Electrical Age is a Minecraft mod offering the ability to perform the industrialization of your Minecraft world. With its advanced simulation engine based on real physics laws, you can now experiment the electricity like in real life.
Disclaimer :This mod is intended for people with basic/medium electricity knowledge (...or wanting to acquire them).
With its numerous new blocks/items, give a new life to your base. Here's the main features :
A better simulation Real electrical simulation model (with resistive, inductive and capacitive effects). Behaviour similar to those of real life objects.
Interoperability Old redstones circuits can be exploited with electrical - redstones converters.
Break the cube Cables, sensors, actuators, alarms, etc. can be placed on each face (outer and inner) of a cube, which allows a significant reduction of the consumed space by electrical installations.
Small and big electrical consumers From the lamps, electrical furnaces,... to the miners, transporters, ...
This project is open-source (released under LGPL V3.0 and CC BY-NC-SA 3.0 (more information here), so everyone can contribute !
INSTALLATION ________________
Forge (link) needs to be installed for the mod to work. Just drag and drop the release zip file into you Minecraft folder.
IN-GAME CONTROLS ________________
To open the integrated wiki, press key 'X'.
To turn some small wall blocks, it's "Wrench" item + right click -OR- "Wrench" key ('C' per default) + right click.
To interact with some items (e.g. flash light, XRay scanner), just right click.
To put blocks on wire, use "Wrench" key ('C' per default) + right click.
IN-GAME WIKI ________________
This mod features a game integrated "wiki" that provide all blocks/recipe/smelting possible for this mod. As specified in "in-game controls" section, it's the 'X' key to open it.
WEB WIKI ________________
There is a online wiki written by the community : http://wiki.electrical-age.net For the moment, a lot of job is still needed to achieve an usable one. Don't hesitate to contribute (you need to contact us to gain write access).
OTHER MODS COMPATIBILITY ________________
OpenComputer
ComputerCraft
Industrial Craft 2 and RF-compatible mods through an energy converter
IN-GAME CONSOLE COMMANDS ________________
/eln reGenOre 1 Give the possibilities to regenerate ore on a map that was created without the mod. After typing this command into you in-game console, please reload the map. At the restart, the mod will check if some ElectricalAge ore is present in each loaded chunk (and add it otherwise). Very useful for old map created without this mod.
/eln aging [0 or 1] Component aging is enabled by default [1] on all items (batteries, lamps, fuel materials into furnaces, etc). You can disable it with [0] (useful for creative mode). Also, when disabled, all portable electrical tools don't use energy. This parameter is stored into the map.
/eln lampAging [0 or 1] Enable [1] or disable [0] aging specifically for the lamps.
/eln batteryAging [0 or 1] Enable [1] or disable [0] aging specifically for the batteries.
/eln heatFurnaceFuel [0 or 1] Enable [1] or disable [0] aging specifically for fuel materials into furnaces.
/eln newwind Change the current wind amplitude to another random value.
/eln generatelangfiletemplate [filename] Utility command for generate a new empty language file or complete an existing one with the missing fields.
CONFIG FILE ________________
After the first run of the modded game, a configuration file can be found under "~/.minecraft/config/Eln.cfg". This chapter describe some useful parameters or section of them :
"balancing" section Some factors about power production/consumption.
"compatibility" section Enable/disable functionalities for interact with other mods. Please enable functionality only if you installed the linked mod.
"debug" section Things about debug printing. For devs/contributors/curiouses.
"dictionary" section About ore dictionary. Normally, you don't have to change something here.
"entity" section Behavior of mod entities. The spawn of the "replicator" monster can be tuned here.
"gameplay" section Parameters around the mod gameplay. The "explosion" line will probably interest you... ;-)
"general" section Mod general parameters. For disable version check at startup, see "versionCheckEnable".
FAQ ________________
Here's a list of frequent questions/remarks :
Q. Everything blows up all the time!
You're probably doing something wrong. For less punitive errors, you can turn off explosions (change "gameplay/explosion" to "false" into the "Eln.cfg" mod config file).
