Progressive Automation Mod 1.12.2, 1.11.2 (Automated Mining)
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March 16, 2019
❘ Available for: Forge
Progressive Automation Mod 1.12.2, 1.11.2 provides low tech automation tools for common tasks. The tools will be upgradable as the player progresses.
This mod provides low-tech automation tools for common tasks, such as mining and chopping down trees. As the name of the mod suggests, it provides many further upgrades for each machine. Progressive Automation machines use tools to function, and the speed at which they work is largely dependent upon what tools they are given. Progressive Automation machines can use tools from other mods, including basic Tinkers Construct tools.
This mod contains the Redstone Flux API, and its machines can consume RF as power.
Features:
Upgrades: There are 4 tiers of upgrades that will upgrade most of the machine in PA, normally range but they may do something else. Check out the block pages to find out what they do for that block.
RFEngine: You can put this little item into the fuel slot of any PA machine and it will enable the machine to accept and run off RF power instead of solid fuel.
Wither Tools: By infusing the energies of a nether star into basic resources it is possible to create a version of them that seems to be able to withstand a lot more durability. Using these resources you should be able to create tools that can be used for a much longer time, but otherwise have the same properties.
The Miner: This is a simple mining block that requires fuel and tools to run.
The Chopper: A simple machine for creating a tree farm. Requires an axe and fuel to run.
The Planter: A simple machine for farming various crops and other plants. Requires an hoe and fuel to run.
The Generator: This is a simple Generator that just requires fuel to run. All tiers produce the same amount, the later tiers just produce it faster.
The Crafter: This machine will, for the cost of a small amount of fuel, craft an item that is selected in the left hand crafting grid using the items that are in the right hand storage slots.
The Capacitor: The capacitor can be supplied power into the red face and will distribute power out the other sides. It has a slot that can be used to fill RF engines.
Screenshots:
Crafting Recipes:
Recommend that you should install Just Enough Items (for mods using Forge) or Roughly Enough Items (for mods using Fabric) to view the full recipes included in this mod
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Miner
Miners can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Miners consume 40RF/t and can hold 40,000RF. In order to operate, Miners also require a Pickaxe and a Shovel of a tier equal to or below their own. (Wooden Miners can only use Wooden Pickaxes and Shovels; Diamond Miners can use any Pickaxe or Shovel.) These tools are used to break blocks as though a player had used them. Several behaviors result from this. First, the working speed of a Miner is dependent upon the tool it is using, and as such higher tier miners can operate more quickly and more fuel-efficiently. Second, Miners can only break blocks that their Pickaxes could break. Third, Miners can use enchanted tools, and the enchantments will be applied to blocks the Miner breaks. Tools from other mods can be used, so long as their material tier matches that of the Miner. Tools from Tinkers Construct will not be destroyed when their durability depletes, however a Miner using a broken tool will operate very slowly.
The GUI of the Miner contains 5 input slots (Cobblestone, Fuel, Pickaxe, Shovel, Upgrade), a 3×3 grid of output slots, a fuel burn indicator, and an information display area. Upgrades placed in the upgrade slot will be immediately consumed. When inactive, the display will show why the Miner is not currently active. When active, the display will show how many blocks the Miner has mined, out of how many are in range for it to mine. Additionally, the display area shows the current maximum range of the Miner, in blocks. If a Cobble Gen Upgrade has been installed, an additional wing will appear on the left side of the GUI, showing Lava and Water textures and an arrow pointing to the right.
Miners will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Miner to potentially be completely automated.
Two special upgrades can be used in the Miner: the Filler Upgrade and the Cobble Gen Upgrade. The Filler Upgrade causes the Miner to use Cobblestone to replace any fluid or air blocks it encounters. The Cobble Gen upgrade causes the Miner to automatically generate Cobblestone when necessary, consuming additional mining time and pickaxe durability to do so.
Crafter
Crafters can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Crafters consume 40RF/t and can hold 40,000RF. As higher tier Crafters operate more quickly, they are also substantially more fuel efficient.
The GUI of the Crafter contains one 3×3 Recipe grid, a Recipe product slot with a progress arrow above it, a 3×3 grid of item input slots, an output slot, a fuel burn indicator, and a fuel slot. Items placed in the left 3×3 grid are used to create a crafting recipe. The result of this recipe is shown in the center GUI slot. The right 3×3 grid are input slots. Items in these slots will be consumed automatically as the Crafter operates. Items crafted by the Crafter are placed in the single top-right output slot.
Crafters will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Crafter to potentially be completely automated.
Chopper
Choppers can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Choppers consume 40RF/t and can hold 40,000RF. In order to operate, Choppers also require an Axe of a tier equal to or below their own. (Wooden Choppers can only use Wooden Axes; Diamond Choppers can use any Axe.) These tools are used to break blocks as though a player had used them, and as such the working speed of a Chopper is dependent upon the tool it is using. As higher tier Choppers can use higher tier Axes, and higher tier Axes tend to break wood more quickly, higher tier Choppers can be more fuel-efficient. Tools from other mods can be used, so long as their material tier matches that of the Chopper used. Tools from Tinkers’ Construct will not be destroyed when their durability depletes, however a Chopper using a broken tool will operate very slowly. When breaking leaves, it is done as though a player had broken the leaves by hand, and no Axe durability is consumed. Choppers chop trees from the top down, one level at a time, leaves first, circling inward to the Wood.
