Guide to Omega Craft

This is a guide to help players with Omega Craft.

Getting started
Omega Craft adds ores such as Copper, Tin, Lead, Silver, and Aluminium, standard alloys like bronze and steel, and Magmite.

Usually, Iron and Redstone will be needed alongside these new ores in many of the recipes for the tier 1 machines. Machine crafting requires a Machine Workbench instead of a Crafting Table.

Iron and Redstone are usually required in many of the recipes for the tier 1 machines. The machine crafting requires a Machine Workbench (not a Crafting Table). The Machine Workbench's slots are for creating the base of the machines and applying optional benefits. The main components include:


 * Module: determines the machine
 * IO Controller: determines the tier (necessary for machine speed/energy upgrades)
 * Capacitor: determines the power storage buffer

Optional components include:


 * Redstone Dust: Allows for the machine to be controlled by redstone
 * Dual or Quad slots: storage space
 * Motors: increases processing speed

Ore Processing
Omega Craft has a double and triple options for ore processing.

Double ore processing works in a Crusher to make Dirty dusts with no modifications, or an Alloy Furnace with a Dedicated Alloy Smelter modifications to smelt two ingots (rather than focusing on alloy recipes).

The player can yield more in two ways. A Crusher with a Dedicated Ore Refiner modification (which increases +1 to the primary output) or by using a combination of machines and modifications.

A Crusher breaks down the ore into two dusts like normal, then the player needs a Hydrator with an Ore Washer modification to clean the ore (dirty ore dust to ore dust), from this point the player can either smelt the cleaned dust or yield 1 more ingot by placing the ore dust into an Alloy Furnace with a Dedicated Alloy Smelter modification and Sand in the second primary slot to gain a third ingot, but 2 ore dusts need to be in the primary slot or else the third ingot can not be crafted.

Long-Wave Transformer power transport
Long-Wave Transformers are blocks that allow players to send power across longer distances. Nodes allow power to travel over longer distances.

Regular Energy, Item & Fluid Nodes only allow up to 16-block distances (even more with Connectors in-between) while Long-Wave Nodes have a 160-block range (excluding Connectors).

A Cave Wrench is required to connect Transmitters and Receptors. The Receptor must be tagged before the Transmitter).

Generators
Energy generators in the mod range from Solar, Lunar, Glow, Precipitation and Dark Panels (Advanced and Quad versions) a Solid Fuel, Lava, Catalytic, Combustion, Hungry, and the Magmite Reactor.


 * The Solid Fuel Generator uses Coal.
 * The Lava Generator consumes Lava.
 * The Catalytic Generator creates energy from dusts like Redstone, Glowstone, Sugar, and Gunpowder.
 * The Combustion Generator uses fluids like Oil and its derivatives.
 * The Hungry Generator uses food. A variety of foods produces more power than just one type.
 * The Solar Panel uses the sun to generate power (Base: 4FE/t; Quad: 16FE/t; Advanced: 16 FE/t; Quad Advanced: 64FE/t).
 * The Lunar Panel generates power from the moon (Base: 4FE/t; Quad: 16FE/t; Advanced: 16 FE/t; Quad Advanced: 64FE/t).
 * The Glow Generator generates power from Glowstone being placed above it (Base: 2FE/t; Quad: 8FE/t; Advanced: 8FE/t, Quad Advanced: 32FE/t).
 * Precipitation generates power from rain, snow, and thunder (Base: 16FE/t; Quad: 64FE/t: Advanced: 64FE/t; Quad Advanced: 256FE/t). Dark Panels generate power (Base: 64FE/t; Quad: 256FE/t) from any source or any time, but Dark Matter is required to craft them.
 * Quad Panels are four panels in one block space that generate four times the amount of that type of Panel. Advanced Panels can do the same as Quad of the basic tier, but Quad Advanced can produce 16 times as a Base panel.
 * Magmite Reactors require Fuel Rods with Magmite or Cave Magmite (Magmite + Steel to create the alloy) to generate power. Up to 6 rods can be used in a Reactor, and heat needs to be considered when adding/removing fuel rods. The Reactor has a limit of 16,000 heat and 32,000,000 FE. When the heat reaches the buffer limit the block explodes. Magmite Fuel Rods create 4,000 heat per rod and generate 1,250,000 FE (the power will be finished generating by the time the heat starts dissipating) and leaves an Empty Rod to refill afterwards. The Cave Magmite Fuel Rods create 4,000 heat per rod and generate 5,126,000 FE. The base power output from the rods also scales to the current heat in the machine, the Cave Magnite Fuel Rod creates nearly 35,000,00FE if heat is at 12,000 when the rod is added.

