Forge Energy System V8
Forge Energy System V8
Forge Energy System V8
Table of Contents
Page Section
1 Table of Contents
2 Project Information
3 Forge Flow System
7 Forge Energy System
8 Required cable block settings
9 Required global variables
9 Basic cable mechanics
10 Model name chart
11 Cable block tags
12 NBT cable and device variables
13 Forge energy modular sizes
14 Material names
15 Energy device ideas
19 Forge Fluid System
20 Required Pipe block settings
21 Required global variables
22 Basic pipe mechanics
23 Model name chart
24 Pipe block tags
25 NBT pipe and device variables
26 Forge Fluid Modular Sizes
27 Forge Fluid Type Names
28 Material names
29 Energy device ideas
30 Energy machine ideas
Project Information
YouTube series:
You can find a full series playlist for this project on my YouTube channel.
Project page:
You can find the project on the project page on my GitHub.
Project files:
The project contains the following:
• MCreator Workspace for testing if one gets stuck.
• Textures of the cables and example devices.
• BlockBench models of the cables so people can use it as a guide to make custom
cable thicknesses.
• Cable JSON files to quickly use the thickness that I made in the tutorial.
• Procedures for the cables and devices.
• This PDF file that explains more in detail about how things work.
Forge Flow System
The ForgeFlow system allows cables, pipe, and storage blocks such as tanks or batteries to
detect what direction energy is being sent from so that the energy does not have problems
sending energy.
Follow the steps below to set up this new system.
• The global timer allows for all cables and pipes to update at the same time which
addresses on issues I had trying to run it through NBT block variables.
• Procedure for the timer should be a global timer set to “On world tick update”, this will
allow the timer to work every time the game ticks.
• You only need this one timer for all your cables and pipes in your modification.
It is NOT required to make a timer for each cable or pipe.
• Make sure you set up the global variable listed above before importing this script.
Generator and pump script:
• Generators and pumps need to test for the cable NBT block variable the direction
where the energy will be sent to.
• Also the block needs to support energy so these to blocks should be taken into
consideration when you set the cable or pipe block’s forgeFlow number NBT variable.
• Below the condition you have the forgeFlow block NBT variable which sets the starting
number
• This number will decrease each block it passes through creating a flow mechanic the
further out it gets from the source of generator or pump.
• Below that in the collapsed block there is the energy script for the energy generation.
• Energy should run independently from the forgeFlow variable, don’t include the script
in your energy script or it could cause issues with the flow system.
• Fluid uses a NBT tag called forgeFluidFlow this was needed to ensure the
devices did not overlap with the flow system. Using the same forgeFlow NBT
variable broke the mechanics.
Cable and pipe script:
• The cable script was reworked to fix a critical issue with the flow of energy.
• Cable, pipes, storage blocks and generator/pumps now use this new system.
• Make sure you have the “forgeFlow” global map number variable added before you
import the new script.
• Again fluid uses forgeFluidFlow for th NBT number tag.
Make sure to
read the Forge
Flow section to
set this up
properly.
Cross-mod support:
In order to make your cables comparable with other mods there needs to be some
consistency between mods, this part is up to the mod developer to do though we can give
some advice on how to set it up, mod developers will need to pick and choice what they want
at the end of the day.
If you want to keep it comparable then follow the guidelines below.
• NAMESPACE: (Required)
◦ Your tag should be under your mod namespace.
• SIZE: (Required)
◦ Pick a modular size and add this to your tag so you have room to make more cable
sizes later on.
• MATERIAL: (Optional)
◦ If you want to limit your cables from working with other cable materials you can
specify the material type of the cable at the cost of it may not being compatible with
all mods. If its a common material like copper, gold, or fibreglass then it should be
fine for comparability but if you decided to add a custom material you made up like
Bloodite then it may not be something other mods will use.
Cross-mod support:
Like cable tags this is up to the developer to decide how they want to implement the
connections, though keep in mind that if you want it to be supported I would suggest picking
your name carefully and deciding if you want to use the material type or not.
See below for some common material types that are used in mods. Also below you will find
size information.
Some general tips to keep your NBT names consistent.
1. Always start the tag name with a lower case letter.
2. Always start with the word “cables”
3. Every other component must start with a capital like so “oneTwoThreeFour”
4. Always include the cable size after the cables name like so “cablesA”
5. If you use materials add this after the size so like this “cablesCCopper”
6. Last important thing is to state the direction at the end so like this “cablesFGoldNorth”
or “cablesFNorth”. All six directions be structured the same way.
Forge energy modular sizes:
• In some cases you may want to have high capacity cables medium capacity cables
and low capacity cables for transporting energy across the world.
• With this being said you may have lower capacity cables for low tier machines where
larger capacity may be used for things that require more energy like foundry blocks.
• With this you will run into some cases were you will have more than one cable set this
is where modular cable sizes can play role in keeping your cables cross-mod
compatible.
• Use the chart below to group your cables into classes and use the class for your Cable
Block Tag name and NBT variable names.
