CurseForge · Minecraft mod
FE electrics
FE is no longer more stable than our own power systems. Voltage, Amperage, and Resistance now have to be in consideration when building your factories
Quick answer
Which FE electrics release should I use?
FE electrics fe_electrics 1.1.0.jar targets 1.21.1 with NeoForge. 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 FE electrics 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 FE electrics fe_electrics 1.1.0.jar need?
fe_electrics 1.1.0.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 FE electrics without breaking your instance.
Built for FE electrics fe_electrics 1.1.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use fe_electrics 1.1.0.jar. It targets 1.21.1 with NeoForge; 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 fe_electrics 1.1.0.jar. It opens that exact file at the source.
About this project
What does FE electrics add?
Versions prior to 1.1.0 could corrupt worlds by thrashing NBT in world. Please don't use versions prior to that.
FE is a surpisingly stable power system VS the actual grid. No worries about what voltage your machinery takes or if you'll blow something when there's to much amperage being pulled. Well not anymore! now voltage drops over distance, you can overvolt your machines and can break cables by putting through too much amperage. You also have transformers to step up or down your voltages and buck/boost converters for more precision as well as the ability to add voltages together simply by joining cables with combiners.
Fair Warning: while the mod is functional, performance wise, it's quite experimental. Generating new chunks can cause TPS to tank with this mod in my testing. I highly recommend using chunky or a similar pregen mod/method prior to starting with this mod until I fix it. Setting Render/Simulation Distance to 8 also seems to help.
By default, nothing is changed machine wise, you'll need to use KubeJS or the config to make the system work as it should. You can also get support for existing mods from my kubeJS scripts via kubeJS Sync (Requires KubeJS as well)
{
"id": "fe_electrics",
"github": "Nathan22211/FE-electrics-base",
"branch": "main",
"requires": ["fe_electrics"],
"enabled": true
}
I do need gallery images and Customization packs for mod support, if you make one or nab screenshots of your electrical grid, you can use #realFEgrid on Bluesky or X or ping me so I see it more easily. I do ask that screenshots have custom textures on this mod's block's.
KubeJS stuff.
FeElectricsEvents.define(event => {
//mod's cables (model and texture are placeholders)
event.cable('copper')
.displayName('Copper Cable')
.color('#B87333')
.maxAmps(32)//in Amps
.resistance(0.08)//in Ohms
.shock(2)//damage per tick for shocking
.overload('explosion', 1.5)//action for overloading cable
//other mod's cables, mek in example
event.externalCable('mekanism:basic_universal_cable')
.maxAmps(16)
.resistance(0.10)
.shock(2)
.overload('fire', 4)//can also cause fire
//adds a transformer
event.transformer('step_up_2')
.displayName('2× Step-Up Transformer')
.ratio(2)//<1 will step voltages up, >1 will step them down
.maxPrimaryAmps(64)//max load on transformer
.overload('explosion', 2)
//adding machine support
event.machine('mekanism:enrichment_chamber').voltage(100, 240)//voltage range
.amps(8)//amps drawn
.overvoltage('explosion', 2)
//adding a generator (fixed voltage and amperage)
event.generator('generatorgalore:culinary_generator').fixed(120, 16) //(volts, amps)
//variable voltage and amperage from FE/tick (V/A ~= base +FE x scale)
event.generator('generatorgalore:culinary_generator').fromFeOutput({
baseVoltage: 80,
voltagePerFe: 0.05, // +0.05 V per FE extracted
baseAmps: 2,
ampsPerFe: 0.01, // +0.01 A per FE
maxVoltage: 240,
maxAmps: 32
})
//variable voltage and amperage from stored FE on generator
event.generator('generatorgalore:culinary_generator').fromStored({
baseVoltage: 60,
voltageFromStored: 0.001,
baseAmps: 1,
ampsFromStored: 0.0001,
maxVoltage: 240,
maxAmps: 32
})
//from both
event.generator('generatorgalore:culinary_generator').fromBoth({
baseVoltage: 80,
voltagePerFe: 0.05,
baseAmps: 2,
ampsPerFe: 0.01,
voltageFromStored: 0.0005,
ampsFromStored: 0.00005,
maxVoltage: 240,
maxAmps: 32
})
//in all variable instances, maxVoltage or maxAmps set to 0 is uncapped
//BMS system (for batteries)
event.bms('basic_bms')
.displayName('Basic BMS')
.maxInputVoltage(120)//max Vin
.chargeVoltage(60)//voltage to charge cells at
.maxBatteries(2)//max number of cells
.maxAmps(16)//max Ain
.overload('explosion', 2)
//bank output
event.bankOutput('mek_basic')
.displayName('Basic Bank Output')
.auto()//sets wether series/parallel setup is done automatically. adding .series() or .parallel() will force one option.
.maxBatteries(2)//max cells the output can handle
.maxAmps(64)//max amps the output can handle
.overload('explosion', 2)
//battery definition
event.battery('mekanism:ultimate_energy_cube')
.maxVoltage(260)//max voltage that the battery can handle
.storedVoltage(240)//voltage stored in cell, also the max output voltage
.amps(64, 64)// charge/discharge rate
.chemistry('lithium')//sets if it's hardy (no overvoltage destruction). 'Nickel' for hardy, lithium for fragile.
//combiners (for joining generators together)
event.combiner('mek_ultimate')
.displayName('Ultimate Combiner')
.maxAmps(256)//max amperage
.overload('explosion', 4)
//buck/boost converters
event.buckConverter('mek_basic')
.displayName('Basic Buck Converter')
.inputVoltage(100, 140) //min/max input voltage
.outputVoltage(60) //output voltage
.maxAmps(16) //max input amps
.overload('explosion', 2)
event.boostConverter('mek_basic')
.displayName('Basic Boost Converter')
.inputVoltage(15, 50)
.outputVoltage(120)
.maxAmps(16)
.overload('explosion', 2)
})
If you can, leave some feedback on moddex.gg. I do need considerable input on how the mod flows and how the base support values flow (or if I need to embed the KubeJS sync into the jar…)
Project description from CurseForge.
Pick your setup
FE electrics by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
FE electrics versions and loaders
fe_electrics 1.1.0.jar
fe_electrics-1.1.0.jar
16 Aug 2026
fe_electrics 1.0.4.jar
fe_electrics-1.0.4.jar
16 Aug 2026
fe_electrics 1.0.3.jar
fe_electrics-1.0.3.jar
14 Aug 2026
fe_electrics 1.0.2.jar
fe_electrics-1.0.2.jar
14 Aug 2026
fe_electrics 1.0.1.jar
fe_electrics-1.0.1.jar
14 Aug 2026
fe_electrics-1.0.0.jar
13 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.