TFMG Converter Fix

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TFMG Converter Fix

By aneemonasOwner

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Unofficial compatibility patch for Create: The Factory Must Grow (TFMG). Fixes the Converter's zero voltage/current bug on TFMG 1.2.0, and adds a working Converter block on TFMG 1.2.2+/Community Edition, where it was removed. Requires TFMG.

Mod Loaders
Minecraft

About

Description

TFMG Converter Fix

An unofficial compatibility patch for Create: The Factory Must Grow (TFMG) that fixes the Converter block across every current TFMG branch, TFMG 1.2.0, TFMG 1.2.2+, and TFMG Community Edition, and adds its own Converter block on the versions that no longer ship a usable one.


The Problem

On TFMG 1.2.0, the Converter block (which converts stored FE into TFMG's own electrical system) could get stuck permanently showing:

 
U = 0V
I = 0A
Network Power Generation: P = 0W

…even with a full energy buffer and a valid, connected electrical network. This happened regardless of how much FE was stored or how the network's resistors/consumers were wired.

On top of that, TFMG 1.2.2 and later removed the Converter block entirely (the classes are still buried in the jar, but nothing registers them), so anyone on a modern TFMG version had no way to bridge FE from other mods (Create: Crafts & Additions, etc.) into TFMG's own electrical network at all.

The Root Cause (1.2.0)

Digging through TFMG 1.2.0's electrical network code, the 0W bug turned out to be a timing bug: when the electrical network updates, it checks the network's resistance to decide whether the Converter is allowed to generate voltage, but the resistance calculation was scheduled to run later than the check that depends on it. By the time the resistance was actually calculated, the voltage-generation check had already run and locked in "0 output" for that pass, and nothing ever triggered a fresh check afterward. The Converter was stuck reporting zero output indefinitely, even though the network itself was perfectly valid.

What This Mod Fixes

On TFMG 1.2.0:

  • Resistance timing fix: the network's resistance is now recalculated before the Converter checks it, instead of a tick (or more) too late. This is the core fix, it's what actually gets voltage/current flowing again
  • Sensible default mode: the Converter now defaults to output mode when placed, instead of spawning in input mode and requiring a wrench tap first
  • Omnidirectional cable connection: the Converter now accepts an electrical cable connection from any side, instead of only one fixed side determined by which way the block is facing

On TFMG 1.2.2+ and Community Edition:

  • Since neither version ships a working Converter anymore, this mod registers its own Converter block, fully ported to the updated electrical API these versions use, with a 1:1 FE conversion, defaulting to output mode, and accepting cables from any side out of the box
  • Both versions already fix the resistance-timing bug natively, so this mod automatically detects that and skips reapplying it, it only steps in to provide the missing block

Automatic detection, zero configuration: the mod identifies which TFMG variant is loaded by reading class bytecode (never by loading TFMG's own classes), so it applies exactly the right behavior for your setup with nothing to configure. This also means it will automatically stay out of the way of any future TFMG build, official or a fork, that ships its own fix or its own Converter.

None of this changes TFMG's recipes, balance, or content, it's purely a functional and compatibility fix so the Converter behaves the way it's supposed to, on whichever TFMG version you're running.

Requirements

This is a patch/compatibility layer, you still need to have Create: The Factory Must Grow installed (any of 1.2.0, 1.2.2+, or Community Edition). This mod adds the missing behavior on top of it and does nothing on its own.

Origin & Compatibility

This mod was originally built to fix a bug found while developing [Cobblemon + Create - Pokémon meets Industrial Revolution!], my own modpack combining Cobblemon and Create with 300+ mods. That said, it's a general-purpose fix for TFMG itself, there's nothing pack-specific about it, and it should work fine in any modpack or standalone setup that includes TFMG, on NeoForge 1.21.1.

Credits

All credit for Create: The Factory Must Grow itself goes to its original author, DrMangoTea. This mod is an unofficial, community-made patch and is not affiliated with or endorsed by the TFMG developer.

