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Create: Solarpunk

An addon for create that adds green energy to minecraft. (Solar panels, biofuel, thermal energy, etc.)

Автор: RetroBiz13,3 тыс.54обновлён 26 окт. 2026 г.
Механики игрыТехнологииУтилиты

Описание

Create: Solarpunk

A NeoForge mod for Minecraft 1.21.1 that adds renewable power to the Create ecosystem: solar panels, solar heat and thermal storage, steam turbines, biofuel, geothermal power, nuclear fusion, a Particle Accelerator, and an optional global warming system.

New to the mod? Watch this video for a walkthrough of sorts covering what it adds and how it all fits together:

Watch on YouTube

Note: some of the recipes shown in the video are outdated as of the 2.0 release. Check JEI for the current recipes.

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.228+
  • Create 6.0.10+
  • GeckoLib 4.7.2+

Optional:

  • JEI (adds recipe categories for the Solar Heater, Fermentation Vat, Solar Power Tower, Crystallizer, and Particle Accelerator)
  • Serene Seasons (solar output scales with the season - up in summer, down in winter; can be turned off in the config)
  • Create: Northstar Redux (the Steam Turbine can burn its Liquid Hydrogen as an alternative fuel to Steam)
  • Create: Cosmonautics (solar blocks work in space and follow the real sun; stations are built with Create Aeronautics)
  • Create: New Age (the Heat Battery trades heat with New Age's heat pipes and machines)

Features

Solar Panels and Storage

  • Andesite Solar Panel - generates Create rotational force (SU) from sunlight
  • Kinetic Battery - stores rotational force (SU) for later use, such as running your factory through the night
  • Brass Solar Panel - the mod's only electric block: generates Forge Energy (FE) from sunlight for FE-powered mods; built in a Mechanical Crafter from Photovoltaic Cells
  • Photovoltaic Cell - made by sequenced assembly: a Glass Pane, then deploy Polished Rose Quartz, deploy a Copper Sheet, and press

Solar Heat Chain

  • Salt - a new material found as underground deposits in desert, badlands, and savanna biomes; the core fuel of the solar heat chain. Salt from Northstar and Create: Food works too
  • Solar Heater - concentrates sunlight to melt salt into molten salt or evaporate water into salt crystals; it can also melt any stone or cobblestone into Lava. Requires a clear view of the sky
  • Solar Power Tower - large multiblock structure (up to 3×3 footprint and 20 blocks tall) that concentrates reflected sunlight to produce molten salt or steam at scale; right-click with a Wrench to toggle between Molten Salt mode and Steam mode; pair with Solar Mirrors for maximum efficiency
  • Solar Mirror - a freestanding heliostat; place it on the ground anywhere near a Solar Power Tower and it links up automatically as long as it has open sky above it and a clear line of sight to the tower. Linked mirrors continuously turn and tilt to track the sun and reflect it toward the tower
  • Heat Battery - stores thermal energy from molten salt and heats Create boilers
  • Crystallizer - a brass-tier machine that quenches Molten Salt with Water back into Salt, releasing a bit of Steam as a byproduct; a much faster bulk alternative to the Solar Heater's slow evaporation trickle. Pipe both fluids in from any side and collect Salt from the output slot (or a hopper underneath) and Steam from any face. It's recipe-driven, so modpacks and datapacks can add their own custom conversions to the same machine

Steam Turbine

  • Steam - a new fluid produced by a Solar Power Tower in Steam mode, a Firebox Boiler, or a Fusion Reactor; piped in to power the turbine
  • Steam Turbine - a multiblock built from a 7×7 shell of Turbine Casing around a column of Turbine Rotors, with a Turbine Blade on each of the four arms of every layer; converts piped-in steam into rotational force, and the condensed water has to be piped back out. Can be built standing up or lying on its side (East/West or North/South axis) - it works exactly the same way either orientation
  • Turbine Casing / Turbine Casing Glass - the structural shell blocks of the turbine; craft Turbine Casing by right-clicking a Block of Industrial Iron with a Zinc Ingot (or run it through a Deployer), then right-click a Turbine Casing with Glass for the see-through variant
  • Turbine Rotor - the central column the blades attach to; rotational output exits from the top (or the end of the rotor column, for horizontal builds)
  • Andesite Turbine Blade / Brass Turbine Blade - Andesite Blades are cheap but waste more steam; Brass Blades squeeze out the most power per bucket and reach 100% efficiency; mixing types is fine, efficiency scales smoothly
  • Firebox Boiler - a cheap early-game Steam source; craft it with iron, a furnace, and a bucket, feed it any furnace fuel, and pipe water in to get Steam out - no Salt or Solar Power Tower required. Much weaker per block than a fully built Solar Power Tower, but enough to get a Steam Turbine running early

