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NEEPMeat

NEEPMeat

by MeatWheeze • Downloads: 0 • Followers: 0
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NeepMeat Banner

'All meat is an unknowing ritual sacrifice to the gods of nature. Through the sifting of flesh, we will find remnants of the Divine, and through them will be delivered Enlightenment and subvert the vile course. At NEEP, we are pleased to announce a new range of superior, biohybrid industrial solutions that will allow your company to augur the Divine with efficiency and excellence.'\    - Katherine Ursula Hydroxonium McSpree, Directorial Hierarch (IV) at NEEP, 1982

NEEPMeat is a technology mod with biomechanical aesthetics. The machinery is alive, the morals are questionable and the ancient, unknowable worms that crawl below reality wordlessly scream their sins (WIP).

Trailer

Modpack

For a complete out-of-the-box experience, try the NEEPMeat Official Modpack.

Features

  • Fluid pipes: Complete with tanks, valves and pumps.
  • Item pipes: Supports basic item transfer, recursive autocrafting and centralised storage systems.
  • PLC: A computer for manufacturing automation.
  • Numerous machines: Block breaking and placing, auto-crafting, smelting, etc.
  • Large modular machines: Upgradable multiblocks with ageing mechanics.
  • Ore processing: Crushing, milling, esoteric chemical processes...
  • Building blocks: Plenty of rusty, dingy and bloody textures. Perfect for decorating hospitals, abattoirs, cathedrals and more!
  • Modular guns: Designer modules to suit your demanding taste.
  • M̵̛̦̽̊̀͆̿̕̕͝Ë̷͇́͐̓̉̿͌̃̈͋̀͝Ą̶̪̗̻͕͈̱͎̦̟͚̄̄͛̌̚̕͜T̴̜̖̝̖͈͙̺̦́̍̎̕͜͝

Other Select Features:

  • Transforming tools.
  • Rock drill - Replacable drill heads, runs on compressed air or food.
  • Mob cloning via the Oviparous Synthesiser.
  • Mincer and Death Blades - Turn animals into meat in exciting and fun ways!
  • Machines require external motors, so they're not magic blocks.
  • Fun animated models!
  • Hydraulic Press - Squeeze cows to extract their precious milks!
  • Surgery - Implant things into yourself and other mobs.
  • NEEPBus - Allows blocks to send data to each other. Supported by many machines in the mod.
  • In-game documentation.
  • EMI support.
  • A flushing toilet.

Dependencies

  • Fabric Loader (Required)
  • Fabric API (Required)
  • Geckolib (Required)
  • EMI (JEI is not supported. EMI can display JEI recipes if both are installed)
  • Continuity (Optional for connected textures)
  • Indium (Required if Sodium is used)

Cardinal Components and Flywheel are bundled in the jar. A custom version of Myron is included that has been altered so that it does not interfere with other mods, such as Create.

Sinytra Connector

See https://neepmeat.miraheze.org/wiki/Sinytra_Connector_Setup

If you are making a public modpack, I really recommend not doing this. NEEPMeat is broken in many exciting ways on Forge, and fixing this takes considerably more effort than fixing bugs on Fabric.

  • Sinytra Connector (Required)
  • Connector Extras (Required)
  • GeckoLib (Forge or Fabric versions both worked in testing)
  • MeatMilk (Required)
  • Vanillin (Or another mod that bundles Flywheel for Forge such as Create) (Not required, MeatMilk should bundle Flywheel)

Compatibility

Check https://neepmeat.miraheze.org/wiki/Common_Issues for common issues.

Check https://neepmeat.miraheze.org/wiki/Incompatible_Mods for incompatible mods.

If Sodium is installed, you must also install Indium.

Getting Started

A detailed tutorial can be found here: https://neepmeat.miraheze.org/wiki/Getting_Started See this page for the general progression path https://neepmeat.miraheze.org/wiki/Progression_Path

The Guide Projector is an item that documents most of the mod's content. This is crafted with Rotten Flesh above a Book.