License / Usage

You're free to use this mod, and its source code, however you like, in modpacks, forks, derivative patches, or anything else. No permission needed.

TFMG Converter Fix

An unofficial compatibility patch for Create: The Factory Must Grow (TFMG) that fixes the Converter block across every current TFMG branch, TFMG 1.2.0, TFMG 1.2.2+, and TFMG Community Edition, and adds its own Converter block on the versions that no longer ship a usable one.


The Problem

On TFMG 1.2.0, the Converter block (which converts stored FE into TFMG's own electrical system) could get stuck permanently showing:

 
U = 0V
I = 0A
Network Power Generation: P = 0W

…even with a full energy buffer and a valid, connected electrical network. This happened regardless of how much FE was stored or how the network's resistors/consumers were wired.

On top of that, TFMG 1.2.2 and later removed the Converter block entirely (the classes are still buried in the jar, but nothing registers them), so anyone on a modern TFMG version had no way to bridge FE from other mods (Create: Crafts & Additions, etc.) into TFMG's own electrical network at all.

The Root Cause (1.2.0)

Digging through TFMG 1.2.0's electrical network code, the 0W bug turned out to be a timing bug: when the electrical network updates, it checks the network's resistance to decide whether the Converter is allowed to generate voltage, but the resistance calculation was scheduled to run later than the check that depends on it. By the time the resistance was actually calculated, the voltage-generation check had already run and locked in "0 output" for that pass, and nothing ever triggered a fresh check afterward. The Converter was stuck reporting zero output indefinitely, even though the network itself was perfectly valid.

What This Mod Fixes

On TFMG 1.2.0:

  • Resistance timing fix: the network's resistance is now recalculated before the Converter checks it, instead of a tick (or more) too late. This is the core fix, it's what actually gets voltage/current flowing again
  • Sensible default mode: the Converter now defaults to output mode when placed, instead of spawning in input mode and requiring a wrench tap first
  • Omnidirectional cable connection: the Converter now accepts an electrical cable connection from any side, instead of only one fixed side determined by which way the block is facing

On TFMG 1.2.2+ and Community Edition:

  • Since neither version ships a working Converter anymore, this mod registers its own Converter block, fully ported to the updated electrical API these versions use, with a 1:1 FE conversion, defaulting to output mode, and accepting cables from any side out of the box
  • Both versions already fix the resistance-timing bug natively, so this mod automatically detects that and skips reapplying it, it only steps in to provide the missing block

Automatic detection, zero configuration: the mod identifies which TFMG variant is loaded by reading class bytecode (never by loading TFMG's own classes), so it applies exactly the right behavior for your setup with nothing to configure. This also means it will automatically stay out of the way of any future TFMG build, official or a fork, that ships its own fix or its own Converter.

None of this changes TFMG's recipes, balance, or content, it's purely a functional and compatibility fix so the Converter behaves the way it's supposed to, on whichever TFMG version you're running.

Requirements

This is a patch/compatibility layer, you still need to have Create: The Factory Must Grow installed (any of 1.2.0, 1.2.2+, or Community Edition). This mod adds the missing behavior on top of it and does nothing on its own.

Origin & Compatibility

This mod was originally built to fix a bug found while developing [Cobblemon + Create - Pokémon meets Industrial Revolution!], my own modpack combining Cobblemon and Create with 300+ mods. That said, it's a general-purpose fix for TFMG itself, there's nothing pack-specific about it, and it should work fine in any modpack or standalone setup that includes TFMG, on NeoForge 1.21.1.

Credits

All credit for Create: The Factory Must Grow itself goes to its original author, DrMangoTea. This mod is an unofficial, community-made patch and is not affiliated with or endorsed by the TFMG developer.

License / Usage

You're free to use this mod, and its source code, however you like, in modpacks, forks, derivative patches, or anything else. No permission needed.