Electric Saber

Electric Saber

alaindustrial:electric_saber
ItemsLVImplementeditemenergyweaponcombatsaber

Summary

The Electric Saber is the fifth item in the powered-equipment line and its first weapon: after the Electric Drill (stone), the Electric Chainsaw (wood), the Electric Shovel (earth) and the Electric Hoe (farmland), combat gets its turn. Same contract as the rest of the line: it runs on EU/FE instead of durability, never breaks, and on an empty buffer it degrades instead of switching off.

The saber has three states, and the player controls two of them:

StateDamageReachCostOn the target
Charged and switched on124 blocks100 EU/FE per hitSlowness II for 2 s + sparks
Switched off (shift-right-click)43 blocks——
Flat43 blocks——

Twelve damage beats every vanilla sword (diamond 7, netherite 8) and our own tempered iron one (6.5). A full 10 000 EU/FE buffer lasts 100 hits; after that the saber hits for 4 — a stone sword's worth, which is still a weapon rather than a stick.

A live blade also reaches one block further: an energy edge is longer than a steel one. A flat saber swings at the vanilla 3 blocks.

The switch (shift-right-click) is the same ergonomic the Electromagnet has: the player decides when to burn charge. A switched-off saber spends nothing and hits like an ordinary sword — handy on the long walk home when slimes keep turning up.

Like the mod's other EU/FE items, the saber has no durability and never breaks: the bar under the icon shows charge (gold, the LV colour), not wear.

Energy

Its own EU/FE buffer, outside the energy network. It charges in the Battery Box slot, from a worn Energy Pack and on the Charging Station, and spends charge only on hits against living targets.

WhatValue
Rolepowered melee weapon with an EU/FE buffer: a consumer at a charger
Buffer10 000 EU/FE
ChargingBattery Box slot / worn pack, ≤ 32 EU/FE/tick (capped by the LV ceiling) → a full charge in ~16 s
Drain100 EU/FE per hit on a living target
Idle drainnone
Component(Long, persistent + network-synchronised) — shared by every powered item in the mod

The drain happens server-side only, only after damage actually landed, and only for a player. Creative mode spends nothing.

Low-charge warning. When the charge falls below 10% of capacity, the owner hears a short beep and sees "Low charge: item name — N%" above the hotbar. The warning is personal: only the player using the item gets it. It fires once, on crossing the threshold; while the item stays below it and keeps spending, it repeats no more than once every 60 seconds, and an item picked up already low warns on its first spend. When what is left no longer pays for the next action (a block, a hit or a shot), a separate signal sounds and the line "Out of charge: item name" appears — once, until the item is charged back above the price of an action. Such an item never reaches zero: below the price of an action it works as a plain one, without the electric drive. Creative players and spectators get no warning. The switch is.

Inventory

Not applicable — the saber has no internal item storage (stacks to 1).

Block properties

Not applicable (item).

Recipes

Crafting — the line's usual frame with a diamond sword in the middle: a row of iron ingots on top, two batteries at the sides, two copper coils and an electronic circuit below. Charge held by the batteries carries over into the finished saber. The recipe unlocks once the player has a copper coil, an electronic circuit or a diamond sword (advancement recipes/misc/electric_saber).

Behaviour

Progression

Crafting

Shaped Crafting
Any Iron Ingot
Any Iron Ingot
Any Iron Ingot
Battery
Diamond Sword
Battery
Copper Coil
Electronic Circuit
Copper Coil
Crafting Table
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Electric Saber
Electric Saber