A key block for progression is the Integrator. These can be found as eggs in dungeon, temple or village chests. 1 bucket of blood must be inserted with fluid pipes to begin the maturation process. Blood can be obtained by slaughtering a mob with the Sacrificial Scalpel above a Drain.

Most machines do not have GUIs. When applicable, items can be inserted and extracted by right-clicking.

Energy Transfer\ Early game energy transfer is accomplished by pumping Transient Ichor (created from heating water in a Transductive Cannula) into basic motors with fluid pipes.

More advanced energy transfer is accomplished with Vascular Conduits. These can also power more advanced machines.

Unlike a typical energy mod, NEEPMeat motors will consume power when not doing anything. It is important to store energy (using tanks or Vascular Condensers) and use redstone to automatically disconnect machines from power when they are not in use.

Potential Future Features

I aim for NEEPMeat to eventually become a complete, self-contained experience that does not require other mods (aside from libraries) to progress. There are various features that must be implemented to achieve this. Although these features are available from other mods, I feel that alternatives that are thematically and aesthetically consistent with the rest of the mod should be provided.

  • Larger and scarier machines! EVEN LARGER MACHINES!
  • More eldritchness and associated with the late-game.
  • The worms. Something involving the worms.
  • More environmental effects
  • AC power system simulation except with BLOOD
  • Advanced fluid routing
  • Modular food (hunger, saturation, status effects) solution
  • Valkyrien Skies integration so that I can have airships made of skin with guns on them. Airships with guns on them that travel across dimensions. I want my airships with guns on them. I need to have airships with guns on them. And they need to be made out of meat.

Notes

  • The keen-eyed may notice some visual similarities between certain machines (the Assembler, Fat Collectors and Pneumatic Pipes) and machines from a couple of very old mods. This is because I was underwent a nostalgia phase for Thaumcraft 3 and RedPower.
  • Minefactory Reloaded's meat mechanic has been deeply ingrained in my mind for about decade and is what inspired this project.
  • Various animated guns are currently present in the mod. They are uncraftable due to being unbalanced and slightly broken, but please do try them out.
  • Please report any problems you encounter on the Github issue tracker.

In-Depth Feature List

Out of date since 2024 - many more things have been added

Motorised Machines

  • Motor: Consumes Transient Ichor to power the machine it faces.
  • Advanced Motor: Uses power from a vascular network to power the machine it faces.
  • Trommel: Purifies Tissue Slurry into Meat, cleans dirty Ore Fats into Clean Ore Fats.
  • Motorised Breaker: A simple block breaker.
  • Deployer: A simple block placer.
  • Grinder: Mandatory implementation of a macerator/pulveriser/crusher.
  • Mixer: Mixes fluids and items.
  • Bottler: Puts fluids into item containers.
  • Large Mincer: Converts mobs into Tissue Slurry in a spectacular and messy display.
  • Death Blades: Does exactly the same.
  • Item Mincer: Converts food into Coarse Meat. Not particularly useful yet, but this will form the basis of a modular food system.
  • Feeding Trough: Randomly breeds nearby animals while consuming Animal Feed. The interval can be made regular by connecting a motor.
  • Robotic Arm: A PLC actuator that perform manufacture steps.
  • Pylon: Produces Enlightening emanations that can be processed by nearby Advanced Integrators for extra data.

Vascular Network Machines

  • Transductive Cannula: Converts hot water from a tank below it into Ethereal Fuel.
  • Vascular Conduit: It's like cables from other mods except it's got blood and stuff. Very original.
  • Heart Machine: Consumes Transient Ichor through its lower block and outputs 1.5x the power to a vascular network through its top block.
  • Heater: Heats all furnace types when facing them. Can also be used to heat fluids in a Multi-Tank and oxidise copper blocks next to Patina Treatment.
  • Fabricator: Performs crafting recipes.

