Electromagnet

Electromagnet

alaindustrial:electromagnet
ItemsLVImplementeditemenergymagnetpickupconvenience

Summary

The Electromagnet is an EU/FE-rechargeable convenience item: it sits in any inventory slot (hotbar / main / off-hand) and automatically draws loose dropped items toward the player — ore drops in a mine, scattered pieces after an explosion, unclaimed drops. This is tier 1: a spherical radius of 5 blocks (up, down and sideways); each item actually pulled costs 2 EU/FE . An idle scan, with nothing in range, is free.

Pickup stays vanilla: every tick the magnet sets each item's velocity straight at the player (a seek, so items fly in from any direction — a drop below rises to you), and the player collects the item once it arrives. When flat the magnet simply goes quiet (like a drained Electric Drill mining at hand speed) until recharged. It charges wherever the mod's whole powered family does — the Battery Box charge slot and a worn Energy Pack.

Toggle (shift-right-click): the magnet can be switched off so you can carry it in your inventory next to farms, sorters and pipes without hoovering their items. A freshly crafted magnet is on.

Screen and modules (right-click): a plain right-click with the magnet in hand opens its screen — the charge, an on/off button and one module slot. The slot takes a filter module: it decides what the magnet pulls and what it leaves. A magnet with no module pulls everything, as before.

Energy

Its own EU/FE buffer, off the grid. Charged in the Battery Box slot and by a worn pack; spends charge per pulled item.

FieldValue
Roleconvenience item with an EU/FE buffer: a consumer at a charger
Buffer5,000 EU/FE
ChargingBattery Box slot / worn pack, ≤ 32 EU/FE/tick (capped by the LV ceiling)
Draw2 EU/FE per item pulled each scan tick; an idle scan is free
Passive drainnone (only for actual pulling)
Component(Long, persistent + networkSynchronized) — the shared component of every powered item in the mod

The draw is taken server-side only (in 26.2 is called only on a ServerLevel). A creative/spectating owner pays nothing (the rule shared by every EU/FE item) — the magnet still pulls.

Inventory

The magnet has no item storage of its own (stacks to 1), but it does have module slots: one on this magnet, three on the advanced one. The modules live on the magnet itself in the component (shared by every future module carrier; absent = nothing fitted). Besides that the magnet holds its EU/FE charge and the on/off flag (absent = on).

The magnet's screen opens with a plain right-click with the magnet in hand. On its own screen the magnet is locked in place: it cannot be picked up, thrown, swapped with a number key or with the off-hand key — otherwise its modules would be left without a carrier or duplicated. If the magnet is destroyed as a dropped item (lava, a cactus, the void), its modules drop next to it.

Block properties

Not applicable (item).

Recipes

Crafted on a workbench in the shape of a horseshoe magnet: an iron horseshoe body, a copper coil core at the centre (the electromagnet's winding), and an electronic circuit below (control). The top corners are the poles: redstone (power) on the left, lapis lazuli (magnetic "charge") on the right.

R L
ICI
IEI

Behaviour

Progression

Crafting

Shaped Crafting
Any Redstone Dust
Any Lapis Lazuli
Any Iron Ingot
Copper Coil
Any Iron Ingot
Any Iron Ingot
Electronic Circuit
Any Iron Ingot
Crafting Table
▶
Electromagnet
Electromagnet

Used in

Shaped Crafting
Reinforced Electrum Plate
Copper Coil
Reinforced Electrum Plate
Advanced Circuit
Electromagnet
Advanced Circuit
Reinforced Electrum Plate
Energy Crystal
Reinforced Electrum Plate
Crafting Table
▶
Advanced Electromagnet
Advanced Electromagnet
Shaped Crafting
Any Iron Plate
Hopper
Any Iron Plate
Electronic Circuit
Electromagnet
Electronic Circuit
Any Iron Plate
Machine Casing
Any Iron Plate
Crafting Table
▶
Vacuum Collector
Vacuum Collector