Creative Energy Source
Summary
The Creative Energy Source is a block that never runs dry. It burns no fuel, waits for no sun and ignores the weather: it gives out as much as you ask for, tick after tick, forever.
It exists for one job — testing setups. When you are wiring a cable run, a reactor bench or a chain of machines and want to know whether it works, an ordinary generator gets in the way: it becomes the bottleneck itself, and you cannot tell whether the layout is wrong or the fuel simply ran out. This block removes the question entirely.
Quick example: place the source, dial the output up to 512 EU/FE/t, run an electrum cable to a machine — and it will keep working for as long as you need, without a single lump of coal.
You cannot get it in survival. There is no recipe at all: the block comes only from the mod's creative tab. The pink name in its tooltip is the same signal the dragon egg and the barrier carry — this is a technical thing.
Energy
| Property | Value |
|---|---|
| Output | adjustable: 32-8192 EU/FE/t |
| Intake | none — the block only gives |
| Tier | not fixed; set by the output |
The output you set is the block's total for a tick, not a limit per side. If several machines stand around it, the number you set is shared out between them rather than multiplied by them.
One ceiling worth knowing up front. No single receiver will ever take more than 512 EU/FE/t: that is what the thickest cable in the mod carries, and the same figure the block hands over on direct contact. Settings above 512 therefore only mean something when the source is feeding several consumers at once — the screen says so plainly, so that it does not read as a fault.
Generation
No fuel, no conditions. While the switch is on and the output is above zero, the source works — underground, at night, in the rain, in the Nether.
A switched-off source disappears from the grid completely: it does not merely give zero, it stops counting as a source at all. The same happens when the output to zero — those are two ways of saying one thing. That is deliberate: cables should not wait on a block that will never deliver.
Inventory
One slot — item charging. Drop in an energy pack, an electric tool or a battery and it fills at whatever rate the item itself accepts.
The slot is hand-only: hoppers and pipes cannot reach it from any side, in either direction. Charging speed does not depend on the output you set — otherwise a tool would take three times as long to fill just because you happened to be testing a grid at a low setting.
Interface
| Control | What it does |
|---|---|
| Switch | turns the source on and off |
| LV / MV / HV | quick output presets |
| Slider | exact value; step 32 EU/FE/t |
| Slot on the right | item charging |
The slider behaves like a real dial: while you drag it the figure moves at once, and the server hears about it once, when you let go. The mouse wheel over the slider moves the value one step at a time.
Block properties
| Property | Value |
|---|---|
| Shape | full cube |
| Hardness | 3.0 (blast resistance 6.0) |
| Tool | pickaxe |
| Drop | itself |
| Light | none |
An ordinary block: it breaks, it blows up, it goes in your pocket. It was deliberately not made indestructible — on a test bench it is easier to move around.
Recipes
There is no recipe. The block can only be taken from the mod's creative tab or handed out with the give command. That is a condition, not an oversight: a testing instrument has no business in progression.
Progression
The block sits outside progression. It unlocks nothing and leads nowhere — in survival it simply does not exist.
Related
- Cable — how to get the energy to a machine
- Battery Box — where to put it
- Charge Pad — charging carried gear without a slot