🏭 Compressed Furnace
Vanilla+ processing, industrial efficiency.
📖 About the Mod
This mod expands your processing power with a suite of tiered machines designed for Vanilla+ or modded playthroughs. Whether you need to smelt ores, blast raw metals, or crush resources, these factories allow you to process multiple items simultaneously in a single block.
⚙️ The Machines
All machines come in Fuel-Powered and Energy-Powered (FE) variants.
- 🔥 Furnace Factory: Smelt items faster and in bulk.
- 💨 Blast Furnace Factory: Specialized for ores and metals.
- 🔨 Crusher Factory: Grind items down into dusts or raw components.
- ⚡ Generator: (Fuel only) Generates power with increased capacity and transfer speeds per tier.
📏 Tiers & Input Capacity
Why build a wall of furnaces when you can have one efficient factory?
- Tier 1 (Compressed): 2 Input Slots
- Tier 2 (Double): 4 Input Slots
- Tier 3 (Triple): 6 Input Slots
✨ Key Features
🎮 Total Control (New!)
We have completely overhauled how you interact with the machines:
- Side Configuration: Use the new UI buttons to color-code and toggle which sides handle Input, Output, and Fuel. No more guessing!
- Auto-Export: Toggle the Auto-Export button to automatically push finished items to adjacent inventories or pipes. (Configurable transfer rates/delays).
🧠 Smart Processing (New!)
- Input Locking: Inputs are now "linked" to their outputs. The machine prevents you (or your pipes) from inserting items that don't match the current recipe, preventing jams.
- Smart Fuel: Fuel is distributed dynamically. Slots only consume fuel when they are actively cooking.
- Auto-Split: Items are smartly split between input slots that produce the same output.
🔌 Configuration
- In-Game Config: Use the NeoForge Client Config Editor to adjust cooking speeds, energy caps, and auto-export settings without restarting the game.
🆕 Recent Updates (v0.1.7 - v0.2.0)
- Visuals: Added face animations to blocks when active and updated textures.
- Bug Fixes: Fixed issues with powered machines losing data, input slot desyncs, and hopper interactions.
- Energy: Generators now scale storage and transfer speeds correctly per tier.
🤝 Community & Support
Modpacks: ✅ YES! You can use this mod in your modpack.
Feedback: Found a bug?
- 💬 Discord: Join the Discord and leave a message in the mod's text channel.
All Versions
+ Add Version### Compatibility
- Ported the mod to **Minecraft/NeoForge 26.1**.
- Added compatibility for **26.1.1** and **26.1.2**.
- Updated recipe serializers and recipe builders for the new recipe API.
- Updated crusher recipes to use the new result format.
- Updated GUI rendering to the new extractor-based screen API.
- Updated JEI integration for the 26.1.x-compatible JEI API.
### Fixed
- Fixed powered machines not receiving energy from compatible external energy providers.
- Fixed powered machines incorrectly behaving as if they had energy when a valid input was inserted.
- Fixed powered machine energy consumption logic to use stored energy instead of energy capacity.
- Fixed powered machine energy/progress GUI rendering.
- Fixed tooltip rendering after the GUI API update.
- Fixed generator save/load persistence for fuel/energy where applicable.
- Fixed crusher recipe output counts with the new recipe result handling.
### Notes
- This release is focused on compatibility and preserving existing functionality on . **26.1.x**
- Version [0.2.0]** _(Release Date: 2025-11-17)_
## Features
- Input Lock System**:
- Inputs are now “linked” to their outputs.
- Each input slot shows which items are allowed there, based on what it will turn into.
- You can no longer put items into an input if that slot can’t process them.
- Hoppers/pipes and other automation follow the same rules.
- Powered versions of the machines use this same system.
## Bug Fixes
- Fixed a serious issue where powered machines could sometimes erase their items and stored energy.
- Fixed the powered machines trying to use a fuel slot they don’t actually have, which could break their data.
## Improvements
- Saving and loading for powered machines is more reliable:
- Fixed cases where their internal cooking progress could become invalid after loading a world.
- Powered machines that previously showed “stuck” or extremely long cook times should now correct themselves when the world loads.
