Tired of massive tree farms and lots of charcoal generation to provide your base with much needed RF energy? If you have lots of resources, why not put them to good use!
Quantum Energy mod is aimed at mid to end game as you will need plenty of expensive resources to craft the items. But these items will allow you to produce infinite energy. That's right, no further fuel needed. But there is no such thing as a free lunch. You will spend a lot resources and you must spend plenty of RF energy on the crafting process, but when you have that top tier 75,000 RF infinite output, you'll see it's worth it!
There is also an energy booster, which will allow you to use your stacks and stacks of wood, charcoal or lava your might have alongside the infinite energy, so no need to let that go to waste!
NOTE: This is my first Minecraft mod, so there are still a few bugs and some blocks might still be unbalanced. The mod requires ore generation, so it will require a new world/game.
There are 5 types (levels) of ore that spawn in the world. In order of usage, Dubnium, Mendelevium, Einsteinium, Promethium and Technetium
Once you have mined some of these ores, you can start with the progression tree
UPDATED: I made the mistake of calling the first version 1.0. The latest version is now correctly version 0.6. I've made changes to the recipes and the RF output, so be sure to check the post for these changes.
Level 1
- Craft an Element Refiner Mk1 - this can smelt the Dubnium ore into ingots - (must be powered by RF)
- Craft a Rift Spawner machine - must be powered by RF
- Craft a Quantum Container Mk1 item
- Place the Quantum Container Mk1 in the Rift Spawner.
This will create your first powered machine, Flux Generator Mk1 - this output 75 RF/tick (up from 50 RF/t)
Level 2
- Craft an Element Refiner Mk2 - this can smelt the Mendelevium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk1
- Craft a Rift Expander machine - must be powered by RF
- You will need Rift breacher item - can no longer be crafted, these now have a small chance to drop from Ghasts
- Craft a Quantum Container Mk2
- Place the Quantum Container Mk2 in the Rift Expander
This will create your second powered machine, Flux Generator Mk2 - this outputs 500 RF/tick
Level 3
- Craft an Element Refiner Mk3 - this can smelt the Einsteinium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk2
- You will need a Dimensional Binder item - can no longer be crafted, these now can only be found in Dungeon Chests
- Craft Quantum Container Mk3
- Place the Quantum Container Mk3 in the Rift Expander
This will create your third powered machine, Flux Generator Mk3 - this outputs 4,000 RF/tick (down from 5,000 RF/t)
Level 4
- Craft an Element Refiner Mk4 - this can smelt the Promethium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk3
- Craft String Portal Machine - must be powered by RF
- You will need a Portal Finder item - can no longer be crafted, these now have a small chance to drop from Withers
- Craft String Gravitator item
- Craft Quantum Container Mk4
- Place the Quantum Container Mk4 in the String Portal
This will create your fourth powered machine, Flux Generator Mk4 - this outputs 20,000 RF/tick (down from 25,000 RF/t)
Level 5
- Craft an Element Refiner Mk5 - this can smelt the Technetium ore into ingots - (must be powered by RF)
- Craft 3 x Flux Generator Mk4 (down from 4)
- Craft a Pocket Black Hole
- Craft a Quantum Container Mk5
- Place the Quantum Container Mk5 in the String Portal
This will create fifth and final powered machine, Flux Generator Mk5 - this outputs 75,000 RF/tick (up from 50,000 RF/t)
Energy Booster
You can craft an Energy Booster block, which allows you burn coal, charcoal, wood and saplings for RF power. You can place a Flux Generator Mk1 or Mk2 in the energy booster to gain additional RF power from these resources.
This is a great mod, but there's a few things I think you should change. Firstly, keep the x10 multiplier pattern for each tier going, so the highest tier is 500,000. Currently anyone making a Mk5 generator is producing half as much power as the items used to make it could. 4 x Mk4 at 25,000 rf per tick = 100,000 rf per tick, when Mk5 can only do 50,000 rf per tick. It would also be nice if you could add a pipe system or something to transfer as much power as the highest tier can generate, since a lot of mods can't transfer rf that fast. Keep up the great work though!
x10 multiplier you say? Do people have games where a base might require 2 or even 3 x 500,000 rf per tick power?