Upgrades and Modifications
Upgrades offer standard benefits to a machine like speed and energy, while modifications offer additional or alternate features such as only processing food or allowing recipes from another machine to be possible but only supporting those recipes. Both upgrades and modifications need a base component (Machine Upgrade and Machine Modification) before the player can craft the specific ones used by the different machines. Both can only be applied to machines that have an Advanced tier or higher IO Controller included. Advanced tier starts the player with 2 slots, while Ultimate and Dark tiers contain 4.

Upgrades

 * Speed (the Speed upgrade increases the processing speed of the machine by 2 and uses 2.5 times more power. As machines have 4 slots 4 upgrades can be used, 1 in each slot as there is no stacking for upgrades meaning the player can increase a machine's speed by 8 times but they will be losing power by 10 so the player will need a sufficient power source to keep it running. With all 4 upgrades included the machine consume 9,760FE each resource processed due to the 10 times more power they are losing rather than the 4,000FE of each process with no upgrades. If the player has the Void Capacitor upgrade and 1-3 speed upgrades the machine can run at a faster speed and not be limited).
 * Efficiency (the Efficiency upgrade will increase energy efficiency by 0.5, with 4 slots filled the machine with contain 2 times energy efficiency. With the upgrades included each machine now consumes 160FE each rather than consuming 4,000FE each process without any upgrades).
 * Bonus Output (the Bonus Output upgrade allows for more secondary output of resources, so if the player was processing Copper ore in a crusher for example, they would have a higher chance of more Dirty Gold dust appearing in the secondary output slot. The machine takes into account the Chance of the gold (which is 25%) and increases the amount by the amount of upgrades in the slots. A typical 32 ores processed in a machine with on upgrades will always grant the player 8 in the secondary output slot, with all 4 upgrades filling the slots the player will be granted. With 4 upgrades included the chance increases to 100% for Gold as a secondary to Copper and Iron as a secondary to Lead but higher with Silver (normally providing 75% chance for Lead as a secondary) resulting in over 100% for Lead. The upgrade also consumes 1.25 times more power as a trade off).
 * Internal Water Fabricator (this upgrade supplies water to any machines that need it, such as the Hydrator. The machine will process the recipes regardless of water left in the tank (ignoring the leftover fluid in it's internal tank) or the Hydrator being completely empty).
 * Void Capacitor (Lord Craft for 1.16.5 is required to use this upgrade. With both mods installed the machines with the upgrade can use a Void Crystal to power machines instead (an alternate power source). All the player needs to do is right click it to charge it with Pips, 0 but default and increasing it to 4 (more can be offered the more the player progresses in Lord Craft). The player can gain Pips by clicking on any of the crystal blocks with the Void Crystal. 0 Pips alongside the upgrade will do nothing, setting it to 1 processes the resource in the machine at furnace speed and at 4 Pips the resource will be processed in around 2 seconds. The player can reduce the amount of Pips by sneak clicking in the air away from blocks).

Modifications
Many modifications restrict recipes in machines so it is always beneficial to have another machine to serve the original purposes.


 * Internal Void Gateway (this modification works in any machine and is used to remove any secondary output leftovers, the upgrade has no draw backs other than taking up a modification slot in the machine)
 * Improved Oven (a Furnace only modification used to forced the furnace to only support food smelting recipes, any other resources that enter the machine with the modification included will not process, the machine does use 1.75 times more power and increase the primary output by 1)
 * Improved Smelter (a Furnace only modification to force the furnace into smelting only ores, meaning food or other resources cannot be proceed, the modification makes the machine consume 1.75 times more power and increases the primary output by 1)
 * Dedicated Ore Refiner (a Crusher only modification that increase primary output by 1 (tripling their resources instead of doubling) but consumes 1.5 times more power, restricts recipes only to ores and does not support secondary output meaning the player cannot gain other materials)
 * Alternate Item Extractor (a Crusher only modification that grants the player 1 more resource to the secondary output but at the cost of 1.25 times more power)
 * Dedicated Alloy Smelter (an Alloy Furnace only modification that restricts the Alloy Furnace to smelting ores and sand to 2 ingots and 2 dusts and sand to 3 ingots, the dusts to ingots is useful alongside the Ore Washer and Ore Refiner modifications for higher yield)
 * Dedicated Ore Washer (a Hydrator only modification, using this modification forces the machine to only support Dirty Ore Dust to Ore Dust recipes, this is more suited alongside a combination of machines to crush ores, clean them and alloy smelt to get the most yield out of their ores)
 * Block Compactor (a Compactor only modification that adds support for Ingots to blocks and plates to ingots recipes, it does not restrict original Compactor recipes)
 * Plate Compactor (a Compactor only modification that adds support for plate former recipes to the machine, adding this modification will not restrict access to prior Compactor recipes)

Energy Distributor
The Energy Distributor is a block that is capable of transferring more energy than the Energy Nodes.

