Steam Power Chamber

The Steam Power Chamber (ccpe:steam_power_chamber) attaches to an Engine Core and generates power from water + fuel — each chamber contributes 4096 SU. This is the "simple and stable" half of the engine system: closed-boiler self-regulation, a real steam-throttle consumption model, and residual-heat operation.
Placement
- Right-click the chamber against any face of an engine core (it attaches to the face it is placed against), with a placement ghost previewing the attachment.
- Fluid and steam chambers are mutually exclusive on one engine — the two types cannot be mixed.
How it works
- Fuel & water sources — place a Quick-Fill Fuel Vault (solid fuel) and/or a fluid tank with a burnable bucket fuel (e.g. lava), plus a water tank, near the engine. The controller auto-draws from any neighbouring storage via capability (zero internal cache).
- Ignite — with water and fuel available, the boiler starts burning.
- Warm-up — below 100°C the engine burns fuel but does not output stress (this is
isWarmingUp()). - Power — once T ≥ 100°C and throttle > 0, the engine outputs 4096 SU of stress per chamber.
Closed boiler — never overheats
- The boiler self-regulates and pins at 155°C (saturation temperature) — independent of air pressure, environment or ram air, so the steam engine is altitude-proof.
- There is no overheat, no mixture lever, no economy zone and no cooling duct requirement.
- If the water runs out, the engine stops burning (dry-fire protection) and cools by Newton cooling.
Fuel
The steam engine uses only vanilla-form fuels (no datapack needed):
- Fluid fuel first: bucket items with a vanilla furnace burn time > 0 (e.g. a lava bucket = 20000 ticks). The engine drains the fluid and converts it by burn time.
- Solid fuel fallback: when no fluid fuel is available, the engine draws solid items with vanilla
burnTime > 0(e.g. coal = 1600 ticks) from a neighbouring Quick-Fill Fuel Vault. - Parallel burning:
Nchambers burnNfuels at once (one per chamber, all start and end together). A batch is drawn asN × Kitems (K = configurable batch multiplier, default 1.0); if the current vault has fewer thanN×K, the engine switches to the next vault rather than splitting a stack. - Water: 1 mb/s per chamber × throttle, drawn in batches from neighbouring water tanks.
Real steam throttle — consumption ∝ throttle
- Fuel, water and fluid all scale with the throttle: at 25% throttle the engine burns 1/4 the steam flow, so fuel lasts 4× longer.
- Throttle 0 = stopped — nothing is drawn or burned.
- The goggles fuel line shows the wall-clock time remaining:
burnTicks / (throttle × 20)(e.g. "Coal x3 (1m 20s)") — so the countdown matches real time and stretches at low throttle. At throttle 0 the countdown is not shown (stopped).
Residual-heat operation
The engine keeps generating while the boiler is still hot even after the fuel runs out:
- Running condition = throttle > 0 AND T ≥ 100°C AND water available (fuel is not required once the boiler is hot).
- In the Nether the ambient temperature is fixed at 155°C, so with water alone the engine keeps working indefinitely.
- When the fuel is exhausted but the boiler is still ≥ 100°C and water is available, it keeps working.
- It stops only when the water runs out (dry-fire protection) or the boiler cools below 100°C.
- Combustion countdown is independent of the fuel source: if you remove the fuel vault, already-drawn fuel keeps burning to the end.
Goggle display
Hover the chamber with goggles:
Engine Status
Status: Normal / Warming up / Stopped
Temperature: XX.X°C
Throttle: 50%
Fuel: Lava / Coal x3 (1m 20s) / None
- Status — Normal / Warming up (gold) / Stopped.
- Fuel — fluid fuel shows just its name (green); solid fuel shows "Name xN" (N = number of steam chambers, parallel burning) plus a wall-clock time in English brackets; with no reserve it shows red "None".