Foundry is a mod about melting metals into liquid and casting the to make various items.
This mod adds the following liquid metals: Iron, Gold, Copper, Tin, Bronze, Electrum, Invar, Nickel, Zinc, Brass, Silver, Steel, and Lead. Integrates with many mods for more melting and casting of items.
API: Added FML package-info files (Should be compatible with API 0.6.0.0).
0.6.0.2
Fix crash caused by missing "ic2.api.info.Info.isIc2Available()" method in tile entities.
0.6.0.1
Fixed RF Energy ratio: 10 Energy = 1 RF
0.6.0.0
Changed machine's the energy system to accept MJ, RF, and EU (When using EU all machines can safely accept up to 32 EU/t, except the ICF which can accept up to 128 EU/t).
100 Energy = 1 MJ
1000 Energy = 1 RF
40 Energy = 1 EU
Changed energy requirements:
ICF accepts up to 4000 Energy/tick.
Caster uses 10000 Energy per item (can store 40000 Energy).
Alloy Mixer uses 400 Energy/tick.
Infuser uses 600 Energy/tick to extract substance form an item, 100 Energy/tick to infuse the stored substance into the liquid metal.
Added internal mold Storage to Metal Caster.
Has 9 slots to put molds.
Shift-clicking a mold in storage swaps it with the one in the active mold slot.
API: Removed deprecated classes/methods.
Bugfixes.
0.5.0.0
Added new metals: Manganese, Aluminum, Chromium (Chrome), Platinum (Shiny), Titanium.
Alloy Mixer can now accept up to 4 inputs.
Added Redstone Control to Alloy Mixer.
Added Tinker's Construct integration
ICF can melt anything into TiCon fluids that the TiCon smeltery can (except for items that already melts into Foundry fluids).
Alloy mixer can make TiCon molten metals alloys.
Caster accepts Aluminum Brass castings as molds and cast TiCon components.
Added Gregtech integration.
GT Cupronickel coil replaces Foundry's Heating coil in recipes.
Steel plates replaces Iron ingots in the Refractory Casing recipe.
Can make Stainless Steel, Cupronickel, Kanthal, and Nichrome in the Alloy Mixer using the same material ratios as GT.
TE3: Added Liquid Enderium, melting, alloy, and casting recipes.
Added Redstone Arsenal integration, Fluxed Liquid Electrum, melting, alloy, and casting recipes.
New Alloy recipes:
[TE3] 108 mB of Liquid Enderium = 81 mB of liquid_tin + 27 mB of Liquid Platinum + 250 mB of Resonant Ender
[Redstone Arsenal] 27 mB of Fluxed Liquid Electrum = 27 mB of Liquid Electrum + 50 mB of Destabilized Redstone
[Redstone Arsenal] 54 mB of Fluxed Liquid Electrum = 27 mB of Liquid Gold + 27 mB of Liquid Silver + 100 mB of Destabilized Redstone
[GT] 18 mB of Liquid Stainless Steel = 12 mB of Liquid iron + 2 mB of Liquid nickel + 2 mB of Liquid manganese + 2 mB of Liquid Chromium
[GT] 12 mB of Liquid Cupronickel = 6 mB of Liquid Copper+ 6 mB of Liquid Nickel
[GT] 12 mB of Liquid Kanthal = 4 mB of Liquid Iron + 4 mB of Liquid Aluminum + 4 mB of Liquid Chromium
[GT] 15 mB of Liquid Nichrome = 12 mB of Liquid Nickel + 3 mB of Liquid Chromium
0.4.0.0
Added redstone control to ICF and caster.
Allows ICF and caster to be turned off with a redstone signal.
Can be changed with a button in the top right of their GUIs.
Improved shift-clicking behaviour in machine GUIs (molds are now sent to the mold slot in the Caster).
Melting an casting time now depend on the amount of fluid involved (are about the same as before for ingots).
Doubled the amount of carbon produced from charcoal in the Infuser.
API: Added methods for recipe checking.
0.3.0.0
Re-implemented Refractory Fluid Containers using Forge's IFluidContainerItem.
