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Create: Solar Powered

Create: Solar Powered

by Hachiro • Downloads: 0 • Followers: 0
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About

Create Solar Powered is an addon for Create that let's you utilize the sun to generate Forge Energy. Crafts & Additions is recommended to be used alongside this addon, though any mod that let's you transfer, store and convert Forge Energy into Rotation will do. The mod is currently undergoing a rewrite with a lot of cool features upcoming, so stay tuned!

Preview

Features

Solar Panel. Generates Forge Energy depending on the time and weather. By default it will generate 12.5 FE/t at peak efficiency time (Between ticks 4500 - 7500). Shares FE to adjacent panels and emits a redstone signal the strength of which depends on the current efficiency value. FE can also be shared to any FE capable blocks placed directly below solar panels. Individual solar panels have FE buffer storage of 1 kFE.

Solar_Panels

Sunglasses. Sunglasses provide constant 10 seconds of fire resistance to their wearer. If the wearer is on fire, durability will be drained and the fire resistance effect will start ticking down from 10 seconds to 0. Getting hit by fireballs also reduces durabiltiy of the worn sunglasses. Can be worn in Curios API head slot. Endermen will also not get angry at if you look at them while sunglasses are on.

Sunglasses

Growth Lamp. Growth lamps boost the rate at which your crops grow by randomly bonemealing certain crops in 5 block radius (11×11 square). Burns nearby undead mobs when it's on. Requires Forge Energy and will consume it as long as it's active. Use redstone signal to turn it on. Growth Lamps will share FE to adjacent Growth Lamps. Individual Growth Lamps have FE buffer storage of 1 kFE.

Growth

Sculk Panel. Generates Experience Points at night, depending on the current moon cycle. The fuller the moon is - the higher the rate of XP generation is. Experience can be extracted with an empty glass bottle by clicking on a sculk panel that has at least 125 XP points in its storage. Additionally, if you have Enchantment Industry installed you can extract liquid experience from underneath sculk panels with a mechanical pump.

sculk_panel

Crafting Recipes

Recipe

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Forge Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.21.1
Neoforge
6mo ago 1
1.20.1
Forge Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
7mo ago 1
## Changes
  • Curio API support added for sunglasses
  • New Growth Lamp logic implemented
## Changes
  • Curios API is no longer a strict dependency
  • Sunglasses logic tweaks
## Changes
  • Growth Lamp bonemealing logic completely rewritten and nerfed
  • Sunglasses are now curio compatible
  • Maximum durability of sunglasses has been changed to 100
  • Durability drain when on fire has been made consistent (-1 durability per 20 ticks while on fire)
  • Proper helmet tags added
  • Sculk Panel block hardness value increased
Backport release
## Changes
  • Ponders: more consistent with vanilla ponders
  • Solar panels: now emit redstone signal to blocks above and below (not just sides)
  • Solar panel efficiency calculation: collection window runs from tick 23000 to 13000; peak window shortened
  • Growth lamps: now require at least 125 FE to turn on; continuously consume power while redstone-powered (even if unlit) - prevents flickering with insufficient supply
  • Growth lamps: share FE with adjacent lamps
  • Sunglasses: max durability slightly reduced; durability now drains when hit by fireballs
Added Growth Lamp. Added Sunglasses. Solar panels no longer provide redstone signal to blocks above and below them. Default config energy output value was changed to 10 FE/t.
Texture and model change. Ponder tweaks. Temperature factor added (disabled by default). Altitude factor config adjustments (disabled by default). Default config energy generation was changed to 10 FE/t max from 12.5 FE/t. Solar panels will now emit particles when above 51% solar efficiency. Added off and on blockstates. Solar panels will now emit a redstone signal directly. Connectors from C&A no longer draw FE from any side, only from the bottom. Cables from other mods no longer visually connect from the sides and the top of the block (unintended behaivour, the cables didn't draw any power anyway).
Changed side textures to be consistent with brass casings. Fixed an issue where solar panels would still generate electricity when other panels were placed directly above them.
Ponder entry added. Updated the bottom texture. Minor code tweaks.
Changed license to MIT in mod metadata. Default value in the config for energy generation was reduced to 250 (12.5 FE per tick at maximum efficiency)
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