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EcoNautics

A multiplayer modpack focusing on aeronautics and player trading
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EcoNautics_1.7.zip

File nameEcoNautics_1.7.zip
Uploader
gabgab01gabgab01
Uploaded
Jul 18, 2026
Downloads
17
Size
3.5 MB
Mod Loaders
NeoForge
File ID
8460856
Type
R
Release
Supported game versions
  • 1.21.1

What's new

NOTICE:
due to licensing issues, you will have to install "separate sable render distance" manually. The modpack does work with that, but it is also optional.

--Server Update!
Server was fucked for like a week, finally managed to fix it. Sable just being sable again.
As always, if you want early access to quests, recipe changes and config shenanigans (which all is like 90% of modpack dev at this point), consider joining^^

--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.
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 damit, 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!

 

New content first: all Clockware types now have recipes for their refined variants wich is Brass in this modpack's custom conversion of the mod.
The ressource component of said conversion (textures and such) alongside the name conflict fixes mentioned last log ended up in the wrong directory last update, making it ineffective.
This is embarissing but was unnoticable to anyone playing on our server (wich we recommend anyone to do) where issues like these are generally fixed day one.
Speaking of week old server updates trickling to the client: Computercraft received all custom crafting recipes aswell wich better tie it to other aspects of this (cooperation focused!) pack.
Standard computers become avaible with Brass, Advanced ones with Plastic. Turtles are banned for now, or ever, while kinetic batterys are finally unbanned after being nerfed into a niche of usecases that don't obsolete all other power storage.
Back to the topic of plastic: plastic sheets are now actully craftable after fixing its shipped-as-defunct recipe. If I had a penny for every time I had to fix a recipe that came broken on its own I had 2 pennys, wich isn't much but it is still wierd it happened twice.
Another thing now craftable is signal wire, wich is the renamed copper wire from SimpleRadio. Again a fix that came instant on our server but who do you want to radio in singleplayer anyways?
Other things that got a rename:
Optical sensor (CreateOptical) -> Beam Detector
Speaker (Computercraft) -> PC Speaker
Circuit board (TFMG) -> Digital Circuit Board
Brass Gearbox (CreateConnected) -> Invertable Gearbox
We also got custom loading screen hints now wich you now can actually read when joining our server, as you no longer need to stream our datapack from it.
Also, after 0 picoseconds of playtesting we at random decided to enable water culling for simulated structures and and hope for no adverse effects to show for us to patch out on the server day 1 while people in singleplayer will be stuck with it for a week.
Did I mention we have a server? We do have a server! You should play on the server! That is because it is recommended to play on the Server (source: Server team).
Buffed the TFMG Motor
Nerfed the Powergrid Motor (Electrical engine)
Cheapened the Powergrid Motor (Electrical engine)
Banned the magnetic port and torsional anchor for being even more (and more obviously) borked than expected.
banned the eched minecart jukebox for causing Exceptions and being duplicate with its rendition in the "railway" mod.

 

 

 

 

 

 

 

 

 

 

 

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