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Field Emitters

Terrain-following forcefields with entity filters, detection output and a handheld Field Tuner.
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Description

Field Emitters protects an area with glowing, terrain-following forcefields. Place emitter posts around your base, or mount Field Rails on walls, floors and ceilings to seal doorways, pits and shafts. Choose what passes through and use crossings to trigger redstone automation.

Feed energy into an emitter, then use the handheld Field Tuner to configure it. Connected, loaded emitters form one managed field and pool their stored energy, so one energy input can run the connected field.

Getting started

  1. Craft a Field Emitter and a Field Tuner. Each emitter post needs five free blocks of height.
  2. Place posts up to 20 blocks apart. They link to the nearest post to the north, south, east or west and follow the terrain between them.
  3. Supply energy from a cable or generator. The mod needs a power source from another mod.
  4. Right-click an emitter with an empty hand or the tuner to choose what it blocks and detects. Changes apply immediately.
  5. Right-click the air with the tuner to open the Field Manager and manage your loaded fields remotely.

Field Rails are crafted four at a time. Place one on a wall, floor or ceiling and another facing it up to 20 blocks away. Add rails side by side to widen the field.

Features and controls

  • Build terrain-following walls, surface-mounted doorways and bridges, or hollow domes and spheres with projection towers. Domes extend below the tower base to meet nearby terrain.
  • Give opposite directions their own rules. Use allow/block lists for players, mobs and items, with age, type, tag and identity filters. Drag items or spawn eggs from compatible recipe browsers into filter slots.
  • Use fields as smart tripwires: detect completed crossings or presence, send redstone pulses, and count dropped items per stack or per item. Detection has its own filter, separate from blocking.
  • Set up inventory checkpoints to detect contraband, deny passage, drop matching items on the entry side, or move them into adjacent storage. Choose whether excess items should drop when storage is full.
  • Add adjustable contact damage with its own directional filters and optional fizzle effects.
  • Give players access badges or access-group membership. Networks are private by default; invite other players to manage them or enable public management. Management permissions are separate from passage badges.
  • Manage loaded fields remotely with the tuner. Settings apply immediately. Optional Curios/Trinkets integration supports wearable controls and badges on compatible builds.
  • Choose field textures, formation animations, color presets or custom colors. Plasma dissolve works with every texture. Sound effects and block lighting can be switched off.
  • Use redstone to enable, pause or gate a powered field. Detection output and redstone input use separate faces.

With default settings, a running field costs 2 FE per projected block each tick. Each emitter or rail stores 100,000 FE and accepts 10,000 FE/t. Fabric uses the same values in E and E/t through Team Reborn's Energy API. Server settings can change these values.

Visuals and in-game help

Multiple contacts create simultaneous impact animations across connected fields. Wall and bridge ripples brighten where they overlap. Choose from six formation animations independently of the surface texture, with coordinated power-on and power-off effects.

Impact ripples spreading seamlessly across connected forcefields

Use the Field Manager to find and rename your loaded fields, then open an emitter's controls remotely. The controls separate power, blocking, detection, appearance and connections.

Compatibility and multiplayer

Available for NeoForge 1.21.1, Forge 1.21.1 and 1.20.1, and Fabric 1.21.1 and 1.20.1. Install the matching build on both the server and clients. ZeroMods Core is bundled in 1.1.0; no separate Core download is needed. The Fabric build also needs Fabric API and Forge Config API Port; Team Reborn Energy is bundled.

Fields work in loaded chunks. The mod does not keep chunks loaded.

Sable note: On Fabric 1.21.1 with Sable 2.0.5, parts of assembled structures can render invisibly. This also reproduced with Field Emitters removed. Field collision and filtering were tested separately; the visual issue remains under investigation.

Modpacks and license

You may include Field Emitters in modpacks and redistribute unmodified official releases without asking. Keep the license and credit intact and link to an official project page.

Source is available for inspection under the project license. Modified releases, ports and reuse of project code or assets in other distributed products require written permission.

Links and feedback

Player guide · Report a bug · Source · Discord

Playtesters and feedback are welcome. For bug reports, include your Minecraft version, loader, mod version and steps to reproduce the issue.

All my other mods

  • Flux Pylons — Wireless power for nearby machines, with upgrades and handheld network management.
  • QuickStack & Craft — Quick-stack your inventory, favorite slots and craft from nearby storage.

Help me keep making mods

I develop and support these mods for free. If you enjoy them, consider throwing a little support my way. It helps me keep making new mods, adding features, fixing bugs and keeping up with Minecraft updates. Every bit helps, and I really appreciate it.

Buy Me a Coffee · Support me on Patreon

Disclaimers

This is an unofficial Minecraft mod, not affiliated with or endorsed by Mojang or Microsoft. Provided as is, without warranty, to the extent permitted by law. Third-party components retain their own licenses.

Field Emitters Team

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