

Miniature Power Plant (MPP)
Version Support
Version | Modloader | Status |
---|---|---|
1.21 | NeoForge | ✅ |
1.20.6 | NeoForge | ⚠️ |
1.20.4 | NeoForge | ⚠️ |
1.20.2 | NeoForge | ❌ |
1.20.1 | Forge | ⚠️ |
1.19.x | Forge | ❌ |
1.18.x | Forge | ❌ |
⚠️: Bug fixes only, no new features
About the Mod
Miniature Power Plant solves a simple problem - provides diverse energy production without complex factories and bulky constructions.
All you need is to craft and place the base carrier block, which can hold up to three modules and three upgrades, and store up to 20 thousand FE of energy. By adding various modules, you create a compact power station right on the spot.
Each module has its advantages and disadvantages. For example, solar modules work best in direct sunlight, but their efficiency decreases in bad weather. To track all operating parameters, a simple statistics interface is provided that displays all energy generation indicators, penalties, and bonuses.
Planned Updates
- Upgrades for existing modules (temperature, water)
- New module that converts grass and leaves into energy
Base Carrier Block
Main Block
The carrier is a fundamental block that serves as the foundation for all energy generation modules. It can be placed in water, although this currently doesn't provide significant advantages.
Control Interface
When interacting with the block, an interface opens for installing modules.
The interface consists of five main zones (top to bottom):
- Top slots for modules and upgrades
- Central slots for modules and upgrades
- Bottom slots for modules and upgrades
- Energy indicator and battery slot
- Player inventory
Statistics Panel
Under each module or upgrade slot, there's an indicator showing operation statistics.
This image shows the current module wear level. A normal indicator is 100%, at which the module wears out at standard speed. Upgrades can either decrease or increase this indicator.
Below, energy generation with all penalties and bonuses is displayed. These indicators can change depending on time of day, location, and other external factors.
The wear scale shows values from 0% to 150%: green zone (0-50%), yellow (51-100%) and red (above 100%). Values above 150% are possible but not displayed on the scale.
Battery Slot
The battery slot allows increasing the total energy storage capacity of the carrier. The block automatically transfers accumulated energy to the installed item as soon as possible.
Only items capable of storing energy can be placed in this slot. However, this doesn't guarantee that the item will actually accept energy, so be careful when choosing.
Energy Indicator
The energy meter displays the current energy reserve both in the carrier itself and in the installed battery.
When hovering the cursor, the exact amount of accumulated energy, generation per tick, and losses for the last tick are shown. The overall scale displays the total energy of the carrier and additional battery.
Energy and Item Input/Output
Using cables and pipes from other mods, items can be transferred and energy can be extracted from the carrier.
If the carrier has energy reserves, it automatically transfers it in all directions, then fills the installed battery. If the battery contains energy, it also transfers it to adjacent blocks.
Items can be added to the carrier with the same rules as through the interface. Extraction is more limited - only the three main modules can be extracted after they are completely worn out. Extraction of upgrades and batteries is not provided.
Generation Modules
Modules are items installed in the corresponding carrier slots. They are the main source of energy and differ in functionality. Each module has a maximum wear level and standard wear rate. During operation, the module wears out at a given rate per tick.
For Class 1 modules, maximum wear is 100 thousand units with a wear rate of 1 per tick. Such a module will work for about 5000 seconds or 83 minutes of real time. Class 1 solar module produces up to 10 FE per tick and can generate up to 1 million FE over its entire service life. These calculations are valid without using upgrades.
Module | Slot | Class | Max Wear | Wear Rate | Base Generation |
---|---|---|---|---|---|
Solar | Top | 1 | 100K | 1.0 | 0 - 10 FE/tick |
Temperature | Center, Bottom | 1 | 100K | 1.0 | 0 - 20 FE/tick |
Water | Center, Bottom | 1 | 100K | 1.0 | 0 - 8 FE/tick per side |
Wind | Center, Bottom | 1 | 100K | 1.0 | 10 FE/tick |
Solar Module
Solar modules convert solar energy. Since direct sun simulation is complex, they use the sky light level at the carrier's location. This indicator is affected by time of day, obstacles above the block, and weather conditions.
The same algorithm as the daylight detector is used, but the value is multiplied by 0.67 to reduce maximum output to 10 FE/tick (instead of 15).
The module is subject to natural penalties: rain reduces generation by 50%, and thunderstorms by 85%. There are different levels of solar modules with various wear and energy output indicators.
Temperature Module
The temperature module generates energy from the environment. Energy production depends on the biome where the carrier is located. Each biome in Minecraft has a corresponding temperature value, which is multiplied by ten to calculate generated energy.
When raining at the block's location, the module receives a 50% efficiency penalty.
Water Module
Water modules use the energy of water flow. For maximum efficiency, water flow of level 4 must be provided on all sides.
The water level is determined by the flow stage: when placing a water block, level 8 is created, which decreases by one with each block in the flow direction.
For Class 1 module, the following generation indicators apply:
Water Level | Energy Generation (FE/tick) |
---|---|
1 and 7 | 2 |
2 and 6 | 4 |
3 and 5 | 6 |
4 | 8 |
8 | 1 |
This type of module is not subject to penalties.
Wind Module
The wind module generates energy based on the carrier's height position, world height, and surrounding blocks. Base generation is 10 FE/tick at height 128 blocks. Increasing or decreasing height respectively changes energy output.
The module checks a 7x7 block radius area for full blocks. Each detected block adds a 10% penalty to efficiency.
Upgrades
Upgrades are additional items installed in the corresponding carrier slots. They are not mandatory but recommended for increasing energy generation or reducing module wear. Usually, an upgrade affects only the adjacent module, but some also affect others - this is indicated in their description.
Eco Upgrades
Eco upgrades effectively reduce wear rate and increase module lifespan, but at the same time decrease energy generation. The Eco+ upgrade additionally reduces wear of all other modules.
Type | Own Wear | Others Wear | Energy Reduction |
---|---|---|---|
Eco | 10% | - | 5% |
Eco+ | 20% | 10% | 7.5% |