Fluxomagnet


Fluxomagnet (Basic)

A fluxomagnet, or magnet for short, is a tool that attracts dropped items using Redstone Flux.

Obtaining

Crafting

Usage

Charging

A fluxomagnet can be charged with Redstone Flux using an energetic infuser, a flux capacitor or similar.

A basic fluxomagnet can hold up to 40,000 RF and can be charged at up to 1,000 RF/t. This can be increased by upgrading the magnet to a higher tier.

Attraction

A charged fluxomagnet can attract dropped items in a certain radius by teleporting them to the wielder. It consumes 25 RF per attracted item.

A basic fluxomagnet can attract items within a radius of 4 blocks. This can be increased by upgrading the magnet to a higher tier.

When used, a fluxomagnet attracts items within the radius around a point which it is aimed at. This point can be up to 64 blocks away. The magnet consumes 250 RF (in addition to the energy consumed per attracted item) when used manually.

A fluxomagnet is also capable of automatically attracting items within its radius around the wielder. This can be enabled and disabled by pressing “Cycle Item Mode” (V by default) while holding the magnet.

A fluxomagnet set to automatically attract items attempts to do so every 8 ticks (0.4 seconds). This can be temporarily disabled by sneaking.

If Baubles is installed, fluxomagnets can be equipped as baubles in any slot.

Filtering

A fluxomagnet can be configured to only attract items that match a given list of items. This can be done by using the magnet while sneaking. It has various options that determine how this list is used to match items.

Blacklist/Whitelist
Treat the list of items as a blacklist (attract all items except these) or as a whitelist (only attract these items). The list is used as a blacklist by default.
Ore Dictionary
Match items that are considered equivalent, like the various versions of copper and tin ingots added by different mods. This is ignored by default.
Metadata
Match items by their exact metadata / damage value. This is ignored by default.
NBT
Match items by their exact NBT data. This is ignored by default.

Dyeing

A fluxomagnet can be dyed by combining it with a dye in a crafting grid. The dye can be removed by placing the fluxomagnet in a crafting grid.

Enchantments

A fluxomagnet can be enchanted with Holding to increase its capacity.

Holding levelCapacity multiplier
I× 1.5
II× 2
III× 2.5
IV× 3

Tiers

Fluxomagnets come in six tiers.

TierCapacityMax. charge rateRadiusFilter slotsNote
Basic40,000 RF1,000 RF/t4 blocks3
Hardened120,000 RF4,000 RF/t5 blocks6
Reinforced240,000 RF9,000 RF/t6 blocks9
Signalum400,000 RF16,000 RF/t7 blocks12
Resonant600,000 RF25,000 RF/t8 blocks15
CreativeN/AN/A8 blocks15Does not consume energy.

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Last updated: 2026-10-20 21:05:19 +0000