Miniature Power Plant
⚪ Last updated 2024⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.1% endorsement rate
- 🏆 #268 of 344 forge mods in this game by downloads
📋 About This Mod
# Miniature Power Plant (MPP) ### Support: | Version | Modloader | Status | |:-------:|:---------:|:------:| | 1.21 | NeoForge | ✅ | | 1.20.6 | NeoForge | ⚠️ | | 1.20.4 | NeoForge | ⚠️ | | 1.20.2 | NeoForge | ❌ | | 1.20.1 | Forge | ⚠️ | | 1.19.x | Forge | ❌ | | 1.18.x | Forge | ❌ | ⚠️: Bug fixes only, no new features ## About Miniature Power Plant was created to solve a simple issue. Diverse energy production without fancy factories. You just have to craft and place the carrier, which can hold up to three modules and three upgrades, as well as 20kFE. By adding the modules, you can create a simple power plant. Any module has it pros and cons, for example the solar modules works best in direct sunlight, but is affected by bad weather. But to find out al effects, there is a simple statistics view, where every energy production and every penalty is written down. ## Planned - upgrades for existing modules (temperature, water) - new module that "eats" grass and leaves to generate energy ## Wiki ### Carrier #### Block The carrier is a block which provides the base for any power generation module. It can be waterlogged, but there is currently no benefit to do. !(https://github.com/canitzp/MiniaturePowerPlant/blob/main/wiki/carrier_block_empty.png?raw=true) #### GUI On interaction, it opens its interface, to put modules in. !(https://github.com/canitzp/MiniaturePowerPlant/blob/main/wiki/carrier_gui_empty.png?raw=true) The interface consists on five parts (from top to bottom): - Upper (#modules) (eg: solar module) and (#upgrades) - Center (#modules) (eg: temperature module) and (#upgrades) - Bottom (#modules) and (#upgrades) - Energy meter and battery slot - Player inventory ##### Statistics meter Under every module/upgrade slot there is a bar, which shows statistics about the module and upgrade. !(https://github.com/canitzp/MiniaturePowerPlant/blob/main/wiki/carrier_gui_statistics_bar.png?raw=true) In this picture you can see the current rate, at which the module is depleting. A rate of 100% is normal and the module depletes at its default level. Upgrades can help to decrease this, but also increase this rate. Below it the energy production, their penalties and boosts are listed. All of those can have more than one entry and they may vary, by time, position or any other outside factor. The visible bar show the depletion rate from 0% to 150%. 0% to 50% is green, 51% to 100% is yellow and everything above 100% is red. A depletion rate of above 150% is possible, but not displayed within the bar. ##### Battery slot The battery slot is able to extend the capacity of the Carrier. The carrier tries to pump its own energy into the item, as soon and fast as possible. The slot can only be populated with items, able to handle energy. That doesn't mean that the item can actually receive energy, so be careful what you put in there. ##### Energy meter The energy meter displays the current energy stored by the carrier or any item inside the battery slot. On mouse hover it shows the exact amount of energy stored, for itself and any battery, the energy generation per tick and the wasted energy for the last tick. The energy bar itself show the combined stored energy for the carrier and the optional battery. !(https://github.com/canitzp/MiniaturePowerPlant/blob/main/wiki/carrier_gui_energy.png?raw=true) ##### Energy and Inventory IO With cables or pipes from other mods it is possible to insert and extract items and extract the energy. If the carrier has some stored energy left, it tries to push it in all directions and after that fills an optionally inserted battery. Also if the optional battery has stored energy, it also tries to transfer it to surrounding blocks. You can push items into the carrier, with the same rules as inside the gui. Extracting is much more strict and so it is only possible to extract the three modules, if they are fully depleted. The extraction of upgrades and the battery is not permitted. ### Modules Modules are items that can be put into their corresponding (#gui) slot. They are the main part of the energy production and they vary by functions. Every module has a maximum depletion and a default depletion rate. When in use, the module depletes by their rate per tick. For any Class 1 module, the max depletion is 100K with a depletion rate of 1 per tick. So this module would last 5000 seconds or roughly 83 minutes (real time). The Class 1 solar module produces up to 10FE per tick and so it can produce up to 1MFE within its lifespan. These calculation only apply when no upgrade is used. | Module | Slot | Class | Max depletion | Depletion rate | Base Energy production | |:---------------------------:|:--------------:|:-----:|:-------------:|:--------------:|:----------------------:| | (#solar) | Top
# Miniature Power Plant (MPP)
### Support:
| Version | Modloader | Status | |:-------:|:---------:|:------:| | 1. 21 | NeoForge | ✅ | | 1. 20. 6 | NeoForge | ⚠️ | | 1. 20. 4 | NeoForge | ⚠️ | | 1. 20. 2 | NeoForge | ❌ | | 1. 20. 1 | Forge | ⚠️ | | 1. 19.x | Forge | ❌ | | 1. 18.x | Forge | ❌ |
## About Miniature Power Plant was created to solve a simple issue. Diverse energy production without fancy factories.
You just have to craft and place the carrier, which can hold up to three modules and three upgrades, as well as 20kFE. By adding the modules, you can create a simple power plant.
Any module has it pros and cons, for example the solar modules works best in direct sunlight, but is affected by bad weather. But to find out al effects, there is a simple statistics view, where every energy production and every penalty is written down.
## Planned - upgrades for existing modules (temperature, water) - new module that "eats" grass and leaves to generate energy
## Wiki ### Carrier
#### Block The carrier is a block which provides the base for any power generation module. It can be waterlogged, but there is currently no benefit to do.