The Energy Distributor is not designed to be a larger power transport for something like the Mekanism multiblock power storage structure but rather for transferring power to many Energy Storage Devices (ESDs) in an area.

The Energy Distributor tooltip states it can transfer in a 7x7x7 range.

A way to tell how far it is reaching is to have a Generator with fuel inside (the Energy Distributor will not display anything without any power inside the block it is pulling power from) and an Energy Distributor on one of the sides of the Generators.

Right clicking the Energy Distributor will display red particles and which blocks the power is being output to.

The Energy Distributor is useful for sending power to many Energy Storage Devices (ESDs) in a 7x7x7 space (but it won't send power to a 7x7x7 ESD structure (see left image), only blocks it can reach. If a multiple ESDs are used the power will just be sent to the one the output face has access to, but that sending of energy is not related to the Energy Distributor).

The reach of the red particles is the only way to tell which ESDs it transfers to. As shown in the screenshots the Energy Distributor can reach about 3-5 block distances horizontal and vertical. The only limit is the 7x7x7 range or as many as it sees that it can send power to if many ESDs are bunched up.

Oil
Oil is generated in the Oil Well rather than world generation. The player only needs power to make Oil appear in the Oil Well.

Oil can be used for two blocks after being generated in a Combustion Generator or in an Oil Fractioning Plant. A powered Fractioning Plant separates Oil into LPG, and needs Tower Segments (limited to three placed on top) to store other fluids. Gasoline and Naphtha require Tower Segments, while Tar does not. Each of these can be used in other machines or used for power generation. For example:


 * Gasoline can be refined and used in the Combustion Generator for better power output.
 * LPG can be used alongside Water to make Alkene Mix in a Steam Cracking Plant, or in a Polymerization Plant with Alkene Mix to make Gasoline.
 * Tar can be used alongside Water to make Alkene Mix in a Steam Cracking Plant, or in a Polymerization Plant with Alkene Mix to make a Tar item. Tar items are used Dual Slot upgrades and Alternate Item Extractor modifications.
 * Naphtha can be used alongside a Brick or Zeolite in a Catalytic Cracking Plant to make Gasoline, or with Water in a Steam Cracking Plant to make Alkene Mix.
 * Alkene Mix used in both Polymerization Plant input slots makes Polymer, which can be used for the Bonus Machine Upgrade and compacted to make tier 4 batteries and tier 2 IO Controllers.

Dark Fabricator
The Dark Fabricator is a block intended for Dark Matter and Dark Crystal creation.

Recipes the Dark Fabricator supports include: Emeralds, Diamonds, a Block of Quartz, and one piece of Quartz to create a Dark Crystal, which are used to make Forcefield modules and the Force Projector, and Dark Matter (requiring Cave Magmite plates in the Dark Fabricator), which is used to upgrade Machines and Solar Panels to Dark tiers with a Dark IO Controller or Dark Panels. In newer versions of the mod Dark Crystals and Dark Matter are used for later game features compared to Cave Magmite or Magmite. Such as the Dark Energy Distributor, Void Capacitor Module and VSD.

VSD - Void Shifting Device
The VSD is a block similar to the Tesseract (Thermal Expansion) or Quantum Entangoloporter (Mekanism). The recipe requires the player to have access to the Ultimate ESD (so Cave Magmite), 1 Item, Fluid and Energy Transmitter (the Long Wave Transmitter is not used in the recipe) and Dark Matter (acquired from a Dark Fabricator). It is intended as a late game block.

Like those blocks the VSD can transport items, fluids and power along with having many channels and private/public filters applied to them that can be configured. 2 VSDs must be available to allow for transporting from point A to B.

[[File:Omega Craft Pull On Right, Push On Right.png|thumb|An image showing both VSDs from the outside.

The right VSD is configured to pull the chest and has the Item Input option selected so the right VSD can send it to it's internal inventory.

With the left VSD the chest can receive it with Push configured on the Item State and outputting to the chest on the left from it's face.]]

Configuration Tab and States
On the configuration button on the left (with Item, Fluid and Energy Input and Output options to choose from) and Redstone control similar to other machines in the mod.

But VSDs have 3 new ones. Item State, Fluid State and Energy State.

These can be toggled to change between Passive, Pushing, Pulling and Push/Pull.

These are modes to determine what the block will do in terms of transporting Items, Fluids and Energy.

If the player wants no actions to happen, they should leave the State as Passive.

