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FE electrics project artwork

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

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which FE electrics release should I use?

Updated yesterday
Latest stable file fe_electrics 1.1.0.jar
Game version 1.21.1
Loader NeoForge

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.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

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.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

1 listed on this file 1 pulled in by one of those mods
KubeJS Optional for FE electrics fe_electrics 1.1.0.jar
optional
Matching file found Matched file: KubeJS NeoForge 2101.7.2-build.368
Rhino Needed by KubeJS
pulled in
Matching file found Matched file: Rhino 2101.2.7-build.85

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.

  1. 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.

  2. 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.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 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…) ModDex rating

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 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

FE electrics versions and loaders

6 of 6 releases match

Looking for an older file? The official CurseForge project page is in Resources.