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Voltium

Thirteen power plant stages from a coal generator to zero-point energy, plus cables and storage.
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Voltium 0.1.2

File namevoltium0.1.2.jar
Uploader
Reinay97Reinay97
Uploaded
Oct 17, 2026
Downloads
15
Size
2.8 MB
Mod Loaders
NeoForge
File ID
9225776
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:voltium-1748363:9225776"

Learn more about Curse Maven

What's new

[0.1.2] - 2026-10-17

Requires Chip Foundry 0.2.0 or newer and NeoForge 21.1.238 or newer. Existing worlds keep loading.

Added

  • Build preview for every structure with a controller: boiler, wind turbine (nacelle), gas turbine, geothermal, solar tower, reactor, breeder, fusion, orbital solar, antimatter ring, black hole and zero-point energy. Place the controller, open its screen and switch the preview on (only for you): missing blocks appear as bright ghosts in their place, key parts (magnets, rotors, control rods, coils, lenses ...) glow orange and show through walls, wrong blocks get a red fill, a thick red frame and a red marker above them.
  • Where a structure allows several sizes, the controller screen picks the size (for example antimatter ring 25-33, reactor 11-21, solar tower height 9-21). A layer button shows all layers or one at a time. Once the structure is formed the preview switches off by itself. The water wheel has no preview (it needs flowing water); tanks and storage have no controller.
  • JEI support (optional): every machine and plant has its own JEI page with input, machine, output, power, duration and consumption taken from the config. Fluids are listed too, so JEI shows for example that deuterium comes from the deuterium extractor and liquid nitrogen from the air separator. Without JEI Voltium starts as before.
  • Charger for the energy storage in five tiers (copper to field), an optional storage block next to cell, input and output. A storage keeps working without it.
  • Right-click opens four charging slots and four output slots. It charges any item with an energy storage, including items from other mods, straight from the storage: up to 2,000 / 32,000 / 512,000 / 8M / 128M FE/t per tier, shared fairly between the filled slots (config storage.<tier>.chargePerBlock). Full items move to the output.
  • Hoppers and pipes only insert chargeable items into the charging slots and only extract from the output. Without a formed storage it charges nothing, but the menu still opens so items stay reachable. Its contents drop when broken or blown up.
  • The charger is not an output for cable networks; its charging counts as outflow of the storage. Recipe from sheets, cable, output and control logic of the tier. The storage screen and Jade show chargers; handbook page "Energy Storage" extended.

Changed

  • Machine and charger contents now always drop when the block is broken, even with the game rule doTileDrops off (like chests). The same goes for fuel rods and satellites of broken controllers.
  • The storage screen and storage tooltips use the number separators of the game language.

Fixed

  • A pipe side set to Push now fills a block of another mod even if another side pulls from it or it just put fluid in, so a pump pulled at one side and pushed at the other runs in a circle. In Normal mode both locks stay; a Voltium tank still never pumps into itself through two of its valves.

Also included: 0.1.1 (not released separately)

Added

  • Copper pipe for fluids: works with any fluid and any block with a tank, including other mods. Pipes form networks like cables; where a copper pipe meets a block it takes in and gives out up to 250 mB/t, and it holds 250 mB (config pipes.copper).

  • Pipes pull from pure sources (tanks that only give) and share fairly between all tanks that accept the fluid. One fluid per network.

  • The fluid and its fill level show through the glass, in the fluid's own colour. Jade shows flow and network size.

  • Recipe: 2 copper ingots + glass = 6 pipes. Handbook page and advancement.

  • Steel pipe (1,000 mB/t, 1,000 mB per pipe, config pipes.steel) and the thicker main pipe (4,000 mB/t, 4,000 mB per pipe, config pipes.main). All kinds join into one network that holds the sum of its pipes; throughput only counts where a pipe meets a block, so a small pipe in a big line does not slow it.

  • Recipes: 2 steel ingots (c:ingots/steel) + glass = 6 steel pipes; 4 steel + 2 copper + 3 glass = 4 main pipes. Without any steel in the pack, Chip Foundry metal sheets stand in.

  • Pipe modes per side, set with the wrench on a side facing a block: Normal, Pull (blue ring: also empties tanks, never fills them), Push (orange ring: only fills), Off. Between two pipes the wrench cuts off and connects. Jade shows the modes.

  • Tanks (multiblock) in three tiers: copper, steel and reinforced, each built from walls, windows and valves. A hollow box from 3×3×3 up to 9×9×9 (config tanks.maxSize); edges and corners are walls, the faces may also hold windows and valves. Holds 8 / 32 / 128 buckets per block of its outer size (config tanks.<tier>.bucketsPerBlock), one fluid.

  • Only valves take and give (pipes, buckets), only while the tank is formed, and they never push. The fill level shows through the windows; gases fill from the top. Breaking a block takes the tank apart without losing or duplicating its fluid. Jade shows content, capacity and size, or why the tank is not formed; the wrench marks the missing block.

  • Recipes for all three tiers (steel falls back to Chip Foundry metal sheets). Handbook page and advancement.

Changed

  • Straight runs of cables and pipes now look like one continuous piece instead of having a flange in every block.

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