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Modpack Creators

Use this page to fit RNGTech into your modpack. It lists the energy and water numbers behind RNGTech's balance, and the settings you can change without code.

At a glance

  • Energy is plain FE. At each stage, one main generator powers about one typical machine.
  • Ore to ingots costs about 9,000 FE per ingot at Stage 1 and about 70,000 at Stage 8.
  • Water is finite in RNGTech's balance. The mod still accepts infinite water, so turn it off in your pack.
  • Uniques: you can move them to quests or machine challenges and add your own. See Uniques.
  • Ore progression: ore hardness covers other mods' ores, and you can weaken or disable vanilla tools. See Strict preset.
  • Settings live in config/rngtech-common.toml. You change recipes with an ordinary datapack.

Energy

How power works

  • RNGTech uses standard FE, so its generators and machines connect to other mods' FE devices.
  • A recipe sets the total FE for one craft. Speed upgrades raise a machine's FE/t and keep the FE per craft the same. The Energy Usage stat changes FE per craft.
  • The Energy Connector in a Universal Cable connector caps how much FE moves. Machines and generators take and send as much as that connector allows.
Energy Connector FE/t
Crude Energy Connector 64
Basic Energy Connector 128
Copper Energy Connector 512
Gold Energy Connector 2,048
Sparksteel Energy Connector 8,192
Arclite Energy Connector 32,768
Exotic Energy Connector 1,000,000

Power per stage

These numbers use freshly crafted parts and no Mastery. Rolled affixes and Mastery raise or lower them.

Stage Main generator Generator FE/t Typical machine draw
1 Solid Fuel Burner, Iron Heat Core 24 24–48 FE/t
2 Solid Fuel Burner, Copper Heat Core 40 24–64 FE/t
3 Solid Fuel Burner, Bronze Heat Core 64 48–96 FE/t
4 Solid Fuel Burner, Steel Heat Core 96 about 96 FE/t
5 Syngas Combustor 240 128–384 FE/t
6 Fuel Cell 600 160–512 FE/t
7 Vacuum Collapse Generator about 1,057 512–3,072 FE/t
8 Vacuum Collapse Generator, Exotic parts about 3,000 2,048–8,192 FE/t

Vacuum Collapse figures are averages at the default rated depth. Each collapse climbs to twice its average at the end of the cycle, and players can trade Void Catalyst for a harder peak with the collapse depth setting.

Solar Panels, the Bio Generator, the Corrosion Cell, and the Cavitation Generator add power on the side. The Potential Reactor turns retired Gear into FE; count it as a bonus.

Energy per ingot

Each row crushes ore down to dust in two steps and smelts the dust, with a Crusher and Furnace from that stage.

Stage Ore Ingots per ore FE per ingot Ingots/min one generator powers
1 Iron 3 9,280 3
2 Copper 3 8,612 6
3 Tin 3.6 8,300 9
4 Lead 3.4 7,532 15
5 Aluminum 3 15,559 19
6 Titanium 3.8 22,533 32
7 Tungsten 4.6 44,090 29
8 Naquadah 4.3 70,608 51
  • Smelting raw ore skips the Crusher. It costs less FE per ingot and gives 1 ingot per ore.
  • A machine built for Energy Usage at Mastery 60 spends about a quarter of this FE.
  • Stage 5–8 ore recipes cost 2x, 3x, 4x, and 6x the early FE. The hardest ores and hottest smelts cost double on top; you can change that surcharge in the config.

Scaling energy

RNGTech has no global FE multiplier. To scale the whole mod, multiply generator and machine recipes by the same factor so the stages stay in step.

You want to change How
FE cost of a machine recipe Override the recipe in a datapack and change energy (total FE per craft) or processing_ticks.
FE output of a fuel generator Override its recipe and change energy: gas_combustion (Syngas), ammonia_power_cycle (Ammonia and Hydrogen in the Fuel Cell), vacuum_collapse, cavitation, corrosion_cell, potential_reactor.
Solid Fuel Burner FE per item Each fuel gives 10 FE per burn tick (Coal: 16,000 FE). Change the burn time in NeoForge's furnace_fuels data map. This also changes vanilla furnaces.
Other mods' fuels in the Solid Fuel Burner Add the item to a tier tag rngtech:solid_fuel/tier_1 to tier_4, plus rngtech:solid_fuel/item_fuels or block_fuels.
Bio Generator fuels Add the item to a rngtech:bio_generator/* tag. It gives that category's fixed FE, such as potato_fuels (120 FE).
Surcharge on the hardest ores crusher.highHardnessEnergyMultiplier (default 2.0). Heated recipes carry their own heat in heat units instead; a datapack recipe that still sets energy in FE loads with 0.6 heat per FE.
Resonance Calibrator cost calibration.energyMultiplier and calibration.timeMultiplier.
Exotic Affix Forge cost exoticAffixForge.energyMultiplier and exoticAffixForge.timeMultiplier.
Solar in other dimensions solar.dimensions.overworld, nether, end, other. The Overworld is the default.

