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Stand-in, Ferrystone, Swirl, Canopy and Seeping Masonry

Five workshop devices: a block's face where you can't reach it; swapping two 3 × 3 × 3 cubes on a signal; pulling and driving creatures; a one-way floor; a wall that turns to water.

Five devices for the workshop and the home. The Stand-in gives you a block's face where you can't reach it; the Ferrystone swaps two 3 × 3 × 3 cubes on a signal; the Swirl pulls creatures in or drives them away; the Canopy is a one-way floor; Seeping Masonry is a wall that turns to water at a word. Codex entries — Stand-in, Ferrystone, Swirl, Canopy and Seeping Masonry.

A Stand-in serves a furnace behind a wall: hoppers on top, at the side and below, flux threads with the Loupe in hand
A Stand-in serves a furnace behind a wall: hoppers on top, at the side and below, flux threads with the Loupe in hand
A Swirl with a sheep tablet under a signal: the Drift spiral pulls sheep to the bowl, the cow stays
A Swirl with a sheep tablet under a signal: the Drift spiral pulls sheep to the bowl, the cow stays

Stand-in

Stand-in — a carved speculum plinth with an opal eye on every face. Its faces act as the faces of another block up to 8 blocks away: a hopper, a pipe, a Molder put into that block and take from it as if they stood right next to it.

  1. Sneaking, press the Stand-in on a block — one item of the stack remembers it (tooltip "remembers the block at x, y, z").
  2. Place it: all six faces continue the same faces of the target — on a furnace, the top smelts, the side takes fuel, the bottom gives the result.
  3. Sneaking, press a remembering Stand-in on a face of a placed one — that face now leads to the new block (the item isn't spent): one plinth — up to six neighbors. Empty hand on a face — a line saying where it leads; sneaking — the face is released.
  • The target is in the same world, within 8 blocks, its chunk loaded. No chains: a Stand-in doesn't lead to a Stand-in.
  • A Stand-in doesn't carry distillate: currents flow through siphons; tuning to a vessel is refused.
  • Pipes of other mods see the faces too, fluids and energy as well: a Flux Mill pushing energy into a Stand-in pushes it into the machine behind it.
  • A thin flux thread sags from a face to its target; with the Loupe or the Diviner's Spectacles it is brighter. Target broken — a loose end hangs.
Flux Workbench
flux 18
Place currents:GaleLattice

Ferrystone

Ferrystone — a slab of Reckoner sluice stone with a bronze ring, laid in the floor. A pair of slabs, on a signal pulse at either, swaps everything in the 3 × 3 × 3 cube above one with the cube above the other: blocks with their contents and creatures (the one standing on the slab too). A lift, a secret room, a workshop that rolls out, a store on rotation.

  • The pair is like a mirror pair: a slab pressed on a lone one remembers it; placed — a pair. One Confluence gives two slabs. The pair is within one world only. The owner opens a slab to guests sneaking with an empty hand.
  • A swap — no more often than every 2 s, when both lands are loaded (the server doesn't load them).
  • Cost — the flux of each slab's chunk for its cube: 0.1 per block, 0.4 per block with contents. Not enough — refused, nothing touched.
  • Don't travel: the unbreakable (bedrock, barriers), spawners, portals and the End portal frame, respawn anchors, budding amethyst, the mod's devices with their own links (except the Stand-in and the Swirl), double blocks cut by the cube's edge, and someone else's place guarded by protection mods. The Loupe tells you what's in the way.
  • With a slab in hand or the Loupe you see a pale dotted cube. In the Stillness outside thawed land the slabs freeze.
Confluence
a simple Confluence2
8Shift6Strata4Drift

Swirl

Swirl — a stone bowl with a bronze ring, flux water whirling inside. While a signal is on, the Swirl pulls creatures to the bowl or drives them away.

  • Radius — half the signal strength (up to 7.5 blocks), ±2 blocks in height.
  • Whom: an Imprint Tablet with an imprint in the front slot — only that kind. Empty hand on the bowl — by age: all, adults, babies (to separate calves from the herd). Empty hand on the tablet — take it out. Sneaking — pull or drive.
  • It doesn't touch players, masters and guardians, automatons, creatures on a lead or riding. Villagers — it does: a trading hall.
  • Pays 0.002 flux per creature per second; nothing to pay with — it stops ("Dry" in the Loupe). Without a signal it sleeps.
  • A Totem of the Fold is stronger: a creature it holds can't be driven out of its circle.
Flux Workbench
flux 14
Place currents:TideGale

Canopy

Canopy — flux cloth stretched in a frame at the top face of a block. Whoever stands on top is held; from below and the side you pass through and jump up; crouching, you drop through. A lid for shafts and wells, a floor over a farm (animals stand, you go down), steps you jump onto from below. An Updraft stream stops at a Canopy as at a floor.

Flux Workbench
flux 42
Place currents:Gale

Seeping Masonry

Seeping Masonry — Flowstone Bricks with a vein of Tide. Press it with the Conduit or give it a signal pulse — all connected masonry (up to 64 nearest blocks) "weeps": it becomes still flux water you walk and swim through. Once more — it hardens. A secret passage without doors.

  • The water doesn't flow and can't be scooped with a bucket. The masonry doesn't conduct redstone.
  • It doesn't harden on the living: whoever is inside is pushed to the nearest free spot; with nowhere to go, that block stays water.
Flux Workbench
flux 88
Place currents:Tide

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