CurseForge · Minecraft mod
Electrified: Overhaul
Rust's electricity system in Minecraft: solar, wind, thermal and fuel generators, batteries, cables with real physics, pylons, fuse boxes, keypads, key cards, sensors, lights, mechanical doors and a full logic toolkit — wire every terminal yourself.
Quick answer
Which Electrified: Overhaul release should I use?
Electrified: Overhaul electricaly-1.2.0.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 Electrified: Overhaul 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 Electrified: Overhaul electricaly-1.2.0.jar need?
electricaly-1.2.0.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.
This file does not list any required or optional mods.
Before you install it
Add Electrified: Overhaul without breaking your instance.
Built for Electrified: Overhaul electricaly-1.2.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use electricaly-1.2.0.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 electricaly-1.2.0.jar. It opens that exact file at the source.
About this project
What does Electrified: Overhaul add?
⚡ Electricaly
Rust's electricity system, rebuilt for Minecraft — the whole thing. Real watts, one cable per terminal, Power Out = Power In − usage, and 46 devices that all plug into each other. Generate power, store it, run it across the map on pylons, and wire up homes, workshops, locked doors, alarms and traps exactly the way you would in Rust.
NeoForge · Minecraft 1.21.1 · Java 21 · Required on client and server · English & Spanish

✨ Highlights
- Generate with a Solar Panel (0–20 W depending on the sun, rain and shade), a Thermal Generator (park it next to lava, magma or campfires), a Fuel Generator (burns any furnace fuel, manual or electric start) and a Wind Turbine (higher is windier, and the rotor actually spins).
- Store it in Small, Medium and Large Batteries with Rust's numbers (15 / 50 / 100 W output, charging at 80 % efficiency). They only drain by what you really use.
- Wire like Rust. Every device carries copper terminals on its model — inputs (green) on the left, outputs (orange) on the right. Take the Wire Tool, aim at one terminal, click, aim at another, click. The crosshair always tells you what a click will do, and looking at any device shows every terminal, its watts, what it is connected to and its current state.
- Cables with real physics. They sag in a catenary, sway in the wind, collide with blocks (rest on roofs, drape around corners) and get pushed aside by players and mobs. Choose each cable's colour and tension (taut, normal, slack…) and route it along walls with waypoints.
- Electricity Pylons — five blocks tall, four independent lines each — to carry power across your whole map.
- Mechanical doors with keypads, key cards and code locks, an animated rolling Garage Door, and a Door Controller that electrifies vanilla doors, trapdoors and gates (iron doors included).
- A complete logic toolkit — timers, counters, memory cells, AND / OR / XOR / RAND, sensors, laser detectors — plus redstone bridges in both directions.
- An in-game manual with 13 ready-to-build systems so nobody has to guess how anything works.
🏠 Wire your home
- Fuse Box with six configurable circuits. Overload one and the fuse blows — craft a new Fuse and put it back.
- Wall Sockets that also expose Forge Energy to machines from other mods, and an Energy Converter (FE) to feed the grid from other mods.
- Six kinds of lights for floors, walls and ceilings: Simple Light, Ceiling Light, Flood Light, Industrial Light, Flasher Light and Siren Light.
- Appliances: fuel-free Electric Furnace, Electric Heater, Tesla Coil and Audio Alarm.

🚪 Mechanical doors
- Sheet Metal Door and Armored Door: open them by hand, with redstone, buttons, a Keypad code, a Card Reader (green / blue / red key cards) or any sensor. Attach a Code Lock and only players who know the code get in.
- Garage Door: an animated 6×4 industrial door that rolls up into its drum.
- A wired door becomes electric-only — no hands, no redstone. Every door emits events: the Door Event Receiver turns them into On Open / On Close pulses and While Open / While Closed signals for your logic.
- Door Controller for vanilla doors, trapdoors and fence gates.
🧠 Logic & sensors
Root Combiner, Electrical Branch, Splitter, Switch, Blocker, Timer, Counter, Memory Cell, AND / OR / XOR / RAND Switch, Electric Button, Pressure Pad, Laser Detector (with a visible beam), HBHF Sensor, Redstone Reader and Redstone Emitter. Same names, same behaviour as Rust, so every circuit you already know just works.

📖 Electrician's Guide
Craft the guide (book + copper ingot) for a full in-game manual: every block explained, plus 13 system templates ready to copy — battery-backed home lighting, automatic night lights, motion-sensor lights, keypad door, key-card airlock, garage, laser trap, automatic backup generator, pylon line, combination lock, workshop, redstone control and a troubleshooting page.

🚀 Quick start
- Place a Solar Panel on the roof and a Small Battery inside.
- Craft a Wire Tool and some Cable. Aim at the panel's orange Power Out terminal, click; aim at the battery's green Power In, click. The cable drops into place and starts swinging.
- Wire the battery's Power Out into a Fuse Box, then a fuse-box circuit into a Simple Light. Lights on.
- Add a Switch, a Timer or an HBHF Sensor in front of the light and you have your first automatic circuit.
- Open
/electricaly showcasein any world (or load the bundled Electricaly Showcase world) to walk through every system fully built and labelled.

⚙️ For server owners & modpack makers
- Everything is tunable in
config/electricaly-server.toml: generator output, battery capacity, cable length, physics, pylon range and more. - Other mods can join the grid through the
IElectricDeviceblock capability; sockets and the converter speak Forge Energy. - Fully translated into English and Spanish.
- Ships with a showcase world and the
/electricaly showcasecommand that builds it anywhere.
📦 Requirements
- Minecraft 1.21.1 · NeoForge 21.1+ · Java 21
- Install on both client and server
- No other dependencies
📜 License
All rights reserved. You may include this mod in modpacks (CurseForge and elsewhere) with credit; please do not re-upload the jar to other sites.
Made by Tonicarter Company. Found a bug or have a device you want added? Open an issue and tell me what you were wiring.
AND IF EVERYONE SHOWS SUPPORT BY SHARING AND DOWNLOADING I'LL KEEP THIS MOD UPDATED FOR MORE VERSIONS OR MOD LOADERS!
Project description from CurseForge.
Pick your setup
Electrified: Overhaul by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Electrified: Overhaul versions and loaders
electricaly-1.2.0.jar
17 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.