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.
Original page was created on the FTB Wiki and ported over to MWP/Modding Wiki Project, this is another port over to Modded Wiki. Credit goes to SuntannedDuck2, Astroflux, SirMoogle, ShrimpBot and Tomodachi94 for creation and contribution to the original on the FTB Fandom Wiki. The porting to Modding Wiki Project and Modded Wiki was done by SuntannedDuck2. Along with additional content and all bundled onto one page rather then the separated approach on FTB Wiki.
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).
File:Omega Craft Ores.pngAn image showing the ores (Magmite, Aluminium, Silver, Lead, Tin, Copper) [Left to Right]
Usually, Iro] and Redstone Dust (Vanilla)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)
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
File:Omega Craft Generators.pngAn image showing from left to right: the Magmite Reactor, Solar Panel, Lunar Panel, Glow Panel, Precipitation Panel & Dark Panel with the Regular, Quad, Advanced and Quad Advanced from top to bottom.
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.
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 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). 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
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.pngAn 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
File:Omega Craft VSD Main GUI.pngAn image showing the Configs (3 inputs/3 outputs and Item, Fluid and Energy States for selecting Passive, Pull, Push or Push/Pull settings
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.
File:Omega Craft VSD Edit Channel GUI.pngAn image showing the Edit channel VSD internal storage. Button 1 is to go back to the Main GUI, Button 2 is the Item inventory, and the two slots remaining are the fluid and energy storage
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.
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 can be used for filling in spaces mined or to give block mining benefits to the Disintegration module.
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.
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).
File:Omega Craft 1.12 Removed Features.pngAn image of the non-functional removed Mining Bores (right) Pylon/Distributor (top), the World Manipulator/Combat Gauntlet and Manipulation Gauntlet. (bottom)File:Lava Fabricator.pngA screenshot showing the removed functional Lava Fabricator (works similar to the Dark Matter Fabricator)
In 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).
In Omega Craft 4 (versions for 1.14.4 and 1.15.2) it's possible to pick up machines with stored power. With this power stored in the machine it can be transferred to another to empty it's power (similar to using a fully charged battery/capacitor item and removing it's power). So if the player has two Electric Furnaces, and the player has one that is empty with no power and one that has a full power buffer, they can put the full one into the red slot of the empty machine to fill that one up and empty the power from the previously filled one. This could be useful for players wanting to move machines without the stored power being lost or moving power from an advanced electric furnace from their previous tier electric furnace. This seems to be implemented due to no slot existing to empty the power into the Capacitor, only to remove the power from the Capacitor or the machine.