Getting Started (Immersive Engineering)
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This guide is on getting started with Immersive Engineering. It is meant to get you up and running like a pro.
Note: this guide assumes that you are using the latest version of Immersive Engineering (version 0.12-84 for Minecraft 1.12.2). If you're using a version for 1.7, the recipes might be different, but it all mostly should be the same.
- 1 Getting started on getting started
- 2 Actually getting started
- 3 Automation
- 4 A few nifty things
Getting started on getting started[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
The Engineer's Manual is one of the most useful items in Immersive Engineering. It is an in-game guide to the mod, and contains information on all of the crazy blocks and items Immersive Engineering adds. In fact, it's almost as good as this guide.
You'll also want an Engineer's Hammer. This handy tool can be used for a lot of things.
Immersive Engineering adds a couple of resources. Unlike other mods, Immersive Engineering isn't wimpy on using them; you'll want to collect as much ore as possible. This includes vanilla ores too, not just the ones listed below.
Villagers and villages[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
Immersive Engineering, like many mods, has its own villager and villager house. The Engineer's House is pretty much guaranteed to have some useful loot in it, and the Engineer Villager can help get you a few useful things in exchange for those useless Emeralds.
If you find an Engineer Villager, you'll probably want to mark and protect it. Their deals really aren't half-bad.
- Main article: Industrial Hemp Seeds
Industrial Hemp is a crop added by Immersive Engineering. There's really not much to say about it. Industrial Hemp Seeds can be obtained by breaking Grass. It grows much like Wheat, although it is two blocks tall. It drops Industrial Hemp Fiber and of course, more Industrial Hemp Seeds.
They aren't super-vital, but you'll need them later for some things. Note that Industrial Hemp requires at least a light level of 12 to grow.
Actually getting started[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
What's the best way to get hot? By making a Crude Blast Furnace and a Coke Oven of course! The Crude Blast Furnace is used to make Steel, which you'll want a ton of. It also makes Slag, although that isn't as useful.
You can make an Improved Blast Furnace after producing a bit of steel with your crude blast furnace. The improved versions allows automated inputs and outputs.
- Main article: Redstone Flux
Electricity! Well, sort of electricity. Immersive Engineering in the past has used Redstone Flux (RF), one of the most popular energy frameworks. Currently, Immersive Engineering uses something else called "Immersive Flux" (IF). But have no fear: Immersive Flux and Redstone Flux act exactly the same and can be converted 1:1 without needing to convert between the two.
Redstone Flux is supposedly magical, but in Immersive Engineering it acts a bit like electricity. There are three voltages: low, medium and high at 256 IF/t, 1024 IF/t, and 4096 IF/t respectively. Different voltages shouldn't connect; if they do, very bad things will happen.
Immersive Engineering wiring is a bit different from other mods. There are Wire Connectors and Wire Coils. Wire Coils are what transmit RF, but they aren't actually blocks; they're entities. Wire Coils always require Wire Connectors to exist and to transmit power. Wire Connectors are actual blocks that exist in the world.
From this point on, you'll want an Engineer's Wire Cutters. It's how you disconnect Wire Coils.
Energy creation and storage[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
The Kinetic Dynamo requires a Water Wheel, a Windmill, or an Improved Windmill. The Water Wheel can generate more power, but it requires Water which can be awfully messy. If you go the Windmill route, then you might as well create an Improved Windmill instead of a regular one. It costs a lot of Industrial Hemp Fiber, but if you have a good Hemp farm (like I told you to do) it's pretty cheap.
The Thermoelectric Generator generates energy based on the difference in temperature between blocks/liquids adjacent to it.
Like in many other mods, Capacitors can be broken and picked up, storing its energy, without any adverse effects.
Each side of the block has a certain configuration- no dots indicates no energy input or output can occur, one blue dot and one orange dot indicating an input, and two orange dots indicating an output. Right-clicking the capacitor with your handy Engineer's Hammer will change this configuration (shift-right-clicking will change the opposite side).
The LV Capacitor can store 100,000 IF. This is a pretty good amount for your basic usage. If you want to know how much energy it stores, you can right-click it with an Engineer's Voltmeter. Or, if you're one of the 99% that has WAILA installed, you can simply hover over it.
- Main article: External Heater
Rhetorical question: what's the point of making, storing and transmitting energy without using it for anything? Well, there's pretty much no point whatsoever. If you set up an energy system to create, store and transmit energy, but don't actually use it, then maybe you should talk to someone.
Immersive Engineering, fortunately, gives you plenty to do with your energy. The most basic example of this is the External Heater. It, unlike most similar mods, is not an RF-powered Furnace; it is a block which powers the vanilla Furnace through IF.
It needs to be placed next to a Furnace to function. Right-clicking one of its sides with an Engineer's Hammer will allow that side to accept IF.
The Furnace will be able to smelt items without any fuel by taking energy from the External Heater. Initially, the External Heater will consume up to 32 RF/t, but once the Furnace reaches its optimal temperature it will only need around 8 RF/t to stay warm. However, it will still use 32 RF/t total; the other RF used will be used to speed the Furnace's smelting processes. If efficiency is preferred over speed, that functionality can be disabled through a Redstone signal to the External Heater, making it only consume around 8 RF/t.
Immersive Engineering adds a very simple form of item transportation: Conveyor Belts.
Conveyor Belts are simple: they move items on them in the direction the belt faces. They're pretty cheap, too. They even can automatically pull items of out inventories and automatically put them into inventories too.
Liquids will automatically move through Fluid Pipes, although at a slow rate (10 m/s). Using a Fluid Pump will speed it up dramatically (50 m/s).
A few nifty things[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
What good is a mod if you can't do anything cool with it? Here are a few fun features of Immersive Engineering.
The Revolver (Bang!)[(editsection)(pipe-separator)(visualeditor-ca-editsource-section)]
- Main article: Revolver
Immersive Engineering adds a Revolver. It can be used to, well, shoot things.
Shift right-clicking with the Revolver in hand will open it. It can then be filled with Cartridges. The most basic Cartridge is the Casull Cartridge. There's also more advanced Cartridges, like the High-Explosive Cartridge, which blows things up, and the Dragon's Breath Cartridge, which launches multiple bullets at once and sets things on fire. By the way, to make any Cartridges, you're going to have to make an Engineer's Workbench.
The Engineer's Workbench will also require a "Common Projectiles" Engineer's Blueprint or a "Specialized Projectiles" Engineer's Blueprint, depending on the Cartridge in question. You're also going to want the Engineer's Workbench to apply Upgrades to the Revolver. Upgrades can make the Revolver even more OP, like the Extended Magazine, which allows for more ammunition without reloading.
Say, rumor on the street is that killing an Ender Dragon with a Revolver is a fun challenge; it's also a way to get Shader Grabbags which can be used to get Shaders. Shaders can be used to make your Revolver look nifty.