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Create: No Unlimited Energy

Engineer your power in Create — real flowing-water dams, variable wind, and optional ComputerCraft control.

Modrinth technology

Описание

# Create: No Unlimited Energy (NUE) **Make power in Create something you *engineer*, not something you plop down.** NUE ties [Create](https://modrinth.com/mod/create-fabric)'s kinetics to genuinely flowing water ([Flowing Fluids](https://modrinth.com/mod/flowing-fluids)) and a touch of [ComputerCraft](https://modrinth.com/mod/cc-tweaked), turning energy generation into a real engineering problem: build a hydroelectric dam, a wind farm, and the logic that runs them — instead of a wheel parked in a puddle. Server-authoritative; clients only need the jar to see correct numbers in the goggles. ## In action ![Goggle readout — live power, rotation speed, and the dam-coherence multiplier](https://raw.githubusercontent.com/plagness/Create-No-Unlimited-Energy/main/img/stats.jpg) *Goggle readout: available power, rotation speed, and the dam-coherence multiplier (a 9-wheel dam, ×1.40).* ![A live energy dashboard on a ComputerCraft monitor](https://raw.githubusercontent.com/plagness/Create-No-Unlimited-Energy/main/img/tablo.jpg) *A live energy dashboard on a monitor, driven by the `cm_generator` and `cm_meter` peripherals.* ![Wiring ComputerCraft modems to the wheels and gauges](https://raw.githubusercontent.com/plagness/Create-No-Unlimited-Energy/main/img/connect.jpg) *Wiring ComputerCraft modems to the wheels and gauges (green = a peripheral is attached).* ## Philosophy - **Free, easy energy is the bug.** A wheel in a still pool — or a sealed pump loop — should *not* power a base. Power has to be earned. - **Water is engineered.** Wheels run only on a real current, and output scales with flow strength, the **head** (how far the water falls onto the wheel) and biome. Strong channels and tall dams are the lever. - **Bigger pays off.** Many working wheels clustered into one dam reward **super-linearly** — a real hydro megastructure beats scattered wheels by more than ×N. - **No perpetual motion.** Generating consumes a little water at the intake, so closed pump→wheel loops run dry; only genuine rain / river / ocean sources sustain. - **Wind is variable, not free.** A windmill's rotor speed tracks live gusts, weather and the day/night cycle, and its strength depends on placement (open sky, height, biome). Cheap and early — but unreliable. - **Stable water vs gusty wind.** Water is the premium, scalable backbone; wind is the convenient, swingy early option. Build both. - **Automate it — optionally.** ComputerCraft peripherals expose live telemetry of every wheel, windmill and gauge, so you can build dashboards and control logic in Lua. Never required. ## Requirements | Mod | Role | |-----|------| | **[Create (Fabric)](https://modrinth.com/mod/create-fabric)** 6.x | **Required** | | **[Flowing Fluids](https://modrinth.com/mod/flowing-fluids)** | **Required** — finite, genuinely flowing water. Set `create_waterWheelMode = REQUIRE_FLOW`. | | **[CC: Tweaked](https://modrinth.com/mod/cc-tweaked)** | *Optional* — read-only telemetry peripherals. Everything works without it. | Fabric Loader ≥ 0.15 · **Java 17 or 21**. ## Languages In-game text (the goggle readout) is localized: - 🇬🇧 English (`en_us`) — default - 🇷🇺 Русский (`ru_ru`) - 🇨🇳 简体中文 (`zh_cn`) Translations welcome — add an `assets/create_nue/lang/.json` and open a PR. ## Features ### Water wheels — flowing water only, and dams pay off - **Real current only.** A wheel in still water produces **nothing** — you build an actual flow. (Also fixes a Flowing Fluids `REQUIRE_FLOW` bug where wheels never registered as flow listeners and stayed dead.) - **Power = current strength × head × biome.** Tall dams and strong channels are how you scale. - **Megastructure reward.** A cluster of *generating* wheels (a real dam) rewards super-linearly; a dry, fake cluster gains nothing. - **Direction stability.** Signed-score hysteresis + shaft consensus stop wheels flickering direction under finite-water churn, so large single-direction arrays are buildable. - **No perpetual motion.** A small water-as-fuel tax drains the intake while generating. - **Goggle readout.** Wearing Create's goggles on a wheel shows the dam size and its multiplier. ### Windmills — variable wind, not a flat number Two independent quantities (in Create, `SU = capacity-per-RPM × RPM`): - **Speed (the visible rotor)** = how windy it is *right now* — gusts × weather × day/night, smoothed so the rotor drifts naturally. - **Force (capacity)** = the windmill's **placement** — open-sky exposure × height × region biome. ### ComputerCraft (optional) Attach a wired modem to a wheel, windmill, **Stressometer** or **Speedometer** — no new blocks, no hard dependency (the integration only loads when CC is present). | Peripheral | Methods | |-----------|---------| | `cm_generator` (wheels, windmills) | `kind()`, `active()`, `capacity()`, `rpm()`, `stress()`, `info()` | | `cm_meter` (Stressometer, Speedometer) | `gaugeType()`, `speed()`, `capacity()`, `stressUsed()`, `load()`, `overstressed()` | ```lua -- print every NUE generator + gauge on the wired network for _, n in ipairs(peripheral.getNames()) do local t = peripheral.getType(n) if t == "cm_generator" then local g = peripheral.wrap(n) print(n, g.kind(), g.active(), g.stress() .. "SU", g.rpm() .. "rpm") elseif t == "cm_meter" then local m = peripheral.wrap(n) print(n, m.gaugeType(), m.stressUsed() .. "/" .. m.capacity() .. "SU", math.floor(m.load()*100) .. "%") end end ``` ## Configuration Generated at `config/create_nue.json` on first launch — every value is tunable (flow/head/biome curves, the dam-coherence reward, the water tax, the full wind model, the per-wheel SU cap). Delete it to regenerate. ## Building from source Loom + Mojang mappings, compiled for **Java 17** (runs on 17 or 21). The compile-time dependencies (Create, Flowing Fluids, CC: Tweaked, and the `fabric-api-lookup-api-v1` module) are **not redistributed** — drop their jars into `libs/`, then: ```bash ./gradlew build # -> build/libs/create-nue-.jar ``` ## Roadmap NUE is an ongoing answer to *"free, easy energy in Create is silly."* Generation is being deepened while RF/electricity and storage stay a normal progression tier — the aim is to make a **huge hydro dam the most rewarding way to make electricity**, with water wheels and windmills as the mechanical base the whole energy economy is built on. Planned: a profitable-generation economy hook, pumped-hydro storage, seasonal water/wind, and richer ComputerCraft telemetry. ## Contributing Build, architecture, mixin conventions, localization, and the release process are documented in [`AGENTS.md`](AGENTS.md). Translations and PRs welcome. ## License [MIT](LICENSE). Contributions and forks welcome.