CurseForge · Minecraft mod
Industrial Riftworks
A mod that brings several machines and generators, a new dimension with new mobs and ores.
Quick answer
Which Industrial Riftworks release should I use?
Industrial Riftworks Industrial-Riftworks 1.1.1-1.16.5.jar targets 1.16.5 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Industrial Riftworks required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Industrial Riftworks Industrial-Riftworks 1.1.1-1.16.5.jar need?
Industrial-Riftworks 1.1.1-1.16.5.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Industrial Riftworks without breaking your instance.
Built for Industrial Riftworks Industrial-Riftworks 1.1.1-1.16.5.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Industrial-Riftworks 1.1.1-1.16.5.jar. It targets 1.16.5 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Industrial-Riftworks 1.1.1-1.16.5.jar. It opens that exact file at the source.
About this project
What does Industrial Riftworks add?
Feel free to add the mod to your modpack!
please do not redistribute the mod outside Curseforge without permission!
Industrial Riftworks
Industrial Riftworks is a tech mod for Minecraft on Forge. You start with a coal-burning generator in the Overworld, build up enough power to tear a rift into The Veil, and then work out how to survive there. The Veil is a dimension buried in fog that wears you down the longer you stay out in it. Light is your protection, and the bigger lights need power, so most of the mod is about building the industry that keeps them running.
All machines use Forge Energy, so cables, generators and batteries from other 1.12.2 (and later newer versions) tech mods connect to them directly.
Progression
Starting out in the Overworld
Corvite is the first ore you need. It generates between Y 8 and 40 and drops Corvite Chunks. Early power comes from the Primitive Flux Generator, which burns ordinary furnace fuel for 15 RF/t. The Fluxual Kiln smelts the chunks into Refined Corvite.
The Flux Compression Chamber does a lot of the work after that. Pressing a chunk gives two Raw Corvite, which doubles your ore. The Chamber also makes Unstable Veil Alloy from Refined Corvite, iron, gold, quartz and redstone. That alloy is the only fuel the Veil Combustion Generator accepts, and a single ingot gives 800,000 RF at 300 RF/t.
The Flux Furnace sits between the two generators at 60 RF/t on regular fuel. It also burns Corvitolium, a fuel the Chamber packs from coal and Refined Corvite that lasts far longer than the coal that went into it.
Opening the rift
The Rift Core is a small multiblock made of the core, Reinforced Machine Casings, Stabilizer Pylons and Flux Conduits. Its screen shows which parts are still missing and whether the space in front of it is clear. Once it holds 5,000,000 RF it opens a 2x3 rift into the Veil, and keeping it open costs 200 RF/t.
Charging it is where the Flux Capacitor Bank earns its place. It stores 20,000,000 RF, and you can set each side to input, output or off.
Surviving the Veil
The Veil has no day or night, only fog. Every second you spend in open fog adds to your Veil Exposure:
- After about 20 seconds your view closes in.
- At 40 seconds you get Slowness.
- At 60 seconds the fog starts doing damage.
Exposure goes back down inside a safe zone. Safe zones come from light:
- Veil Lantern: a small safe zone with no power needed.
- Flux Floodlight: a 21-block radius for 20 RF/t.
- Stabilizer Pylon: a 15-block radius. It only uses power in the Veil, so the pylons in your Rift Core frame back home cost nothing.
- Crystal Lamp: a charged lamp you hold in either hand. It only uses charge when nothing else is keeping you safe. Charge it on a Capacitor Bank or on another mod's Forge Energy charger.
- Open rifts: the fog also stays back a few blocks from a rift.
Veil Warden armor slows exposure for each piece you wear. With the full set it builds three times slower.
The Veil has its own mobs:
- Fog Wraiths hunt anyone outside a safe zone, and their touch adds exposure. Light burns them, so a lamp or some torches will keep them back even though they won't stop hunting you. They sometimes drop Wraith Essence.
- Rotwood Lurkers hide as the bottom log of about one tree in twelve. They break out when you get close: slow, tough and hard-hitting.
- Glowmoths are harmless. They gather around lights and drop Glowmoth Dust.
Dense Veil ore, Veil Crystal ore and Rift Scar ore (which gives Rift Fragments) only generate in the Veil. On the surface you'll find ruins and, rarely, a fallen rift gate: a broken ring of casings around a dead Rift Core, with the best loot in the dimension. Crystal geodes sit underground.
Processing and upgrades
The Veil Stabilizer refines Unstable Veil Alloy into Veil Alloy. It also charges Veil Crystals into Flux Crystals, which most later recipes need. Rift Fragments, a Flux Crystal and a Dense Veil Ingot go into the Compression Chamber to make a Rift Nucleus.
The Kiln, Compression Chamber and Stabilizer each have one slot for Speed cards and one for Efficiency cards, with up to 4 cards in each. The two kinds stack:
| Cards | Time per job | RF per job |
|---|---|---|
| None | 100% | 100% |
| 4 Speed | 32% | 146% |
| 4 Efficiency | 100% | 41% |
| 4 Speed + 4 Efficiency | 32% | 60% |
A fully upgraded machine runs about three times faster than an empty one and still uses less RF per job. It does draw more RF per tick, so your wiring needs to keep up.
