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PowerGrid

Heavy industrial electricity distribution, overhead power poles, high-voltage transmission lines, and substations for modern Minecraft!

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⚡ Power Grid

Heavy Overhead Electricity Distribution • High-Voltage Catenary Wires • Substations • Industrial Energy Transport

Built natively for Minecraft 26.3 on NeoForge.


🔌 Overview

Power Grid brings authentic electrical engineering back to Minecraft, deeply inspired by the beloved mechanics of Immersive Engineering. Say goodbye to invisible magical power cables buried underground — Power Grid requires you to plan, run, and maintain real overhead transmission lines across poles, towers, substations, and factories!

From running early copper Low-Voltage lines to your first workshop machines, to stepping up power with Substation Transformers and stringing heavy steel-core High-Voltage cables across entire mountain ranges to heavy industrial factories and substations, Power Grid makes power transmission visually spectacular and engineeringly rewarding.


⚡ Core Features

1. Three-Tier Voltage Grid Architecture

  • Low Voltage (LV): 400 FE/t throughput, 16-block maximum span. Crafted from copper. Ideal for local workshops, lighting, and standalone machines.
  • Medium Voltage (MV): 2,048 FE/t throughput, 32-block maximum span. Crafted from electrum. Perfect for factory sub-mains and midgame industrial machinery.
  • High Voltage (HV): 16,384 FE/t throughput, 64-block maximum span. Heavy steel-core cables engineered for long-distance cross-country grid transmission.

2. Distance Resistance & Transmission Losses

  • Just like real-world power grids, longer wire spans encounter electrical resistance.
  • Low voltage suffers a 2.0% loss per block, making regional runs inefficient.
  • High voltage lines feature only 0.5% loss per block, incentivizing engineers to construct realistic regional substations with step-up transformers!

3. Utility Poles & Transmission Towers

  • Treated Wood Utility Poles: Authentic 8-sided cylindrical wooden telephone poles with steel bands and climbing rungs. Right-clicking with a pole item automatically stacks the pole upwards!
  • Steel Truss Lattice Towers: Massive, blast-resistant high-voltage transmission towers for overland cable runs. Supports right-click auto-stacking.
  • Pole Crossarms: Modular rounded horizontal timber crossarms that automatically clamp to adjacent poles with forged iron collars and connect seamlessly across neighboring crossarms. Right-clicking automatically extends the beam horizontally!

4. Connectors, Relays, & Substation Gear

  • 32x32 Textures & 1024x1024 Ultra-HD Pack: Default 32x32 textures with creosote grain and glazed porcelain sheens, plus an included 1024x1024 Ultra-HD resource pack.
  • 3D Element Models: True 3D geometry for wire relays and connectors with multi-tiered porcelain insulator bells and conductor saddle clamps.
  • Wire Connectors: Placed directly on machines, batteries, or generators. Automatically interfaces with NeoForge's standard Capabilities.Energy.BLOCK to push or pull line energy.
  • Wire Relays: High-density pass-through insulators designed to turn corners and route branches without tapping into a block's internal buffer.
  • Substation Transformers: High-efficiency (98%) step-up and step-down transformers connecting LV ⇄ MV and MV ⇄ HV networks.
  • Heavy Duty Safety Disconnect Switches: Wall-mounted industrial disconnect safety switches modeled after commercial Siemens/Square-D enclosures. Features a throw switch with an animated red safety handle that physically flips between ON (UP) and OFF (DOWN) when toggled or driven by Redstone.
  • Heavy Accumulator Banks: Industrial multi-cell capacitor storage units buffering up to 4,000,000 FE each with rapid charge/discharge capabilities.

5. Indoor AWG Power Cables (Machine-to-Machine Wiring)

  • Compact Indoor Distribution: 6-way modular power cables for routing electricity directly between machines, generators, and storage inside workshops and factories without overhead poles.
  • American Wire Gauge (AWG) Tiers:
    • 18 AWG Cable (Copper): 128 FE/t transfer limit, 128 FE buffer. Compact sub-circuits and lighting.
    • 16 AWG Cable (Iron): 512 FE/t transfer limit, 512 FE buffer. General workshop machinery.
    • 14 AWG Cable (Steel): 2,048 FE/t transfer limit, 2,048 FE buffer. Heavy manufacturing and smelters.
    • 12 AWG Cable (Gold): 8,192 FE/t transfer limit, 8,192 FE buffer. High-capacity indoor feeder trunks.
  • Ultra-Low Buffer Conductance: Maintains an ultra-lightweight 1-tick internal energy buffer ($1 \times \text{transfer rate}$), transferring power without acting as bulky energy storage blocks.
  • Intelligent Flow Routing: Automatically calculates shortest paths, bottlenecks, and available sinks across connected networks without artificial line-loss loops.
  • Side Isolation: Right-click any cable face or arm with the Engineer's Hammer to isolate or disconnect that face.
  • Waterloggable: Fully waterloggable for submerged industrial routing.