I was a bit worried that if I made the RF output too high some people might consider this mod a "cheat" and so I tried to make the crafting materials needed quite expensive to off-set that. But you do make a good argument.
And the pipe/transfer system for that amount also sounds like a great idea! I will start on that as well.
I don't think a lot of people would want/need 500,000 RF per tick, but some tech heavy mod packs, skyfactory for example, require a lot of power. Another option would just be to reduce the Mk5 recipe to just 2 Mk4 generators or to still keep Mk5 RF per tick high, but only do 100,000 RF per tick. I know that's still OP as f*ck, so to make the Mk5 super late game, maybe have item in the recipe that's in parts or shards that are drops from the Ender Dragon and Wither and/or rare dungeon loot (maybe antimatter fragments or something?). Thanks for considering my suggestions!
I am busy making some changes, using a lot of the input I received.
Some components you can't craft anymore, and they drop only from Ghasts, Withers and are also found only in Dungeon chests.
I also incremented the output levels of each generator to make it a bit more aligned with the amount you "input" into the crafting recipe, as suggested by hcaz5, thanks!! The top tier item now outputs 75,000 RF/t.
I will try and release a new version in the next few days.
Rift breacher can no longer be crafted - small chance to drop from Ghasts
Dimensional Binder can no longer be crafted - can only be found in Dungeon Chests
Portal Finder can no longer be crafted - small chance to drop now from Withers
Pocket Black Hole recipe now only requires 3 x Flux Generator Mk4
m8, we need more please. And great first mod! More power? It's what I need!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Thanks for the feedback! Will soon have another updated version out, mostly still tweaking values.
I'm playing along with the Direwolf20 Season 7, using this mod, to see how power progression is along side this mod. I find already just by having the Mk1 version (75 rf/t) is a blessing! haha. Building small stand-alone farms/altars/automation and you just require that extra bit of power, this is great for that!
Version 0.6 - there are now tooltips on the GUI screens showing the amount of energy stored in the machines as well as percentage progress made while crafting items in the machines.
I'm still working on some bugs - one minor visual bug currently: if you have the GUI open of the refiner machines, and place any ore in the machine, the "progress" bar updates, but the energy stored in the machine doesn't update. If you just close the GUI and re-open it will then correctly start updating the correct energy values. Note: the energy is deducted correctly, it's just not displaying correctly when you have the GUI open when placing the item.
x10 multiplier you say? Do people have games where a base might require 2 or even 3 x 500,000 rf per tick power?
The Ender Quarry (openblocks?) uses over 2 million RF a tick with its fortune3 upgrade attached. Bu that is a rather excessive\extreme example, the silky upgrade in that mod uses a tiny fraction of that amount.
Most people might think "OP" when they see this mod, but the materials needed to make the highest level is very expensive, and takes forever to get to. I'm currently using this in my own game, and I still stick to Big Reactors with computercraft, railcraft and buildcraft engines galore.
But from your post I'm just glad to see that those kind of power requirements are out there.
I am not really planning on making these blocks produce more than they are currently. Might just tweak some levels of ore gen and maybe recipes, as some machines are too quick to get to (IMHO) and the others are waaay to hard as well (no point in having 10 x Big Reactors before you get there either).
The relative cost depends on the mods one uses. I rely on cryo-stabilized fluxducts for... well, EVERYTHING basically, and by the time I start making them my main concern is storing the inevitable stack or ten of spares that I accidentally make. For me, they aren't expensive in the slightest. A Reactorcraft fusion reactor, THAT is something most people agree is fairly expensive.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Quantum Energy
Tired of massive tree farms and lots of charcoal generation to provide your base with much needed RF energy? If you have lots of resources, why not put them to good use!
Quantum Energy mod is aimed at mid to end game as you will need plenty of expensive resources to craft the items. But these items will allow you to produce infinite energy. That's right, no further fuel needed. But there is no such thing as a free lunch. You will spend a lot resources and you must spend plenty of RF energy on the crafting process, but when you have that top tier 75,000 RF infinite output, you'll see it's worth it!
There is also an energy booster, which will allow you to use your stacks and stacks of wood, charcoal or lava your might have alongside the infinite energy, so no need to let that go to waste!