You cannot change these without code: connector caps, Battery Cell sizes, Heat Core FE/t, Solar Panel FE/t, and Bio Generator FE per category.

Recipe gotchas

  • If energy holds an invalid value, such as 0 or a negative number, most recipe types fall back to their default without an error. RNGTech ignores misspelled fields. Check the value in JEI after /reload.
  • A craft in progress keeps its old FE cost until it finishes.
  • Melter and Alloy Furnace recipes are shapeless: slot order does not matter, and a Melter recipe whose primary_ingredient and secondary_ingredient both match one item takes two of it from one slot. Component Assembler ingredients are ordered, one input slot per entry.

Water

Plan for no infinite water

RNGTech's water numbers assume finite water, and water costs players real effort from Stage 5 on. RNGTech machines accept water from buckets and from other mods' pipes, so you turn infinite water off yourself:

  • Set the vanilla gamerule waterSourceConversion to false. A 2×2 pool then stops making new sources.
  • Remove or gate other mods' infinite-water blocks, such as aqueous accumulators and pumps that treat large lakes as endless.

Making water

Source Stage Water Cost
Wooden Dehumidifier 2–3 Up to 1.25 mB/t, less in dry biomes No FE; needs sky access and room for its 3×3×3 frame cube
Silica Gel Dehumidifier, Silica Gel Beads 5 2.5 mB/t (3 lanes) About 30 FE per mB to recharge beads
Silica Gel Dehumidifier, Supercharged Beads 6 8.3 mB/t (3 lanes) About 18 FE per mB to recharge beads

RNGTech has no other water source.

Using water

Each generator below needs this much water to keep running, counting its whole fuel chain:

Generator Stage Water
Syngas Combustor, fed by a Coal Gasifier 5 about 2.1 mB/t
Cavitation Generator, water rotor 5 about 4.2 mB/t
Fuel Cell, whole Ammonia chain 6 about 6.3 mB/t

A full Wooden Dehumidifier (1.25 mB/t) falls short of one Syngas Combustor. A Fuel Cell uses most of a Supercharged Silica Gel Dehumidifier.

Other machines use less:

Machine Water
Melter (Lubricant, Electrolyte, Methane, Lava) 1,000 mB per melt, about 3–4.5 mB/t per melt running
Steam Methane Reformer 500 mB per craft, about 1.4–2.1 mB/t
Algae Photobioreactor 250 mB per Algae Biomass, about 0.2–0.4 mB/t
Forestry Cart sprinkler up to about 8 mB/t for a full field
Wooden Composter 10 mB per batch (optional, doubles speed)

Uniques

By default, Uniques drop from vanilla structures and mobs. The Uniques page lists where.

  • Turn off default drops: uniques.loot.enabled, or one Unique with uniques.loot.<id>.enabled.
  • Give one: /rngtech unique give <players> <id>, or use the item as a quest reward. Each player rolls their own copy when they identify it.
  • Machine challenges: RNGTech rolls a loot table on machine events, such as a Crusher jam or a finished calibration. The tables ship empty; fill them to reward players for running the machines.
  • Add your own Uniques: put a JSON file in config/rngtech/uniques/.

The Uniques guide for pack makers covers the file format and rules.

