with the "Electromagnetic Coil" added by TFMG.
The thermometer no longer uses a resistive coil.

All wires are now cut from sheets and yield 4. Constantan is the sole exception for not having a sheet variant.
The recipe for TFMG copper wire was dropped for redundancy.

Banned non-brass autocannon shells to solve recipe conflicts.
Changed the material of create deco decals to zinc sheets to solve recipe conflicts.
Changed the coil string from metal sheet recipe to cast iron to solve recipe conflicts.
All that because all wires are from sheets, thanks past-me you idiot.

The TFMG transistor was replaced with Powergrid transistors in all recipes
The TFMG resistor will be replaced by its Powergrid counterpart in a future update.

Implemented industrial steel blasting from ingots. Beware of its reduced yield.

Implemented Sulfur pyrolysis from crude oil for the chemical vat. It might only be feasable lategame.
A condensation/consolidation on the different renditions of sulfur is in the works.

Implemented the crushing of coral blocks to limestone (in a somewhat scuffed manner).
Now that pesksy "maritime ecosystem" is at least good for something after making way for your shipping routes.

Washing crushed zinc no longer yields gunpowder.
Washing crushed iron no longer yields redstone.
Because those ressources have their own production chains.

Nerfed the water thruster for now.
Would rather have it act like a propper water jet as not to defeat thrusters entirely...

Gave tobacco drying a recipe that DOESN't involve devices with inaccessible inventorys dropping the finished product onto the ground... The create integration of some mods with create in their title...


--Counter-cheese
Pickup of Minecart-Contraptions disallowed. Build vehicles dammit, why else do you play this?
Movement of molten vents (active and dormant) via Create and Simulated contraptions disallowed (for now excluding the vents only used for making fancy bricks, make with that information what you will). Again, make vehicles!

Happy gaming gamers!