thanks for watching! edit: just want to clartify this isn't a tutorial. people actually get mad because i dont do everything "right" in these videos but HEY im dumb and just having fun :)
FE stands for Forge Energy, it was basically a universally agreed upon energy standard for mods so they could be compatible with one another. After a multitude of old mods (like IndustrialCraft 2 and Buildcraft) used their own types variables for power storage, the people who created Tekkit classic needed a way to make a majority of it compatible with one another. Eventually it just became the standard since classic blew up in popularity. Edit: I was close. Redstone Flux was created around the same time for the same purpose, THEN FE was implemented into the modloader itself as an "official" energy measurement Honestly grateful for this coincidence since the poor saps who made Tekkit C had to make side mods or modify the actual mods themselves to make it all work. Not really surprised classic crashed as much as it did.
~~ Also to make the point of "Why does this have 0FE" That is just showing that the block has internal storage for energy. It just wasn't storing because it was only getting a small amount.~~ Nevermind Shalz worked it out eventually
There was also RF for Redstone Flux which was more popular amongst thermal foundation and all that, to me FE is an alien concept kinda and I recall RF being dominant however maybe I just have fuzzy memory
shalz not knowing basic power elements of modded minecraft is such a wild concept, there was a time where everyoe who even so much as watched modded minecraft videos understood concepts like energy production per tick and draw, just wild seeing someone discovering it for the first time
the only reason I clicked on this video was to see if Create revived the more realistic electricity system from Electrical Age. Nope! All the stuff in this video is basically just Immersive Engineering.
FE, short for Forge Energy or Flux Energy, also sometimes called RF (Redstone Flux) is a widely agreed upon energy system for mods that intend to use some form of electricity. Using this universal system allows easy compatibility between various mods, like Immersive Engineering, Refined Storage, and Mekanism. FE became the standard energy system not long after the idea of modpacks started becoming popular, as before FE, almost every tech mod had it's own version of electricity that would be completely incompatible with other mods. Ironically, Create is the first largely popular tech mod since the standardization of FE, to break away from the FE system, instead using it's own original RPM/Stress system... Then people made various addons to allow Create systems to generate FE.
Incorrect: Forge Energy and Redstone Flux are completely different APIs. Redstone Flux was created as part of Thermal Expansion to break away from depending on Buildcraft's energy system (Minecraft Joules) which was being used by a number of mods at the time. RF was ironically picked up by a number of other mods and thus later released as a standalone energy API. Forge Energy is functionally equivalent to RF, with the important difference that FE is an official part of the Forge API. The reason RF and FE seem to be effectively the same thing is that a lot of mods will simply convert from one to the other on demand.
@@sky01james28 Wild, I didn't know that. You'd think some of the sources on FE across the internet would say that clearly rather than describing it as "based on RF" or "functionally equivalent to RF" if it's exactly the same code. Then again, it might just be simple enough that it can't provide the same interface and not be the exact same code
@@Mr_Numbers1 if by substations you mean places where hv gets converted to lv/mv for locla use, then for me that is common practice in immersive engineering.
@@alexandermercier436The person who made Create is not the same person who made Create: New Age. In terms of the feature being “stolen”, immersive engineering and Create: Crafts and Additions also has this feature. Who is stealing from who?
I mean you could use the powerlines from IE for aestetic, its the motors and generators that make the difference. I have also been using this mod and its fully compatible with IE power
@@SamPhoenix_ It's compatible with almost every mods power, as they all use either RF or FE (which themselves are compatible and equivalent). Any mod that doesn't use one of the two universally accepted standards simply won't be compatible with literally anything else.
Shalz not knowing what FE is is such a new modded minecraft generation thing lol. I remember the times of industrial modded packs before Create, energy everywhere and simply blocks that do things inside of them. And if you're lucky, multiblock structures like in Immersive Engineering. And even before there were times when every mod had its own energy mechanic. Industrial Craft's electricity, Thermal Expansion's Redstone Flux, Buildcraft's MinecraftJoules! And there were blocks to convert one into another.
@@chandrasekarannatarajan3542 Well, yes, I did. I have very warm memories from back then and I find it interesting to notice the difference in people and modding scene over time.
