MonitoringMinecraft MonitoringMinecraft

Create: No Unlimited Energy

Мод Fabric

Мод для Майнкрафт добавляет к Create реалистичную генерацию энергии: плотины на воде, изменчивый ветер и управление через ComputerCraft

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Create: No Unlimited Energy (NUE)

Make power in Create something you engineer, not something you plop down.

NUE ties Create's kinetics to genuinely flowing water (Flowing Fluids) and a touch of ComputerCraft, turning energy generation into a real engineering problem: build a hydroelectric dam, a wind farm, and the logic that runs them — instead of a wheel parked in a puddle. Server-authoritative; clients only need the jar to see correct numbers in the goggles.

In action

Goggle readout — live power, rotation speed, and the dam-coherence multiplier Goggle readout: available power, rotation speed, and the dam-coherence multiplier (a 9-wheel dam, ×1.40).

A live energy dashboard on a ComputerCraft monitor A live energy dashboard on a monitor, driven by the cm_generator and cm_meter peripherals.

Wiring ComputerCraft modems to the wheels and gauges Wiring ComputerCraft modems to the wheels and gauges (green = a peripheral is attached).

Philosophy

  • Free, easy energy is the bug. A wheel in a still pool — or a sealed pump loop — should not power a base. Power has to be earned.
  • Water is engineered. Wheels run only on a real current, and output scales with flow strength, the head (how far the water falls onto the wheel) and biome. Strong channels and tall dams are the lever.
  • Bigger pays off. Many working wheels clustered into one dam reward super-linearly — a real hydro megastructure beats scattered wheels by more than ×N.
  • No perpetual motion. Generating consumes a little water at the intake, so closed pump→wheel loops run dry; only genuine rain / river / ocean sources sustain.
  • Wind is variable, not free. A windmill's rotor speed tracks live gusts, weather and the day/night cycle, and its strength depends on placement (open sky, height, biome). Cheap and early — but unreliable.
  • Stable water vs gusty wind. Water is the premium, scalable backbone; wind is the convenient, swingy early option. Build both.
  • Automate it — optionally. ComputerCraft peripherals expose live telemetry of every wheel, windmill and gauge, so you can build dashboards and control logic in Lua. Never required.

Requirements

Mod Role
Create (Fabric) 6.x Required
Flowing Fluids Required — finite, genuinely flowing water. Set create_waterWheelMode = REQUIRE_FLOW.
CC: Tweaked Optional — read-only telemetry peripherals. Everything works without it.

Fabric Loader ≥ 0.15 · Java 17 or 21.

Languages

In-game text (the goggle readout) is localized:

  • 🇬🇧 English (en_us) — default
  • 🇷🇺 Русский (ru_ru)
  • 🇨🇳 简体中文 (zh_cn)

Translations welcome — add an assets/create_nue/lang/<locale>.json and open a PR.

Features

Water wheels — flowing water only, and dams pay off

  • Real current only. A wheel in still water produces nothing — you build an actual flow. (Also fixes a Flowing Fluids REQUIRE_FLOW bug where wheels never registered as flow listeners and stayed dead.)
  • Power = current strength × head × biome. Tall dams and strong channels are how you scale.
  • Megastructure reward. A cluster of generating wheels (a real dam) rewards super-linearly; a dry, fake cluster gains nothing.
  • Direction stability. Signed-score hysteresis + shaft consensus stop wheels flickering direction under finite-water churn, so large single-direction arrays are buildable.
  • No perpetual motion. A small water-as-fuel tax drains the intake while generating.
  • Goggle readout. Wearing Create's goggles on a wheel shows the dam size and its multiplier.

Windmills — variable wind, not a flat number

Two independent quantities (in Create, SU = capacity-per-RPM × RPM):

  • Speed (the visible rotor) = how windy it is right now — gusts × weather × day/night, smoothed so the rotor drifts naturally.
  • Force (capacity) = the windmill's placement — open-sky exposure × height × region biome.

ComputerCraft (optional)

Attach a wired modem to a wheel, windmill, Stressometer or Speedometer — no new blocks, no hard dependency (the integration only loads when CC is present).

Peripheral Methods
cm_generator (wheels, windmills) kind(), active(), capacity(), rpm(), stress(), info()
cm_meter (Stressometer, Speedometer) gaugeType(), speed(), capacity(), stressUsed(), load(), overstressed()
-- print every NUE generator + gauge on the wired network
for _, n in ipairs(peripheral.getNames()) do
  local t = peripheral.getType(n)
  if t == "cm_generator" then local g = peripheral.wrap(n)
    print(n, g.kind(), g.active(), g.stress() .. "SU", g.rpm() .. "rpm")
  elseif t == "cm_meter" then local m = peripheral.wrap(n)
    print(n, m.gaugeType(), m.stressUsed() .. "/" .. m.capacity() .. "SU", math.floor(m.load()*100) .. "%")
  end
end

Configuration

Generated at config/create_nue.json on first launch — every value is tunable (flow/head/biome curves, the dam-coherence reward, the water tax, the full wind model, the per-wheel SU cap). Delete it to regenerate.

Building from source

Loom + Mojang mappings, compiled for Java 17 (runs on 17 or 21). The compile-time dependencies (Create, Flowing Fluids, CC: Tweaked, and the fabric-api-lookup-api-v1 module) are not redistributed — drop their jars into libs/, then:

./gradlew build   # -> build/libs/create-nue-<version>.jar

Roadmap

NUE is an ongoing answer to "free, easy energy in Create is silly." Generation is being deepened while RF/electricity and storage stay a normal progression tier — the aim is to make a huge hydro dam the most rewarding way to make electricity, with water wheels and windmills as the mechanical base the whole energy economy is built on. Planned: a profitable-generation economy hook, pumped-hydro storage, seasonal water/wind, and richer ComputerCraft telemetry.

Contributing

Build, architecture, mixin conventions, localization, and the release process are documented in AGENTS.md. Translations and PRs welcome.

License

MIT. Contributions and forks welcome.

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