Fluid Combustion Chamber

The Fluid Combustion Chamber (ccpe:fluid_combustion_chamber) attaches to an Engine Core and burns fluid fuels from other mods — each chamber contributes 8192 SU (× the fuel's stress multiplier). This is the "economy management" half of the engine system: fuel cost and temperature are tuned through the mixture, the throttle and the cooling duct shutter.
Placement
- Right-click the chamber against any face of an engine core (the chamber attaches to the face it is placed against). A placement ghost previews the attachment.
- Attach as many chambers as you like around the row of cores; each chamber is a separate input module.
- Fluid and steam chambers are mutually exclusive on one engine — the two types cannot be mixed (placement is blocked; the controller arbitrates by majority).
Fuel
- Fuel comes from datapacks:
data/<namespace>/engine_fuel/*.json(hot-reloaded with/reload). No need for a specific fuel source block — the engine drains the fluid from any fluid tank in the engine's neighbourhood via its capability (zero internal fluid cache, e.g. the Quick-Fill Fluid Tank works).
Supported fuels
The mod ships the following fuels in data/ccpe/engine_fuel/*.json (you need the corresponding mod installed for its fluids to exist; see the notes):
| Fuel | Source mod | consumption (mb/s per chamber) |
heat |
stress |
|---|---|---|---|---|
| Diesel | Create: Diesel Generators (createdieselgenerators:diesel) |
1.0 | ×1.25 | ×1.25 |
| Biodiesel | Create: Diesel Generators (createdieselgenerators:biodiesel) |
1.0 | ×1.0 | ×1.0 |
| Gasoline | Create: Diesel Generators (createdieselgenerators:gasoline) |
1.0 | ×1.0 | ×1.0 |
| Ethanol | Create: Diesel Generators (createdieselgenerators:ethanol) |
1.0 | ×0.5 | ×0.5 |
| Plant Oil | Create: Diesel Generators (createdieselgenerators:plant_oil) |
1.0 | ×0.5 | ×0.5 |
| Coral | Create Propulsion: Simulated (createpropulsion:coral) |
1.0 | ×1.25 | ×1.25 |
| Turpentine | Create Propulsion: Simulated (createpropulsion:turpentine) |
1.5 | ×1.0 | ×1.0 |
| Levitite Blend | Aeronautics (aeronautics:levitite_blend) |
1.25 | ×0.75 | ×1.0 |
| Chocolate "Not the most stylish way to travel space, but certainly the tastiest." |
Create (create:chocolate) |
1.25 | ×1.25 | ×1.0 |
How the multipliers matter:
stressscales the chamber's 8192 SU base — Diesel / Coral produce 10240 SU per chamber, while Ethanol / Plant Oil produce only 4096 SU.heatscales the heat generated into the temperature model (see Temperature & Cooling Model) — Diesel / Coral run hotter, Ethanol / Plant Oil run cooler.consumptionis the burn rate per chamber (mb/s) — Turpentine burns 1.5 mb/s (faster consumption at the same power), all others 1.0.- One fuel at a time: the engine picks the first usable fuel in its source scan order — with several tanks around, the scan order decides which one burns.
- These are only the bundled entries — the engine accepts any
engine_fuel/*.jsonin any datapack, so other mods' fluids can be added the same way.
Output & consumption model
- Stress capacity = running chambers × 8192 × fuel
stress× throttle. - Fuel burn = lever × economy factor × cold penalty (see below), × fuel
consumption. - Heat = running chambers × fuel
heat×heatFactor(actual mixture)× throttle.
Mixture
setMixture(0.6..1.4) (default 1.0) only affects fuel cost and temperature — never stress or speed:
- Single linear heat factor for both sides:
heatFactor = 1 − (m−1)(i.e.2 − m), slope −1, no convex curve, no floor clamp. - Lean (< 1.0) = fuel saving, but hotter. Heat factor rises linearly:
m=0.8 → ×1.20. - Rich (> 1.0) = spend fuel to cool. Heat factor falls linearly:
m=1.2 → ×0.80,m=1.4 → ×0.60(no floor). - Altitude auto-rich/lean: the carburettor meters by intake air volume — thinner air at altitude naturally enriches (up to ×1.25), high pressure below sea level naturally leans (down to ×0.75) — the actual mixture is
lever × autoRichness(pressure), whereautoRichness = 1 + 0.45×(1−pressure)clamped to [0.75, 1.25]. Auto-rich/lean only affects heat (×0.75 heat at full auto-rich), it never costs fuel. At Y≈260 the auto-rich is ≈×1.25, so pulling the lever to ≈0.8 gives an actual mixture of ≈1.0 (altitude compensation, see economy).
Economy factor
The economy factor is an AND-gated, time-unlocked discount (0.75–1.0):
- Requires both
|T − 155°C| ≤ 10and0.8 ≤ actual mixture ≤ 1.1(flat-bottom window). - Staying inside the window for 15 s ramps the factor in to ×0.75 (25% fuel saving); leaving it decays back in 6 s. Holding the conditions is what matters — briefly passing through earns nothing.
- If the mixture is wrong there is no penalty, just no reward.
- The economy factor multiplies consumption only — it never feeds back into heat.
Temperature & cooling
For the full heat-generation and dissipation equations, altitude → temperature and altitude → pressure curves, see Temperature & Cooling Model.
- Newton cooling model: heat generated minus heat dissipated (ambient + core + cooling ducts, scaled by ram air at speed and air pressure at altitude), integrated against thermal mass.
- Environment temperature varies by height in the overworld (sea level 20°C → clouds 0°C → world top −40°C); the Nether is a constant 155°C at all heights, the End a constant 0°C.
- Ram air cooling: 1.0 below 10 m/s, ramping linearly to ×2.0 at 30 m/s — flying fast cools the engine for free.
- Overcooling penalty (
cold): below 100°C the fuel cost rises:cold = 1 + max(0, 100−T)/100(≈×1.8 at 20°C). Warm up at low throttle before pushing it — this is the "small-throttle warm-up" gameplay. - Overheat: T ≥ 220°C hard-stops the engine (no fuel burned); it resumes at T ≤ 200°C (hysteresis). Overheating is the only thing that shuts a fluid engine down besides throttle 0 / no fuel.
Status display
Hover the chamber with goggles (full engine status):
Engine Status
Status: Stopped / Cold / Normal / Efficient / Getting hot / Overheated
Temperature: XX.X°C
Throttle: 50%
Fuel: ×0.60
Heat Factor: ×1.08
| Temperature | Status | Colour |
|---|---|---|
| — (not running) | Stopped (throttle 0 / no fuel / no water) | grey |
| < ~97°C | Cold (fuel penalty active) | blue |
| 97 ~ 145°C | Normal | green |
| 145 ~ 165°C | Efficient (economy band |T−155|≤10) | cyan |
| 165 ~ 200°C | Normal | green |
| 200 ~ <220°C | Getting hot | gold |
| ≥ 220°C | Overheated (resumes at 200°C) | red |
The Fuel line shows the final fuel-cost multiplier = lever × economy × cold; Heat Factor = heatFactor(lever × altitude auto-rich).
Overheating thresholds are fixed by the engine design
155°C economy target / 100°C overcooling threshold / 220°C overheat are engine constants — they do not change with fuel or throttle (like a real engine's design point / thermostat).