Other Machines

  • Integrator: A betentacled creature that can ascend certain items to their Enlightened forms.
  • Advanced Integrator: Like the above but bigger and scarier.
  • Oviparous Synthesiser: Clones mobs when given Meat and their Essential Saltes.
  • PLC: A programmable computer that is needed for manufacture recipes. It has an interactive mode and an integrated program editor.
  • Executor: The PLC can offload certain manufacture instructions to executors to execute multiple instructions simultaneously.
  • Charnel Compactor: Converts flesh into Body Compound when connected to an Integrator Organism with Data Cables.
  • Pedestal: Converts items to their Enlightened forms when connected to an Integrator Organism with Data Cables.
  • Hydraulic Press: Presses fats and meat into ingots and extracts milk from cows. Water must be pumped in and out through fluid pipes for it to actuate.
  • Pressing Basin: Sits below the Hydraulic Press to convert fluids into ingots.
  • Rendering Basin: Dissolves raw ores when filled with Eldritch Enzymes. Ore fats are ejected into adjacent Fat Collectors.

Fluid Transport

  • Fluid Pipe: It's a fluid pipe. It transports fluids.
  • Redstone Pump: Pulls fluids from pipes behind it and ejects them into pipes in front of it when powered by redstone.
  • Filter Pipe: It's a filter pipe. Right-click with a container of the desired fluid to set the filter. Shift-click to clear.
  • Check Valve: It is currently broken. Ignore it.
  • Stop Valve: Can be opened and closed by right-clicking.
  • Flow Limiter Valve: Maximum flow rate can be specified in mb or droplets in the GUI.
  • Multi-Tank: Can store multiple types of fluid at once. Useful for Ore Fat processing. There are also some other tanks.
  • Fluid Rationer: Extracts discrete quantities of fluid from a tank. Useful for extracting one ingot at a tie from a Multi-Tank to convert with a Hydraulic Press.
  • Fluid Interface: Acts as a proxy for the fluid storage it faces.
  • Fluid Buffer: Holds one bucket of fluid.

Item Transport

  • Pneumatic Pipe: Named in fond memory of RedPower. Items are inserted into a network with Ejectors or Item Pumps.
  • Merge Pneumatic Pipe: It does what you think it does.
  • Ejector: Ejects single items from an inventory into Pneumatic Pipes or onto the ground when powered with redstone.
  • Item Pump: Ejects items in batches of 16. Can also pull items from inventories some distance away that are connected to it with pipes.
  • Item Router: A quick and dirty item filter.
  • Buffer: Oh look, another RedPower reference. Stores some items and can be locked with a redstone signal.
  • Item Detector: Checks the facing inventory for certain items. I added this to make shulker box storage systems easier.
  • Smart Dumper: Drops items straight down. Stops when the block below is full. Useful for dropping items into Rendering Basins, Pedestals, Display Platforms, Charnel Compactors etc.
  • Pipe Driver: Part of the semi-completed (and also currently broken) routing request system. Converts a pipe network into a smart one, allowing items to be requested.
  • Storage Driver: Makes items in adjacent inventories available to requests.
  • Manual Requester: Requests items. Duh.
  • Display Platform: Displays items and acts as a PLC workbench.

Fluids

  • Eldritch Enzymes: Obtained from Gland Potatoes. Used for dissolving raw ores into their respective fats.
  • Blood: Necessary for a couple of things currently. Can be obtained from slaughtering mobs above Drains or from Blood Bubble Trees.
  • Integration Fluid: This was previously quite important but is currently a crafting ingredient. Used to make Vascular Conduits.
  • Patina Treatment: Oxidises copper blocks in contact with it and an active Heater.
  • Ethereal Fuel: Made from hot water with a Fuel Transducer. Moved through fluid pipes for early power transfer.
  • Dirty Fat: Obtained by dissolving raw ores in Eldritch Enzymes. Purify with a Trommel for a 150% yield.
  • Clean Fat: Can be converted into ingots using a Hydraulic Press.
  • Meat: Obtained by purifying Tissue Slurry in a Trommel. can be converted into bricks using a Hydraulic Press.
  • Tissue Slurry: Obtained by macerating mobs with the Mincer or Death Blades.
  • Milk: Obtained by squeezing cows above a drain with a Hydraulic Press.
  • Pasteurised Milk: Obtained by heating milk in a Multi-Tank.
  • Animal Feed: Causes spontaneous breeding when used in a Feeding Trough.
  • Pinkdrink: A tasty, refreshing drink made from Meat, Pasteurised Milk and Sugar.