6. Specialized Engineering Tools

  • Wire Coils (LV, MV, HV): Right-click the starting terminal, then right-click the destination terminal to string physical catenary wires.
  • Grid Voltmeter: Live diagnostic multimeter reporting stored FE, throughput, voltage tier, cable throughput/gauge, and all connected terminal coordinates.
  • Grid Engineer's Hammer: Rotates directional grid gear, configures connector input/output modes, and toggles individual cable connection sides.
  • Insulated Wire Cutters: Safely and cleanly disconnects all attached wire lines from any connector or relay, and instantly snips/recovers indoor power cables.

🛠️ Mod Compatibility & Integration

  • Universal Forge Energy (FE): Built natively on NeoForge's Transfer API. Fully compatible with any mod supporting standard FE capabilities (Capabilities.Energy.BLOCK).
  • Industrial Refinery Synergy: Connect an HV Wire Connector directly to refinery diesel generators or steam boilers to power your entire base from a central power station.
  • Logistics Mod Synergy: Feed automation sorters, item pipes, and craft tables directly from indoor AWG cables or overhead wire drop lines.

📦 Recent Release Notes (v1.1.8)

  • Loss-Free Distance Thresholds for Short Runs (powergrid.toml):
    • Added configurable distance thresholds (lvLossFreeDistance: 8, mvLossFreeDistance: 16, hvLossFreeDistance: 24) below which transmission line loss is completely bypassed.
    • Wire spans shorter than or equal to the threshold operate at 100% transmission efficiency with 0% line loss. For longer spans, resistance applies only to the distance exceeding the threshold.

📦 Previous Release Notes (v1.1.7)

  • Configurable Transmission Line Loss (powergrid.toml):
    • Added full configuration controls in config/powergrid.toml for energy transmission loss across all wire tiers (lvLossPerBlock, mvLossPerBlock, hvLossPerBlock).
    • Wire transmission losses are now set to 0.0 (zero loss / 100% transmission efficiency) by default for baseline testing and stability, with comments documenting intended production values (LV: 0.02, MV: 0.01, HV: 0.005).

📦 Previous Release Notes (v1.1.6)

  • Overhead Wire Battery Drain & Bidirectional Sloshing Loop Fix:
    • Fixed an issue where connecting two Heavy Accumulator banks via overhead utility wires with connectors in AUTO mode caused both banks to drain completely to zero.
    • Eliminated the harmonic oscillation in EnergyGridManager: when both connectors were set to AUTO, state-of-charge ratio differences caused full line rate packets (up to 8,192 FE/t) to bounce between banks, burning all stored energy in wire transmission loss.
    • Added strict storage-to-storage isolation in EnergyGridManager so two bidirectional storage nodes (Accumulators or Transformers) in AUTO mode never transfer power to each other. Directed transfers can still be performed by explicitly setting one connector to INPUT and the other to OUTPUT.
  • Zero-Loss Energy Accounting & Distribution Voiding Fix:
    • Fixed a critical energy void bug in EnergyGridManager.distributePower where extracting power upfront from a source would discard and void any unused energy if a connected sink/machine accepted less than the allocated amount.
    • Re-engineered the distribution loop to extract energy from the source incrementally only for the exact amount accepted by each sink plus physical line loss (sourceConsumed = ceil(inserted / eff)), ensuring zero energy is voided or lost when machines or batteries near full capacity.