Biofuel Chain

  • Biomass - crushed or milled from plants and other organic matter
  • Biomass Pellet - a compacted form of biomass; burns slower in the Gasifier but produces twice the Biochar per piece
  • Biomass Gasifier - burns raw biomass or pellets to generate rotational force (SU); produces Biochar as a byproduct
  • Fermentation Vat - multiblock structure (minimum 2×2 footprint and 4 blocks tall, up to 3×3 and 16 tall) that converts biomass into liquid biofuel using water; larger and taller vats process more per cycle
  • Biofuel Engine - burns biofuel to generate rotational force (SU)
  • Biochar - byproduct of the Gasifier; acts as a bonemeal substitute or mixes with water to make Fertilizer
  • Fertilizer - liquid made from Biochar and water; used in the Kinetic Sprinkler for forced instant crop growth
  • Kinetic Sprinkler - hydrates farmland and accelerates crop growth in a 5×5 area; pipe in water to boost growth or Fertilizer for instant growth every cycle

The Biomass Gasifier and Biofuel Engine support rotation direction control, just like the Andesite Solar Panel - scroll on the side of the block, away from the shaft faces, to toggle clockwise/counter-clockwise output.

Geothermal

  • Geyser Vent - spawns naturally in desert, badlands, and savanna biomes (configurable)
  • Geyser Cap - harnesses geothermal energy from a Geyser Vent and converts it into rotational force; passive, works day and night in any weather; also supports rotation direction control via scroll

Fusion Reactor

  • Fusion Reactor Core - the mod's endgame capstone; produces a huge amount of Steam from Deuterium plus Lithium Dust or Tritium Capsules, far more than any single Steam Turbine can use on its own - meant to feed a whole bank of them. A redstone signal anywhere on the shell throttles it up or down
  • Fusion Reactor Casing / Casing Glass - the Netherite-and-Copper shell built around the Core. The shell is a standard hollow sphere, so you can build it straight from WorldEdit's //hsphere or an online sphere generator
  • Lithium Breeder Module / Beryllium Reflector Module - Blanket modules that ring the Core in whatever mix you like; more Lithium breeds Tritium more efficiently for a lower, steadier output, while more Beryllium burns fuel faster for more raw Steam output. Breeder Modules also slowly refill Empty Fuel Capsules into Tritium Capsules
  • Lithium & Beryllium - Lithium is a new ore found underground worldwide rather than in any specific biome; mine it for Raw Lithium and smelt that into Lithium Ingots, or crush it for Lithium Dust (which also smelts into ingots) with a small chance of bonus Beryllium Dust. Beryllium Dust smelts into Beryllium Ingots too, and both metals store compactly as a Block of Lithium or Block of Beryllium
  • Deuterium - made by Mixing Water with an overheated Copper Ingot; Lithium Dust can also be made by Mixing Water with Salt over superheat (with a small chance of bonus Beryllium Dust). Both show up in JEI automatically

Building the reactor and getting it running is rewarded with its own dedicated advancement, "A Star in a Bottle."

Particle Accelerator

  • Particle Accelerator - an endgame machine: a ring of glass pipes, powered by rotation, that smashes items together into new materials. Watch the two beams race around the ring and collide as each recipe finishes
  • Particle Accelerator Pipe - one item for every pipe shape (straights, bends and diagonals); hold Alt to pick the shape
  • Particle Accelerator Input - the controller; there's one per ring. Put items in and take results out by hand, with hoppers, or with funnels, and set a filter on its cap to choose which recipe it makes
  • Electromagnet Coil / Superconducting Coil - crafting components for the ring
  • Empty Fuel Capsule / Tritium Capsule - fill capsules with Tritium in the accelerator to fuel the Fusion Reactor

Bigger rings and faster rotation unlock rarer results:

ResultIngredientsMin. ring diameterMin. speed
Leather16 Rotten Flesh564 RPM
Tritium Capsule32 Lithium Dust, 4 Beryllium Ingots, 1 Empty Fuel Capsule9128 RPM
Diamond64 Biochar15128 RPM
Echo Shard8 Sculk, 4 Amethyst Shards15128 RPM
Netherite Scrap16 Gold Ingots, 16 Netherrack, 4 Nether Quartz21192 RPM

Running faster than the minimum speed crafts faster but draws more stress. Goggles on the Input show why it isn't crafting (ring not closed, too small, too slow or overstressed). Datapacks can add their own recipes.

Global Warming (optional)

An opt-in pollution system, disabled by default and toggled in the config.

