Power Generators
Build a power grid out of sun, wind, coal and water, then spend that power on gear that never breaks, machines that do your mining and hauling for you, a storage network, cameras that watch your base, and an economy that turns electricity into items.
Everything runs on Forge Energy (FE), so the generators, cables and machines work with Thermal, Mekanism, Immersive Engineering and anything else that speaks FE.
Minecraft 1.20.1 — Forge. Needs to be installed on the server and on every client. Fully translated to English and Turkish.
Making power
| Generator | What it does |
|---|---|
| Solar Panel V1–V5 | 100 → 25,600 FE/t at noon. Needs open sky, drops in rain, nothing at night. |
| Wind Turbine V1–V5 | 80 → 20,480 FE/t, works at night too. Faster the higher you build, and in storms. |
| Coal Generator | 200 FE/t from any furnace fuel. Works underground, has its own screen. |
| Water Generator V1–V3 | The primitive start: no energy core in any of its recipes. Pour in a water bucket and the mill wheel outside the block turns while it runs. A pointed dripstone above it keeps it topped up by itself. |
Every tier is four times the one below it and needs the previous tier to craft, so the grid grows step by step.
Storing and moving it
- Energy Bank V1–V5 — 100,000 up to 25,600,000 FE, with a comparator output.
- Energy Cable — 100,000 FE/t. Nothing pools inside the pipe; a generator walks the run and hands its power straight to the machine at the end. Each arm can be set to insert or extract in a small screen, and a light chases along the cable in the direction the power is flowing.
- Charging Station — four slots, 50,000 FE/t each.
- Charge Pad — no screen at all: charges everything in the inventory, armour and off hand of every player within three blocks.
Gear that runs on power
Two generations of tools, armour, sword, shield, bow and crossbow. They spend FE instead of durability, so they never break — they simply stop working when the battery is empty.
- V1 (blue) — built around the Energy Core V1.
- V2 (purple) — four times the capacity, more damage, faster mining, and a cell slot in every piece (V1 pieces are sealed).
- Energy Cell V1/V2/V3 — 4M / 16M / 64M FE. Sneak and right click a piece to swap the cell; a spare full cell is a charging station in your pocket.
- Energy Backpack V1/V2 — 27 or 54 slots, and it charges everything you are carrying.
- Jetpack V1/V2/V3 — creative-style flight in the chestplate slot, for as long as it has charge.
- Free enchantments — powered gear carries the best enchantments it can hold, no table or anvil needed. Enchantments that cannot coexist become modes you flip with the Y key (Fortune ⟷ Silk Touch, Sharpness ⟷ Smite ⟷ Bane, Flame on/off, Piercing ⟷ Multishot). They are on loan, not loot: the moment a piece could be handed to a container or another mod's machine, the enchantments come off, so nobody uncrafts an OP enchanted book out of it.
- Overcharge (above 90%) — mining speed doubles, damage climbs, and a full V2 armour set flies and soaks up 95% of incoming damage while it stays that full.
Machines
- Block Breaker — breaks the block in front of it, with a slot for a Fortune or Silk Touch book.
- Item Cable — carries machine output to chests, hoppers and other mods' inventories.
- Item Placer — places the blocks in its four slots.
- Mining Environment + Area Breaker — mark out a rectangle with the frame blocks and the quarry digs everything inside it down to bedrock. Blocks put back into the hole are dug again.
- Seated Block Breaker V1–V4 + Vehicle Charger — sit on it, drive with WASD and break whatever is in front of you; higher tiers are faster and carry more.
- Fan — pushes mobs and items along a beam you can see with the preliminary data button; push, length and width upgrades, up to 64 each.
- Absorber — pulls in items and experience from a 5×5×5 cube and pushes them out of the sides you set to items or XP. Needs no power.
- XP Glass — holds 50,000 experience.
- Pedestal + Haste Clock V1–V5 — a clock on a pedestal makes the machine beside it run several times over in a tick, paying out of the clock's own battery. Vanilla spawners count.
- Sword Spinner V1–V4 — a spinning sword that kills whatever stands on top of it, with slots for enchanted books.
- Spawner Activator + Spawn Trigger — take a Broken Spawner (mined with a V2 pickaxe) or a Soul Vessel filled from a DNA Syringe, and keep that mob coming for 20,000 FE a head. Triggers decide where the mobs land: paint them different colours and pick which ones are live from the machine's own screen.
- Mob Bucket — right click any creature to carry it, right click again to let it out, with its name, health and gear intact.
Storage network
One screen for every chest you own.
- Inventory Connector — joins every inventory touching it or its item cables into a single store. Runs on energy: 10 FE/t plus 1 FE/t per inventory.
- Storage Terminal — everything in one grid, with search (
@modnameworks), sorting, and the usual take a stack / take half / shift-click rules. - Crafting Terminal — the same plus a 3×3 grid that refills itself from the store, so shift-clicking the result keeps crafting until the materials run out. JEI's + button lays the recipe out for you.
- No separate inventory cable: the item cable does that job too.
Camera system
- Camera — a small wall camera that needs no power of its own.
- Camera Terminal — runs every camera in range (16 blocks, +8 per Camera Range Upgrade) for 20 FE/t plus 10 FE/t per camera, and can draw its range in the world.
- Camera Monitor V1/V2 — a handheld screen holding 6 or 12 cameras. Tap one and you are looking through it: WASD turns the camera, the wheel zooms up to 8×, shift steps back out. Your character never leaves the spot.
Paint
A Brush and a Paint Bucket: pour any of the sixteen dyes into the bucket, dip the brush, and paint any block of this mod or of Minecraft. The brush has two modes, switched with shift and the mouse wheel: Block paints the whole block, Block Textures recolours only the glowing details of this mod's machines. Sneak and right click wipes the paint off.
TF — turning power into items
TF is the mod's second currency, and the only way to make it is to burn the power you generated.
- Every item has a value. Raw materials are priced by hand and everything else is worked out from its own recipe, so a diamond pickaxe is worth its three diamonds and two sticks. Around 980 vanilla items are priced, smithing recipes included.
- Other mods are priced too — ores by what they smelt into and how common they are in the world, natural blocks by what they drop, mob drops by the health of the mob that dropped them. Boss loot is worth nothing, and so is anything made from it, so no dupe loops. A datapack tag can strike any other item off the list.
- TF Blossom V1–V5 — a planter that turns the power in the energy bank beside it into TF.
- TF Generator V1/V2/V3 + TF Maelstrom, TF Cable, TF Bank V1–V5 — feed items in with a hopper or an item cable and their value flows down the cable into a bank you can cash in. The top machine melts anything; the smaller ones have a price ceiling.
- TF Terminal V1–V3 — lock an item to the terminal and it will sell you copies for TF, or melt down whatever you drop into it. Works by hand or by hopper.
- /tf for operators: read or set the value of any item, and read or set a player's balance.
Multiplayer
- TF balances are per player; machines are shared, and the first player to use a terminal owns it.
- Flight, the Y key and every packet are checked against the player who sent them.
- The value table is worked out on the server and sent to the clients.
Odds and ends
- Tooltips show charge, capacity and running cost on every item and machine, in JEI and EMI too.
- Jade support on the TF machines, with the mod's own small readout when Jade is not installed.
- 36 advancements in their own tab.
- The TF counter can be moved to any corner of the screen, or switched off, with the O key.
- English and Turkish, both written by hand.