📦 Previous Release Notes (v1.1.5)

  • Parasitic Power Draw & Battery Sloshing Loop Fix:
    • Fixed an issue where power generators would continuously burn fuel and lose energy when connected via AWG power cables to a fully charged Heavy Accumulator bank.
    • Re-architected PowerCableBlockEntity energy handling to act as a pure instantaneous conduit: cables now route power directly to valid consumers/sinks in the caller's transaction and return 0 when no sinks require energy, eliminating phantom buffer accumulation and preventing feedback loops into batteries.
    • Added intra-bank protection to HeavyAccumulatorBlockEntity and TransformerBlockEntity so adjacent storage blocks never push into one another.
    • Updated CableNetworkRouter.findSinks to disallow battery-to-battery routing across cables (accumulators discharging into a cable network will only power machines, never other accumulators on the same network).
    • Upgraded CableNetworkRouter.distributeFromCable passive extraction to simulate demand in a dry-run transaction first, pulling only the exact energy required by connected sinks and preventing voided energy.

📦 Previous Release Notes (v1.1.3)

  • Root Transaction Collision Crash Fix:
    • Fixed a server crash (IllegalStateException: A root transaction of class HeavyAccumulatorBlockEntity is already active on this thread) occurring when machines or accumulators pushed power into indoor cables.
    • Re-engineered CableNetworkRouter to handle transaction propagation and open nested transactions via Transaction.open(parentTx).
    • Added a SnapshotJournal for cable throughput state, guaranteeing rollback during upstream transaction simulations.

📦 Previous Release Notes (v1.1.2)

  • Rubber Cable Recipe Parsing Crash Fix:
    • Registered c:ingots/rubber and c:rubber common item tags in data with optional entries for logistics:core/rubber, refinery:rubber, and techreborn:rubber.
    • Added neoforge:conditions with neoforge:tag_empty check to all 4 rubber cable recipes (cable_18_gauge_from_rubber, cable_16_gauge_from_rubber, cable_14_gauge_from_rubber, cable_12_gauge_from_rubber). Server startup no longer crashes with Missing tag: 'c:ingots/rubber' when running without a rubber-providing mod.

📦 Previous Release Notes (v1.1.1)

  • Indoor AWG Power Cables (4 Gauge Tiers):
    • Added modular 6-way indoor power cables (18, 16, 14, and 12 AWG) with material progression from Copper, Iron, High-Tensile Steel, to Gold Wire Strands.
    • Low-buffer design ($1 \times \text{transfer rate}$) ensuring cables act as pure conductors rather than giant energy batteries.
    • Intelligent breadth-first network routing with bottleneck throughput enforcement.
    • Side isolation via the Grid Engineer's Hammer, instant removal via Insulated Wire Cutters, and diagnostic inspection via the Grid Voltmeter.
    • Full crafting recipes with Rubber or Dried Kelp insulation and furnace blasting for Steel Strands.
    • Fully waterloggable blocks with 32x32 native pixel art and 1024x1024 Ultra-HD resource pack models and textures.

📦 Previous Release Notes (v1.0.19)

  • Substation Transformer Energy Voiding Fix:
    • Fixed a critical issue where Substation Transformers unconditionally pushed stored energy to attached wire connectors in AUTO or OUTPUT mode, causing energy to drain into a continuous back-feeding line-loss loop back to supplying batteries while leaving the transformer empty.
    • Substation Transformers now only push energy into attached wire connectors when explicitly configured in INPUT mode.
    • Upgraded Substation Transformer throughput limit (MAX_RATE) from 8,192 FE/t to 16,384 FE/t to match High-Voltage (HV) transfer speeds.
    • Prevented bidirectional back-feeding in EnergyGridManager between Substation Transformers and Heavy Accumulators in AUTO mode.
    • Fixed adjacent energy transfers in TransformerBlockEntity, HeavyAccumulatorBlockEntity, and WireConnectorBlockEntity using root transaction pre-simulation before buffer extraction, allowing power to cleanly top off machines and buffers whose remaining space is smaller than the maximum transfer rate.

📦 Previous Release Notes (v1.0.18)

  • Wire Connector & Relay Deserialization & Session Safety:
    • Fixed an issue where WireConnectorBlockEntity and WireRelayBlockEntity defaulted to LV on reload, ensuring proper MV and HV rating retention.
    • Added pending wire run timeout (30 seconds) and air right-click cancellation with audio confirmation.

📦 Previous Release Notes (v1.0.16)

  • Faster Block Breaking & Halved Hardness:
    • Halved the break hardness of Treated Wood Poles and Crossarms (from 2.0 to 1.0) and Steel Truss Poles (from 4.5 to 2.0).
    • Added #mineable/axe tag to wooden poles and crossarms so axes chop them quickly.
  • Survival Block Item Drops:
    • Added block loot tables across all Power Grid blocks so breaking them in Survival mode returns the item to the player.