  • Pollution sources - campfires, furnaces, blast furnaces, smokers, blaze burners, steam engines, biofuel engines, and biomass gasifiers emit smoke and accumulate pollution in nearby chunks
  • Block decay - polluted chunks decay progressively: grass withers to Dead Grass, dirt crumbles to Ruined Dirt, then Ash; plants and leaves are cleared; biomes convert to a dead wasteland at high pollution levels. Leaves absorb some pollution on their own
  • Biofilter - a brass-tier machine that draws rotational power and scrubs pollution from surrounding chunks, reversing the decay over time; goggles show the current pollution level and filter rate
  • A pollution blacklist config option lets you exclude specific blocks from ever counting as pollution sources
  • All pollution rates, thresholds, decay speeds, blacklisted blocks, and the target dead biome are configurable; see the wiki for full details

Create Integration

  • Ponder scenes for every machine and multiblock, walking through each one step by step
  • Display Link sources for the Heat Battery, Kinetic Battery, Solar Power Tower, Fusion Reactor, and Particle Accelerator, so their live stats can go on a Display Board or Nixie Tube
  • Goggle readouts on every machine
  • Progression follows Create's own: cheap to get started, then sheets, sequenced assembly, Mechanical Crafters, and Precision Mechanisms for the higher-tier machines

Achievements

A dedicated Create: Solarpunk advancement tab guides you through the mod, from collecting your first Salt all the way to running a Steam Turbine and, eventually, a Fusion Reactor, with branches for the geothermal and biofuel chains along the way.

Compatibility

  • Create: Cosmonautics - Solar Panels, the Solar Heater, and the Solar Power Tower work in space. In deep space they track where the sun actually is: turn your station away from it and they go dark, fly into a planet's shadow and it's night, and your station's own hull can shade them. On the Moon they follow the Moon's own day and night. There's no weather in space. Config options under generators.space boost deep space output or make it always sunny instead
  • Other space mods - modpacks can add dimensions to the solarpunk:always_sunny (constant sunshine, no weather) or solarpunk:no_weather (normal day and night, no weather) dimension type tags with a datapack
  • Create: New Age - the Heat Battery trades heat with New Age's heat pipes and machines: a charged battery heats them, and an emptier one soaks up their heat. The Generator Coil is excluded from pollution
  • Create: Northstar Redux - the Steam Turbine can burn its Liquid Hydrogen as an alternative fuel to Steam, at the same rate; pipe it in the same way you would Steam, just not both at once - the tank has to fully drain before switching fuels. Northstar's Salt works in Solarpunk recipes and the other way around
  • Create: Food - its Salt works in Solarpunk recipes and the other way around
  • Create: Diesel Generators - diesel engines count as pollution sources when Global Warming is enabled
  • Create: Aeronautics - engines on airships correctly accumulate pollution in the real-world chunk beneath the airship, even though they run in a simulated sublevel
  • Serene Seasons - Solar Panel and Solar Power Tower output scales with the season: highest at midsummer, lowest at midwinter, near-normal in spring and autumn. Hot biomes (desert, savanna, badlands, jungle) barely change, matching how Serene Seasons treats them as seasonless. Applies to the Overworld only; toggle it and tune the summer/winter multipliers under generators.serene_seasons in the config
  • Recipes accept the same materials from other mods (salt, lithium, beryllium, metal ingots, sheets, and glass), and the Fusion Reactor accepts Lithium Dust from other mods

Quick Start

  1. Find salt underground in arid biomes (desert, badlands, savanna), or evaporate water in a Solar Heater
  2. Place a Solar Heater with a clear view of the sky
  3. Right-click salt into the heater's input slot - it converts to molten salt during daytime
  4. Pipe the molten salt into a Heat Battery
  5. Place the Heat Battery under a Create boiler to heat it

For high-volume molten salt production, build a Solar Power Tower and surround it with a field of Solar Mirrors.

Every machine has a Ponder scene - hold W over it in JEI or your inventory to see how it's built.

Solar Power Tower Guide

The tower is a multiblock built by stacking tower blocks and using the Solar Power Tower item to place multiple in a row (like fluid tanks). It operates only in direct sunlight and stops during rain or thunderstorms.

FootprintMax heightMirror search radiusOptimal mirrors (100% eff.)Water demand (per mB salt)
1×1514 blocks751× (1:1)
2×21024 blocks (capped)1284× (4:1)
3×32024 blocks (capped)1289× (9:1)

Minimum size: by default the tower needs a 3×3 footprint and at least 3 blocks of height to produce anything. The 1×1 and 2×2 rows only apply if a modpack lowers the minimum width in the config.

Solar Mirrors are freestanding - place them on the ground anywhere within the tower's search radius (a circle scaling with tower height, capped at 24 blocks by default). A mirror links automatically if it has open sky above it and a clear line of sight to the tower; once linked, it continuously turns and tilts to track the sun and reflect it toward the tower, like a real heliostat.