Metals:
• Aluminum (Al)
• Chromium (Cr)
• Cobalt (Co)
• Copper (Cu)
• Gold (Au)
• Iridium (Ir)
• Iron (Fe)
• Lead (Pb)
• Lithium (Li)
• Nickel (Ni)
• Platinum (Pt)
• Silver (Ag)
• Sodium (Na)
• Tin (Sn)
• Titanium (Ti)
• Tungsten (W)
• Uranium (U)
• Zinc (Zn)
Other:
• Fibreglass
Energy device ideas:
Energy generator ideas:
• Biomass Generator
• Coal Generator
• Crude Oil Generator
• Geothermal Generator
• Hydro Damn
• Natural Gas Generator
• Nuclear Reactor
• Petroleum Generator
• Solar Panel
• Steam Generator
• Water Mill
• Wind Mill
Energy machine ideas:
• Collector
• Compressor
• Electric Dropper
• Electric Furnace
• Electric Lights
• Electric Sorter
• Electrified Blocks
• Electrolizer
• Entity Barrier
• Extractor
• Fabricator
• Farmer
• Forester
• Grinder
• Magnetizer
• Metal Former
• Miner
• Mining Pump
• Pumps
• Quarry
• Recycler
• Replicator
• Scanner
• Teleporter
• Terra former
• Trader Machine
Other energy ideas:
• Transformers
Forge Fluid System
Forge also has its own fluid system which is similar to other mods like industrial craft. It
provides the ground work for transporting fluids through blocks and use them in machines or
devices.
With this being said NeoForge is an exact copy of Forge but with improvements so there will
be no real change to Forge energy other than some optimizations and maybe more features
in the future.
MCreator has added support for Forge Fluid though limited its limited it allows MCreator mods
to use the feature. However a lot of things will be dependent on the pipe mechanics due to
lack of support for block states.
This is a general guide on the pipe system I designed for the MCreator community. I try my
best to keep the project maintained and fix and issues I notice though feel free to reach out in
if you find an issue on my YouTube video for the pipe the link will be below.
Required Pipe block settings
Some settings are required to make the pipes work properly though anything else can be
changed how you like.
Make sure to
read the Forge
Flow section to
set this up
properly.
Cross-mod support:
In order to make your pipes comparable with other mods there needs to be some consistency
between mods, this part is up to the mod developer to do though we can give some advice on
how to set it up, mod developers will need to pick and choice what they want at the end of the
day.
If you want to keep it comparable then follow the guidelines below.
• NAMESPACE: (Required)
◦ Your tag should be under your mod namespace.
• SIZE: (Required)
◦ Pick a modular size and add this to your tag so you have room to make more pipe
sizes later on.
• MATERIAL: (Optional)
◦ If you want to limit your pipes from working with other pipe materials you can
specify the material type of the pipe at the cost of it may not being compatible with
all mods. If its a common material like aluminum or copper then it should be fine for
comparability but if you decided to add a custom material you made up like stone
pipes then it may not be something other mods will use.
Cross-mod support:
Like cable tags this is up to the developer to decide how they want to implement the
connections, though keep in mind that if you want it to be supported I would suggest picking
your name carefully and deciding if you want to use the material type or not.
See below for some common material types that are used in mods. Also below you will find
size information.
Some general tips to keep your NBT names consistent.
1. Always start the tag name with a lower case letter.
2. Always start with the word “pipes”
3. Every other component must start with a capital like so “oneTwoThreeFour”
4. Always include the pipes size after the cables name like so “pipesA”
5. If you use materials add this after the size so like this “pipesCCopper”
6. Last important thing is to state the direction at the end so like this “pipesFGoldNorth” or
“pipesFNorth”. All six directions be structured the same way.
Forge Fluid modular sizes:
• Fluid is measured in millabuckets. 1 didget is one 1 miliabucket. 1 bucket is 1000
miliabuckets.
• In some cases you may want to have high capacity pipes medium capacity pipes and
low capacity pipes for transporting fluid across the world.
• With this being said you may have lower capacity pipes for low tier machines where
larger capacity may be used for things that require more fluid like foundry blocks.
• With this you will run into some cases were you will have more than one pipe set this is
where modular pipe sizes can play role in keeping your pipes cross-mod compatible.
• Use the chart below to group your pipes into classes and use the class for your Pipe
Block Tag name and NBT variable names.
For vanilla liquids and other possible liquids here is a list below with some examples.
• FLOWING_DIESEL
• FLOWING_GASOLINE
• FLOWING_HYDROGEN_PEROXIDE
• FLOWING_HONEY
• FLOWING_LAVA
• FLOWING_LIQUID_HYDROGEN
• FLOWING_MILK
• FLOWING_NATURAL_GAS
• FLOWING_OIL
• FLOWING_WATER
• DIESEL
• GASOLINE
• HYDROGEN_PEROXIDE
• HONEY
• LAVA
• LIQUID_HYDROGEN
• MILK
• NATURAL_GAS
• OIL
• WATER
You can find a list of liquids on this Wikipedia page here.
Material names:
Here are some metal material names that could be used for better cross-mod support for
pipes.
Metals:
• Aluminum (Al)
• Chromium (Cr)
• Cobalt (Co)
• Copper (Cu)
• Gold (Au)
• Iridium (Ir)
• Iron (Fe)
• Lead (Pb)
• Lithium (Li)
• Nickel (Ni)
• Platinum (Pt)
• Silver (Ag)
• Sodium (Na)
• Tin (Sn)
• Titanium (Ti)
• Tungsten (W)
• Uranium (U)
• Zinc (Zn)
Other:
• Glass
Fluid device ideas:
Fluid generator ideas:
• Water Pump
• Lava Pump
• Steam Pump
• Oil Pump
• Natural Gas Pump
Energy machine ideas:
• Bucket Filler
• Natural Gas Generator
• Oil Fabricator
• Oil Refinery
• Reactor Cooling System