📦 Previous Release Notes (v1.0.15)

  • Custom Creative Inventory Tab Icon:
    • Replaced the hammer icon with a custom Power Pole and Electrical Lightning Bolt icon, rendered in both default 32x32 pixel art and 1024x1024 Ultra-HD resolution.

📦 Previous Release Notes (v1.0.14)

  • Complete JEI / Recipe Book Support:
    • Added shaped crafting recipes for all LV, MV, and HV Wire Connectors and Wire Relays, Ceramic Insulators, Wire Cutters, Breaker Switches, Steel Truss Poles, Transformers, and Heavy Accumulators.

📦 Previous Release Notes (v1.0.13)

  • 3D Physical Overhead Powerlines with Gravitational Sag:
    • Fully implemented multi-segment 3D powerline rendering connecting all poles, crossarms, and switches. Wires sag naturally with gravitational catenary physics and render with tier-accurate styling (Copper LV, Electrum MV, Galvanized Steel HV).
  • Directional Connector Modes (AUTO, INPUT, OUTPUT):
    • Right-clicking wire connectors with an Engineer's Hammer toggles between INPUT (generators), OUTPUT (machines/batteries), and AUTO (smart sensing).
  • Wire Relay Passthrough & Energy Routing Fix:
    • Complete BFS routing engine (EnergyGridManager) allowing Wire Relays and closed Breaker Switches to pass power smoothly without buffer sloshing or resistance depletion loops.
  • Node Destruction Cleanup & Wire Coil Refunds:
    • Breaking any connected block severs all active connections on remote nodes and refunds the wire coils on the ground in Survival mode.

📦 Previous Release Notes (v1.0.12)

  • Wire Coil Attachment False "Incompatible Wire Tier" Bug Fix:
    • Resolved an issue in WireCoilItem where clicking a connector or relay for the first time passed the node's own position as otherPos into canConnectWire(WireType, BlockPos). Because canConnectWire verified !otherPos.equals(this.worldPosition), it rejected the node on the first click with "Node does not support X wire!".
    • Added isWireTypeSupported(WireType) and canTakeMoreConnections() to IWireNode to separate single-node tier and capacity checks from two-node distance and loop-connection checks.
    • Implemented getMaxConnections() on WireConnectorBlockEntity (4 lines), WireRelayBlockEntity (8 lines), and BreakerSwitchBlockEntity (2 lines).
    • Breaker Switches now universally support in-line disconnect switching across all three wire tiers (LV, MV, HV).

📦 Previous Release Notes (v1.0.9)

  • Crossarm-End Wire Connector & Relay Vertical Alignment:
    • Corrected horizontal rotation coordinate transformation for crossarm end attachments across LV, MV, and HV Wire Connectors and Wire Relays.
    • Sized the crossarm-end base plate to precisely $6.4 \times 6.4$ pixels ($X/Z \in [4.8, 11.2]$, $Y \in [9.8, 16.2]$) to fit flush onto the $6 \times 6$ timber crossarm beam and its steel end bracket.
    • Centered all insulators, bushings, wire clamps, and terminals at exact beam centerline height $Y=13.0$ with zero vertical droop or overhang.
    • Refined VoxelShape collision and selection bounding boxes across all horizontal facings (NORTH, SOUTH, WEST, EAST) to tightly bound the elevated $Y=13.0$ connector geometry ($Y \in [9.5, 16.5]$).

📦 Previous Release Notes (v1.0.7)

