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Partner mods

Quantimium has no hard dependencies, but its crafting machines are built to work with the big tech mods. The Quantum Crafter reads their recipes, and the Quantum Simulator runs their machines. This page lists what is supported and what is known not to work yet.

Every rule here is checked by an in-game test that runs only when the partner mod is installed, so updating a partner mod and rerunning the tests shows at once whether anything broke. See Running the tests.

Modern Industrialization

In the Quantum Crafter

  • tested MI machines are catalysts. An electric macerator makes macerator recipes, a chemical reactor chemical reactor recipes, and so on. Each craft costs the recipe's total EU, converted at MI's own forgeEnergyPerEu (10 by default), times the instant-craft multiplier. Grinding raw iron (2 EU/t for 100 ticks) costs 200 EU × 10 × 2 = 4,000 FE.
  • Chance outputs are left out. Only the guaranteed output is made: raw iron gives one iron dust, never the 50% second one.
  • tested Recipes with fluid inputs are not offered. The Crafter has no tanks. A chemical reactor catalyst waxes copper (items only) but won't oxidise it (needs oxygen).
  • tested Multiblock controllers need their structure. A controller in #quantimium:multiblock_controllers (MI's multiblocks by default) is refused as a catalyst: build the machine and fold it in a Fold Chamber once MI has a fold adapter. tested Packs that would rather skip the structure can turn structurelessMultiblocks on in the crafter section of the config: an Electric Blast Furnace controller alone then makes blast furnace recipes as if the furnace were built, steel from uncooked steel dust (2 EU/t for 600 ticks) for 24,000 FE.
  • tested The Forge Hammer is blacklisted. Boilers are allowed but make nothing: they have no recipes to make instantly.

In the Quantum Simulator

  • tested Electric machines are powered by the Simulator. Its FE reaches an MI machine as EU through MI's own energy port, and is billed as usual.
  • tested Boilers boil. Water in an input tank and fuel in the grid make steam in an output tank, once the boiler has heated up.
  • tested Fluid inputs are drawn from the input tanks: a chemical reactor oxidises copper with oxygen from them.
  • tested Fluid outputs fill the output tanks: a mixer turns water and sugar into sugar solution, and an electrolyzer splits water into hydrogen and oxygen.
  • tested Multiblocks can't be simulated. A controller taken into the field has no structure around it, so it never forms and makes nothing. A larger Simulator that surrounds a whole multiblock is an idea under consideration.

Applied Energistics 2

In the Quantum Crafter

AE2's machines are supported through the recipe adapters in data/quantimium/recipe_adapters.

  • tested Inscriber. Presses are tools, not ingredients: they stay in the grid. Printing silicon costs 1,600 × 2 = 3,200 FE.
  • tested Charger. Charging a certus quartz crystal costs 3,200 FE.

ME Superposition Crafter

With AE2 installed there is one more machine: the ME Superposition Crafter, which offers every recipe of its catalyst to an ME network as patterns nobody had to encode.

In the Quantum Simulator

  • tested AE2 machines can't be simulated. AE2 runs its machines from its own network ticker rather than from block ticks, so there is nothing for the Simulator to drive. It shows No tick.

Cables and crystals

  • tested Cables go through crystals. Anomalite crystals that have grown on a machine don't stop you placing an ME cable or part there: like any block you place from the backing world, the cable replaces the crystal.

Hostile Neural Networks

HNN has no recipes (its data models are a registry of their own), so the Crafter reads its Loot Fabricator directly and everything else goes through the Simulator.

In the Quantum Crafter

  • tested Loot Fabricator. With a Loot Fabricator as the catalyst, every drop of every mob you have predictions for shows in the preview as its own ghost: chicken predictions offer both raw chicken and feathers. Take the one you want; there is nothing to select first. Each costs what the Fabricator would draw, 256 FE/t (HNN's fabPowerCost) for its 60-tick run, times 2: 30,720 FE.
  • The Simulation Chamber is not a catalyst: whether a simulation succeeds depends on the model's accuracy, a roll the Crafter doesn't make. Simulate it instead.

In the Quantum Simulator

  • tested Simulation Chamber. Put the data model in the grid, and prediction matrices in another grid slot. The model goes into the chamber and stays there, and every cycle turns matrices into the base drop and mob predictions, times the batch.
  • tested Loot Fabricator. Choose its drop once, in the Fabricator's own screen, before you engage the field; the choice is kept. Predictions in the grid then come out as that drop.

