E.P.O.D - Industries

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E.P.O.D - Industries

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Modular energy weapon and other advanced technologies.

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Energy & Resource Systems
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NeoForge
Fabric
Minecraft

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Latest Version
epod-fabric-1.21.1-1.1.4.jar
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Description

E.P.O.D - Industries

epod_banner

Ender Powered Object Dislocation

Description

Modular energy weapon and other advanced technologies.

This mod supports both Forge Energy API (neoforge) and Tech Reborn Energy API (fabric).

Important Note

When updating from version 1.0.0 to 1.1.0 or higher already generated and applied gun modules will lose all their stats (it is for the greater good, see the CHANGELOG for details). Sorry for the inconvenience.

Tools

Dislocator Gun:

dislocator_gun_recipe

fun_with_guns_1

fun_with_guns_2

A highly advanced energy weapon that can be upgraded with Gun Modules. The laser will only be a fancy light unless the gun was upgraded with at least 1 module that provides an effect.


reflective_beams_1

reflective_beams_2

Laser beams may be reflected by certain materials (metals by default, configurable).


Gun Modules:

gun_modules_overview

gun_modules_showcase

Gun Modules can be applied to a Dislocator Gun to improve its stats or change the effect of its laser. They are categorized in tiers (I - V) and can be found in loot chests all over the world.

There is a module type for each corresponding stat as primary target:

  • Range
  • Scope
  • Recoil (currently only of visual nature)
  • Firerate
  • Charge Duration (time required to hold down right click before the gun can shoot)
  • Use Duration (how long the gun can actively fire/stay charged if Firerate is 0)
  • Energy Capacity
  • Energy Per Shot
  • Strength (depends on the effect)

A module can have none or one of the available effects attached to it (modules with an effect also come with a penalty in Energy Per Shot):

  • Damage: Deals direct damage to living entities.
  • Dislocate: Temporarily removes blocks from the world (higher Strength increases radius and depth).

gun_upgrade_example

To attach a module to a Dislocator Gun simply combine it together with some Redstone in a Smithing Table. Each gun can have up to 4 modules installed. If the gun has multiple modules with different effects it will end up with the most occurring effect, if there is a tie the effect of the later installed modules will be applied.

gun_downgrade_example

It is possible to remove installed modules from a gun by combining it in a Smithing Table with some Redstone and either an Iron-, Bronze- or Gold Ingot for the first, center or last occupied slot. Remaining modules are shifted left, so it is in theory possible to remove all modules with Iron Ingots only. The module will be retrieved but has a slim chance to get downgraded by one Tier (configurable).

Machines

Charging Rack:

charging_rack_recipe

A wall-mounted charging rack.

charging_rack_overview

Generators

Sculk Acoustic Generator (SAG):

sag_recipe

Produces energy by harnessing vibrations of a Sculk Sensor on top.

sag_overview

Works in most scenarios perfectly fine as yet another passive energy source but for those who are interested in optimized setups following the details:

Upon receiving a signal the SAG will generate energy for 80 ticks.

The max total generated energy will be <energy_rate> * <ticks_to_generate>. Energy rates are divided by max(1, 8 - <cycles_since_same_signal>) and rounded up (<cycles_since_same_signal> is initially "infinite" for each signal strength).

It may pick up the next signal if there are 30 or less generating ticks remaining (this won't cancel the current generation cycle).


To give an example: The first time a signal strength of 15 (Explode) is picked up the generator will generate 80 energy per tick (for 80 ticks).

If the next recognized signal will be 15 again the generator will only generate 80/8 = 10 energy per tick (divided by (8 - 0) because <cycles_since_same_signal> is 0).

If now a different signal is picked up, e.g. 1 (Step), the generator will generate 2 energy per tick.

Now the next signal of strength 15 will cause the generator to generate 80/7= 11.4 = 12 (rounded up).


Following table lists the energy rates for the given signal strengths:

Signal Energy Per Tick Description
1 2 Step, Swim, Flap
2 20 Projectile Land, Hit Ground, Splash
3 10 Item Interact Finish, Projectile Shoot, Instrument Play
4 4 Entity Action, Elytra Glide, Unequip
5 4 Entity Dismount, Equip
6 4 Entity Mount, Entity Interact, Shear
7 20 Entity Damage
8 8 Drink, Eat
9 4 Container Close, Block Close, Block Deactivate, Block Detach
11 4 Container Open, Block Open, Block Activate, Block Attach, Prime Fuse, Note Block Play
11 8 Block Change
12 16 Block Destroy, Fluid Pickup
13 16 Block Place, Fluid Place
14 40 Entity Place, Lightning Strike, Teleport
15 80 Entity Die, Explode

See Minecraft Wiki for details.

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Further Notes

This mod was created for the Minecraft ModJam "Forge the Future" in October 2025.

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