Описание
### TFMG Converter Fix
**An unofficial patch for Create: The Factory Must Grow (TFMG)** that fixes a bug preventing the **Converter** block from generating any voltage or current, and improves how it handles cable connections.
⚠️ Requires a TFMG version where the Converter block still exists (e.g. 1.2.0). TFMG 1.2.2 beta appears to have removed the Converter
***
#### The Problem
In the base TFMG mod, the Converter block (which converts stored FE into TFMG's own electrical system) could get stuck permanently showing:
U = 0V
I = 0A
Network Power Generation: P = 0W
...even with a full energy buffer and a valid, connected electrical network. This happened regardless of how much FE was stored or how the network's resistors/consumers were wired.
#### The Root Cause
After digging through TFMG's electrical network code, the issue turned out to be a **timing bug**: when the electrical network updates, it checks the network's resistance to decide whether the Converter is allowed to generate voltage, but the network's resistance calculation was scheduled to run _later_ than the check that depends on it. By the time the resistance was actually calculated, the voltage-generation check had already run and locked in "0 output" for that pass, and nothing ever triggered a fresh check afterward. The Converter was stuck reporting zero output indefinitely, even though the network itself was perfectly valid.
#### What This Mod Fixes
* **Resistance timing fix:** the network's resistance is now recalculated _before_ the Converter checks it, instead of a tick (or more) too late. This is the core fix, it's what actually gets voltage/current flowing again.
* **Sensible default mode:** the Converter now defaults to **output mode** when placed, instead of spawning in input mode and requiring a wrench tap first.
* **Omnidirectional cable connection:** the Converter now accepts an electrical cable connection from **any side**, instead of only one fixed side determined by which way the block is facing.
None of this changes TFMG's recipes, balance, or content, it's purely a functional fix so the Converter behaves the way it's supposed to.
#### Requirements
This is a **patch,** you still need to have **Create: The Factory Must Grow** installed. This mod just adds a small compatibility layer on top of it (via Mixin) and does nothing on its own.
#### Origin & Compatibility
This mod was originally built to fix a bug found while developing **\[Cobblemon + Create - Pokémon meets Industrial Revolution!\]**, my own modpack combining Cobblemon and Create with 300+ mods. That said, it's a general-purpose fix for TFMG itself, there's nothing pack-specific about it, and it should work fine in any modpack or standalone setup that includes TFMG, on NeoForge 1.21.1.
#### Credits
All credit for **Create: The Factory Must Grow** itself goes to its original author, DrMangoTea. This mod is an unofficial, community-made patch and is not affiliated with or endorsed by the TFMG developer.
#### License / Usage
You're free to use this mod, and its source code, however you like, in modpacks, forks, derivative patches, or anything else. No permission needed.