- The auto‑split feature has been updated:
- Items are only split between input slots that produce the same output.
- This helps stop items from being spread into slots that can’t process them.
## Notes
- On existing worlds, powered machines already in a broken state may have their current progress reset once after updating, but they should work correctly afterward.
## Future
- The auto‑split system will continue to be improved in future updates, especially for setups with many different recipes at once and mixed inputs.
### **\[0.1.8\] - 2025-09-13**
#### **Bug Fixes / Improvements**
- Added face animations for blocks when in use.
- Updated crushing particles to appear on the **top half of the front face** of blocks.
- Replaced all block textures with updated versions.
- Updated the raw scrap item's texture and/or functionality.
- Updated NeoForge dependency to
1.21.169. - Resolved an issue where powered machines were incorrectly auto-pulling items from Slot 0 after reloading the world.
- Fixed an issue where items could be inserted through the **output side**.
- Resolved a bug that allowed non-fuel items to be placed in the **fuel slot**.
- Adjusted how the sides interact and added toggle buttons:
- Added toggle buttons to the **input**, **output**, **fuel**, and **input/output**, allowing users to choose which side they want to interact with.
- Added color coding for the Direction buttons to make it easier to see which side is which (input, output, etc.).
- Added tooltips to the Direction buttons to make it easier to understand their functionality and active state.
#### **Future Plans (In Progress)**
- Auto Export Toggle Button**:
- Add a toggle button to automatically export items from the **output slot** to an **inventory** or **pipe**.
* Removed any unused methods.
2. Fixed:
* An issue where the code was not checking if the output/result was stackable
* An issue related to the stackable check that made it use fuel/power when not processing an item.
* An issue related to the power being used even if there was no process even if the check would have faled to not use.
3. Updated Verisons:
* NeoForge 21.1.72 to 21.1.141
4. Changing from Beta to Released!
Item:
GuideBook: replaced with command
Added:
Command:
GuideBook: /compressedfurnace guide
Updated:
refuel process no longer has to wait till current fuel is complete to refuel and made it more seemless in the visual aspect.
Bug:
Fixed a issue when you where using the fueled version it would not check if the output was
able to take the recipe processing.
Fixed a compatibility issue with cables & machines form other mods.
I have cleaned and consolidated some of the code to remove any duplication in the code to make
it cleaner and easier on the worlds
0.1.3.1
Enhancements and New Features:
Fuel Handling Per Slot:
o Introduced a fuelPool property for shared fuel distribution across input slots.
o Added a fuelTicksBySlot map to track remaining fuel ticks for individual input slots.
o Implemented the allocateFuelTicks method to dynamically assign fuel ticks to active input slots based on cooking progress.
Cooking Efficiency Improvements:
o Input slots now only consume allocated fuel ticks when actively cooking.
o Updated fuel consumption logic to share fuel more efficiently between input slots.
Dynamic Efficiency Scaling:
o Fuel burn durations now properly scale based on the machines tier, ensuring correct values are respected.
Bug Fixes:
Fixed Efficiency Scaling via Config:
o Resolved an issue where tier-specific multipliers were not properly applied to fuel burn times.
o Ensured that the updated configuration is fully respected during block entity initialization and cooking.
Fuel Mismanagement Fixes:
o Resolved issues where inputs could continue progressing without sufficient fuel ticks allocated.
o Fixed edge cases where inactive slots improperly consumed remaining fuel ticks.
Cooking Progress Reset Fix:
o Adjusted logic to reset progress on empty or inactive slots without affecting the ongoing cooking process in other slots.
Code Refactoring and Maintenance:
Persistent State Updates:
o Updated litTime and litDuration to maintain consistency with the new fuel handling logic.
Resource Management Enhancements:
o Updated cooking logic to avoid resetting progress unnecessarily for slots lacking fuel.
0.1.3.1
hot fix:
Bug Fixes:
fuel was being lost do to a miss use of the visuals on the machine but now is fixed!
Fixed recipes to not load if there mod is not there!
Fixed issue with the placement of a lower tier machine would reset output slots to that tiers outputs!
Added a way to get the stored XP from automated machines without breaking or having the hopper stop pulling to get it.