Dormant Machines

Dormant Machines hold a Mastery soul for players to wake and take. RNGTech generates six kinds of site; turn that off with dormantMachines.enabled. You can also place them in your own structures or with a command:

/setblock ~ ~ ~ rngtech:dormant_machine{Site:"rngtech:end_relay"}
  • Sites: each site is a JSON file in data/<namespace>/dormant_machine/. It sets the machine families with weights, the soul level range, the wake FE range and curve, the FE input per tick, and optionally release_stage, the lowest stage a soul may be released into (none by default; it never goes above the highest stage the family reaches). Override the six default files in a datapack, or add your own. A machine with no Site uses rngtech:collapsed_workshop.
  • How often sites appear: override data/rngtech/worldgen/structure_set/<site>.json in a datapack. spacing is the size, in chunks, of the region each site gets one try in; separation is the minimum gap between two of them. Each try can still fail on biome or terrain, so the surface and ocean sites turn up less often than their spacing suggests, while the underground ones almost always succeed.
  • Builds: a site may list builds per family as target nodes; souls follow the path through them. Without a list, each soul walks to nearby notables its family can use.
  • Failed absorbs: dormantMachines.failedAbsorb (below).
  • Reroll souls: /rngtech dormant reset gives untouched machines a new random soul, for example after you change a site file. reset force also rerolls machines players have started charging, and empties their charge.
  • Bring sites back: /rngtech dormant restore same puts every site back with its last soul, husks included, asleep and empty. restore random does the same with new souls. A site whose husk was mined comes back only on empty ground; the command lists the ones it skipped. Sites in unloaded chunks change the next time their chunk loads.

Other settings

These live in config/rngtech-common.toml.

Setting Default What it does
materials.<material> on Turn off to stop the material's recipes loading. Its items show as disabled.
worldgen.ores.enabled on RNGTech ore generation in new chunks.
worldgen.ores.<material>.enabled on One ore's generation.
worldgen.ores.vanillaToolBridgePolicy EARLY_BRIDGE How far tools other than Modular tools reach on ore hardness. See Tool reach.
restrictedTools.mode NORMAL WEAKENED or USELESS vanilla tools. See Restricted tools.
restrictedTools.weakenedSpeedMultiplier 0.25 Mining speed of restricted tools in WEAKENED mode.
restrictedTools.vanillaRecipesEnabled on Turn off to remove the stone to netherite pickaxe, axe, and shovel recipes.
ascendancy.sealRecipesEnabled on Turn off to hand out Ascendancy Seals by quest or loot instead.
soulTransfer.alwaysSucceeds off Turn on so every Soul Transfer absorb succeeds, whatever its calibration. A Soul Transfer from a quest, loot, or /give has no calibration and always succeeds anyway.
soulTransfer.failureXpLossPercent 0 Percent of a machine's Mastery XP lost when a Soul Transfer absorb fails. Late levels need far more XP than early ones, so a high-level machine loses only a few levels unless this is near 100.
soulTransfer.failureLevelLoss 0 Mastery levels lost when a Soul Transfer absorb fails, applied after any XP loss.
dormantMachines.enabled on Generate Dormant Machine sites in new chunks. Sites already generated, and machines you place, keep working.
dormantMachines.failedAbsorb NOTHING What a failed Soul Transfer absorb does to a Dormant Machine. NOTHING keeps the soul (the soulTransfer loss settings still apply to it), HUSK destroys it, and EXPLODE destroys it in a TNT-strength explosion. The Soul Transfer is used up either way.
corruption.volatileCatalystRecipesEnabled on Turn off to hand out Volatile Catalysts by quest or loot instead.

When a failed Soul Transfer costs levels, the machine refunds its latest-allocated nodes first. It skips any node the rest of the tree or the installed Gear still needs, so the tree stays connected and the Gear stays legal. If no node can safely go, the machine keeps the level its tree needs. The old build becomes the machine's followed build, so it fills back in as the machine earns XP again.

Each player also has config/rngtech-client.toml. Its solar.animatedPanels (default on) turns Solar Panel decks smoothly with the sun; turn it off for panels that tilt in steps, which is lighter on very large fields. It takes effect after a resource reload (F3 + T).

Ore progression

Players move through RNGTech's stages by mining harder ores with better Modular tools. You can make that the only way through, including for other mods' ores and tools.

Ore hardness

Each metal has an ore hardness from 1 to 8: 1 for Iron and Copper, 2 for Gold, Tin, and Zinc, and up to 8 for Naquadah. The Ore hardness table lists which tool heads reach each level.

  • Other mods' ores of the same metal get the same hardness. The block tags rngtech:ore_hardness/level_1 to level_8 include each metal's common tag, such as c:ores/tin. This also gates Nether Gold Ore, which is in c:ores/gold.
  • Add an ore RNGTech doesn't know, such as Diamond Ore, by adding it to a level tag.
  • Raise an ore by adding it to a higher level tag. An ore in several level tags uses the highest one.
  • Lower an ore by overriding its level tag with "replace": true, leaving the ore out, then adding it to the lower tag.
  • The Crusher takes any mod's ore of a metal by its common tag. An ore in c:ores_in_ground/deepslate uses the slower deepslate recipe.