Buffed RFC recipe (now gives 2)
Empty RFCs are now stackable up to 16
Machine's fluid container slots now accepts any item that implements the IFluidContainerItem interface (like TE3's Portable tanks).
Changed ICF energy requirements.
Requires more energy to produce heat.
Accepts up to 30 MJ/t.
Added TE3 copper and tin gear recipes.
API: Deprecated RefractoryFluidContainerManager and IRefractoryFluidContainerHandler
Use Forge's IFluidContainerItem to interface with containers instead.
API: Added Empty RFC to the item registry.
0.2.1.2
Fixed ICF heat loss when unpowered.
0.2.1.1
Fixed ICF heat level getting below the minimum internally when not powered.
No longer rely on the ore dictionary for gear melting and casting recipes
Uses mod integration for gear recipes instead.
This can be reverted in the config
Removed old machine blocks (Warning: machine blocks in the world will disappear if updating directly form version 0.1.0.0)
0.2.1.0
Added TE3 Integration:
Invar tools and armor casting recipes.
ICF melting recipes for coal dust, redstone, glowstone, and enderpearls
Can now change Alloy Mixer output amount in the config.
Slab and stairs block can be disabled by setting their ID to 0 in the config file.
Added electrum gear casting recipe.
Added melting recipes for gears.
0.2.0.0
API Changes:
Can Sepecifiy melting point for ICF melting recipes.
Added item fluid registry, making Foundry items/fluids accesible from the API.
Added Caster method to use Ore Dictionary extra items.
Condensed all machines to a single block ID.
Machines in the world will be converted to the new block when the world is loaded.
Old machine blocks can be disabled by setting their id to 0 (Machines that were not converted will dissapear).
Fixed NEI GUI issues.
Renamed some Items:
Foundry Clay -> Refractory Clay
Foundry Brick -> Refractory Brick
Foundry Crucible -> Refractory Casing
Foundry Container -> Refractory Fluid Container
0.1.0.0
Initial Release.
License:
This mod is licensed under the GNU Lesser General Public License, version 3. This grants the right to redistribute binaries (either standalone or in mod packs) and the source code of this mod. You also have the the right to modify and redistribute files in the mod as long as proper credit to the original author is provided and the modified source code is made available.
Nice to see someone take on liquid smelting, without all the baggage of TC. Thinking about RF power support? Would be cool if roasting sulfide ores (like copper/chalcopyrite, lead/galena, zinc/sphalerite) would yield sulfur dioxide gas, with gascraft integration. Also, if you integrate with an electrical framework like IC2, an electric arc furnace would make sense. As would a more advanced furnace that incorporates the redox chemistry of smelting, i.e., using coal (carbon) to increase yield. Good luck!
Nice to see someone take on liquid smelting, without all the baggage of TC. Thinking about RF power support? Would be cool if roasting sulfide ores (like copper/chalcopyrite, lead/galena, zinc/sphalerite) would yield sulfur dioxide gas, with gascraft integration. Also, if you integrate with an electrical framework like IC2, an electric arc furnace would make sense. As would a more advanced furnace that incorporates the redox chemistry of smelting, i.e., using coal (carbon) to increase yield. Good luck!
TE3 Integration is planned once it's released. Probably will add RF power support for machines. As for gascraft, I haven't checked that mod yet.
Wow...been waiting for a reason to ditch the More Furnace mod, although I like the furnace for my game, I'm playing steam-punk minecraft, I prefer the industrial technology when it comes to metals. This will do perfectly.
You could also take a look to implement Tinker Construct's metals, though that would make probably the biggest feature of that mod moot: the smeltery.
I couldn't care less about the smeltery in its current buggy state. Always some issues, always something not working or semi-working.
Another suggestion: Look up how tile-entities work, so you can condense the block IDs used with metadata. You could put all the machines in 1 ID, all the liquids in 1 ID, metal blocks in 1 ID. The stairs and slabs I'm not sure about, I think not since rotations take up another ID.
Also it would be nice if we could dissable the stairs and slabs, thus freeing up some IDs.