1:42 FE is Forge Energy (its the most common electricity system in minecraft mods built for the forge mod loader as it is already available for mod devs to use without much effort and it does not require additional dependencies)
Create stuff and aditions also adds electricity but with a mich simplier system, ans since both use FE (a wierd energy unit used for many forge mods) both are actually compatible
FE is the main energy measuring unit for all the forge mods and it's Forge Energy there's also other mods that use RF as in Redstone Flux, another very popular unit of electricity and then there's AE which is only used by Applied Energistics
I think FE and RF are interchangeable with many of the other energy types being able to be "transformed" from one to the other with the help of other mods. But from my own experience with modpacks RF is the most common energy type by far
A bit of physics for ye. The faster you spin the rotor (the middle component of the generator) the more power you get out of it. This is how generators work IRL too (you have to cool them down irl tho)
The fact this guy is older than me, knows a lot more techniques with create than I do, and somehow doesn’t know FE puts a smile on my face because this is like a whole new world to him
i like it when we dont know how things going on, thats why i watch you. that moment of "oh what the hey" and you use the magic of editing to fast forward the thinking then tell me whats going on. its like figuring it out myself in fast forward with jokes. ideal scenario
I recommend trying Create Crafts and Additions. You can convert from rotation to electricity with alternators and electric motors. And it's compatible with other power mods, like Mekanism and Immersive Engineering
Once you add in IE, create becomes a bit pointless. A single diesel generator can output enough RF/t to power 9 or so motors. Even something as mid game as a IE windmill is already more compact and less laggy than a equivalent Create thingy. Of course, feeding a diesel gen is a different question, but cloches are made for that purpose
@@Demopans5990 While you are correct, my logic was using IE to create rotational power using the converters. So, yes, Create based power gens are useless, and cloches are more compact, but not everything in one mod is possible with the other
(sorry for this block) FE - Forge Energy is the first type of energy to be used in common among several mods, which has made it possible to greatly simplify the Modspack. A single source of energy powers all your machines. Before IC2 (industrial craft 2) used its own energy source which could explode, it always explodes but just the transformers, batteries and machines but no longer the generation of electricity (which was very annoying when your entire base was powered by solar panels which needed machines to be created)
Yeah I liked the concept of the mod but was put off by the intial balance (mind you, i looked at the mod back in August, might have changed). My biggest issue was the mod lead to an overwhelming amount of thorium ore spawning as well as there being a recipe to infinity generate thorium. The mod author's reasoning was that because it required 10 thorium to make a nuclear cell but would that not be achievable via increasing drop rates? And i was confused because the ore was spawning everywhere I mean. It was everywhere, made the early game mature with all the inventory clutter, especially because there wasn't a Thorium Ore Block block to help with storage like the Coal or the newer Iron Ore Block blocks. The concept is really awesome though but i was underwhelmed by the overall design philosophy behind the mod.
The wires were pretty much the only thing I liked from the Immersive Engineering mod. That there's an addon to Create that adds wires makes me immensely pleased.
I love the early game of immersive engineering but the late game is trash, like you farm and build 10 hours to get a diesel generator running, and what can you power with it?! Just like 1 late game machine!
I love finding neat and/or quirky create mods I actually like, ponder, and consider for the modpack, and then shalz finds it and does a video to show me what the average create player will experince trying it out lmao
Honestly, the way that the magnet generator works actually makes sense, because if I recall that is actually how most generators work in the real world. For example, you can pop a propeller onto the spinning copper coil part, and boom. You've just made a wind turbine since some weird scientific process is happening where when you make a bunch of copper coils in a ring spin around a magnetic ring, you somehow produce electricity. I didn't really pay much attention to how generators work IRL, but if I recall the basic concept is still the same. Make copper coils spin around between a bunch of magnets, whether through wind, water, or manual rotational power, and the copper being magnetized in just the right way causes electricity to form.
Correct. Any time that you move a current-carrying object (like a wire) through a magnetic field, a current-carrying object (like a wire), you get electricity. Also exactly how motors work but in reverse! We provide the electricity and we get the spin! It's called the generator effect and its pretty much the foundation of modern society, give it a search.