  • Top-of-Pole Crossarm Mounting (on_pole):
    • Implemented ON_POLE state in PoleCrossarmBlock when placed directly on top of a pole (TreatedWoodPoleBlock or SteelTrussPoleBlock).
    • Added dedicated 3D steel top-cap mounting collar (pole_crossarm_top_cap.json) featuring a heavy flat steel cap plate resting directly on the top surface of the pole at $Y=0.0$, downward steel clasp flanges wrapping the pole top ($Y=-3.0..0.0$), a central vertical structural riser ($Y=1.2..10.0$), and diagonal angle gussets bracing the horizontal crossarm timber beam.
    • Dynamically updates VoxelShapes to include the riser column down to $Y=0.0$.
  • Connector & Relay Crossarm-End Alignment (crossarm_end):
    • Added CROSSARM_END state to all 6 Wire Connector and Wire Relay blocks (lv/mv/hv_wire_connector, lv/mv/hv_wire_relay).
    • Added specialized 3D models (_crossarm_end) vertically aligned to $Y=13.0$ matching the exact center axis of the horizontal crossarm timber beam ($Y=10.0..16.0$).
    • Eliminates the 5px drooping vertical displacement when wire connectors and relays are placed on the outer end face of a crossarm.
  • Connector & Relay Pole / Crossarm Standoff Brackets (pole_mount):
    • Added POLE_MOUNT state to all 6 Wire Connector and Wire Relay blocks when attached to the side face of a vertical pole or side face of a crossarm beam.
    • Added specialized 3D models (_pole_mount) featuring heavy structural steel standoff channel brackets that extend 5px backwards across the block boundary into the pole/crossarm timber face, eliminating the floating air gap.
  • Side-of-Pole Crossarm Gap Fix:
    • Re-engineered pole_crossarm_bracket_neg_x.json, _pos_x.json, _neg_z.json, and _pos_z.json models to extend full timber beam extensions to the pole face (4.5px back) and wrap steel collar straps around the pole to its center ($X/Z=\pm8.0$), locking the crossarm flush to the pole with zero air gap.
    • Fixed neighbor orientation detection in PoleCrossarmBlock.calculateState to correctly recognize adjacent poles and prevent erroneous end-caps facing into pole joints.

📦 Previous Release Notes (v1.0.5)

  • Heavy Duty Safety Switch / Disconnect Enclosure Redesign:
    • Replaced the solid 16x16 cube with an authentic wall-mounted industrial disconnect safety switch modeled directly after commercial Siemens/Square-D heavy-duty enclosures.
    • 3D Sheet Metal Cabinet Geometry: Features a slim wall-mounted NEMA enclosure with beveled overlapping hinged front door, stamped raised center panel, left barrel hinges, padlockable door latch clasp, and top/bottom threaded conduit hubs.
    • Animated Red Disconnect Lever: Equipped with a side-mounted steel pivot linkage and bright red molded safety grip handle that physically snaps between the UP position (Circuit Closed / Power ON) and the DOWN position (Circuit Open / Power OFF) when toggled or triggered by Redstone.
    • Industrial Placard & Indicator Art: High-visibility front door safety placard with bold ON/OFF status badges, "HEAVY DUTY SAFETY SWITCH", 600V rating, and high-voltage DANGER arc flash warning banner. Available in both 32x32 default pixel art and 1024x1024 photorealistic Ultra-HD.
    • Wall-Mount VoxelShapes: Aligned directional collision boxes for North, South, East, and West facings so the safety switch sits flush against walls.
    • Intelligent Placement: Automatically mounts against the clicked wall face or faces the player if placed on floor or ceiling.
  • Resource Pack Version Compatibility (Minecraft 26.3):
    • Updated (v1.0) 1024x Power Grid.zip pack.mcmeta with pack_format: 84, supported_formats: [15, 255], min_format: 15, and max_format: 255 matching your other working 1024x resource packs, resolving the "Made for an older version of Minecraft" warning.

📦 Previous Release Notes (v1.0.3)

  • 32x32 Default Textures: Upgraded all block and item textures to rich 32x32 pixel art with creosote grain, metallic specular highlights, and ceramic porcelain sheens.
  • 1024x1024 Ultra-HD Resource Pack: Added (v1.0) 1024x Power Grid.zip in resourcepacks/ (and synced to CurseForge profile) for players who want photorealistic ultra-HD graphics.
  • Round Wooden Telephone Poles: Replaced solid cubes with authentic 8-sided cylindrical telephone poles with steel bands and climbing steps. Supports right-click auto-stacking!
  • Expanding Power Pole Crossarms: Modular rounded timber crossarms that automatically clamp to adjacent poles with forged iron collars and seamlessly extend horizontally across neighboring crossarms. Supports right-click auto-extension!
  • 3D Wire Relays & Connectors: Replaced broken flat transparent cube models with true 3D element models featuring cast iron baseplates, multi-tier porcelain insulator bells, and conductor wire saddles.
  • VoxelShape Alignment: Corrected directional collision and interaction hitboxes across all 6 faces for relays and connectors.

📜 License

Power Grid is released under the MIT License. You are free to include it in any modpack, server, or custom collection!

PowerGrid Team

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