Mekanism

Mekanism's enriching, crushing, combining and smelting recipes have adapters, and the Simulator can charge a Mekanism machine in Joules. Neither is tested yet: Mekanism isn't installed in the development setup.

More machines

tested The machines of the mods All the Mods 11 plays with are catalysts for the Quantum Crafter, the ME Superposition Crafter and the Reactor, read through recipe adapters. Only what a recipe always gives is made; chances are left out, and a recipe that only might give anything isn't offered.

Mod Machines Tier
EnderIO Alloy Smelter (alloys and vanilla smelting), SAG Mill advanced
EnderIO Slice'n'Splice industrial
Energized Power Crusher, Pulverizer, Sawmill (sawdust too), Compressor, Alloy Furnace, Induction Smelter, Metal Press (the mold stays), Charger, Powered Furnace advanced
Energized Power Assembling Machine, Elite Charger, Elite Powered Furnace industrial
Powah Energizing Orb advanced
Productive Bees Centrifuge, Powered and Heated Centrifuge (honey is left out) advanced
Mystical Agriculture Seed Reprocessor advanced
Mystical Agriculture Infusion Altar, Awakening Altar industrial
Iron Furnaces the furnaces, copper to netherite basic
Iron Furnaces Allthemodium, Vibranium and Unobtainium furnaces advanced

tested Productive Bees hives in the Simulator. An advanced beehive, expansion box and all, can be simulated, but only with a Simulator Upgrade (or Productivity III or IV) in it: without one its bees fly out of a hive that's no longer there and get lost, so the Simulator refuses it and says why. Put the feeding slab or flowers in front of the hive as usual.

Left out on purpose:

  • the Crystal Growth Chamber, which grows one amethyst shard into two: with instant crafting it would be an endless amethyst;
  • the Soul Binder and Soul Extractor, which work with mobs' souls rather than items;
  • the Painting Machine, the Plant Growth Chamber and the Bottler, which need a paint source, soil and water, or fluids;
  • the Energizer, until its recipes are checked.

Jade

Look at any Quantimium block with Jade installed and its tooltip shows the field where it stands:

  • Flux, with where it's heading: Flux 2,870 · High · steady;
  • anomaly, and the load of any containment over the chunk;
  • what anomaly is costing machines there, if anything: the surcharge on crafts and the FE/t leak;
  • the block's own readout, the same line the Flux Meter gives: a crafter's draw, a Siphon's setpoints, a pod's owner and the double it holds.

Other mods' blocks are left alone. It's a Jade plugin that Jade finds for itself; without Jade the mod runs as before. The Quantimium field entry in Jade's plugin settings turns it off.

GuideME

With GuideME installed, this wiki is also in the game, as the Quantimium Field Guide: a book crafted from a Book and Unrealised Matter. Hold the guide key (G) over any Quantimium item to open its page, with its recipes drawn by the game itself. Without GuideME, the recipe isn't there and nothing else changes.

Shaders (Iris)

With Iris and a shader pack, Quantimium tells Iris how to draw its own effects, so the Reactor's horizon, Tesseract shells, beams and glows all show. Support is partial for now:

  • glows and fades can show hard, triangular edges instead of fading out smoothly;
  • rifts look dark, without their violet fade;
  • the mirror world's colours and fog aren't kept: shader packs replace them.

For the best look, turn shaders off near rifts and in the mirror. It's tested with Complementary Reimagined; a pack that draws something badly can be steered with config/quantimium/iris.properties, one line per render pipeline naming an Iris program, such as additive=BEACON_BEAM. The pipelines are flat_depth, flat_no_depth, additive, lines_depth, lines_no_depth, additive_entity and soft_particle.

World maps

tested With JourneyMap, the field is on your map: every chunk holding one within 64 chunks of you, tinted as the Mirror Lens's map draws it, with flux in azure and anomaly washed violet over it. Hover over a chunk for its flux, anomaly and load. It's how you watch a big base's field, and see where its heat spills past the containment. The map is refreshed every 5 seconds; no lens is needed. Chunks that unload keep the field they last showed, as the map keeps the terrain you've explored: an unloaded chunk's field is frozen until it loads again, so it's still there.

untested Rifts are marked on the map too, with their stage: Rift · stage 2, or Held rift for one on an anchor. The Quantimium rifts button on the fullscreen toolbar shows or hides them (fieldVision.mapRifts).

To change it, click Quantimium field on JourneyMap's fullscreen toolbar, or bind World map: field, load or off in the controls (Quantimium section): each press goes from the field to load, which shows only containment (pale where it's held, amber where it's overloaded), then to off. Your choice is kept in fieldVision.mapOverlay in the config.