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1.0.0-1.21.1
Compatibility
Required content
Changes
This is the big one, the big 1.0.0 release, which brings a bunch of stuff and bug fixes, but most importantly Nuclear Fusion
Fusion Reactor
Added the Fusion Reactor, the mod's endgame capstone. Build a Netherite-and-Copper Casing shell around a Core, ring it with Lithium Breeder and Beryllium Reflector Blanket modules in whatever mix you like (Lithium for efficiency, Beryllium for raw output), then feed it Deuterium and Lithium Dust to produce a huge amount of Steam - far more than any single Steam Turbine can use on its own, so it's meant to feed a whole bank of them. A redstone signal anywhere on the shell throttles it up or down. Comes with its own dedicated advancement, "A Star in a Bottle."
Deuterium is made by Mixing Water with a Copper Ingot overheat, and Lithium Dust by Mixing Water with Salt over superheat (with a small chance of bonus Beryllium Dust alongside it) - both show up in JEI automatically.
Crystallizer
Added the Crystallizer, a brass-tier machine that quenches Molten Salt with Water to crystallize it back into Salt, releasing a bit of Steam as a byproduct - a much faster bulk alternative to the Solar Heater's slow evaporation trickle. Pipe both fluids in from any side, and collect Salt from the output slot (or a hopper underneath) and Steam from any face. It's recipe-driven, so modpacks and datapacks can add their own custom conversions to the same machine.
Lithium & Beryllium
Added Lithium, a new ore found underground worldwide rather than in any specific biome. Mine it for Raw Lithium and smelt that into Lithium Ingots, or crush it for Lithium Dust - which also smelts into ingots - with a small chance of bonus Beryllium Dust. Beryllium Dust can be smelted into Beryllium Ingots too, and both metals' Ingots and Nuggets craft into each other 1:9 the usual way. Both metals can be stored compactly as a Block of Lithium or Block of Beryllium.
Fusion Reactor
Added the Fusion Reactor, the mod's endgame capstone. Build a Netherite-and-Copper Casing shell around a Core, ring it with Lithium Breeder and Beryllium Reflector Blanket modules in whatever mix you like (Lithium for efficiency, Beryllium for raw output), then feed it Deuterium and Lithium Dust to produce a huge amount of Steam - far more than any single Steam Turbine can use on its own, so it's meant to feed a whole bank of them. A redstone signal anywhere on the shell throttles it up or down. Comes with its own dedicated advancement, "A Star in a Bottle."
Deuterium is made by Mixing Water with a Copper Ingot overheat, and Lithium Dust by Mixing Water with Salt over superheat (with a small chance of bonus Beryllium Dust alongside it) - both show up in JEI automatically.
Compatibility
The Steam Turbine can now burn Liquid Hydrogen from Northstar Redux as an alternative to Steam, at the same rate. Pipe it in the same way you would Steam - just not both at once, the tank has to fully drain before switching fuels.
With Serene Seasons installed, solar output now shifts with the seasons: higher in summer, lower in winter, near-normal in spring and autumn. Hot biomes like deserts and savannas barely change. Affects the Solar Panels and the Solar Power Tower; turn it off in the config if you'd rather keep flat year-round output.
QoL
- The Biofuel Engine, Biofilter, Biomass Gasifier, Fermentation Vat, Solar Heater, and Steam Turbine now have ambient sounds while they're running, and the Crystallizer hisses each time it finishes a batch.
- The Firebox Boiler now crackles like a furnace while it's lit, instead of burning silently.
- The Biofilter's ambient sound now pitches up the faster it's spinning.
- All of the mod's sounds now show subtitles when subtitles are enabled.
- The Solar Power Tower's Molten Salt and Steam output rates can each be tuned in the config file now.
Balance
- Salt is significantly rarer in desert, badlands, and savanna terrain now. It used to generate in almost every chunk; you'll have to actually go looking for it.
Bug Fixes
- Fixed the Brass Solar Panel producing more FE per tick than intended when multiple cables or machines were drawing from it at once.
- Fixed pollution detection not working correctly for machines placed inside a Sable sublevel.
- Gave the Biomass Gasifier a proper spinning shaft and fixed it briefly rendering all the way through the block instead of as a short nub at the bottom.
- The Biofuel Engine's shaft now actually spins while it's running, instead of sitting there as a static texture.
- Moved the Biomass Gasifier's rotation-direction scroll box off the input shaft face, matching the Biofuel Engine.
- Fixed some stretched and mismatched textures on the Biomass Gasifier and Biofuel Engine.
- The Biofilter's pollution absorption now scales with how fast it's spinning, instead of removing the same amount no matter how much Rotational Force you feed it.
- The Geyser Vent now actually plays its puff sound when it blows out steam, and reliably keeps doing so even with no Geyser Cap placed on top.
- Molten Salt now actually glows, instead of just looking hot without lighting up the surrounding area.
- Fixed a maxed-out Solar Power Tower making far too little Molten Salt in salt mode. It had dropped to where it couldn't keep even 3 Heat Batteries superheated; a full tower at noon now makes enough to hold 9 Heat Batteries (a max-size boiler's worth) superheated around the clock.
- The Solar Power Tower's Steam mode now actually requires and consumes Water to produce Steam, instead of generating it for free. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/34
- Fix crash when a kinetic conflict destroys a generator mid-tick https://github.com/SucksAtstuff/Create-Solar-Punk/pull/29
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:kAynBp83:KqbEba9S"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:kAynBp83:KqbEba9S"
}