Q. What's the syntax of the signal processor block ?
Can execute following math operators : + - * / > <
Can execute following boolean operators : & | = ^
Can execute following functions : if(condition,then,else) min(x,y) max(x,y) sin(alpha) cos(alpha) abs(value) ramp(periode) rs(reset,set) integrate(value,resetTrigger) integrate(value,minOutput,maxOutput) derivate(value) batteryCharge(normalizedBatteryVoltage) rc(tao,value) pid(target,hit,p,i,d) pid(target,hit,p,i,d,minOut,maxOut)
Following variables are available :
daytime
Q. Do you have a code example for use with OpenComputer mod ?
Yes! This mod is open source under mixed licenses (LGPL V3 and CC BY-NC-SA 3.0). Just see our git repository, discuss with a main developer, fork, add/enhance, send push request... and that's done : it will be published in the next release !
Q. Can I include this mod in a mod pack ?
Yes, with consistent credits and a link to the mod website (https://electrical-age.net). Of course, this gentleman behavior must ideally be applied for all mod of your pack ;-). Don't forget to join a copy of the licenses.
Q. Can I use this on a public server ?
Of course!
Q. Can we use other electricity mod with this one ?
Yes, there is a conversion block. Only one restriction : you can't export electricity from EA to other mod. The other direction is permitted. Please be conscious that we have a huge amount of work in this mod development with only few main developers, so you will easily understand that maintaining compatibility with the latest versions of these mods is at your weakest priority - especially for closed-source mod :-( . The only exception is "OpenComputer" (see here). For modded server and modpacks, please don't rely on this functionality... or simply contribute to this project.
Q. How to avoid light bulb from burning ?
Go to the mod config file and changes the following lines at your convenience : "lamp/*". You can also disable lamp aging in-game with the following command "\eln lampAging 0".
Q. This mod is so buggy... Why ?
Are you using the mod with other ones? Sometimes, conflicts come from others mods, so please confirm this point in the crash files. Otherwise, add a well documented issue here. We are happy to receive reports, sincerely!
Q. I added a post on this forum and/or issue on github, but don't have received any feedback from developers...
Sorry about minimal communication, but we (the developers) are all working on some free time on this mod. So we prefer use the little time we have to code/modelize/etc than chatting - that's better for all ;-) But be sure we read all posts/issues, even without or latenced response!
Q. Can I redistribute this mod on my website ?
You can discuss, present, criticize this mod as you want... but, please, link files to our release page (https://github.com/Electrical-Age/ElectricalAge/releases). Don't make copy of files to your own server, modify them (evil!) and more specifically try to monetize them with ads (as frequently seen) - we don't make money on this project.
Q. Is this mod dead ? No recent version since a moment (actually V1.10 r50)...
Absolutely not. Coupled to the fact we had recently less time to allocate on the mod development, the future release (r51) will introduce a lot of small changes/enhancements - more than the previous releases. Just be patient ;-)
The simulation model is a little bit like RedPower-2, but More optimized to be a lot more reactive. Additionaly, Electrial age give the possibility to use signal voltage to probe network, regulate some elements (like coal furnace), controle instalations, and monitor network. You can see that into the second spoiler's screen shot
This mod looks like it could put some of the big name mods out of business. It seems kind of complicated to set up but once somebody does a good spot light I'll try it out.
Is it even possible to use this mod? because I tried to figure it out and nothing was working
Hi,
Normaly that must work with a minecraft forge 1.7.2 / 10.12.1.1098. If that don't work, try to juste run this mod only. maybe it's a incompatibility ?
Can you send me crash report ?
Thanks for feed back.
This mod looks like it could put some of the big name mods out of business. It seems kind of complicated to set up but once somebody does a good spot light I'll try it out.
I hope
True that now, it's the documentation that is missing. But we have make a map with a lot of small spot with in game explain (ElectricalAge_tutorial).