Mirror efficiency follows a triangle curve: efficiency rises linearly from 0 mirrors to the optimal count (100%), then falls back to 0% at twice the optimal. Over-mirroring shuts the tower down. A tower will never track more than 128 mirrors total by default (configurable) - for any tower with a search radius at the 24-block cap (height 10+), that limit lands right at the optimal count, so over-mirroring isn't reachable at max size.

Steam Turbine Guide

Build a 7×7 shell of Turbine Casing (or Turbine Casing Glass) around a column of Turbine Rotors, with a solid floor and cap, then place a Turbine Blade on each of the four arms of every interior layer. Pipe steam in from any side face; rotational power exits from the top of the rotor column, and condensed water has to be piped back out. Turbines can be up to 20 blade layers tall.

The turbine can also be built lying on its side: build the same 7×7 shell along the East/West or North/South axis instead of straight up, and it works exactly the same way.

Blade type determines efficiency: Andesite Blades are cheaper but waste more steam, while Brass Blades reach 100% efficiency. Mixing blade types is fine - efficiency scales smoothly. Taller turbines consume more steam and produce more SU, and output scales with how much of the steam they need is actually being supplied.

No Solar Power Tower yet? A Firebox Boiler (iron, a furnace, and a bucket, fed with any furnace fuel) makes Steam early on to get a Turbine running before you've scaled up solar production.

Thanks

Thanks to the following people for their ideas:

  • Slopton
  • Multyfora
  • Jimmithy5
  • pumpkin_p._patch
  • yui_riku
  • arccam

