Inductive Automation

Originally I created this mod to play it with some friends on a private server and because I liked changing Minecraft to my personal desires. So the development was a bit like: "Would be nice if I had ..., oh wait I could programm it."
And now I'm publishing this mod to allow other people to have fun with it, too.

Content:

This mod contains a lot of machines and tools that can help with big building projects is survival mode or can be used to automate resource farming and do other stuff:

The automatic builder can build nearly any possible structure for you automatically (very complicated ones may require Computercraft and/or multiple processes).
The automatic miner digs out configurable cuboid areas (can be theoretically any shape when controlled with Computercraft) so its uses are not just limitted to mining ores.
A farm can be used to automate planting and harvesting of wheat, trees and other plants (not limitted to plants, it can theoretically "plant" and harvest anything it is told to).
There are also machines for pumping or filling fluids, crafting, more efficient ore processing, faster smelting or even moving entire parts of the world.
This mod also provides an efficient item and fluid transport system, as well as its own electric energy which is needed to power most machines. It can be produced in multiple ways (fuel, lava, biomass, solarpanels) and there is also a bidirectional energy converter for Redstone Flux (most common energy used in other mods). Energy can be also converted into antimatter which can be used to store huge amounts of energy or to create big explosions and it is also needed for some crafting recipes.
There are also many convenient tools (portable crafting, furnace, item storage, teleporter, electric tools, ...), some very powerfull end game items, new materials, fluids and crafting recipes as well as many other things like portals or an electric powered anti-grieving-system.

 

For detailed information read the Inductive Automation PDF-Manual provided at the donwload section below.
It shows all the things and explaines how they are used.

Examples (screenshots):

One main goal of this mod is multifunctionality. In the following you may get a small impression of what that means:

 

This is what you would probably expect from an Automatic Farm and this is also what automatic farming machines in most other mods would do. This one is told to...
- plant Potatoes whereever possible

- plant Bonemeal on everything that would drop Potatoes

- harvest everything that would drop Potatoes and has a block-metadata of 7 (full grown)


But thats not the only thing they can do, lets have a look at this one. This Automatic farm is told to...

- plant Saplings whereever possible

- plant Bonemeal on everything that would drop Saplings

- harvest Leaves

- plant Flint'n Steel on the side of everything that would drop Logs

You can tell the Automatic Farm to do almost any right-click operation on specified blocks using Block Placement Controllers.


Lets have a look at a more usefull usage than burning trees, you could for example use it to create a desert like landscape. This Automatic Farm is told to...

- harvest everything that would drop Dirt

- plant Sandstone on Stone

- plant Sand on Sandstone

 
There are more usefull machines in this mod, like this one:

This Automatic Builder has build a house from 11 Building Textures (one for each layer). The Stairs where configured using Block Placement Controllers to get them oriented correctly and the attached Automatic Miner was used to dig out the hill where necessary.


With this mod you don't need to build things like this by hand anymore (but of course you still have to provide the building blocks and energy):


This house probably looks a bit familliar to you. This is what "moving entire parts of the world" means. This house (and a bit sourrounding landscape) was teleported into the Nether using the Teleporter, it "just" costed about 11,5 million kJ (= 115M RF equivalent) of energy:

The black block is an Interdimensional Wormhole that is needed to move things across dimensions.

 Compatibillity with other mods:

It uses Forge Modloader so it can be installed together with other Forge based mods.

The mod is playable alone on its own without missing essential content but it is more optimised for being used in modpacks and it can interact with other mods in many ways:

Items like Copper OreSilver Ingot, Steel, ... are registered in the Oredictionary of Forge so you can also use the equivalent items from other mods in recipes. Also fluids like Steam and Biomass are shared with other mods.

Some ores used in the most common mods are added to ore processing of the Advanced Furnace in the config file by default. You can remove them or add your own if you like (see Configuration File section below).

