Omega Craft

Omega Craft is a technology mod that includes a mixture of modular machine building, wireless item, fluid, and power (short and long range) transport, ore processing, and more. It is the third mod part of the TSON group of mods.

Getting Started
Omega Craft, like many tech mods, features many standard ores such as copper, tin, lead, silver, and aluminium, some standard alloys, bronze and steel, and a unique one, Magmite (along with Cave Magmite, an alloy). Usually, Iron and Redstone will be needed alongside these new ores 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 (module, IO controller and capacitor are required, the rest are optional).

Commonly, Iron and Redstone will be needed alongside these new ores 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 (module, IO controller and capacitor are required, the rest are optional). 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

Long-Wave Transform Power Transport
Long-Wave Transformers are a block that allows players to send power across longer distances (think low and high end channels or transforming low to medium energy in Industrial Craft 2).

For Long-Wave Transformation there is Nodes for reaching further distances after the power is converted.

Regular Energy, Item & Fluid nodes only allow up to 16 block distances (even more with Connectors in-between) while Long-Wave allows for 160 block distances (not counting connectors).

A Cave Wrench is required to connect Transmitters and Receptors (Receptor must be tagged first then the data is applied to the Transmitter).

Generators
There are many generators in the mod ranging 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 is the typical Coal generator.
 * Lava is the typical lava generator.
 * Catalytic is a generator requiring certain dusts. Like Redstone, Glowstone, Sugar and Gunpowder.
 * Combustion uses fluids like Oil and those separated from Oil.
 * Hungry uses different foods (not always sticking with the same is a good way to generate power).
 * The Solar Panel is the typical needs the Sun to generate power block (4FE/t Base, 16FE/t Quad, 16FE/t Advanced, 64FE/t Quad Advanced), Lunar generates power from the Moon (4FE/t Base, 16FE Quad, 16FE/t Advanced, 64FE/t Quad Advanced), Glow generates power from Glowstone being placed above it (2FE/t Base, 8FE/t Quad, Advanced 8FE/t, Quad Advanced 32FE/t), Precipitation generates power from Rain, Snow and Thunder (16FE/t Base, 64FE/t Quad, 64FE/t Advanced, 256FE/t Quad Advanced). Dark Panels generate power (64FE/t Base, 256FE/t Quad) from any source or all the time (Sun, Moon, Glowstone, Weather) but Dark Matter is required to craft them making them an expensive but powerful block.
 * Quad Panels are 4 panels in 1 block space making them generate 4 times the amount of that type of Panel. Advanced Panels can do the same as Quad of the basic tier but Quad Advanced can do x4 allowing for more power generation.
 * Magmite Reactors requires Fuel Rods with Magmite or Cave Magmite (Magmite + Steel to create the Alloy) to generate power. There is up to 6 rods that can be used in the reactor and heat needs to consider when adding/removing fuel rods. The Reactor has a limit of 16000 heat and 32,000,000FE, once the heat reaches the buffer limit the block explodes. Magmite Fuel Rods create 4000 heat per rod and generate 1,250,000 FE (the power will be finished generating by the time the heat starts dissipating) and leaves and Empty Rod to refill. The Cave Magmite Fuel Rods create 4000 heat per rod and generate 5,126,000 FE, making it the most powerful block to generate power in a short time span in the mod.

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

Oil can be used for 2 blocks after created. In a Combustion Generator or in an Oil Fractioning Plant. The Fractioning Plant when powered will separate Oil into LPG. The Fractioning Plant needs Tower Segments (limited to 3 placed on top, the 4th will pop off) to store the other fluids, Tar is the only one generated without these Tower Segments, Gasoline, Naphtha and Tar. Each of these can be used in other machines or used for power generation. Such as:


 * Gasoline can be refined and used in the Combustion Generator for better power reward.
 * 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 a tier 4 battery and tier 2 IO Controller.

Dark Fabricator
The Dark Fabricator is a block intended for Dark Matter and Dark Crystal creation (used for end game mod features).

Recipes the Dark Fabricator supports include: Emeralds, Diamonds, a Block of Quartz and one piece of Quartz to create a Dark Crystal [each resource varies in the output of Dark Crystals] (these Crystals are used to make Forcefield modules and the Force Projector) along with Dark Matter (requiring Cave Magmite plates in the Dark Fabricator) used to upgrade Machines and Solar Panels to Dark tiers with a Dark IO Controller or Dark Panels (panels that allow power generation of all other panels in one).



Force Field (1.12.2 only feature)
The Force Field system is an end game mod feature (requiring players to have access to Dark Crystals made in the Dark Fabricator) made up of a Force Projector and different modules. Each Force Projector needs a power source nearby and a Cube Projection Focus in the centre of the GUI (no other module can go into the centre slot, the rest go into the directional or the right three slots under the Redstone control button).