There's still a fair bit of the mod to discover: here's a veery rough guide to a nuclear thingy 1.nuclear reactor 2.heat pipes to a steam engine 3.steam engine rotation to generator You might want a generator/battery system to start up realistically
Shalz I want more videos of you figuring out this addon, I'm old-school this all makes sense to me, seeing you figure it out brings me nostalgia, also in a way makes me realize how old I'm 12 long years of minecraft and still these systems stand and we see people alien to this concept figure it out, godspeed shalz on your discovery of electrical power with create new age!
i would suggest trying to power it with other mods that use FE, it would make generating the energy way faster and less expensive (depending on the mod)
You could make a "gas station" (really it would be a charging station) For cars where ( for purely immersive purposes) you would hook the car up and it would charge and once it's finished, goes off and uses it all up again. Again, I know this would be useless, but it would be cool for roleplay's sake.
This mod basically means you can put your power in one mega place, and then send the power anywhere with nearly zero hassle, to multiple different factories.
There is actually another mod that adds electricity generation to create. It's called 'Create Crafts & Additions' (not 'Create STUFF and Additions' that's a different mod). It's a bit easier to understand than the New Age mod and works well but it doesn't have the fancy moving coil blocks. It does let you generate electricity with rotation though, which let's you make custom power plants etc. I use it in all my packs and it works well. I'm interested to see how New Age progresses too.
honestly, crafts and additions did it better, just looks and acts far cleaner. plus it actually works like a wire should instead of using diamonds to transfer electricity, that ad the factory must grow are honestly my fav
Shalz look at the Create Crafts & Additions, they also have energy cables and you can use liquids in Blaze Burners, you can make a Bioethanol fuel production to make a max Steam Engine generating insane Stress units
Having gone down a rabbit hole trying to turn electric motors I harvested into generators, as well as make them from scratch with massive magnets, it is funny watching Shalz look at things and not know what they are; Def might get this mod, as I didn't know they had electrical stuff, and always enjoyed making massive power generation plants in games (no real reason) as well as power storage (like a lot of batteries in Kenshi)
You can power the generator coils with steam engines that can be heated with a boiler heater. Boiler heaters will need heat that can be made via nuclear reactor. :)
Well, filing this one away for later! I exist on the opposite side of the river this mod bridges, being mostly someone who dabbles in traditional tech mods (that use FE), but wants to do things with Create. Create Crafts and Additions has some similar baseline functionality, with an Alternator that converts rotation to FE and a motor that does the opposite, but that's a side thing in a mod that does a bunch of random Create stuff, whereas this seems to be a dedicated approach to the concept.
Electricity ✅ Belts ✅ Giant manufacturing machines ✅ Depleting the world's resources ✅ This is now just Satisfactory in minecraft, we previously missed electricity but now... It's... It's perfect
Show us more of this mod !! I also really like seeing how you discover things rather than explain things like a wiki. It feels like the audience is way more involved because they have to think for them selves too
Small comment, but seeing Shalz gushing on every feature that intrigues him and have a breakthrough on screen, is worth all the """misinformation""" he might accidentally spread. I like watching people having simple wholesome fun and discovering new things, even getting excited about everything and nothing all at once. Keep it up! I've learned the existence of plenty of mods and addons this way, and I love the "dabbling in" approach much more than if it was a sterile presentation. Which wouldn't be Shalz's signature anyway
If you do add this into the create series world, then you create energy for the whole server and once every 7 days you can send them an electrical bill for resources
Information: The stronger the magnetic field of the generator, the more torque you require to move it, but the more current/stress units can output while maintaining its voltage or FE/t This last measure can be raised the faster you spin the thing, meaning that: More Spin speed = More FE/t More Magnets or Powerful Magnets = More SU (Both required for spinning and as output of the electricity, aka amperes)
Loved the video @Shalz! Can't wait for the next video man! You should try using a Steam Engine to power the Generators, which would then be a Steam Generator. Also, you get Overcharged Items (Diamond, Gold, etc.) from placing the Item that's to be Overcharged on an Electrical Charger which zaps the Item with an Electrical Beam.
