Create: Electro Energetics

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Create: Electro Energetics

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A realistic(-ish) electricity Create addon that focuses on the generation, transmission, distribution and utilization of electric energy. Also electric trains.

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Energy & Resource Systems
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NeoForge
Minecraft

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About

Project Details

Type
Mod
License
MIT License
Latest Version
electroenergetics-1.21.1-1.1.1.jar
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

Create: Electro Energetics

Overview:

Most implementations of electricity in Minecraft mods are really basic, like a one-way fluid simulation.

This implementation is different, it realistically simulates current flow. Sources now induce voltage instead of generating an abstract unit called 'fe', devices don't consume these units, instead they allow current flow and use that current flow to do work. This allows for short-circuits, voltage drops, energy losses etc.

The name comes from polish "elektroenergetyka", which means electrical power engineering.

And yes, it's fully compatible with Create: Aeronautics.

Usage:

Electricity provides a nice and elegant way of moving energy. Additionally, electricity can be used directly with electrical components like pumps, heaters etc. Forge Energy powered blocks, through a converter, and electrified railways. Yes, real working electrified railways.

Since this implementation has nothing to do with FE, there is a special block to convert electricity - FE.

Overall direction of the mod:

The primary focus is to provide an elegant way to move energy through electricity.

In fancy words this mod focuses on the generation, transmission, distribution and utilization of electric power.

This mod aims to:

  • Make electricity easy to use and forgiving enough, for people without any electrical background to be able to use the mod.
  • Make electricity involving enough, so it's actually a challenge to set up an electric grid.
  • Provide an elegant and polished implementation of electricity.
  • Provide an alternative to existing electricity implementations and typical patterns in them (aka thinking outside the box).

Complexity:

  • Instead of teaching formulas, this mod will teach how things behave.
  • While there is work done on AC, this mod will stay DC by default. Not because of technical challenges, but to make it easy to use.
  • In the future, a separate addon for this mod will be made, which will add AC content and configure the simulation for it automatically.
  • Other than that, the behavior of electricity will be realistic.

Technical:

Electricity stays functional on unloaded chunks. Most electric components work on unloaded chunks, which may be really useful when making long transmission lines and on multiplayer.

The electrical simulation also runs on a separate thread.

Content:

  • Transformers, alternators, motors, electrical grid equipment
  • Energy meters, electrical pumps, bulbs
  • Relays, diodes, capacitors, potentiometers
  • Electric trains
  • Electricity-related warning signs
  • FE Converter

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rsz_cee-icon

Create: Electro Energetics

Overview:

Most implementations of electricity in Minecraft mods are really basic, like a one-way fluid simulation.

This implementation is different, it realistically simulates current flow. Sources now induce voltage instead of generating an abstract unit called 'fe', devices don't consume these units, instead they allow current flow and use that current flow to do work. This allows for short-circuits, voltage drops, energy losses etc.

The name comes from polish "elektroenergetyka", which means electrical power engineering.

Usage:

Electricity provides a nice and elegant way of moving energy. Additionally, electricity can be used directly with electrical components like pumps, heaters etc., Forge Energy powered blocks, through a converter, and electrified railways. Yes, real working electrified railways.

Since this implementation has nothing to do with FE, there is a special block to convert electricity - FE.

Overall direction of the mod:

The primary focus is to provide an elegant way to move energy through electricity.

In fancy words this mod focuses on the generation, transmission, distribution and utilization of electric power.

This mod aims to:

  • Make electricity easy to use and forgiving enough, for people without any electrical background to be able to use the mod.
  • Make electricity involving enough, so it's actually a challenge to set up an electric grid.
  • Provide an elegant and polished implementation of electricity.
  • Provide an alternative to existing electricity implementations and typical patterns in them (aka thinking outside the box).

Complexity:

  • Instead of teaching formulas, this mod will teach how things behave.
  • While there is work done on AC, this mod will stay DC by default. Not because of technical challenges, but to make it easy to use.
  • In the future, a separate addon for this mod will be made, which will add AC content and configure the simulation for it automatically.
  • Other than that, the behavior of electricity will be realistic.

Technical:

Electricity stays functional on unloaded chunks. Most electric components work on unloaded chunks, which may be really useful when making long transmission lines and on multiplayer.

The electrical simulation also runs on a separate thread.

Content:

  • Transformers, alternators, motors, electrical grid equipment
  • Energy meters, electrical pumps, bulbs
  • Relays, diodes, capacitors, potentiometers
  • Electric trains
  • Electricity-related warning signs
  • FE Converter

Screenshots

Gallery

  • Transmission Tower
    Transmission Tower Transmission Tower
  • Electric trains
    Electric trains Electric trains
  • Pantograph
    Pantograph Pantograph
  • Electric Train
    Electric Train Electric Train
  • Railway electrification
    Railway electrification
  • Transmission Tower
    Transmission Tower Transmission Tower

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~97,000
Total Downloads
CurseForge
~50,000
Modrinth
~46,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
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