Crossroads
Minecraft to three decimal places
A tech mod with the goal of making automation interesting. No one block solutions, just simple pieces that combine to make complex contraptions. Crossroads is a mod where you make Rube Goldberg machines, except they're the simplest way to do things.
Crossroads isn't balanced around waiting for machines to process or mining a certain amount of rare ore–it’s balanced around the player's ability to think outside the box when it comes to automation. While many things are tricky to create, late game Crossroads becomes powerful, with staffs that shoot lightning, flying vehicles, and being able to cheaply produce most raw materials, like iron or redstone. Like Botania, Crossroads can be played alone for an extra challenge.
Crossroads starts out steampunk, with separate power systems for heat, rotary, and steam power. By late game, teslapunk alchemy labs mass-produce raw resources, bioengineering tinkers with genetics, and technomancy workshops meddle with time itself.
Documentation
Installing Patchoull is HIGHLY RECOMMENDED.
There is ingame documentation if Patchouli is installed.
For older versions (Crossroads 1.X.X), documentation is done through GuideAPI.
Localization
The Crossroads community has translated the mod to Russian, Mandarin, and also Pirate Speak for some reason.
Crossroads has existed since 2016. For older versions, see the https://www.curseforge.com/minecraft/mc-mods/crossroads-mc.
How to Install Crossroads (Mod)
Crossroads by Technomancer is verified for Forge, Neoforge across Minecraft versions 1.10.2, 1.11.2, 1.12.2, 1.14.4, 1.15.2, 1.16.5, 1.18.2, 1.19.2 (latest release: 1.21.1-2.12.1, file size: 5.5 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.10.2, 1.11.2, 1.12.2, 1.14.4, 1.15.2, 1.16.5, 1.18.2, 1.19.2) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded Crossroads file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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- Fixed alchemy reactions with temperature-based limits stopping pre-maturely
- Alchemy reactions which change the total number of units of reagent now self-correct temperature for quantity change. For example, if a reaction is 'isothermic', it will now actually stay the same temperature when it occurs.
- Fixed technomancy entropy setups that span multiple chunks being unstable
- Fixed an error being logged when wrenching a charging stand
- Fixed brewing vat creating the wrong output item
- Fixed text in the brewing vat UI crowding the item slots
- Fixed a minor memory leak
- Fixed a rendering issue with entropy link lines
- Crossroads is now officially 10 years old (come Aug 24, 2026)!**
- + Large gears now fit in the same blockspace as other gears and axles!** This heavily requested feature has now finally been added, and I look forward to the cursed gearboxes you create with it. Existing large gears should auto-convert to the new version. The axle previously built into the large gear is now also a separate piece that can be removed.
- + Added a new bobo feature in honor of the 10th anniversary of the mod.** Have you ever noticed that small gears are music disk shaped?
- Buffed the Voltus Generator (again). 1 voltus now = 200,000FE (at * 50,000FE/t)
- Fixed a crash with the rod of madness
- Updated large gear guidebook entry
- Corrected item references in Chinese guidebook source files
- Fixed a broken advancement trigger for 'Man-Made Climate Change'
- Fixed Temporal Accelerator not updating behavior when wrenched
- Reagents that 'never' boil or melt are now serious about it
- Fixed an outdated referenced to an 'equilibrium' beam alignment
- Fixed a crash with golden drills attacking mobs
- Increased quality gain from Blood Centrifuge by 10%
- Added explanatory tooltip to the Omnimeter
- Fixed incorrectly formatted item cannon omnimeter readout
- Fixed a crash on dedicated servers.
- Fixed it being inconconvenient in some conditions to reconnect fluid tubes that were disconnected with a wrench
- Machines are now more consistent on allowed interaction range with the UI. This also fixes not being able to open the UIs on Crossroads machines on (Sable ie Create: Aeronautics) contraptions
- Updated the 'Welcome to Crossroads' entry in the guidebook
- Tweaked guidebook formatting
- Fixed Reaction Vessels not keeping their temperature when broken
Requires Essentials 1.21.1-2.17.6 or newer.
- Fixed several crashes on dedicated servers
- In multiplayer, numbers will now respect the number-format config option of the player they are being displayed to, rather than the config option of the host.