This mod appears to be a slightly inefficient way of transporting stress long distance, but the long distance means you don't need some hyper blaze boilers scattered all over. Rather, you could just make a few all in one place and run power lines to all your factories. Honestly, the biggest limitation on this mod's potential is the wire's limitation. Too much draw on one cable would demand more wires.
u should like maybe try a tech mod to learn all about fe rf and all the other energy types like mekanism, immersive engineering, and thermal series. To name a few
shalz not going over the nuklear reactor stuff is insane, id see him actually get BLASTED by radiation in game and asking "is it supposed to be doing this?" XDDDD
seeing FE gave me flashbacks to all the industrial mods i used to play lol. good times! also if you ever need it RF stands for Redstone Flux i remember needing it once
Makes sense. Rotational energy was an early create thing, but I assume their plans for 1.0 are a lot grander than everything running purely off of rotational energy.
thanks for watching!
edit: just want to clartify this isn't a tutorial. people actually get mad because i dont do everything "right" in these videos but HEY im dumb and just having fun :)
Watsh
Ya
Yee
W
Yur wecome
FE stands for Forge Energy, it was basically a universally agreed upon energy standard for mods so they could be compatible with one another. After a multitude of old mods (like IndustrialCraft 2 and Buildcraft) used their own types variables for power storage, the people who created Tekkit classic needed a way to make a majority of it compatible with one another. Eventually it just became the standard since classic blew up in popularity.
Edit: I was close. Redstone Flux was created around the same time for the same purpose, THEN FE was implemented into the modloader itself as an "official" energy measurement
Honestly grateful for this coincidence since the poor saps who made Tekkit C had to make side mods or modify the actual mods themselves to make it all work. Not really surprised classic crashed as much as it did.
~~ Also to make the point of "Why does this have 0FE" That is just showing that the block has internal storage for energy. It just wasn't storing because it was only getting a small amount.~~ Nevermind Shalz worked it out eventually
That’s pretty cool
Im pretty sure its also the same for fabric with it also being FE (Fabric Energy)
There was also RF for Redstone Flux which was more popular amongst thermal foundation and all that, to me FE is an alien concept kinda and I recall RF being dominant however maybe I just have fuzzy memory
@@JustHexylWe are getting old
shalz not knowing basic power elements of modded minecraft is such a wild concept, there was a time where everyoe who even so much as watched modded minecraft videos understood concepts like energy production per tick and draw, just wild seeing someone discovering it for the first time
And they never once actually made any jaffa cakes.
new times old man (I'm old too XD)
the only reason I clicked on this video was to see if Create revived the more realistic electricity system from Electrical Age. Nope! All the stuff in this video is basically just Immersive Engineering.
@@cubondemais Even the first of Gen Z is now considered old time fly's by when there's a pandemic
Yeah, the only difference being that he has a life, and you don't. So touch some grass
FE, short for Forge Energy or Flux Energy, also sometimes called RF (Redstone Flux) is a widely agreed upon energy system for mods that intend to use some form of electricity. Using this universal system allows easy compatibility between various mods, like Immersive Engineering, Refined Storage, and Mekanism. FE became the standard energy system not long after the idea of modpacks started becoming popular, as before FE, almost every tech mod had it's own version of electricity that would be completely incompatible with other mods.
Ironically, Create is the first largely popular tech mod since the standardization of FE, to break away from the FE system, instead using it's own original RPM/Stress system... Then people made various addons to allow Create systems to generate FE.
well, at least that opens up more options for cross-mod interactions
Incorrect: Forge Energy and Redstone Flux are completely different APIs. Redstone Flux was created as part of Thermal Expansion to break away from depending on Buildcraft's energy system (Minecraft Joules) which was being used by a number of mods at the time. RF was ironically picked up by a number of other mods and thus later released as a standalone energy API. Forge Energy is functionally equivalent to RF, with the important difference that FE is an official part of the Forge API. The reason RF and FE seem to be effectively the same thing is that a lot of mods will simply convert from one to the other on demand.