Misc

  • Various building blocks, most of which have stair and slab variants
  • Decorations (toilet, sinks, Cthulhu statue, Cronencake, Big Lever)
  • Flame Jet: It shoots burny flames when powered and given lava.

All Versions

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## Info

NEEPMeat now has a custom dimension, which means that you will receive the 'experimental settings' dialog every time you load a world. This can be disabled with mods such as [Experimentalist](https://modrinth.com/mod/experimentalist?loader=fabric&version=1.20.1)


PFPLC:

  • Fixed block breaking.
  • Added the dt special variable.
  • Fixed trailing comments.
  • Added clamp
  • Added texture animations to indicate when computations are being performed.
  • Added the clk_int variable to control the clock mode.
  • Fixed the Single Button's connection direction.

The Dream Bog:

  • Something unpleasant might happen if you run an unstable pylon.
  • Made it less expensive to make a pylon unstable.
  • Improved the bog zombie texture.

General:

  • Added Grines that gradually cover power flowers. Time to invest in better long term passive energy!
  • Added unlockable guide entries.
  • Fixed too many blocks getting tagged as stairs.



PFPLC:

  • Added the PFPLC. It is a NEEPBus component that performs programmable floating point arithmetic and logic.
  • It has many different applications, such as replacing complex redstone circuits and performing floating point calculations. Unlike the PLC, its code is evaluated instantly, making it more effective for real time applications.
  • It is more similar to a real life PLC than the NEEPMeat PLC, but we'll ignore that.

Vascular networks:

  • The Vascular Network Sensor now contains an estimate of a network's demand. This value is only affected by VSCs in normal mode.
  • Added the 'Match demand estimate' option to the Vascular Condenser.

General:

  • Increased base damage for meatguns and reduced crit damage to 1.5x from 2x.
  • Increased base accuracy for shooter meatgun modules.
  • Removed integration fluid from the transforming tool recipe.
  • Added a tooltip for the Deployer that actually explains what it does.

Bug fixes:

  • Fixed an issue with hoppers inserting into a... I've forgotten. I fixed it though.
  • Fixed dupe when inserting into Item Sorters with ejectors.
  • Fixed dupe when rotating a Bottler.
  • Fixed issues when rotating a Requester.
  • Fixed scrolling in the guide again.



Bug fixes:

  • Fixed being unable to exit screens on servers.
  • Added a mechanism to force-close screens if they aren't closed properly within a second.


Bug fixes:

  • Fixed being unable to exit screens in some cases.


General:

  • Added the Vascular Condenser for smoothing power in vascular networks and storing energy.
  • NEEPBus address screens now return you to the previous screen when exited.
  • Added the NBT flag {"phage_ray":true} to fake tools used by phage rays to break blocks.
  • Ceiling lights are now breakable with an empty hand.
  • Improved scaffolding culling.
  • Hid the netherite sniffer egg joke recipe.
  • Added a sound for entering and leaving PLCs.
  • Levers can now be placed on Redstone Transducers.
  • Prevented most problematic blocks from being moved with Carry On.

Bug fixes:

  • Fixed flex storages voiding/dumping when extended downwards.
  • Fixed large trommel fluid insertion.
  • Fixed an instruction skipping issue most evident when using MOVE.
  • Fixed the builder placing blocks incorrectly.
  • Fixed compressors consuming buckets when fueled by lava.
  • Fixed the capture area of Surgery Platforms.


Bug Fixes:

  • Fixed crash with distributor routing.