- Made the number format for integers not show a decimal place.
- Fixed hoppers not being able to insert multiple item types into alchemy blocks
- Fixed a crash on dedicated servers
- Fixed beam cannons rendering the wrong beam length at very short range, increased rendering precision of the beam length
- Cooldown on travelling through gateways now only applies to the gateway you came from, and is now 10 seconds (but instant for transfers to another gateway)
- Fixed items with genetic data not playing nice with other mods
+ You can now place a gear directly on an axle by right-clicking the item onto the side of the axle
+ Improved how fluid tubes, heat cables, and alchemy conduits get adjusted with a wrench. (This next bit looks like a bunch of word salad clicking rules, but trust me it's pretty intuitive) You now connect/disconnect by shift-clicking the connection with a wrench and change the flow direction (conduits and pipes only) by regular-clicking. Which side of the connection you click no longer matters. The bi-directional flow mode of pipes is now set specifically by using a wrench to re-connect a disconnection. Inverting the redstone behavior of a redstone heat cable or pipe is now done by regular-right clicking the core of the pipe/conduit.
+ The entropy beam alignment (void-time) now adds temporal entropy to a machine if the machine accepts temporal entropy. Otherwise, it causes an entropy disaster as before.
+ The temporal entropy 'safe mode' config option is now on by default (and the config option has been removed) - this means that overfilling a machine with temporal entropy will no longer explode or cause a disaster, but will just make it shut down until it has been emptied of entropy. Note: All existing temporal entropy setups will continue to work at least as well as they did before with these changes. The purpose of these changes is to make temporal entropy disasters less punishing, so as to not penalize experimentation. Instead of a chain reaction destroying everything, you'll now only see the entropy sink be destroyed and everything else shuts down. Localized 'overloads' of entropy in the network won't cause disasters if the entropy can be spread out before it reaches the entropy sink, making it safer to build systems that split entropy along multiple chains of entropy nodes to store, delay, or split it. The temporal entropy sink STILL DOES A DISASTER if it overfills
+ Added JEI support for hydroponics trough
+ Gateways now have an orientation (a front and back instead of being symmetric) - anything going through a gateway will be rotated to face the orientation. Pre-existing gateways may need to be broken and replaced after this update.
+ Dirty water now has a reagent type. Freezing dirty water will split it into (clean) ice and slag, boiling it will purify it into (distilled) water, redstone, salt, and sulfur at ratios better than a water centrifuge (but no dirt, sand, slag). Heating slag in water now makes dirty water. The existing recipe to make sulfur by washing slag at room temperature still exists, but it's now using aziotic acid as the catalyst instead of water (to differentiate it from the slag+water -> dirty water recipe). Producing early-game sulfur should not be meaningfully harder than before, and there are new mass-production options using alchemy to process dirty water instead of the centrifuge
+ Added cocoa beans as a crop to the hydroponics trough
+ Added recipes f
...
- Fixed a crash with the creative inventory menu
- Fixed advanced elemental reactions not crafting
- Fixed modular goggles textures failing to load if a ruby isn't installed
- Fixed being kicked when using modular goggles in some situations
Fixed fluid tanks not dropping as an item
Fixed crash with rendering electrical arcs
Fixed copshowium creation chamber not crafting properly
Fixed water centrifuge not centrifuging water
Fixed all foods giving the 'A Fleeting Summer's Day' advancement
Fixed lens frame not always updating properly
Fixed detailed crafter not always consuming all ingredients in a recipe
Fixed crystallized redstone not dropping redstone dust
- Fixed various issues with reagents in JEI/EMI/etc
- Fixed a crash with lens frames
- Fixed a crash with dedicated servers
- Fixed several rendering issues when using shaders
- Fixed an issue that was preventing the guidebook from loading properly
- Fixed an incompatability with some mods that do weird things with potions
+ Tesla coils will now fully charge FE-storing items, even if they aren't leyden jars, and is now willing to treat battery-type items from other mods like leyden jars in directly increasing the FE capacity of the tesla coil itself. Added info readout to clarify this behavior.