Hardness applies when a player breaks the ore, including the fake players many mods' machines use. Explosions, and machines that break blocks without a player, still get the drops. Gate such machines in a strict pack.

Tool reach

Modular tools reach their head's hardness. Every other item reaches as far as worldgen.ores.vanillaToolBridgePolicy allows for its vanilla tier. RNGTech reads the tier from which vanilla blocks the item can harvest, so other mods' pickaxes and drills follow the same policy as vanilla pickaxes.

Policy Stone tier Iron tier Diamond tier Netherite Pickaxe
MODULAR_ONLY none none none none
BOOTSTRAP_ONLY 1 1 1 1
EARLY_BRIDGE (default) 1 2 2 2
VANILLA_TIER_MAPPING 1 2 4 5

Wooden and golden pickaxes, axes, and shovels reach no ore hardness. Only the Netherite Pickaxe counts as netherite tier, because vanilla has no block that needs one. Give another mod's tool its own reach in the rngtech:ore_reach item data map, at data/rngtech/data_maps/item/ore_reach.json in your datapack. A listed item ignores the policy:

{
  "values": {
    "examplemod:mining_drill": { "level": 5 },
    "#examplemod:starter_picks": { "level": 1 }
  }
}

Restricted tools

The item tag rngtech:restricted_tools lists the stone to netherite pickaxes, axes, and shovels. Wooden tools stay usable in every mode: they reach no ore hardness, so they bypass nothing. Add other mods' tools to it, or remove ones you want to keep. restrictedTools.mode sets what happens to them:

Mode Restricted tools
NORMAL (default) Work as usual.
WEAKENED Mine at restrictedTools.weakenedSpeedMultiplier of their speed (default 0.25).
USELESS Mine and harvest like an empty hand, reach no ore hardness, and can't strip logs or make paths. They still work as weapons.

In the last two modes, restricted tools say so in their tooltip. restrictedTools.vanillaRecipesEnabled (default on) removes the vanilla crafting and smithing recipes for those 15 tools when you turn it off; wooden tools, hoes, and swords keep theirs. Tools from chests, villagers, and mobs still turn up, which is why the mode exists.

Players don't need restricted tools to start: the Tool Bench needs only oak slabs, a crafting table, and gravel, and a Flint Pick mines stone, coal, and hardness 1 ores.

Strict preset

For a pack where RNGTech's Modular tools are the only way to mine, put this in config/rngtech-common.toml:

[worldgen.ores]
    vanillaToolBridgePolicy = "MODULAR_ONLY"

[restrictedTools]
    mode = "USELESS"
    vanillaRecipesEnabled = false

Then add other mods' mining tools to rngtech:restricted_tools, or give them a level in rngtech:ore_reach, and gate other mods' block-breaking machines.

Compatibility

  • Other mods' metals: RNGTech recipes use common tags such as c:ingots/tin and c:ores/tin, so other mods' tin works in them. Their ores share RNGTech's ore hardness.
  • AE2 and Refined Storage: Universal Cables can link their networks.
  • JEI and Jade show RNGTech recipes and machine state.
  • FTB Quests: the repository has a ready-made quest line in extras/ftbquests. Copy its config/ftbquests into your pack.

See also

RNGTech wiki
GuidesAutomation · Battery Cells · Dormant Machines · Gear · Getting Started · Heat · Machine Mastery · Machine Stats · Modpack Creators · Power Chains · Rarity and Affixes · Stages · Uniques
ProcessingAlloy Furnace · Component Assembler · Component Recycler · Crusher · Furnace · Melter · Metal Press · Resonance Calibrator · Wooden Composter
Power generationBio Generator · Cavitation Generator · Corrosion Cell · Fuel Cell · Potential Reactor · Solar Panel · Solid Fuel Burner · Syngas Combustor · Vacuum Collapse Generator
Energy storageBattery Chassis
Fluids and gasesAlgae Photobioreactor · Ammonia Synthesizer · Coal Gasifier · Fluid and Compressor Tanks · Silica Gel Dehumidifier · Steam Methane Reformer · Wooden Dehumidifier
RefinementAffix Forge · Exotic Affix Forge
LogisticsUniversal Cable
ToolsForestry Cart Station · Miner's Companion · Modular Tools · Tool Bench