Moving power
There are three wire tiers:
- Flux Wire: 100 RF/t
- Advanced Flux Wire: 2,500 RF/t
- Rift Flux Wire: 20,000 RF/t
Wires only connect to their own tier. Each wire block holds a small amount of power, and higher tiers hold more. Right-click a wire with an empty hand to see how much its network is carrying and storing.
The Rift Reactor
The Rift Reactor is a 3x3x3 multiblock: 20 Reinforced Machine Casings on the edges and corners, Veil Glass in five face centres, and the controller in the sixth. The middle stays empty. It burns Wraith Essence (2 minutes each) or Rift Fragments (40 seconds each) for 2,000 RF/t.
While it's burning fuel, it uses 20 mB of Veil Coolant per tick (400 mB per second), so one Wraith Essence needs 48,000 mB. It doesn't use coolant while idle. If the coolant runs out the heat keeps climbing, and at full heat the reactor melts down and explodes. A redstone signal stops it from starting new fuel, and a comparator reads its heat.
Making coolant takes a small production line:
- A Water Pump next to a water source block pumps 50 mB/t for 20 RF/t without draining the source.
- Fluid Pipes carry up to 1,000 mB/t.
- The Coolant Mixer (40 RF/t) turns water into Veil Coolant at 25 mB/t. A catalyst sets how much water it converts: one Glowmoth Dust converts 80,000 mB, enough for about 3 minutes 20 seconds of reactor time, and one Veil Crystal converts 32,000 mB.
One pump and one mixer are enough to keep one reactor running, since the mixer makes a little more coolant than the reactor burns. Feed the coolant in through a Reactor Coolant Port and take power out through a **Reactor Power Port**. Both ports replace casings in the reactor wall.
Ice, packed ice and Glowmoth Dust also work directly in the reactor's coolant slot when you need something quick. Glowmoth Dust only gives 24,000 mB that way, so the mixer gets over three times as much out of it.
The Veil Beacon
The Veil Beacon is built around a Rift Nucleus and needs a 3x3 floor of Veil Crystal Blocks under it. Powered at 128 RF/t, it clears the fog for 48 blocks in every direction. Inside that area there's no exposure and Fog Wraiths don't spawn, and any that wander in burn. Its violet beam shows through the fog from far away, which makes it easy to find your way home.
Configuration
Both files are in config/industrial_riftworks/.
machines.cfg
- Turn individual machines off. A disabled machine loses its crafting recipe and is hidden from the creative tab and JEI. Machines that are already placed keep working, so existing worlds don't break. If you turn off a machine that is the only source of an item (Flux Crystals only come from the Veil Stabilizer), give that item a new recipe with CraftTweaker.
- Change how much RF each generator makes and each machine uses.
- Scale the RF cost and time of Kiln, Chamber and Stabilizer recipes.
- Change how strong the upgrade cards are.
veil_ores.json
- Add Veil versions of any ore. Each one smelts into whatever item you choose, including a specific mod's item when several mods add the same ore. For example, Veil Copper can smelt into one chosen mod's copper ingot.
- The vanilla ores are included by default, with quartz switched off.
- Vanilla and modded entries can each be switched off as a group.
CraftTweaker
Machine recipes can be added and removed through mods.industrial_riftworks.Kiln, CompressionChamber and Stabilizer: addRecipe(output, [inputs], energy, ticks), removeRecipe(output) and removeAll(). Inputs can be items or ore dictionary entries, with amounts (<ore:ingotCopper> * 2).
You can also change what the Rift Reactor burns and cools with (RiftReactor.addFuel, addCoolant), the Coolant Mixer's catalysts (CoolantMixer.addCatalyst) and the Veil Combustion Generator's fuel (VeilCombustionGenerator.addFuel). Each one also has a matching remove method.
Compatibility and requirements
- Minecraft 1.12.2 with Forge.
- Required on both the client and the server. On a server, players should use the same config files as the server.
- JEI (optional): recipe pages for every machine, clickable progress bars, and the + button to fill a machine from your inventory.
- CraftTweaker (optional): see above.
- Ore Dictionary: Corvite, Dense Veil, Veil Crystal, Veil Alloy, Rotting Oak, Veil Glass and the storage blocks are registered under the standard names.
Project description from CurseForge.
Pick your setup
Industrial Riftworks by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.16.5
1 loader build1.12.2
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Industrial Riftworks versions and loaders
Industrial-Riftworks 1.1.1-1.16.5.jar
Industrial-Riftworks-1.1.1-1.16.5.jar
5 Nov 2026
Industrial-Riftworks 1.1.1-1.12.2.jar
Industrial-Riftworks-1.1.1-1.12.2.jar
5 Nov 2026
Industrial-Riftworks 1.1.0 - 1.12.2.jar
Industrial-Riftworks-1.1.0-1.12.2.jar
1 Nov 2026
Industrial-Riftworks 1.0.1 - 1.12.2.jar
Industrial-Riftworks-1.0.1-1.12.2.jar
30 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.