While using no modules can be possible, adding modules enhances the experience with for example disintegration of mobs and items, collecting, directional placement, displaying more Forcefield blocks and other possibilities. The blocks are solid by default but this can be expanded upon with a different effect using the Disintegration and Filled modules.

Keep in mind that 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.

The Force Projector has a 12,800,00RF buffer and if the energy source is not active the Projector will lose power depending how many modules are used, with smaller sized structures of about 1-3 blocks the rate is in the 2-3 digit range of lose, for larger scale structures like a large cube or wider platforms and no energy source the Projector will lose power within a less than a minute (the Projector will still display Forcefield blocks until the power is completely empty, when there is no power all Forcefields disappear immediately).

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


 * Cube Projection Focus: This core module is needed for the force field projections to appear. Having it on it's own in the GUI along with a Redstone signal or not (Disabled, Low or High, high is presented by default) a Force Field block will appear above the Force Projector but have no properties other than appearing and being solid. The Forcefield block can't be broken in survival, but in creative it will reappear after being broken as long as there is power still given to it.




 * Displacement Module: This module allows for changing the direction the Forcefield will appear. Adding one module to an East slot fir example will display the Forcefield 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 to 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.


 * Expansion Module: The Expansion Module is used to allow more Forcefield blocks to appear, so if for example two modules are used facing East, there will be three Forcefield blocks, the centre block and the two additional ones enabled by the modules in the GUI. This module like the Displacement module doesn't benefit from being placed in the three right slots. Combining Displacement and Expansion allows for a wider platform or creating a cube when placing the modules in the correct directions.




 * Disintegration: This module will mine blocks for the player. Meaning it can be used as a quarry or excavation setup. No forcefield blocks 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 isn't careful with the displacement and expansion modules when the Projector is active, the block can be mined, leaving the modules and Projector in item entity form. When harvesting blocks the Projector will ignore fluids.


 * Filled Module: This module is used alongside the Disintegration module for mining blocks. This may be used for filling in spaces mined up (speculation) or to give the block mining benefits to the Disintegration module (more so the latter).




 * Charged Field: This module when placed in one of the three right side slots of the GUI will harm mobs and items when touched. It does twice the amount of damage as a cactus and similar to a cactus will harm drops touching the Forcefield. With this module installed the Forcefield blocks turn Red letting the player know it has a different effect.




 * Collection Module: This module allows for collection of drops, with a Chest or transportation block (Hopper, Transfer Node, Pipe) the resources will be collected.



Trivia

 * Before the Forcefield was added in later 1.12.2 versions of the mod there used to be a Mining Bore block (3 tiers, had no GUI), left and right handed versions of the World Manipulator/Combat Gauntlet and Manipulation Gauntlets, the Lava Fabricator, and early versions of Dark Matter and the Dark Fabricator were added in the 2.2.0 1.12 version before the Omega Craft 3 rewrite for 1.12.2. These features were later removed and the Mining Bore feature was replaced with the Disintegration module for the Forcefield system meaning these features were only available in the 2.2.0 to 2.2.4 (1.12 and 1.12.1) versions of the mod before the rewrite.


 * The Forcefield system does not appear in 1.14.4 versions of the mod, while the rest of the mod's features was consistent across newer versions, new features were added like the Multiblock Energy Storage and Oil related machines instead. It is assumed due to the complexity of the Forcefield system code and changes between 1.12.2 and 1.13.2 Forge that this feature was removed, or change in direction the mod creator had planned for future versions.


 * Earlier versions of Omega Craft (1 & 2 for 1.10.2 to 1.12.1) used to require conversion of RF and used it's own RF or unique power system. In Omega Craft 3 (which had a complete rewrite during early 1.12.2 builds of the mod) supported RF properly without need for conversion. The mod supported Tesla across many versions prior to and after the rewrite (until the last 1.12.2 version).


 * Omega Craft 1.12 Removed Features.pngLava Fabricator.png Omega Craft 1 and 2 (1.10.2 to 1.12.1) the mod had Pylons and Distributors for transporting energy to machines, this is a carryover from TSON Craft 3 & 4's design (the original TSON Craft mod before the split into Omega Craft as the tech mod, Lord Craft as the magic half with TSON Craft as the hardcore survival mod rather than being all three in one). In Omega Craft 3 (the rewrite) onwards energy is transported with Energy Nodes. Pylons were the Nodes while Distributors were the connectors (during the rewrite textures and possible other changes were made to separate it from TSON Craft).

Omega Craft on CurseForge

Omega Craft Creator's Tutorials