Links

Галерея

Blocks and itemsmax size solar towerSprinkler (Water)Minimum solar power tower

Последние версии

Все версии →
release

Create: Solarpunk 2.0.0-1.21.1

2.0.0-1.21.1
26 окт. 2026 г.510Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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> **Back up your world before updating.** This is a big update, so make a copy of your world (and your server's config folder) first, just in case. > Now built for **Create 6.0.10**. Update Create alongside this version. ## New ### Particle Accelerator - New endgame machine: a ring of glass pipes, powered by rotation, that smashes items together into new materials. Watch the two beams race around and collide as each recipe finishes. - Bigger rings unlock rarer results: Leather from Rotten Flesh, Tritium Capsules for the Fusion Reactor, Diamonds, Echo Shards and Netherite Scrap. - New blocks: **Particle Accelerator Pipe** (one item for every shape, press Alt to pick) and **Particle Accelerator Input**. - New items: **Electromagnet Coil**, **Superconducting Coil**, **Empty Fuel Capsule** and **Tritium Capsule**. - JEI, Ponder, goggle and Display Link support. Datapacks can add their own recipes. - The ring hums higher as the beams speed up, and you can hear them collide. ### Solar Power in Space Solar blocks now work in space with Create: Cosmonautics, and follow the real sun just like they do in the Overworld. In deep space, Solar Panels, the Solar Heater, and the Solar Power Tower track where the sun actually is: turn your station away from it and they go dark, fly into a planet's shadow and it's night, and your station's own hull can shade them. Stations are built as ships with Create Aeronautics, and the panels follow the ship as it turns, so "up" is always the ship's up. Goggles show the panel's real output wherever it is. There's no weather in space. On the Moon they follow the Moon's own day and night instead of the Overworld's, and never get rained on. Cosmonautics is optional, and this was built against Cosmonautics 26.08.307. Other space mods and modpacks can add their dimensions to the `solarpunk:always_sunny` (constant sunshine, no weather) or `solarpunk:no_weather` (normal day and night, no weather) dimension type tags with a datapack. Two new config options under `[space]`: `output_multiplier` boosts solar output in deep space, and `real_sun` can be turned off to make deep space always sunny instead of following the real sun. ## Changes ### Fusion Reactor - The Fusion Reactor's Casing shell now matches a standard hollow sphere, so you can build it straight from WorldEdit's `//hsphere` or an online sphere generator. Reactors built the old way still work. - Now burns **Tritium Capsules** from the Particle Accelerator, and its Breeder Modules slowly make more. - Now drops its contents when broken. ### Recipe Overhaul Higher-tier machines now need real Create processing instead of just a crafting table, so the mod's progression follows Create's own: cheap to get started, then sheets, assembly lines and Precision Mechanisms as you move up. **New: Photovoltaic Cell**, made by sequenced assembly: Glass Pane, then deploy Polished Rose Quartz, deploy a Copper Sheet, and press. It's used in the Brass Solar Panel. - **Andesite Solar Panel:** now uses Iron Sheets. - **Solar Heater:** Copper Ingots replaced with Copper Sheets. - **Crystallizer** and **Heat Battery:** Brass Ingots replaced with Brass Sheets. - **Brass Solar Panel:** now made in a Mechanical Crafter, with Photovoltaic Cells, a Brass Casing, Electron Tubes and a Brass Sheet. - **Biofuel Engine:** now made in a Mechanical Crafter, with Brass Sheets instead of Ingots. - **Solar Mirror:** now made by sequenced assembly: Iron Sheet, then deploy a Glass Pane, deploy a Cogwheel, and press. - **Solar Power Tower:** now made in a Mechanical Crafter with a Precision Mechanism, and gives 2 blocks per craft. - **Fusion Reactor Core:** now made in a Mechanical Crafter, with 4 Precision Mechanisms added. - **Lithium Breeder Module:** 8 Lithium Ingots around a Fluid Tank. - **Beryllium Reflector Module:** 8 Beryllium Ingots around a Copper Sheet. **For modpack makers:** the Brass Solar Panel, Biofuel Engine, Solar Mirror, Solar Power Tower and Fusion Reactor Core recipes have new IDs, under `mechanical_crafting/` or `sequenced_assembly/`. Update any recipe overrides that point at the old ones. ### Turbine Blades - New model and textures for the Andesite and Brass Turbine Blades. - Blades now show their 3D model when held, dropped, and in your inventory. - Placing a blade now puts its second half to your right instead of straight ahead. ## Compatibility - Salt from Northstar and Create: Food works anywhere Solarpunk Salt does, and Solarpunk Salt works in their recipes too. - The Fusion Reactor accepts Lithium Dust from other mods. - The Solar Heater now turns any stone (Andesite, Diorite, Granite, Deepslate, Tuff) and any cobblestone into Lava, not just plain Stone and Cobblestone. - **Create: New Age:** the Heat Battery now trades heat with New Age's heat pipes and machines. A charged battery heats them, and an emptier one soaks up their heat. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/49 ## Polish ### Tooltips and Ponder - Fixed outdated item tooltips for the Solar Panels, Solar Power Tower, Solar Mirror, Steam Turbine, Kinetic Sprinkler, Heat Battery, Solar Heater and Biofilter. - The Crystallizer's tooltip now actually shows up, and the Fusion Reactor Core and both blanket modules have tooltips. - Fixed wrong Ponder text: the Fusion Reactor scene no longer mentions the removed Extractor blocks, the turbine scene now says one blade per arm, and the Biomass Gasifier scene gives the correct burn time. - Every Ponder scene has been redone to be clearer and walk through each machine step by step. - Ponder scenes no longer play machine sounds. ### Sounds - Machine sounds now fade with distance and come from the machine's direction, instead of being heard at full volume from far away. ## Bug Fixes - Recipes now accept the same material from other mods, so salt, lithium, beryllium, metal ingots, Create's sheets and glass from any mod all work. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/48 - Hoppers and funnels now only take products out of the Solar Heater, Biomass Gasifier and Firebox Boiler, instead of also pulling out their fuel or the item being melted. - The Solar Heater and Crystallizer no longer delete items when their output tank holds a different fluid. - Evaporated Salt can now be taken out of the Solar Heater by hand. - Taking items out of a machine with a full inventory drops them instead of deleting them. - The Firebox Boiler now gives back the empty bucket from Lava Buckets, and stops looking lit while it's out of water. - Goggles no longer show a tank as full after it empties, and the Biomass Gasifier's goggle readings now update. - Solar Power Towers no longer lose their mirrors when their chunk unloads.
release

Create: Solarpunk 1.1.1-1.21.1

1.1.1-1.21.1
17 окт. 2026 г.2,4 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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Thanks to Studio V for reviewing the mod in [This Create Addon Adds FUSION](https://www.youtube.com/watch?v=OxV7FP923lA)! Watching the video is how I found out the Turbine Rotor was missing its recipe. ### Bug Fixes - Steam Turbines no longer run at full power from a tiny trickle of Steam. Their SU output now scales with how much of the Steam they need is actually being supplied, and the goggles show a new Steam Supply percentage. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/45 - The Turbine Rotor now has a crafting recipe (two Shafts, two Turbine Casings, and an Andesite Alloy). Before this you could only get it from the creative menu, so you couldn't build a Steam Turbine in survival. - The Block of Lithium and Block of Beryllium now have crafting recipes: 9 Ingots make a Block, and a Block breaks back down into 9 Ingots.
release