The Energy Link Block is able to convert Energy from other mods (Thermal Expansion) into this mods' Energy and the other way around: 1 RF <--> 100 J
The item and fluid pipes and machines of this mod can be also used for machines from other mods as well as their fluid and item transport can be used here, too.

The Farm should be also able to plant and harvest non vanilla plants (if not, try using Block placement controllers).
Also the Teleporter should be able to move most modded blocks without problems.

 

Computercraft peripherals:

Some machines can be used as Computercraft peripherals which allows more detailed control:
The Miner will then only mine blocks at the positions given via commands.

The Builder can be told which block should be placed where.

Computercraft can be also used to set the target position of a Teleporter and to start the teleportation.

Detectors which are used to monitor energy, fluid or item states of a connected block will allow reading out the entire inventory, all contained fluid tanks and the exact amount of energy stored in the connected block when used as peripheral.

This is explained more detailed in the Manual (see link above).

Downloads:

for MC-1.10.2:

For older MC-versions:

I'm not continuing development on these except for bugs fixes in severe cases !

MC-1.9.4:

MC-1.8.9: 

MC-1.7.10:

Installation:

1. Download the Mod and required library file for your Minecraft version (see above)

 

2. Download and install Forge Modloader for your minecraft version. (http://files.minecraftforge.net)

3. Start Minecraft (don't continue with next step if the game crashes)

4. Put the zip-files into the mods folder in your Minecraft directory.

5. Start Minecraft again. (In main-menu there is a Mods-Button. If this mod is listed there the installation was successfull)

 

If you have already set up a Modpack, just add the Mod file(s) to the mods folder.

 

When updating to a new version it is recomended to delete the config file (automation.cfg).


Its strongly recommended to install the NotEnoughItems-Mod, too (Mod Page).

This mod will show the crafting recipes of Items (it's the only way to see them as they are currently not listed anywhere).

Configuration File:

(This is only available since v. 3.2.1)

Automation will generate a file called automation.cfg in the config folder of your Minecraft directory during the first lauch of this mod.

By editing this file using a text editor you can change some game settings of Inductive Automation:

Ore Generation:

By default Copper and Silver ore will only spawn in your world if it isn't provided by other mods. This can be changed to never spawning these ores (for whatever reason) or always spawning them (if you want to use the ores from Inductive Automation rather than from other mods).

Energy:

You can change the energy capacity and usage, as well as power generation and cable properties for most machines and tools.

Also the energy conversion ratings for RF and EU can be changed (if you are unhappy with the default energy balancing).

Antimatter Bomb:

When running a Minecraft server one might fear of getting the whole world destroyed by players excessively using Antimatter Bombs.

To prevent this you can change the maximum explosion radius (default 256) to a less destructive value (for ex. 16).

[this would not change their abillity to break bedrock and obsidian]

You can also make them more/less expensive to use by changing the explosion power multiplier.

Advanced Furnace recipes (since 3.3.0):

You can add your own Recipes for the Advanced Furnace in the config file if you like.

There are some ore processing recipes for ores from other mods added by default. To add a new one, simply extend all the colon separated arrays. For fluids use the fluid-registry-name with the amount followed by '*' in front of it. For items use the ore-dictionary-name of the item with optional the stack size followed by '*' in front of it. If the stacksize is not given the recipe will take only one item. Leave whitespace for item or fluid -slots that are not used. Make sure that all arrays have the same amout of elements, otherwise the recipes won't be loaded.

Permission for use in Modpacks:

You are allowed to use this mod for any modpack you wish. You can inform me about it (I would be happy to know) but you don't need to.
Note: If you are providing a copy of this mod somewhere else that is public available (public modpacks for ex.), don't forget to mention me as the Author and provide a link to where you originally got the file from.

Crashes, Bugs & other Issues:

Please prefer the GitHub issue tracker for posting bug-reports or suggestions.


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About This Project

  • Project ID
    228281
  • Created
    Mar 2, 2015
  • Last Released File
    May 13, 2017
  • Total Downloads
    26,117
  • License

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