The GUI of the Chopper contains 4 input slots (Saplings, Fuel, Axe, Upgrade), a 3×3 grid of output slots, a fuel burn indicator, and an information display area. Upgrades placed in the upgrade slot will be immediately consumed. When inactive, the display will show why the Chopper is not currently active. When active, the display will show whether the Chopper is actively cutting trees or is ‘Waiting’ for new trees to grow within their area. If a Chopper’s Fuel slot is empty, Wood that it collects will automatically be placed in the Fuel slot.
Choppers will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Chopper to potentially be completely automated.
Planter
Planters can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Planters consume 40RF/t and can hold 40,000RF. In order to operate, Planters also require an Hoe of a tier equal to or below their own. (Wooden Planters can only use Wooden Hoes; Diamond Planters can use any Hoe.) Tools from other mods can be used, so long as their tier fits the machine. While a Hoe is required for Planters to operate, Hoe durability is not consumed by harvesting crops.
The GUI of the Planter contains 4 input slots (Seeds, Fuel, Hoe, Upgrade), a 3×3 grid of output slots, a fuel burn indicator, and an information display area. Upgrades placed in the upgrade slot will be immediately consumed. When inactive, the display will show why the Planter is not currently active. When active, the display will show whether the Planter is actively planting or harvesting crops or is ‘Waiting’ for new crops to grow within their area. If a Planter’s Fuel slot is empty, Potatoes that it collects will automatically be placed in the Fuel slot. Because a Planter will likely spend much of its time idle waiting for crops to grow, it may be useful to set timers to only fuel or power it periodically.
The Planter is placed 1 block below ground, and will work on blocks above it. As the Planter does not water the area it plants, it may be useful to place a block of Water directly on top of it
Planters are compatible with most other mods’ alternative planting systems, including AgriCraft crop sticks.
Planters will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Planter to potentially be completely automated.
Generator
Generators can consume any standard Furnace fuel, or Potatoes, to function. This fuel is converted into Redstone Flux, at a ratio of 1 Coal = 32,000 RF.
The GUI of the Generator contains one fuel input slot, a fuel burn indicator, and an information display. When inactive, the display will show why the Generator is currently inactive. When active, the display will show that the Generator is active. Additionally, the display will show the RF currently stored in the Generator.
Generators will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Generator to potentially be completely automated.
Warning: Active Wooden and Stone Generators can cause nearby flammable blocks to catch fire.
Animal Farmer
Animal Farmers can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Animal Farmers consume 40 RF/t and can hold 40,000 RF. The Animal Farmer does not use tools to operate; in stead it consumes food items to feed peaceful animals. The food required depends on the animals being fed, in accordance with conventional Minecraft breeding mechanics.
The GUI of the Animal Farmer contains 3 input slots (Food, Fuel, Upgrade), a 3×3 grid of output slots, a fuel burn indicator, and an information display area. Upgrades placed in the upgrade slot will be immediately consumed. When inactive, the display will show why the Animal Farmer is not currently active. When active, the display will show whether the Animal Farmer is actively feeding animals or is ‘Waiting’ for animals to finish their reproduction cooldowns. Because an Animal Farmer will likely spend much of its time idle waiting for animal breeding cooldowns, it may be useful to set timers to only fuel or power it periodically.
The Animal Farmer is placed on the same level as the animals it is to feed.
Animal Farmers will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Animal Farmer to potentially be completely automated.
Two special upgrades can be used in the Animal Farmer: the Milker Upgrade and the Shearing Upgrade. Each of them add an additional slot to the Farmer’s GUI. The Milker Upgrade adds a slot for empty Buckets, which the Farmer will attempt to use on Cows to collect Buckets of Milk. The Shearing Upgrade adds a slot for Shears, which the Farmer will use to collect Wool from Sheep. Note that without one of these upgrades, an Animal Farmer will never collect any items; if a user wanted to create an automated animal farm they would require at least one Killer as well.
Killer
Killers can consume any standard Furnace fuel, or Potatoes, to function. Alternatively, if Redstone Flux is available, the RF Engine can be placed in the Fuel slot to consume RF in stead of fuel. By default (configurable), Killers consume 40 RF/t and can hold 40,000 RF. In order to operate, Killers also require a Sword of a tier equal to or below their own. (Wooden Killers can only use Wooden Swords; Diamond Killers can use any Sword.) These swords are used to attack entities as though a player had used them. Several behaviors result from this. First, the per-hit attack damage of a Killer is dependent upon the sword it is using. Second, Killers can use enchanted tools, and the enchantments will be applied to entities the Killer hits or kills. Tools from other mods can be used, so long as their material tier matches that of the Killer. Tools from Tinkers Construct will not be destroyed when their durability depletes, however a Killer using a broken sword will lose most of its damage.
The operating speed of the Killer is determined by its tier.
The GUI of the Killer contains 4 input slots (Cobblestone, Fuel, Sword, Upgrade), a 3×3 grid of output slots, a fuel burn indicator, and an information display area. Upgrades placed in the upgrade slot will be immediately consumed. When inactive, the display will show why the Killer is not currently active. When active, the display will show whether the Killer is actively attacking entities or is ‘Waiting’ for entities to enter its range.
The Killer is placed in the floor of the area it is to work in, and will attack entities that walk above it. This makes it useful for managing mob or animal farms.
Four special upgrades can be used in the Killer: the four Filter Upgrades, Player, Mob, Animal, and Adult. A Killer with no Filters will attack all entities that come into their range. Adding one or more Filters to a Killer will cause the Killer to ignore all entities that it does not have Filters for.
Killers will attempt to automatically output any items in their output slots into adjacent inventories. This behavior can be changed on a side-by-side basis with the PA Wrench to allow sides to accept new Fuel or Tools, allowing the Killer to potentially be completely automated.