Create: Solarpunk 1.1.0-1.21.1

1.1.0-1.21.1
27 сент. 2026 г.2,4 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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## Display Link support, plus bug fixes from the 1.0.0 release ### Display Link Support Added Create Display Link sources for the Heat Battery (charge % and Heated/Superheated status), Kinetic Battery (charge %), Solar Power Tower (mirror efficiency %, connected mirror count, and Molten Salt/Steam output rate in mB/s), and the Fusion Reactor (status, including why it stopped, Steam output in mB/s, redstone throttle %, Deuterium level, Steam tank fill %, and Lithium supply, all readable from any Casing block on the outside of the shell). Hook a Display Link up to any of these blocks to show their live stats on a Display Board, Nixie Tube, or any other Create display. ### Bug Fixes - Fixed the Fusion Reactor Core crashing dedicated servers when placed. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/36 - The Fusion Reactor's ambient startup/running sounds no longer play during its Ponder scenes. - A maxed-out, fully efficient Solar Power Tower still couldn't keep a full bank of 9 Heat Batteries topped up overnight - it only made enough Molten Salt to break even during the day, with nothing left over to cover the night. Doubled its Molten Salt output so it can actually bank a surplus. **Existing worlds won't get this automatically** - either delete `solarpunk-common.toml` in your world/server config folder so it regenerates, or open it and change `salt_output_multiplier` under `[solar_power_tower]` from `1.0` to `2.0` by hand. - Fixed the Solar Power Tower sometimes stopping Molten Salt or Steam production for the rest of the day if its output tank filled up or it briefly ran short on water, even after you fixed the problem. - Fixed the Fermentation Vat occasionally losing its stored Water/Biofuel and getting stuck with no tank space after being reshaped. - The "Maximum Size Turbine" Ponder scene now actually builds a 20-blade-layer turbine instead of a 7-layer one, so it matches the SU numbers it's advertising. - Fixed a horizontal (on-its-side) Steam Turbine hand-built past the minimum size sometimes reporting itself invalid, or losing Steam/water piping on casing blocks further from the master Rotor - both were caused by the turbine's axis-agnostic scan not being applied consistently to every Rotor block and to piping capability lookups. Horizontal turbines can now be built up to the same 20-blade-layer maximum as a vertical one.
release

Create: Solarpunk 1.0.0-1.21.1

1.0.0-1.21.1
17 сент. 2026 г.635Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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## This is the big one, the big 1.0.0 release, which brings a bunch of stuff and bug fixes, but most importantly Nuclear Fusion ### Fusion Reactor Added the Fusion Reactor, the mod's endgame capstone. Build a Netherite-and-Copper Casing shell around a Core, ring it with Lithium Breeder and Beryllium Reflector Blanket modules in whatever mix you like (Lithium for efficiency, Beryllium for raw output), then feed it Deuterium and Lithium Dust to produce a huge amount of Steam - far more than any single Steam Turbine can use on its own, so it's meant to feed a whole bank of them. A redstone signal anywhere on the shell throttles it up or down. Comes with its own dedicated advancement, "A Star in a Bottle." Deuterium is made by Mixing Water with a Copper Ingot overheat, and Lithium Dust by Mixing Water with Salt over superheat (with a small chance of bonus Beryllium Dust alongside it) - both show up in JEI automatically. ### Crystallizer Added the Crystallizer, a brass-tier machine that quenches Molten Salt with Water to crystallize it back into Salt, releasing a bit of Steam as a byproduct - a much faster bulk alternative to the Solar Heater's slow evaporation trickle. Pipe both fluids in from any side, and collect Salt from the output slot (or a hopper underneath) and Steam from any face. It's recipe-driven, so modpacks and datapacks can add their own custom conversions to the same machine. ### Lithium & Beryllium Added Lithium, a new ore found underground worldwide rather than in any specific biome. Mine it for Raw Lithium and smelt that into Lithium Ingots, or crush it for Lithium Dust - which also smelts into ingots - with a small chance of bonus Beryllium Dust. Beryllium Dust can be smelted into Beryllium Ingots too, and both metals' Ingots and Nuggets craft into each other 1:9 the usual way. Both metals can be stored compactly as a Block of Lithium or Block of Beryllium. ### Fusion Reactor Added the Fusion Reactor, the mod's endgame capstone. Build a Netherite-and-Copper Casing shell around a Core, ring it with Lithium Breeder and Beryllium Reflector Blanket modules in whatever mix you like (Lithium for efficiency, Beryllium for raw output), then feed it Deuterium and Lithium Dust to produce a huge amount of Steam - far more than any single Steam Turbine can use on its own, so it's meant to feed a whole bank of them. A redstone signal anywhere on the shell throttles it up or down. Comes with its own dedicated advancement, "A Star in a Bottle." Deuterium is made by Mixing Water with a Copper Ingot overheat, and Lithium Dust by Mixing Water with Salt over superheat (with a small chance of bonus Beryllium Dust alongside it) - both show up in JEI automatically. ### Compatibility The Steam Turbine can now burn Liquid Hydrogen from Northstar Redux as an alternative to Steam, at the same rate. Pipe it in the same way you would Steam - just not both at once, the tank has to fully drain before switching fuels. With Serene Seasons installed, solar output now shifts with the seasons: higher in summer, lower in winter, near-normal in spring and autumn. Hot biomes like deserts and savannas barely change. Affects the Solar Panels and the Solar Power Tower; turn it off in the config if you'd rather keep flat year-round output. ### QoL - The Biofuel Engine, Biofilter, Biomass Gasifier, Fermentation Vat, Solar Heater, and Steam Turbine now have ambient sounds while they're running, and the Crystallizer hisses each time it finishes a batch. - The Firebox Boiler now crackles like a furnace while it's lit, instead of burning silently. - The Biofilter's ambient sound now pitches up the faster it's spinning. - All of the mod's sounds now show subtitles when subtitles are enabled. - The Solar Power Tower's Molten Salt and Steam output rates can each be tuned in the config file now. ### Balance - Salt is significantly rarer in desert, badlands, and savanna terrain now. It used to generate in almost every chunk; you'll have to actually go looking for it. ### Bug Fixes - Fixed the Brass Solar Panel producing more FE per tick than intended when multiple cables or machines were drawing from it at once. - Fixed pollution detection not working correctly for machines placed inside a Sable sublevel. - Gave the Biomass Gasifier a proper spinning shaft and fixed it briefly rendering all the way through the block instead of as a short nub at the bottom. - The Biofuel Engine's shaft now actually spins while it's running, instead of sitting there as a static texture. - Moved the Biomass Gasifier's rotation-direction scroll box off the input shaft face, matching the Biofuel Engine. - Fixed some stretched and mismatched textures on the Biomass Gasifier and Biofuel Engine. - The Biofilter's pollution absorption now scales with how fast it's spinning, instead of removing the same amount no matter how much Rotational Force you feed it. - The Geyser Vent now actually plays its puff sound when it blows out steam, and reliably keeps doing so even with no Geyser Cap placed on top. - Molten Salt now actually glows, instead of just looking hot without lighting up the surrounding area. - Fixed a maxed-out Solar Power Tower making far too little Molten Salt in salt mode. It had dropped to where it couldn't keep even 3 Heat Batteries superheated; a full tower at noon now makes enough to hold 9 Heat Batteries (a max-size boiler's worth) superheated around the clock. - The Solar Power Tower's Steam mode now actually requires and consumes Water to produce Steam, instead of generating it for free. https://github.com/SucksAtstuff/Create-Solar-Punk/issues/34 - Fix crash when a kinetic conflict destroys a generator mid-tick https://github.com/SucksAtstuff/Create-Solar-Punk/pull/29
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Create: Solarpunk 0.4.0-1.21.1

0.4.0-1.21.1
10 авг. 2026 г.2,1 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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# BACKUP YOUR WORLD BEFORE UPDATING. ### Steam Turbine The Steam Turbine can now be built lying on its side as well as standing up. Build the same 7x7 shell along the East/West or North/South axis instead of straight up, and it works exactly the same way - pipe in steam, collect rotational force from the end of the rotor column. ### Firebox Boiler Added the Firebox Boiler, a cheap early-game way to make Steam. Craft it with iron, a furnace, and a bucket, feed it any furnace fuel, and pipe water in to get Steam out - no Salt or Solar Power Tower required. It's much weaker per block than a fully built Solar Power Tower, so it's meant to get a Steam Turbine running early rather than replace the tower later on. ### Solar Mirrors Solar Mirrors have been reworked into a proper heliostat field. Instead of bolting onto the tower's walls, place them on the ground nearby and they'll link to a Solar Power Tower automatically, as long as they have open sky above them and a clear view of it. Linked mirrors turn and tilt throughout the day to track the sun and reflect it toward the tower - taller towers can reach farther and track more mirrors at once. A tower can now track up to 128 mirrors at once (up from 64), and Solar Mirrors cost a bit more to craft to match - 2 Redstone Dust alongside their existing materials. ### QoL - The Solar Heater's JEI page now also shows its Water-to-Salt evaporation, alongside the existing item-melting recipes. - Updated the Solar Power Tower's Ponder scenes to show the new mirror field and sun-tracking behavior. ### Bug Fixes - Fixed list-based config options (pollution blacklist, per-block pollution, geyser biomes) silently reverting to their defaults when a single entry was malformed. A bad entry is now logged and skipped on its own, leaving the rest of your list intact. - Fixed Geyser Vents spawning in mountain biomes instead of the documented desert, badlands, and savanna, and fixed the geyser biomes and geyser spawn chance config options doing nothing at all. Both now actually control where and how often Geyser Vents generate. - Fixed Solar Mirrors sometimes failing to link to any tower at all.
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Create: Solarpunk 0.3.2-1.21.1