NOTE: This is my first Minecraft mod, so there are still a few bugs and some blocks might still be unbalanced. The mod requires ore generation, so it will require a new world/game.
Compiled on forge version 10.13.2.1291.
Download at
http://minecraft.curseforge.com/mc-mods/229176-quantum-energy
Progression
There are 5 types (levels) of ore that spawn in the world. In order of usage, Dubnium, Mendelevium, Einsteinium, Promethium and Technetium
Once you have mined some of these ores, you can start with the progression tree
UPDATED: I made the mistake of calling the first version 1.0. The latest version is now correctly version 0.6. I've made changes to the recipes and the RF output, so be sure to check the post for these changes.
Level 1
- Craft an Element Refiner Mk1 - this can smelt the Dubnium ore into ingots - (must be powered by RF)
- Craft a Rift Spawner machine - must be powered by RF
- Craft a Quantum Container Mk1 item
- Place the Quantum Container Mk1 in the Rift Spawner.
This will create your first powered machine, Flux Generator Mk1 - this output 75 RF/tick (up from 50 RF/t)
Level 2
- Craft an Element Refiner Mk2 - this can smelt the Mendelevium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk1
- Craft a Rift Expander machine - must be powered by RF
- You will need Rift breacher item - can no longer be crafted, these now have a small chance to drop from Ghasts
- Craft a Quantum Container Mk2
- Place the Quantum Container Mk2 in the Rift Expander
This will create your second powered machine, Flux Generator Mk2 - this outputs 500 RF/tick
Level 3
- Craft an Element Refiner Mk3 - this can smelt the Einsteinium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk2
- You will need a Dimensional Binder item - can no longer be crafted, these now can only be found in Dungeon Chests
- Craft Quantum Container Mk3
- Place the Quantum Container Mk3 in the Rift Expander
This will create your third powered machine, Flux Generator Mk3 - this outputs 4,000 RF/tick (down from 5,000 RF/t)
Level 4
- Craft an Element Refiner Mk4 - this can smelt the Promethium ore into ingots - (must be powered by RF)
- Craft 4 x Flux Generator Mk3
- Craft String Portal Machine - must be powered by RF
- You will need a Portal Finder item - can no longer be crafted, these now have a small chance to drop from Withers
- Craft String Gravitator item
- Craft Quantum Container Mk4
- Place the Quantum Container Mk4 in the String Portal
This will create your fourth powered machine, Flux Generator Mk4 - this outputs 20,000 RF/tick (down from 25,000 RF/t)
Level 5
- Craft an Element Refiner Mk5 - this can smelt the Technetium ore into ingots - (must be powered by RF)
- Craft 3 x Flux Generator Mk4 (down from 4)
- Craft a Pocket Black Hole
- Craft a Quantum Container Mk5
- Place the Quantum Container Mk5 in the String Portal
This will create fifth and final powered machine, Flux Generator Mk5 - this outputs 75,000 RF/tick (up from 50,000 RF/t)
Energy Booster
You can craft an Energy Booster block, which allows you burn coal, charcoal, wood and saplings for RF power. You can place a Flux Generator Mk1 or Mk2 in the energy booster to gain additional RF power from these resources.
Looks really nice man. I like.
http://www.minecraftforum.net/topic/2695349-172-forge-awesome-sauce-mods/
This is a great mod, but there's a few things I think you should change. Firstly, keep the x10 multiplier pattern for each tier going, so the highest tier is 500,000. Currently anyone making a Mk5 generator is producing half as much power as the items used to make it could. 4 x Mk4 at 25,000 rf per tick = 100,000 rf per tick, when Mk5 can only do 50,000 rf per tick. It would also be nice if you could add a pipe system or something to transfer as much power as the highest tier can generate, since a lot of mods can't transfer rf that fast. Keep up the great work though!
Firstly, thank you very much for the feedback!
x10 multiplier you say? Do people have games where a base might require 2 or even 3 x 500,000 rf per tick power?
I was a bit worried that if I made the RF output too high some people might consider this mod a "cheat" and so I tried to make the crafting materials needed quite expensive to off-set that. But you do make a good argument.
And the pipe/transfer system for that amount also sounds like a great idea! I will start on that as well.
I really appreciate the feedback, thanks!