The simulation model is a little bit like RedPower-2, but More optimized to be a lot more reactive. Additionaly, Electrial age give the possibility to use signal voltage to probe network, regulate some elements (like coal furnace), controle instalations, and monitor network. You can see that into the second spoiler's screen shot
Awesome! And, this is all from one team? If so, this is probably the best work I've ever seen from a team.
Hopefully you can try adding unique never-before-seen utility, instead of the normal stuff "Tech mods" adds!
I'm rooting for your mod to be the best!
It seems that your lamps need electricity, meaning it needs energy, meaning physics!
If physics is a big thing in this mod, could you:
Use formulas? To get the brain to do some things.
What I mean is instead of a super-tool that measures electricty, I'd prefer calculating them myself.
I'm no maths geek, and I'm trying to improve on my maths, that's why I try to find mods that involves learning.
Your mod could be responsible for numerous of A+'s!
Enough blabbering, just wanted to say you have an amazing mod.
Don't forget to reduce as much lag as possible!
Hopefully you can try adding unique never-before-seen utility, instead of the normal stuff "Tech mods" adds!
I'm rooting for your mod to be the best!
It seems that your lamps need electricity, meaning it needs energy, meaning physics!
If physics is a big thing in this mod, could you:
Use formulas? To get the brain to do some things.
What I mean is instead of a super-tool that measures electricty, I'd prefer calculating them myself.
I'm no maths geek, and I'm trying to improve on my maths, that's why I try to find mods that involves learning.
Your mod could be responsible for numerous of A+'s!
Enough blabbering, just wanted to say you have an amazing mod.
Don't forget to reduce as much lag as possible!
Thanks for feed back : D
For example, lamp have internal resistor, cable have serial resistor. but in some case i don't have show this value into item popup. But if for some guy it's interresting, i can add that into popup
About lag, do you have encouter issue with ?
On my pc, if i run dedicated server and client toghether that lag a bit, i don't understood exactly why, because if i run the client that share the map in LAN, all is perfect XD
Nice mod, you seem good at 3D rendering, because I need your help to get the original 3D models of Steve, Rana and beast boy. I'm making a the forgotten features mod
Unfortunatly, models are made with blender, not with technee, i don't know lots on technee.
Hmmm as you can see, a lot of small wall elements like switch, vuMeter,..., have no side indication for connection possibilities.
That would be fixed in next update with small black indicator that show where connection could be done.
Hi,
Normaly that must work with a minecraft forge 1.7.2 / 10.12.1.1098. If that don't work, try to juste run this mod only. maybe it's a incompatibility ?
Can you send me crash report ?
Thanks for feed back.
No its not that.. The Mod works fine.. I got it up and running in Seconds... What I was asking is if its even possible to use the Electricity because Everything I try doesn't seem to work..
No its not that.. The Mod works fine.. I got it up and running in Seconds... What I was asking is if its even possible to use the Electricity because Everything I try doesn't seem to work..
Ahhh, off course all is working, (i juste have check the release now), do you have try tutorial's maps ?
Electrical Age is a Minecraft mod offering the ability to perform the industrialization of your Minecraft world. With its advanced simulation engine based on real physics laws, you can now experiment the electricity like in real life.
With its numerous new blocks/items, give a new life to your base. Here's the main features :
A better simulation
Real electrical simulation model (with resistive, inductive and capacitive effects). Behaviour similar to those of real life objects.
Multiple electrical sources
Furnaces, solar panels, wind turbines, batteries, capacitors, ...
Incredible tools
XRay scanner, flashlight, portable mining drill, ...
Interoperability
Old redstones circuits can be exploited with electrical - redstones converters.
Break the cube
Cables, sensors, actuators, alarms, etc. can be placed on each face (outer and inner) of a cube, which allows a significant reduction of the consumed space by electrical installations.
Small and big electrical consumers
From the lamps, electrical furnaces,... to the miners, transporters, ...
Night-lighting revisited
Lamps, switches, captors, ...
Game lifetime/complexity extended
A consequent list of new raw materials and items.
Works in SSP/SMP/LAN.