@@dimitribarronmorethe FE code is literally a copy-paste of the RF code (with credit to TeamCOFH and license info in the headers)
so FE and RF are _usually_ compatible, cool. good to know i haven't missed something huge with modded minecraft since Tekkit classic
@@sky01james28 Wild, I didn't know that. You'd think some of the sources on FE across the internet would say that clearly rather than describing it as "based on RF" or "functionally equivalent to RF" if it's exactly the same code. Then again, it might just be simple enough that it can't provide the same interface and not be the exact same code
Feels like immersive engineering but with rotation
immersive creating
Looks like it a bit too
yeah
As an EE I wanna do substations. 🤣
@@Mr_Numbers1 if by substations you mean places where hv gets converted to lv/mv for locla use, then for me that is common practice in immersive engineering.
Looks alot like immersive engineering
Just wait until you find about the "Red Power" mod. I don't mean to hate on the Create mod, but they stole the feature from both mods.
It reminds me a lot of these strange towers outside my home irl… i swear the create mod is COPYING MY NEIGHBORHOOD DECOR
@@alexandermercier436 That feature exists in real life
@@alexandermercier436The person who made Create is not the same person who made Create: New Age. In terms of the feature being “stolen”, immersive engineering and Create: Crafts and Additions also has this feature. Who is stealing from who?
@@coach533create crafts and addition is older and in my opinion a little better but new age is not ripping anyone off.
IE's power lines in Create is a dream come true to me
I mean you could use the powerlines from IE for aestetic, its the motors and generators that make the difference.
I have also been using this mod and its fully compatible with IE power
@@SamPhoenix_ It's compatible with almost every mods power, as they all use either RF or FE (which themselves are compatible and equivalent). Any mod that doesn't use one of the two universally accepted standards simply won't be compatible with literally anything else.
Shalz not knowing what FE is is such a new modded minecraft generation thing lol. I remember the times of industrial modded packs before Create, energy everywhere and simply blocks that do things inside of them. And if you're lucky, multiblock structures like in Immersive Engineering.
And even before there were times when every mod had its own energy mechanic. Industrial Craft's electricity, Thermal Expansion's Redstone Flux, Buildcraft's MinecraftJoules! And there were blocks to convert one into another.
I was very surprised that shalz didn’t know what FE was
There was Tesla too
You bassicaly said back in my day
is is
@@chandrasekarannatarajan3542 Well, yes, I did. I have very warm memories from back then and I find it interesting to notice the difference in people and modding scene over time.
1:42 FE is Forge Energy (its the most common electricity system in minecraft mods built for the forge mod loader as it is already available for mod devs to use without much effort and it does not require additional dependencies)
Create stuff and aditions also adds electricity but with a mich simplier system, ans since both use FE (a wierd energy unit used for many forge mods) both are actually compatible
it's create crafts and additions :)
WIERD? WIERD?
FE is the backbone of minecraft tech mods
@@franciscoprado1836 I always thought it was RF...
@@CommissarChaotic RF was slightly less common then FE and stands for Redstone Flux, but they both served a similar purpose
@@a_puntato29they should even be intercompatible. At least i remember using them both together
FE is the main energy measuring unit for all the forge mods and it's Forge Energy
there's also other mods that use RF as in Redstone Flux, another very popular unit of electricity
and then there's AE which is only used by Applied Energistics
And there's EU, used by Industrial Craft 2.
@@theprodigal72 I believe EU can be converted into RF automatically just by attaching EU wires to an RF machine?
I think FE and RF are interchangeable with many of the other energy types being able to be "transformed" from one to the other with the help of other mods. But from my own experience with modpacks RF is the most common energy type by far
@@PapaLurts FE and RF are compatible with each other, being converted automaticly between machines
@@log_by_bolbi don't think neither most mods bring support for EU conversion natively, but at least mekanism has universal wires that Work with both
I love watching Shalz try to learn by just placing and pondering. Power lines would look really cool in the survival work too!