+ Mining rubies now enrages piglins
+ Trying to make a 'time' alignment reagent with alchemy now explodes
- Fixed several rendering issues when using shaders
- Increased vacuum range to 8 blocks from 5
- Fix stasis chamber and freezer chunk reload handling
- Added a check for newly-placed spoilage-storage blocks and increased the buffer time due to uncertainty related to the block entity loading process
- Fixed fluid injectors injecting fluids at absolute zero
- Fixed an issue with gear network update behavior
- Fixed alchemy terraforming not changing the biome type
- Improved display of copshowium creation chamber recipes in JEI
- Fixed a rendering bug with glassware stands
- Adjusted the wording of tooltips in JEI for alchemy reactions
- Fixed the JEI info panel for reagent types rendering with a weird offset
The way paths are unlocked has changed. Now, instead of unlocking every path at once, you can unlock one (1) path initially, and you're not allowed to unlock another until you 'beat' the path by completing a difficult advancement.
Bioengineering cloning has gotten a big rework with stats for clone 'complexity' and 'quality' (degradation is gone). Clones are now easier to make for 'simple' clones, but potentially more difficult for advanced ones. More modifiers have been added that can be put on clones.
Updated to Minecraft 1.21(.1)!
+ Added a bunch (80+ total) of new advancements
+ Paths are now unlocked directly in the detailed crafter UI instead of through a recipe.
+ Unusually large mobs now drop more loot and small ones drop less (scales with the cube of body size)
+ Added several new clone modifiers, including several that affect mob size and base stats
+ Added shaved ice, a food type with spoilage.
+ Tesla coils will now fully charge FE-storing items, even if they aren't leyden jars, and is now willing to treat battery-type items from other mods like leyden jars in directly increasing the FE capacity of the tesla coil itself. Added info readout to clarify this behavior.
+ Mining rubies now enrages piglins
+ Trying to make a 'time' alignment reagent with alchemy now explodes
- Detailed autocrafter now works more like a vanilla crafter.
- Path sigils can now only craft one recipe type per sigil. Path sigils can be reset by anyone with the path unlocked.
- Revamped cloning mechanics to use 'quality' and 'complexity' instead of the old 'degradation'
- Ensouled clones now have a chance to refuse to continue the cycle of rebirth
- The clone crafting process has been updated to allow skipping steps by missing out on opportunities to boost clone quality
- Clone modifiers now have JEI support
- Changed how the incubator works. Instead of randomizing target temperature each time, it now always targets 33.333°C and works better the more digit '3' are in the temperature.
- Flame clouds now expand faster initially, slowing down as they grow. Total range is unchanged.
- New, fancier models for large and small gears
- Modular goggles now have the texture change for every new lens
- Misc aesthetic improvements
- Misc recipe changes.
- Reduced the amount of heat produced by cooling lava to obsidian, removing the lava-heat-positive feedback loop
- Removed perma-potion effect clone modifiers. The ability to give them perma-potion effects with genetic plasmids is still available.
- Path sigils can no longer be used to forget a path
- Updated mod-integration for compatibility with Create 6.0 (courtesy of RandomScientist)
- Fixed some alchemy reagents not loading in KubeJS
- Fixed deepslate tin ore missing block tags
- Clarified the effect of phelostogen/ignis infernum in JEI
- Technomancy armor (goggles, propeller pack, toolbelt, enviro-boots) now break like normal armor when they run out of durability, instead of having an inactive 'damaged' state that can still be repaired
- Technomancy armor that hasn't been upgraded with netherite now has durability and can break. It has as much durability as diamond armor and can be repaired with bronze ingots. Netherite-upgraded technomancy armor still has netherite-tier durability and is repaired with netherite ingots
- Temporal accelerators will not apply additional ticks to entities if they leave the area of effect during the accelerated tick. This does respect other temporal accelerators, so adjacent temporal accelerators will smoothly combine their areas of effect
- Temporal accelerators no longer stack their effects if they overlap
- Removed the crafting recipe for the distributed temporal accelerator (sped up time over a full chunk)
- Fixed time beams applying the incorrect level of time acceleration
- Fixed readout on stirling engine temperature swapping the side and bottom temperatures
- Fixed many Crossroads armor items not doing their effects properly
- Fixed alchemy reaction vessels not doing reactions
- Added a logo file to the mods description