PROJECT STATE ________________
Current version : r51
In dev version : r52
DEVELOPMENT ________________
This mod is developed by the ElectricalAge team, including :
dolu1990, lambdaShade, cm0x4D, metc, Baughn
A contributor list can be found here.
This project is open-source (released under LGPL V3.0 and CC BY-NC-SA 3.0 (more information here), so everyone can contribute !
INSTALLATION ________________
Forge (link) needs to be installed for the mod to work.
Just drag and drop the release zip file into you Minecraft folder.
IN-GAME CONTROLS ________________
This mod features a game integrated "wiki" that provide all blocks/recipe/smelting possible for this mod.
As specified in "in-game controls" section, it's the 'X' key to open it.
WEB WIKI ________________
There is a online wiki written by the community : http://wiki.electrical-age.net
For the moment, a lot of job is still needed to achieve an usable one. Don't hesitate to contribute (you need to contact us to gain write access).
OTHER MODS COMPATIBILITY ________________
/eln reGenOre 1
Give the possibilities to regenerate ore on a map that was created without the mod. After typing this command into you in-game console, please reload the map. At the restart, the mod will check if some ElectricalAge ore is present in each loaded chunk (and add it otherwise). Very useful for old map created without this mod.
/eln aging [0 or 1]
Component aging is enabled by default [1] on all items (batteries, lamps, fuel materials into furnaces, etc). You can disable it with [0] (useful for creative mode). Also, when disabled, all portable electrical tools don't use energy. This parameter is stored into the map.
/eln lampAging [0 or 1]
Enable [1] or disable [0] aging specifically for the lamps.
/eln batteryAging [0 or 1]
Enable [1] or disable [0] aging specifically for the batteries.
/eln heatFurnaceFuel [0 or 1]
Enable [1] or disable [0] aging specifically for fuel materials into furnaces.
/eln newwind
Change the current wind amplitude to another random value.
/eln generatelangfiletemplate [filename]
Utility command for generate a new empty language file or complete an existing one with the missing fields.
CONFIG FILE ________________
After the first run of the modded game, a configuration file can be found under "~/.minecraft/config/Eln.cfg". This chapter describe some useful parameters or section of them :
"balancing" section
Some factors about power production/consumption.
"compatibility" section
Enable/disable functionalities for interact with other mods. Please enable functionality only if you installed the linked mod.
"debug" section
Things about debug printing. For devs/contributors/curiouses.
"dictionary" section
About ore dictionary. Normally, you don't have to change something here.
"entity" section
Behavior of mod entities. The spawn of the "replicator" monster can be tuned here.
"gameplay" section
Parameters around the mod gameplay. The "explosion" line will probably interest you... ;-)
"general" section
Mod general parameters. For disable version check at startup, see "versionCheckEnable".
FAQ ________________
Q. Everything blows up all the time!
You're probably doing something wrong. For less punitive errors, you can turn off explosions (change "gameplay/explosion" to "false" into the "Eln.cfg" mod config file).
Can execute following math operators :
+ - * / > <
Can execute following boolean operators :
& | = ^
Can execute following functions :
if(condition,then,else) min(x,y) max(x,y)
sin(alpha)
cos(alpha)
abs(value)
ramp(periode)
rs(reset,set)
integrate(value,resetTrigger)
integrate(value,minOutput,maxOutput)
derivate(value)
batteryCharge(normalizedBatteryVoltage)
rc(tao,value)
pid(target,hit,p,i,d) pid(target,hit,p,i,d,minOut,maxOut)
Following variables are available :
daytime
signalSetDir("XN","out")
signalSetOut("XN",0,3)
signalSetDir("ZP","in")
print(signalGetIn("ZP"))
Q. Can I contribute to this mod ?
Yes! This mod is open source under mixed licenses (LGPL V3 and CC BY-NC-SA 3.0). Just see our git repository, discuss with a main developer, fork, add/enhance, send push request... and that's done : it will be published in the next release !
Yes, with consistent credits and a link to the mod website (https://electrical-age.net). Of course, this gentleman behavior must ideally be applied for all mod of your pack ;-). Don't forget to join a copy of the licenses.