A bit of physics for ye. The faster you spin the rotor (the middle component of the generator) the more power you get out of it. This is how generators work IRL too (you have to cool them down irl tho)
The fact this guy is older than me, knows a lot more techniques with create than I do, and somehow doesn’t know FE puts a smile on my face because this is like a whole new world to him
So pretty much Immersive engineering with create?
was literally thinking that
i like it when we dont know how things going on, thats why i watch you.
that moment of "oh what the hey" and you use the magic of editing to fast forward the thinking then tell me whats going on. its like figuring it out myself in fast forward with jokes. ideal scenario
0:46 it looks like in Philippines
I recommend trying Create Crafts and Additions. You can convert from rotation to electricity with alternators and electric motors. And it's compatible with other power mods, like Mekanism and Immersive Engineering
Once you add in IE, create becomes a bit pointless. A single diesel generator can output enough RF/t to power 9 or so motors. Even something as mid game as a IE windmill is already more compact and less laggy than a equivalent Create thingy.
Of course, feeding a diesel gen is a different question, but cloches are made for that purpose
@@Demopans5990 While you are correct, my logic was using IE to create rotational power using the converters. So, yes, Create based power gens are useless, and cloches are more compact, but not everything in one mod is possible with the other
I would hope you would never hse a good mod like create or IE with mek*nism
@@FrogVoid1mekanism is good for compact automation though
(sorry for this block)
FE - Forge Energy is the first type of energy to be used in common among several mods, which has made it possible to greatly simplify the Modspack. A single source of energy powers all your machines.
Before IC2 (industrial craft 2) used its own energy source which could explode, it always explodes but just the transformers, batteries and machines but no longer the generation of electricity (which was very annoying when your entire base was powered by solar panels which needed machines to be created)
It saddens me not seeing Redstone flux
Yeah I liked the concept of the mod but was put off by the intial balance (mind you, i looked at the mod back in August, might have changed).
My biggest issue was the mod lead to an overwhelming amount of thorium ore spawning as well as there being a recipe to infinity generate thorium. The mod author's reasoning was that because it required 10 thorium to make a nuclear cell but would that not be achievable via increasing drop rates? And i was confused because the ore was spawning everywhere I mean. It was everywhere, made the early game mature with all the inventory clutter, especially because there wasn't a Thorium Ore Block block to help with storage like the Coal or the newer Iron Ore Block blocks.
The concept is really awesome though but i was underwhelmed by the overall design philosophy behind the mod.
The wires were pretty much the only thing I liked from the Immersive Engineering mod. That there's an addon to Create that adds wires makes me immensely pleased.
garden cloches are cool too
@@ilovehumongoushonkersnothing more op than garden cloches and mystical aggriculture
@@p3chv0gel22 if you had the addon that made them compatible
I love the early game of immersive engineering but the late game is trash, like you farm and build 10 hours to get a diesel generator running, and what can you power with it?! Just like 1 late game machine!
@Redstoneprofi01
These days, I just have diesel generators power an electric fence array. Also, they can be used for pretty cracked mob farms
I love finding neat and/or quirky create mods I actually like, ponder, and consider for the modpack, and then shalz finds it and does a video to show me what the average create player will experince trying it out lmao
That looks amazing. Real “Immersive Engineering” vibes.
"what is FE" that hurt my soul...
Immersive engineering chads: look what they have to do, to mimic a fraction of our power
Diesel generator being obnoxious
Honestly, the way that the magnet generator works actually makes sense, because if I recall that is actually how most generators work in the real world.
For example, you can pop a propeller onto the spinning copper coil part, and boom. You've just made a wind turbine since some weird scientific process is happening where when you make a bunch of copper coils in a ring spin around a magnetic ring, you somehow produce electricity.
I didn't really pay much attention to how generators work IRL, but if I recall the basic concept is still the same. Make copper coils spin around between a bunch of magnets, whether through wind, water, or manual rotational power, and the copper being magnetized in just the right way causes electricity to form.
Correct. Any time that you move a current-carrying object (like a wire) through a magnetic field, a current-carrying object (like a wire), you get electricity.
Also exactly how motors work but in reverse! We provide the electricity and we get the spin!
It's called the generator effect and its pretty much the foundation of modern society, give it a search.