#### GUI On interaction, it opens its interface, to put modules in.

The interface consists on five parts (from top to bottom):
- Upper (#modules) (eg: solar module) and (#upgrades)
- Center (#modules) (eg: temperature module) and (#upgrades)
- Bottom (#modules) and (#upgrades)
- Energy meter and battery slot
- Player inventory
##### Statistics meter Under every module/upgrade slot there is a bar, which shows statistics about the module and upgrade.

In this picture you can see the current rate, at which the module is depleting. A rate of 100% is normal and the module depletes at its default level. Upgrades can help to decrease this, but also increase this rate.
Below it the energy production, their penalties and boosts are listed. All of those can have more than one entry and they may vary, by time, position or any other outside factor.
The visible bar show the depletion rate from 0% to 150%. 0% to 50% is green, 51% to 100% is yellow and everything above 100% is red. A depletion rate of above 150% is possible, but not displayed within the bar.
##### Battery slot The battery slot is able to extend the capacity of the Carrier.
The carrier tries to pump its own energy into the item, as soon and fast as possible.
The slot can only be populated with items, able to handle energy. That doesn't mean that the item can actually receive energy, so be careful what you put in there.
##### Energy meter The energy meter displays the current energy stored by the carrier or any item inside the battery slot.
On mouse hover it shows the exact amount of energy stored, for itself and any battery, the energy generation per tick and the wasted energy for the last tick.
The energy bar itself show the combined stored energy for the carrier and the optional battery.

##### Energy and Inventory IO With cables or pipes from other mods it is possible to insert and extract items and extract the energy.
If the carrier has some stored energy left, it tries to push it in all directions and after that fills an optionally inserted battery. Also if the optional battery has stored energy, it also tries to transfer it to surrounding blocks.
You can push items into the carrier, with the same rules as inside the gui. Extracting is much more strict and so it is only possible to extract the three modules, if they are fully depleted. The extraction of upgrades and the battery is not permitted.
### Modules Modules are items that can be put into their corresponding (#gui) slot. They are the main part of the energy production and they vary by functions. Every module has a maximum depletion and a default depletion rate. When in use, the module depletes by their rate per tick.
For any Class 1 module, the max depletion is 100K with a depletion rate of 1 per tick. So this module would last 5000 seconds or roughly 83 minutes (real time). The Class 1 solar module produces up to 10FE per tick and so it can produce up to 1MFE within its lifespan. These calculation only apply when no upgrade is used.
| Module | Slot | Class | Max depletion | Depletion rate | Base Energy production | |:---------------------------:|:--------------:|:-----:|:-------------:|:--------------:|:----------------------:| | (#solar) | Top
📊 Mod Details
- Game
- Minecraft Mods
- Author
- canitzp
- Version
- 210.0.0
- Downloads
- 6,733
- Endorsements
- 8
- Category
- forge
- Created
- 5/31/2022
- Updated
- 6/19/2024
- Game Versions
- 1.21, 1.21.1
- Tags
- technology
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❓ Frequently Asked Questions
Which Minecraft Mods versions does Miniature Power Plant support?
The author lists 1.21, 1.21.1. Other versions may work but are untested by the author.
What is the latest version of Miniature Power Plant?
Version 210.0.0, published 2024-06-19 with 6,733 downloads recorded at the source.
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