For pulling, the Item, Fluid or Energy source must be next to the first VSD and in the Pull state, but the VSD must have the side configured to Input next to the source to allow it into the VSDs inventory (the contents are viewable via the Edit Channel button of a selected channel).

Pushing is for sending the Item, Fluid or Energy from the first VSD to the second VSD.

So to keep the continuous sending of items, fluids and energy, the first VSD should have an input on 1 side of the VSD with the Pulling State on which the player wants to transmit (this being Point A, if going by the image the VSD and Chest on the right). The second VSD will have 1 side set to output and the Push State to receive the resources and output to the Point B container (in the image the VSD and Chest on the left).

Channel Buttons
On the Main GUI the player will see 3 buttons, a channel list, a textbox, a 'New Channel' box and public/private buttons.

The Set Channel button (the green tick) is for setting the channel the player wants to use. This button is to be used to set the channel for both VSDs or else a connection between them can't be made. The set channel the VSD is using will appear in yellow text rather than green.

The Edit Channel button (the blue Cog/Gear) is for viewing the contents of the VSD's inventory (Items, Fluids and Energy). The VSD can store 27 stacks of Items, and 2,147,483674 mB fluids and energy. There is also an option to rename channels with a text box and a rename channel button next to the fluid box.

The Delete Channel button (the red X/Cross button) deletes the selected channel.



Creating Channels
To get started players first need to create a new channel.

To do so just type a channel name into the textbox at the bottom left of the GUI, once done naming it, a 'New Channel' box next to the textbox should be clicked to mark it as a new channel, this will create the new channel and add it to the list.

Public/Private
The Public and Private buttons are for setting security to the VSDs, this means if players want their channels accessible to everyone on the server they should set it to Public. If they want only themselves to use the channel (for example used for a private inventory sorting system or private lava pump) they can set it to Private so no one can see or edit the channels created by that player.

Force Field (1.12.2-only feature)
The Force Field system requires players to have access to Dark Crystals made in the Dark Fabricator, and is made up of a Force Projector and different modules. Each Force Projector needs a nearby power source and a Cube Projection Focus in the centre of the GUI.

While modules are optional, they provide additional features like the disintegration of mobs and items, collection, directional placement, and displaying more Forcefield blocks. The blocks are solid by default, but they can be modified with the Disintegration and Filled modules. The Force Projector must be turned off before adding more modules.

If a block exists in the position the Forcefield can appear in the Forcefield will not appear in that space.

The Force Projector has a 12,800,00 FE buffer and will operate off of it if the energy source is inactive. The Projector consumes power depending on the number of modules used; smaller sized structures (1–3 blocks) can consume 10–999 FE/t, while larger structures like a large cube without an energy source will lose power in under a minute.

The Projector also has four upgrade slots. Speed will use more power and build the forcefield faster. Energetic Insulation upgrades reduce power consumption.


 * The Cube Projection Focus module is essential for the Force Projector. By itself it creates a solid Force Field Block above the Projector. It can be affected by Redstone signals, and its behavior can be changed in the GUI. The Forcefield block cannot be broken in Survival mode; in Creative it reappears after being broken as long as it is supplied with power.


 * The Displacement Module changes the direction the Force Field Block appear. For example, adding one module to an eastern slot displays the Force Field one block east from the original one block above the Force Projector. To move the one Forcefield block further in the same direction multiple Displacement Modules can be stacked. With other modules more Forcefield blocks can appear from the Projector at further distances. While this module can be placed in the three right slots under the Redstone Control there is no benefit to placing them there compared to other modules.


 * The Expansion Module allows more Forcefield blocks to appear; if two modules are used facing east, three Force Field blocks are created: the centre block and two additional ones. This module, like the Displacement Module, does not benefit from being placed in the three right slots. Combining Displacement and Expansion Modules can create wider platforms or cubes.


 * The Disintegration Module mines blocks for the player, and is used in quarry or excavation setups. Force Field blocks do not appear when Disintegration modules are used, so it is best to use other modules to map out the location before the player is ready for blocks to be mined. If the player is not careful with the displacement and expansion modules when the Projector is active, they can be mined, leaving the modules and Projector in item entity form. The Projector ignores fluids when mining.


 * The Filled Module is used alongside the Disintegration module to mine blocks. This can be used for filling in spaces mined or to give block mining benefits to the Disintegration module.


 * The Collection Module collects drops, and requires a Chest or transportation block (Hopper, Transfer Node, Pipe) the resources will be collected.


 * The Charged Field Module generates red Force Field blocks that damage mobs and items. It is placed in one of the three right-hand side slots of the GUI. It does twice the amount of damage as a Cactus and destroys drops touching the Force Field.