Common Capabilities Mod FAQ
20 questions players actually ask, answered.
What does the Common Capabilities Mod actually add to my game?
It doesn't add items or blocks; it adds shared capability interfaces (Worker, Temperature, Slotless Item Handler) that let machines from different mods talk to each other. You'll notice it working indirectly, when automation from one mod can read or control a machine from another.
How do I get started with this mod?
There's nothing to craft or place — just install it alongside the mods you want to bridge and use their own cables, readers, or automation tools. If you use Integrated Dynamics, its readers and writers will automatically expose the new capabilities.
How do I know which machines support the Worker capability?
Point a mod's capability reader (like the Integrated Dynamics network reader or a similar tool) at the block and check for the Worker capability. Machines that can run a process but may be idle will report both a 'can work' and a 'has work' state.
What's the difference between 'can work' and 'has work' in the Worker capability?
'Can work' means the machine is able to operate right now (powered, not blocked, not disabled), while 'has work' means there's actually something for it to do. Automation logic usually needs both to be true before it bothers sending inputs.
Why does my machine show a temperature but nothing happens when I read it?
Temperature is read-only information — it tells you how hot or cold something is, it doesn't control the machine. Use it as a condition in your automation (for example, only feed fuel when temperature drops) rather than expecting it to change behavior on its own.
What is the Slotless Item Handler and when should I use it?
It lets you insert or extract items from machines that don't expose normal inventory slots, like some processing blocks or tanks. Use it when a standard item conduit or hopper can't see any slots to interact with.
My item pipes won't connect to a machine — is that a Common Capabilities problem?
Usually not; Common Capabilities only helps when the other mod's pipe or automation already supports the capability. If the pipe mod doesn't query the Slotless Item Handler, it still won't see the machine, so check that mod's own compatibility first.
Do I need Integrated Dynamics installed for Common Capabilities to work?
No — the mod was split out of Integrated Dynamics specifically so other mods can use these capabilities without depending on it. Integrated Dynamics is only needed if you want its readers and writers to access the capabilities directly.
Will this mod cause lag or performance problems?
It only adds lightweight capability interfaces, so it doesn't tick blocks or run its own logic. Any lag you see will come from the automation you build on top of it, not from the mod itself.
Can I combine Worker, Temperature, and Slotless capabilities in one automation setup?
Yes — that's the intended use case. For example, read Worker to know when a machine is idle, check Temperature to decide whether it's safe to feed it, then push items in through the Slotless Item Handler.
What does the Common Capabilities Mod actually do?
It adds shared Forge capabilities (Worker, Temperature, Slotless Item Handler) so different mods can interact without depending on each other. It adds no blocks or items of its own — it just makes existing machines from other mods readable and controllable by each other.
How do I get started with common capabilities?
There's nothing to craft or place — just install it alongside the mods you want to bridge. Then use a mod that reads capabilities (like Integrated Dynamics or Integrated Tunnels) to query Worker, Temperature, or Slotless Item Handler on nearby blocks.
How do I check if a machine can work using the worker capability?
Read the Worker capability on the block; it tells you both whether the machine is able to work and whether it currently has work to do. This lets an automation system pause or resume based on the machine's real state instead of guessing.
Which mods expose the worker capability?
Vanilla Minecraft, Ender IO, Forestry, IC2, Tinker's Construct, and EvilCraft are the ones the mod bridges. So a Forestry machine's work state can be read by a system that normally only understands vanilla or IC2.
How do I read temperature from a vanilla furnace or Forestry block?
Use the Temperature capability on the block — it exposes a temperature value for things that have heat. Vanilla Minecraft, Forestry, and IC2 blocks are the ones wired up, so you can compare or trigger on heat across those mods uniformly.
What is the slotless item handler for?
It lets you move items into or out of a machine that doesn't expose normal inventory slots. Instead of needing a slot index, you push or pull items through the handler, which is useful for machines whose internal storage isn't a standard grid.
Why can't my automation see a machine's inventory?
The machine may only expose a slotless item handler rather than a standard item handler with slots. Point your item transport at the slotless handler instead, or use a mod that supports both.
Can I combine worker, temperature, and slotless handlers in one setup?
Yes — that's the point of the mod. A single logic or automation network can read Worker to decide when to run, read Temperature to gate on heat, and use the Slotless Item Handler to move items, all without per-mod code.
Does common capabilities add any blocks or items I can craft?
No. It's a library-style mod that only adds capabilities, so there are no recipes, blocks, or items to make. If you're looking for something to place in the world, it comes from the mods it bridges, not this one.
Will common capabilities hurt my performance or cause crashes?
It's a lightweight capability provider, so it shouldn't add meaningful tick cost on its own. Crashes usually come from a mod expecting a capability this mod doesn't bridge, so check that the specific machine you're targeting is one of the supported ones.