There's still a fair bit of the mod to discover: here's a veery rough guide to a nuclear thingy
1.nuclear reactor
2.heat pipes to a steam engine
3.steam engine rotation to generator
You might want a generator/battery system to start up realistically
Shalz I want more videos of you figuring out this addon, I'm old-school this all makes sense to me, seeing you figure it out brings me nostalgia, also in a way makes me realize how old I'm 12 long years of minecraft and still these systems stand and we see people alien to this concept figure it out, godspeed shalz on your discovery of electrical power with create new age!
immersive engineering who did the wires first:
i would suggest trying to power it with other mods that use FE, it would make generating the energy way faster and less expensive (depending on the mod)
Thermal dynamics, Mekanism, and Powah are good ones
oooh just like immersive engineering.... that so awesome
1:41 POV you never played with any tech mod 😂
this is actually crazy, ive been waiting for this for a while
You could make a "gas station" (really it would be a charging station) For cars where ( for purely immersive purposes) you would hook the car up and it would charge and once it's finished, goes off and uses it all up again. Again, I know this would be useless, but it would be cool for roleplay's sake.
This mod basically means you can put your power in one mega place, and then send the power anywhere with nearly zero hassle, to multiple different factories.
I honestly prefer this cause it could create some insane builds and means ppl arent puting waterwheels everywhere
If that reduces cost/lag from using several shafts and gearboxes, I'm all for it.
There is actually another mod that adds electricity generation to create. It's called 'Create Crafts & Additions' (not 'Create STUFF and Additions' that's a different mod). It's a bit easier to understand than the New Age mod and works well but it doesn't have the fancy moving coil blocks. It does let you generate electricity with rotation though, which let's you make custom power plants etc. I use it in all my packs and it works well. I'm interested to see how New Age progresses too.
me when create crafts and additions
First thing to come in mind of that mod is just a mod for making immersive engineering and create work together.
7:56 The sound...
🎶 were gonna rock in new 🌟ELEKTRICK EVENUE🚨🎵
Shalz casually making a video on this addon months after its realse😭😭
honestly, crafts and additions did it better, just looks and acts far cleaner. plus it actually works like a wire should instead of using diamonds to transfer electricity, that ad the factory must grow are honestly my fav
create crafts and additions also has electricity
I love how all these create updates are kind of just like the evolution of technology through time.
Shalz's excitement makes it better
immersive engineering?-
Imagine they would add an electric chair (I think that would be shalz's favorite thing)
Create is slowly becoming Immersive Engineering lmao
Shalz look at the Create Crafts & Additions, they also have energy cables and you can use liquids in Blaze Burners, you can make a Bioethanol fuel production to make a max Steam Engine generating insane Stress units
Having gone down a rabbit hole trying to turn electric motors I harvested into generators, as well as make them from scratch with massive magnets, it is funny watching Shalz look at things and not know what they are; Def might get this mod, as I didn't know they had electrical stuff, and always enjoyed making massive power generation plants in games (no real reason) as well as power storage (like a lot of batteries in Kenshi)
theres been a pretty popular addon that adds electricity to create for years😭'Create Crafts & Additions'
It sounds like Immersive Engineering but with more steps
Create New Age! I love this mod!
Maybe make a power plant and sell electricity
Didn't Stuff & Additions already add this stuff?
You should try Create crafts and additions. It’s very similar but a little less complicated.
For every pushup this like gets I'll do one comment
GG to your grammar
“Pure Poetry” -Remy “Little Chef” Rat
Wait till shalz finds the nuclear reactor 😂
Just use: create crafts and additions, way simpler and is also wayy more efficient with stress and power generation.
Litterly does the same, but simpler
The Mod also adds nuclear reactors that can even have a meltdown, perfect for Shalz!
You can power the generator coils with steam engines that can be heated with a boiler heater. Boiler heaters will need heat that can be made via nuclear reactor. :)
Just wait until you find create: mekanized
id recommend create crafts and additions, it also adds electricity but has better textures and adds accumlators
you know its a good day when... uhh...
uhh...
shalz
This looks awesome, you should add this to your server
Definitely need more of you fumbling with advanced create stuff in my life. You embody how I feel using anything in Create: New Age.
did..
did everyone forget that crafts & additions existed
Fingers crossed Broken Bad comes next
Well, filing this one away for later! I exist on the opposite side of the river this mod bridges, being mostly someone who dabbles in traditional tech mods (that use FE), but wants to do things with Create.