General:

  • Added sounds for motors and fluid pipes.
  • Added the Fabricator as an EMI crafting workstation.
  • Added multiple different modes to item and fluid gauges, cycled by sneak-clicking.
  • Distributor Receivers now check if the receiver has enough space before sending resources.
  • Improved Meatgun grenades.
  • Tweaked quite a few recipes.
  • Added a recipe for black dye through crushing charcoal.
  • Rebalanced some machine block properties.

Bug Fixes:

  • Fixed noname words in program disks.
  • Fixed ore fat recipes not showing on servers.
  • Fixed inconsistent breakage in some screens.
  • The Small Trommel's output now auto-connects to pipes.
  • Fixed an incompatibility with the distributor system and Create.
  • The Drill Chassis's durability bar should now show when a Bullet Fabricator is installed.



  • Fixed many things.
  • Changed the manual control scheme for the Phage Ray. It no longer allows riding.


  • Added a config option for registering dummy block entity renderers for certain blocks.
  • The REMOVE instruction now returns the removed item.
  • Contaminated dirt now breaks grass.
  • Added an integrated guide implant.
  • Fixed Browne ore tags.
  • Fixed ore harvesting with drills on Forge.


General:

  • Added Browne, a new ore. Its goal is to reduce the iron cost when crafting machines. It can be found in ore form, or made from grave brome.
  • Updated a lot of recipes to use Browne.
  • Added cosmetic contamination from large machines when placed on dirt or grass.
  • Added tooltips to some NEEPBus ports.

Phage Ray:

  • Added NEEPBus support. It can now be aimed using a PLC.
  • Allowed placing it upside down.
  • Made range configurable. You can make huge quarries now.
  • Improved the sound.
  • Added the Silky Extractor.



Guide:

  • Fixe Fluid Drain entry



Guide:

  • Added item displays and recipe lookup inside the guide.
  • Added lookup tooltips.
  • Improved many articles.
  • Graphs can now be moused over to sample the curve.

General:

  • Added a shake animation when using the meatgun phage ray.
  • Fixed the meatgun phage ray's block breaking speed.
  • Increased the effect of speed modifiers on drills.
  • Renamed Crusher to Jaw Crusher.
  • Synchronised the Jaw Crusher's animation to its speed.
  • Disabled recursive crafting using Fabricators' internal storage by default. This fixes a race condition.

Config:

  • Added config for fluid drains and egg loot table injection



Guide:

  • Added item displays and recipe lookup inside the guide.
  • Added lookup tooltips.
  • Improved many articles.
  • Graphs can now be moused over to sample the curve.

General:

  • Added a shake animation when using the meatgun phage ray.
  • Fixed the meatgun phage ray's block breaking speed.
  • Increased the effect of speed modifiers on drills.
  • Renamed Crusher to Jaw Crusher.
  • Synchronised the Jaw Crusher's animation to its speed.
  • Disabled recursive crafting using Fabricators' internal storage by default. This fixes a race condition.

Config:

  • Added config for fluid drains and egg loot table injection



General:

  • Fixed tank face culling issues.
  • Fixed a crash due to Wooden Hoppers collecting items.

PLC:

  • Improve memory allocation and freeing (nothing should have visibly changed yet)



PLC:

  • World targets (@(21 32 13 NORTH)) can now be put on the stack.
  • Added the Builder - a robot that can place and break blocks.
  • Added FINDSLOT, SELSLOT, BPLACE and BBREAK operations for using the Builder.
  • Added AREA3 for iterating through each block in an area.
General:

  • Added an item to entity recipe type.



Bug fixes:

  • Fixed broken mineable tabs.



Bug fixes:

  • Fixed issues when inserting items into a Feeding Trough with pipes.