BlockIDs for machines are getting condensed in the next update. Liquids blocks uses the metadata internally so they cannot be condensed. Metal blocks and slabs are already condensed, and stairs also uses the metadata internally.
Would it be possible to automatcly check if an item is crafted just from metals(either vanilla or mod items)?
If so you maybe could let Foundry automaticly create a mold and recipe for that item depending on how many ingots needed.
(and maybe disable the standard recipe )
The only problem that stays is, how to create the molds since not every item has different versions of it made out of non-metal
(e.g. swords --> wood, stone etc / minecart --> none).
Here some solutions:
- let villagers sell molds (can be hard sometimes but I like this idea^^)
- something similar to TC
(a block where you can toggle through and create every mold)
-Add an alternative recipe of that item with Refractory Clay instead of the ingots(nuggets,blocks?)
which only creates the mold (but I think this can lead to recipe conflicts)
Tell me what you think
I'm still not sure about disabling recipes. It may be added as a config option in the future. Some molds can already be crafted with non-metal items (brick for ingot mold, Stone block/Wooden planks for block mold).
Well it would be a great way for people that run lots of mods. For example, I have no need for all the slabs and stair blocks because I use Carpenter Block which allows me to just use the basic block. Disabling all those slabs and stairs frees up a lot of IDs for me for other mods. (I'm playing with 150 mods, so ID become an issue eventually...)
What I meant was disabling vanilla workbench recipes. Disabling of slabs and stairs added by Foundry has been implemented in the source and will be on the next release.
Just reporting, that this is crashing on me, saying I need at least forge version 951 when I've got 961.
It apperas that Forge >953 has removed the legacy ModLoader code. This breaks mods that used methods from ModLoader. For now I recommend to stick to Forge 953.
Do the machines accept RedstoneFlux from TE3 instead of MJ?
At the moment the machines does no accept RF directly. However TE3 energy conduits can convert to MJ if connected to a machine that accepts MJ but not RF.
Foundry is a mod about melting metals into liquid and casting the to make various items.
This mod adds the following liquid metals: Iron, Gold, Copper, Tin, Bronze, Electrum, Invar, Nickel, Zinc, Brass, Silver, Steel, and Lead. Integrates with many mods for more melting and casting of items.
Mod documentation is available at the FTB Wiki's Foundry page.
Videos:
Installation:
Download:
Current:
Latest Snapshot
Warning: Snapshot are unstable version of the mod, backing up worlds before installing is advised.
Previous:
0.6.2.1
0.6.2.0
0.6.1.1
0.6.0.2
0.6.0.1
0.5.0.0
0.4.0.0
0.3.0.0
0.2.1.2
0.2.1.1
0.2.1.0
0.2.0.0 (MC 1.6.4)
0.1.0.0 (MC 1.6.4)
Latest Source Code: GitHub
Changelog:
Updated to MC 1.7.10
License:
At the moment theres no NEI integration for the machines.
I'm planning to make this configurable (something like an ore yield value in the config)
TE3 Integration is planned once it's released. Probably will add RF power support for machines. As for gascraft, I haven't checked that mod yet.
BlockIDs for machines are getting condensed in the next update. Liquids blocks uses the metadata internally so they cannot be condensed. Metal blocks and slabs are already condensed, and stairs also uses the metadata internally.
It's version 9.11.1.951 (it was a mistake in the post).
DownloadAPINewer version released
Changes:
I'm still not sure about disabling recipes. It may be added as a config option in the future. Some molds can already be crafted with non-metal items (brick for ingot mold, Stone block/Wooden planks for block mold).
What I meant was disabling vanilla workbench recipes. Disabling of slabs and stairs added by Foundry has been implemented in the source and will be on the next release.
It apperas that Forge >953 has removed the legacy ModLoader code. This breaks mods that used methods from ModLoader. For now I recommend to stick to Forge 953.
At the moment the machines does no accept RF directly. However TE3 energy conduits can convert to MJ if connected to a machine that accepts MJ but not RF.
DownloadUpdated, see below.
Changes:
DownloadUpdated, see below
Warning: Machine blocks in the world will disappear if updating directly form version 0.1.0.0. Backing up world before updating is advised.
Changes: