Energy Pack
alaindustrial:energy_pack
Summary
The Energy Pack is a wearable energy buffer: it goes in the chest slot and, while you wear it, tops up every powered item in your inventory once a second. Today that means the Battery Pouch — with the pack on your back the pouch no longer runs flat and locks itself mid-expedition. The pack holds 20 000 EU/FE — ten times the pouch, and as much as a Battery Box. It charges in the Battery Box charge slot, and unlike the pouch it has no passive drain of its own: EU/FE only leave it to charge something. It is a device, not armor: no durability (it never breaks and never wears), it cannot be enchanted, and it gives a token 2 armor points — less than a leather chestplate. A chest slot filled by the pack is a chest slot not filled by armor: that is the trade.
Mini-example: put a charged pack on, keep a half-empty pouch in your hotbar, and go caving for the afternoon. The pack quietly tops the pouch up every second, so the pouch's lock never snaps shut — no more running back to base just to unlock your storage.
Energy
Its own buffer, separate from the energy network. You charge it at a Battery Box; it hands energy to the items in your inventory — but only while it is worn.
| Field | Value |
|---|---|
| Charge held | 20 000 EU/FE (ten pouches; the same as a Battery Box) |
| Charging | Battery Box charge slot — full in about 31 seconds |
| Output to items | up to 640 EU/FE per second, shared across your inventory |
| Passive drain | none — it only spends charge to feed something |
| Order it feeds | hotbar → rest of the inventory → offhand → cursor → 2×2 crafting grid |
| Armor | 2 points (less than leather) |
How it behaves
Wearing it: the chest slot. The pack works only while worn — in a bag, a chest, or your hand it charges nothing. Charging your items: once a second the pack hands out up to 640 EU/FE to anything in your inventory with a charge. It walks the slots in order — hotbar, then main inventory, then offhand, then the stack on your cursor and the 2×2 crafting grid — and each item takes what it has room for; the rest of the budget moves on to the next. The cursor and the crafting grid: a pouch you are holding on the cursor, or one you dropped into the 2×2 crafting grid, is charged like any other — it is still on you, and charging should not stall while you are moving things around. What it does not charge: other Energy Packs (two packs would just pass energy back and forth for nothing), items sitting inside containers — a pouch, a vanilla bundle, a shulker box — and the contents of an open chest or machine: those belong to the world, not to you. In creative: charge is never spent — not by the pack, the pouch, or the drill. Exactly as vanilla tools take no durability damage in creative. The pack still charges your items, so a charged pack lasts forever in creative; a completely empty one still has nothing to hand out. Idle: with nothing to charge — a full pouch, an empty pack, ordinary items — the pack spends nothing and its charge does not move at all. Charging the pack: in the Battery Box charge slot. The same slot takes the pouch too — it accepts any item with a charge. The charge bar: the bar under the icon shows the charge (yellow). The tooltip reads "Charge: X / 20 000 EU/FE", or a red "Empty" at zero. On-screen readout (HUD): while the pack is worn, its icon, charge percentage and a bar (green → gold → red as it drains) sit in the top-left corner. On by default, toggled with the H key (rebindable under Controls → Ala Industrial) or in the mod's settings. Nothing shows when no pack is worn. Drained look: at zero charge both the icon and the model on your back switch to a dead look — a red indicator light instead of the green one, and pale cells. Durability and enchantments: none — the pack never breaks, never takes damage, and the anvil and enchanting table both ignore it. On drop, death, or relog: the charge lives on the item and survives.
Block Properties
Not applicable (item).
Recipes
Crafted at a workbench from three batteries — a new cell component made of tin, redstone and copper cable — in a leather body, with an electronic circuit on top and a tin buckle below. The battery is a crafting part only for now: it stores no charge of its own.
Progression
The next step after the Battery Pouch: the pouch carries your things, the pack keeps the pouch fed. Available after the Battery Box — without one there is no way to charge the pack. LV tier. Bigger versions (more buffer, faster output) and electric tools that draw on the pack are planned for later.
Compatibility
Recipe viewers (JEI/REI/EMI): crafting only, like any other item. The pack charges other mods' powered items. Anything that exposes the loader's item energy capability — Team Reborn Energy on Fabric, the FE capability on NeoForge — is topped up alongside this mod's own items, at 1 EU/FE = 1 FE (the same rate the block side uses). Other mods' chargers can charge the pack. It exposes its item energy capability for insertion only: a foreign machine can fill the pack but cannot drain it — the pack hands out its charge itself, while worn. Items in the tag are never charged. The pack itself is in that tag; add a foreign charger to it via a datapack if two chargers start ping-ponging energy at each other. Intake is capped by the pack's own input rate, not by the charger's appetite — no foreign mod can fill it faster than the balance allows.
Related
Battery Pouch — the first thing the pack feeds. Battery Box — charges the pack (charge slot). Electronic Circuit — a crafting component. Tin — the battery casing and the pack's buckle.
Crafting
Shaped Crafting
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Energy Pack
Used in
Shaped Crafting
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Jetpack