General:

  • Renamed Item Routers to Item Sorters.
  • Item manufacture and entity-to-item manufacture recipes allo NBT data on outputs.
  • Reduced the Reciprocating Head's METAB requirement to 1 unit per block.
  • Added rotors to motor item models.
  • Sneak-clicking the Chute now extracts a stack of items.
  • Added configurable insertion priority to the Storage Driver.
  • The Motorised Breaker now collects block drops and ejects them from the back.
  • The Feeding Trough now accepts items inserted with pipes.
  • Removed water requirement from Animal Feed recipes.
  • The Farming Scutter can now mine Nether Wart.

Bug fixes:

  • Fixed the Short Phage Ray with a Drill Chassis.
  • Fix an sound incompatibility with Yttr.
  • Fixed the Wooden Hopper not collecting items on edges.



General:




General:

  • Improved the Drill Chassis's animations and mining behaviour.
  • Prevented using a wrench on Metal Barrels.
  • Increased the Stirling Engine's power output.
  • Fixed the MOVE instruction's behaviour (#125)



General:

  • Added a wooden hopper. How original.
  • Rethemed the hopper extenders which are also very original.
  • More recipe changes
  • Separated Meatlib into its own library mod (you shouldn't notice anything different, if you do then something is wrong)
  • Fixed mixing reconstituted food



General:

  • Added a wooden hopper. How original.
  • Rethemed the hopper extenders which are also very original.
  • More recipe changes
  • Separated Meatlib into its own library mod (you shouldn't notice anything different, if you do then something is wrong)
  • Fixed mixing reconstituted food



IMPORTANT:

  • Fixed ore drops being deleted when mined with a pickaxe.

General:

  • Added the Flex Silo for bulk item storage.
  • Fixed persistance of the PLC's interrupt queue.


General:

  • Fixed issues when a Process Interface is not facing an inventory.



General:




Item transfer:

  • Addded the Process Interface for including any machine in recursive crafting.
  • Fabricators can now accept requested ingredients from the front.
  • Added the Process Card for storing ingredients and results of an arbitrary recipe.

PLC:

  • Added program memory segmentation and symbol lookup from strings.
  • Added the Program Cabinet for storing multiple programs and accessing their exported symbols.
  • Added the Program Card for storing programs in item form.
  • Programs in a cabinet can be called from a PLC with DYCALL,
  • Added the DYLOC instruction - reads a string and finds the execution address of a corresponding symbol.
  • Changed the ' word to represent DYLOC
  • Added the DYCALL word that locates the symbol and calls it.

General:

  • Made a lot of recipes cheaper
  • Increased the mining speed of all rotary drill heads.
  • The Speed Modifier now applies to rotary drill heads.
  • Fixed some screens randomly resetting all checkboxes.



Guide:

  • Added a graph rendering system for the guide!
  • Changed the font to something more exciting!

General:



General:

  • Prevented disconnecting the output side of Merge Item Pipes.
  • Fixed an gun sound incompatibility with Yttr.
  • Improved Filter Pipe colours.
  • Added another THORD example.
  • Fixed the Redstone Pump model.


Meatgun mechanics:

  • Added headshots.
  • Added screen recoil effects.
  • Added an ADS mechanic.
  • The Long Boi is more fun and dangerous.
  • Rapid-fire configurations are now possible.
  • A few model improvements.
  • Added configs for attack damage and capacity.
  • All ammunition values have been multiplied by 5.
  • Made ammunition cheaper.

Meatgun modules:

  • Added the Raw Gun - a basic pistol that can eat food.
  • Added the Bullet Fabricator - gradually produces ammunition from food.
  • Added the Bone Stealer.
  • Added the slow barrel - converts hitscan projectiles into entities.
  • Added a stock - increases precision.
  • Added 2x and 8x speed firing mechanisms.
  • Added the Long Gun - a base module with a built-in stock.

General:

  • Power Flowers give a warning message when multiple controllers are present.
  • Fixed Blood Bubble Fence Gates being removed by water.
  • Attempted to add a better visual aid to the fluid pump.
  • Attempted to fix the Farming Scutter with Kilt.
  • Renamed Mincer to Large Mincer.
  • Allowed config entries to auto-update themselves if they are on the default value.


General:


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