Industrial Workbench

Industrial Workbench

alaindustrial:industrial_workbench
UtilityImplementedutilityvillagertradesvillagepoidecor

Summary

The Industrial Workbench is a full block in the mod's steel colours: an ordinary 3×3 crafting table that remembers the last craft (see "Workbench" below), and the job site of a new villager profession: the Industrialist. It works exactly like the vanilla "blast furnace → armorer" pair: place the workbench next to an unemployed adult villager and he will walk over, claim it and become an Industrialist.

The Industrialist is a buyer of the mod's resources: he pays emeralds for tin, silver, nickel, uranium and dusts, and at the top level sells you the electronic circuit and copper coils — an expensive shortcut for players who would rather not craft them. One workbench = one villager, same as every vanilla profession.

Block Properties

WhatValue
Shapefull block (cube)
Hardness2.5 (same as vanilla work stations)
Toolpickaxe (no drop without one)
Soundmetal
Energynone — this is a villager job site, not a machine
Interfacevanilla 3×3 crafting grid + a hint of the last craft
RolePOI block of the Industrialist profession (one villager per workbench)

Workbench

Right-click opens an ordinary 3×3 crafting window — the same one a vanilla crafting table has: the recipe book, shift-click, every recipe of the game and the mod, the recipe-transfer buttons of JEI and REI. Items left in the grid go back to the player on close, as with a vanilla table.

Craft memory. The workbench remembers the recipe last crafted on it. The next time it is opened, the grid already shows that recipe's layout as translucent hint items — the same "ghost" layout the recipe book draws when you lack the ingredients for a recipe. The hint weighs nothing: it cannot be taken, it takes no part in crafting and it disappears as soon as the player puts an item into the grid. Craft something else on this workbench and next time it hints the new recipe.

Industrialist Trades

The main direction is buying — you hand over resources, the villager pays emeralds; at Master level he sells components back. Levels unlock through trading, like any vanilla villager.

Variety: each level has a pool of 3 trades and the villager rolls 2 at random — just like a vanilla armorer. Different Industrialists therefore offer different combinations.

LevelTrade pool (2 rolled at random)
Novice8 × Raw Tin · 24 × Coal Dust · 12 × Copper Dust → Emerald
Apprentice3 × Silver Ingot · 3 × Nickel Ingot · 10 × Lapis Dust → Emerald
Journeyman2 × Uranium Ingot · 4 × Gold Dust · 6 × Iron Dust → Emerald
Expert1 × Tempered Iron Pickaxe → Emerald · 8 × Diamond Dust → Emerald · 6 Emeralds → Tempered Iron
Master5 Emeralds → Electronic Circuit · 3 Emeralds → 2 Copper Coils · 4 Emeralds → Iron Gear

Energy order (a fixed trade). On top of the two random trades, every Industrialist at Novice, Journeyman and Master level has one more: he buys fully charged Batteries for emeralds. A half-charged or empty battery is refused; a stack of full ones is fine. Energy itself is cheap (2 000 EU/FE is about a sixth of a coal in a Generator), so the villager pays for the battery as a finished product — tin, redstone and cable.

LevelTradeUses before restock
Novice3 full Batteries → 1 Emerald12
Journeyman1 full Battery → 1 Emerald16
Master (wholesale)16 full Batteries (a full stack) → 18 Emeralds3

The price floats the vanilla way: sell a lot to one villager and after the restock he asks for more batteries for the same pay; leave him alone and the price comes back. There is no reverse trade (emeralds → charged battery). The trade is added when the villager gains the level, so an Industrialist who passed a level before the mod update only gets it on the levels still ahead of him.

Server with a changed battery capacity. The trade wants exactly 2 000 EU/FE, while the battery's capacity is the setting. Lower it and no full battery reaches 2 000 EU/FE, so the villager stops taking batteries at all. Raise it (to 4 000, say) and the villager takes batteries charged to exactly 2 000 EU/FE — no longer full — and refuses the truly full ones. The same holds after /ala config reload. Either way, fix the number in the trade files with a datapack.

Every metal is bought in exactly one item form (no raw/ingot double-dipping), and the trades are data-driven (trade_set/) — server owners can rebalance them with a datapack, no rebuild needed.

Village House

In newly generated villages of all five biomes (plains, desert, savanna, snowy, taiga) a small stone Industrialist house has a chance to appear — workbench, bed and the villager inside. Already-generated villages and old worlds won't get the house — there you go the vanilla way: craft the workbench and place it next to an unemployed villager.

Recipes

Industrial Workbench: the whole 3×3 grid is filled — top row tin ingot, wooden gear, tin ingot; middle row wooden gear, an ordinary crafting table, wooden gear; bottom row three planks of any kind. The industrial workbench is built around the vanilla one — which is why it does everything the vanilla table does, plus remembers the last craft.

Tin Ingot Wooden Gear Tin Ingot
Wooden Gear Crafting Table Wooden Gear
Planks Planks Planks

Progression

Crafting

Shaped Crafting
Any Tin Ingot
Wooden Gear
Any Tin Ingot
Wooden Gear
Crafting Table
Wooden Gear
Any Planks
Any Planks
Any Planks
Crafting Table
▶
Industrial Workbench
Industrial Workbench

Used in

Shaped Crafting
Electronic Circuit
Tempered Iron
Industrial Workbench
Tempered Iron
Tempered Iron
Chest
Tempered Iron
Crafting Table
▶
Advanced Industrial Workbench
Advanced Industrial Workbench