I don't think a lot of people would want/need 500,000 RF per tick, but some tech heavy mod packs, skyfactory for example, require a lot of power. Another option would just be to reduce the Mk5 recipe to just 2 Mk4 generators or to still keep Mk5 RF per tick high, but only do 100,000 RF per tick. I know that's still OP as f*ck, so to make the Mk5 super late game, maybe have item in the recipe that's in parts or shards that are drops from the Ender Dragon and Wither and/or rare dungeon loot (maybe antimatter fragments or something?). Thanks for considering my suggestions!
I am busy making some changes, using a lot of the input I received.
Some components you can't craft anymore, and they drop only from Ghasts, Withers and are also found only in Dungeon chests.
I also incremented the output levels of each generator to make it a bit more aligned with the amount you "input" into the crafting recipe, as suggested by hcaz5, thanks!! The top tier item now outputs 75,000 RF/t.
I will try and release a new version in the next few days.
New version available - I made the mistake of calling the first file version 1.0. New file is now correctly version 0.2.
Also made a few changes:
- Modified the RF output of each level of generator
Flux Generator Mk2 = 500 RF/t
Flux Generator Mk3 = 4000 RF/t
Flux Generator Mk4 = 20000 RF/t
Flux Generator Mk5 = 75000 RF/t
- Modified recipes
Portal Finder can no longer be crafted - small chance to drop now from Withers
Pocket Black Hole recipe now only requires 3 x Flux Generator Mk4
99 downloads, thanks guys!! Any feedback will be greatly appreciated!
Made a new version 0.3
Minor tweaks on some energy output numbers. Also includes some minor bug fixes.
New version 0.4:
- Added recipe for the Energy Booster block
- Removed all the "active" versions of blocks to they don't appear in NEI
New version 0.5:
- Fixed the generators - the power output was incorrect (when I placed the Mk1, I got 200 RF/t instead of 75...)
- Added all the "Active" versions of blocks back! Big mistake to try and remove them! Argh. Will work on how to have "one version" of a block.
Over 200 downloads! Thanks guys, and I would greatly appreciate some feedback!
m8, we need more please. And great first mod! More power? It's what I need!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Thanks for the feedback! Will soon have another updated version out, mostly still tweaking values.
I'm playing along with the Direwolf20 Season 7, using this mod, to see how power progression is along side this mod. I find already just by having the Mk1 version (75 rf/t) is a blessing! haha. Building small stand-alone farms/altars/automation and you just require that extra bit of power, this is great for that!
Just made a very small feature add
Version 0.6 - there are now tooltips on the GUI screens showing the amount of energy stored in the machines as well as percentage progress made while crafting items in the machines.
I'm still working on some bugs - one minor visual bug currently: if you have the GUI open of the refiner machines, and place any ore in the machine, the "progress" bar updates, but the energy stored in the machine doesn't update. If you just close the GUI and re-open it will then correctly start updating the correct energy values. Note: the energy is deducted correctly, it's just not displaying correctly when you have the GUI open when placing the item.
The Ender Quarry (openblocks?) uses over 2 million RF a tick with its fortune3 upgrade attached. Bu that is a rather excessive\extreme example, the silky upgrade in that mod uses a tiny fraction of that amount.
Thanks for your feedback! Hopefully my mod can then address these power hungry blocks!
Im not advocating you do so btw, just wracking my brain on what could use that kind of power ;-)
Most people might think "OP" when they see this mod, but the materials needed to make the highest level is very expensive, and takes forever to get to. I'm currently using this in my own game, and I still stick to Big Reactors with computercraft, railcraft and buildcraft engines galore.
But from your post I'm just glad to see that those kind of power requirements are out there.
I am not really planning on making these blocks produce more than they are currently. Might just tweak some levels of ore gen and maybe recipes, as some machines are too quick to get to (IMHO) and the others are waaay to hard as well (no point in having 10 x Big Reactors before you get there either).
Thanks for the input though
The relative cost depends on the mods one uses. I rely on cryo-stabilized fluxducts for... well, EVERYTHING basically, and by the time I start making them my main concern is storing the inevitable stack or ten of spares that I accidentally make. For me, they aren't expensive in the slightest. A Reactorcraft fusion reactor, THAT is something most people agree is fairly expensive.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.