Of course!
Yes, there is a conversion block. Only one restriction : you can't export electricity from EA to other mod. The other direction is permitted. Please be conscious that we have a huge amount of work in this mod development with only few main developers, so you will easily understand that maintaining compatibility with the latest versions of these mods is at your weakest priority - especially for closed-source mod :-( . The only exception is "OpenComputer" (see here). For modded server and modpacks, please don't rely on this functionality... or simply contribute to this project.
Go to the mod config file and changes the following lines at your convenience : "lamp/*". You can also disable lamp aging in-game with the following command "\eln lampAging 0".
Are you using the mod with other ones? Sometimes, conflicts come from others mods, so please confirm this point in the crash files. Otherwise, add a well documented issue here. We are happy to receive reports, sincerely!
Sorry about minimal communication, but we (the developers) are all working on some free time on this mod. So we prefer use the little time we have to code/modelize/etc than chatting - that's better for all ;-) But be sure we read all posts/issues, even without or latenced response!
You can discuss, present, criticize this mod as you want... but, please, link files to our release page (https://github.com/Electrical-Age/ElectricalAge/releases). Don't make copy of files to your own server, modify them (evil!) and more specifically try to monetize them with ads (as frequently seen) - we don't make money on this project.
Absolutely not. Coupled to the fact we had recently less time to allocate on the mod development, the future release (r51) will introduce a lot of small changes/enhancements - more than the previous releases. Just be patient ;-)
Website | Github | IRC
Thanks : D
There is no video uptodate and any spotlight on this mod
If someone is interrestod to do, off course, he can
Website | Github | IRC
The simulation model is a little bit like RedPower-2, but More optimized to be a lot more reactive. Additionaly, Electrial age give the possibility to use signal voltage to probe network, regulate some elements (like coal furnace), controle instalations, and monitor network. You can see that into the second spoiler's screen shot
Website | Github | IRC
Hi,
Normaly that must work with a minecraft forge 1.7.2 / 10.12.1.1098. If that don't work, try to juste run this mod only. maybe it's a incompatibility ?
Can you send me crash report ?
Thanks for feed back.
I hope
True that now, it's the documentation that is missing. But we have make a map with a lot of small spot with in game explain (ElectricalAge_tutorial).
Website | Github | IRC
Awesome! And, this is all from one team? If so, this is probably the best work I've ever seen from a team.
Thanks : D
Yes it is, but if some guy want to participate we are open ^^
Website | Github | IRC
I'm rooting for your mod to be the best!
It seems that your lamps need electricity, meaning it needs energy, meaning physics!
If physics is a big thing in this mod, could you:
Use formulas? To get the brain to do some things.
What I mean is instead of a super-tool that measures electricty, I'd prefer calculating them myself.
I'm no maths geek, and I'm trying to improve on my maths, that's why I try to find mods that involves learning.
Your mod could be responsible for numerous of A+'s!
Enough blabbering, just wanted to say you have an amazing mod.
Don't forget to reduce as much lag as possible!
Thanks for feed back : D
For example, lamp have internal resistor, cable have serial resistor. but in some case i don't have show this value into item popup. But if for some guy it's interresting, i can add that into popup
About lag, do you have encouter issue with ?
On my pc, if i run dedicated server and client toghether that lag a bit, i don't understood exactly why, because if i run the client that share the map in LAN, all is perfect XD
any way, thanks for comment
Website | Github | IRC
Unfortunatly, models are made with blender, not with technee, i don't know lots on technee.
Website | Github | IRC
Technee => http://techne.zeux.me/
But i'm not sur to understood you question (i'm not english guy)
Website | Github | IRC
That would be fixed in next update with small black indicator that show where connection could be done.
Website | Github | IRC
No problem with mod pack !
Website | Github | IRC
No its not that.. The Mod works fine.. I got it up and running in Seconds... What I was asking is if its even possible to use the Electricity because Everything I try doesn't seem to work..
Ahhh, off course all is working, (i juste have check the release now), do you have try tutorial's maps ?
Website | Github | IRC