Create Crafts and Additions has some similar baseline functionality, with an Alternator that converts rotation to FE and a motor that does the opposite, but that's a side thing in a mod that does a bunch of random Create stuff, whereas this seems to be a dedicated approach to the concept.
Electricity ✅
Belts ✅
Giant manufacturing machines ✅
Depleting the world's resources ✅
This is now just Satisfactory in minecraft, we previously missed electricity but now... It's... It's perfect
Show us more of this mod !!
I also really like seeing how you discover things rather than explain things like a wiki.
It feels like the audience is way more involved because they have to think for them selves too
Create: crafts and additions have similar energy system with wires and more and is much easier than Create: New Age
Small comment, but seeing Shalz gushing on every feature that intrigues him and have a breakthrough on screen, is worth all the """misinformation""" he might accidentally spread. I like watching people having simple wholesome fun and discovering new things, even getting excited about everything and nothing all at once. Keep it up! I've learned the existence of plenty of mods and addons this way, and I love the "dabbling in" approach much more than if it was a sterile presentation. Which wouldn't be Shalz's signature anyway
Its so fun to watch shalz get super excited
That's SICK, pls more
If you do add this into the create series world, then you create energy for the whole server and once every 7 days you can send them an electrical bill for resources
I find it funny how all these years Redstone was Minecraft's form of electrical system and now with this mod you could do it like a pro
Information: The stronger the magnetic field of the generator, the more torque you require to move it, but the more current/stress units can output while maintaining its voltage or FE/t
This last measure can be raised the faster you spin the thing, meaning that:
More Spin speed = More FE/t
More Magnets or Powerful Magnets = More SU (Both required for spinning and as output of the electricity, aka amperes)
Loved the video @Shalz! Can't wait for the next video man! You should try using a Steam Engine to power the Generators, which would then be a Steam Generator.
Also, you get Overcharged Items (Diamond, Gold, etc.) from placing the Item that's to be Overcharged on an Electrical Charger which zaps the Item with an Electrical Beam.
You should try the "Create: The factory must grow" mod, it includes oil refining, combustion engines and it's overall very cool
This mod appears to be a slightly inefficient way of transporting stress long distance, but the long distance means you don't need some hyper blaze boilers scattered all over. Rather, you could just make a few all in one place and run power lines to all your factories. Honestly, the biggest limitation on this mod's potential is the wire's limitation. Too much draw on one cable would demand more wires.
Looks like Immersive Engineering 🤣
u should like maybe try a tech mod to learn all about fe rf and all the other energy types like mekanism, immersive engineering, and thermal series. To name a few
Love when Shalz yells "its so cracy"
Give us MORE of this!!! You make great content so keep it going👍
it would be so cool if the generator could be used as a motor
I can't wait for more of this. The create mod and mod add-ons are so fascinating.
shalz not going over the nuklear reactor stuff is insane, id see him actually get BLASTED by radiation in game and asking "is it supposed to be doing this?" XDDDD
Its time for the "ELETRIC TRAINS ERA" YOO!
Shalz discovering the basics of technic mods that uses the most basic energy
I wish this kind of thing was in the base game. But, I'd gather generate from a dam which would make more sense to me.
The powerlines are awesome
seeing FE gave me flashbacks to all the industrial mods i used to play lol. good times!
also if you ever need it RF stands for Redstone Flux i remember needing it once
wait till this guy hears about other mods
Thermal energy usines!
Literally what Immersive Engineering has been doing for years.
This is definitely something we need to see on the Create Survival server
Wait until he discovers the nuclear reactors!
Makes sense. Rotational energy was an early create thing, but I assume their plans for 1.0 are a lot grander than everything running purely off of rotational energy.
i cant understand the mastermind which makes these avant-garde masterpieces, when i see myself trying to figure out how to make a windmill.
I kind of want to see Shalz deep dive this addon and build a power plant with it now.