0.3.2-1.21.1
30 июл. 2026 г.854Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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### Achievements Added a dedicated **Create: Solarpunk** advancement tab with achievements that guide you through the mod from your first piece of Salt all the way to a running Steam Turbine. ### Compatibility - Diesel engines from Create: Diesel Generators now count as pollution sources when Global Warming is enabled. ### Bug Fixes - Fixed Create: New Age's Generator Coil incorrectly producing pollution. - Fixed the Biomass Gasifier shaft not spinning when the machine was active. - Fixed the Steam Turbine efficiency calculation requiring 2 blades per arm for full output. One brass blade per arm (4 per layer) is now enough to reach 100% efficiency. ### QoL - Added a pollution blacklist config option, letting you exclude specific blocks from ever counting as pollution sources. - The **Biomass Gasifier**, **Biofuel Engine**, and **Geyser Cap** now support rotation direction control. Scroll on the side of the block (away from the shaft faces) to toggle between clockwise and counter-clockwise output, the same way the Andesite Solar Panel works. - Updated the Steam Turbine Ponder scenes: walls now use Turbine Casing Glass between the corner frame columns, blades are shown facing the correct direction, and the max-size scene zooms out far enough to see the full structure.
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Create: Solarpunk 0.3.1-1.21.1

0.3.1-1.21.1
22 июл. 2026 г.746Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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Just a small little update to add something i forgot about. ### Bug Fixes - Fixed Turbine Blades always facing the same direction regardless of placement. They now orient to the direction you're looking when placed, like stairs. Also fixed the hitbox being a full block - it now matches the thin flat shape of the model.
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Create: Solarpunk 0.3.0-1.21.1

0.3.0-1.21.1
20 июл. 2026 г.126Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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### Steam Turbine Added the **Steam Turbine** multiblock. Build a 7x7 shell of **Turbine Casing** (or **Turbine Casing Glass**) around a column of **Turbine Rotors**, then fill each interior layer with **Turbine Blades** in a plus pattern - two blades per arm, four arms. Pipe steam in from any side face and rotational power exits from the top of the rotor column. Blade type determines efficiency: **Andesite Blades** are cheaper but waste more steam, **Brass Blades** squeeze the most power out of every bucket. Mixing types is fine - efficiency scales smoothly. Taller turbines consume more steam and produce more SU, with condensate water draining from the bottom. ### Steam Added **Steam** as a new fluid. It is the fuel source for the Steam Turbine and can be bucketed and piped like any other fluid. ### Solar Power Tower Steam Mode The **Solar Power Tower** can now produce **Steam** in addition to Molten Salt. Right-click the tower with a **Wrench** to toggle between the two modes. Switching clears the stored fluid, so you cannot accumulate both at once. Steam can be piped directly to a Steam Turbine, making the tower a self-contained solar-to-power chain without needing a Heat Battery and boiler. ### Turbine Casing Crafting **Turbine Casing** is crafted by right-clicking a Block of Industrial Iron with a Zinc Ingot, or by running it through a Deployer holding zinc. Right-click a Turbine Casing with Glass to get the glass variant. Both work in-world and in a Deployer contraption. ### Solar Mirror The **Solar Mirror** has a new model and texture, replacing the old glass-and-stone design with a single dedicated texture. ### Bug Fixes - Fixed milling crops, leaves, and saplings in the Millstone producing nothing. The recipes were missing a processing time, so the mill would spin forever without completing. ### Balance - **Solar Power Tower (Salt Mode)**: Molten Salt output has been substantially reduced. The previous rate was tuned for steam production and left the salt chain with far more capacity than a Heat Battery setup could ever use. A max-size tower now produces enough to run 9 Heat Batteries continuously. - **Fermentation Vat**: Now requires a minimum height of 4 blocks to operate in addition to the existing 2x2 footprint requirement. This is configurable.
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Create: Solarpunk 0.2.1-1.21.1

0.2.1-1.21.1
4 июн. 2026 г.2,1 тыс.Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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### Create: Aeronautics Compat Pollution sources inside Aeronautics sublevels (engines on airships) now correctly accumulate pollution in the real-world chunk where the airship is located. Previously they had no effect on the pollution system at all. Requires Sable/Aeronautics to be installed; has no effect otherwise. ### Bug Fixes - Fixed the Solar Heater not producing salt from water evaporation. Water buckets were filling the wrong internal tank, so evaporation never started. - Fermentation Vat biofuel output now scales super-linearly with height, using the same curve as the Solar Power Tower. A minimum-height vat produces very little; building taller is now the main way to scale up biofuel production. Goggle overlay now shows the actual mB output per batch.
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Create: Solar Punk 0.2.0-1.21.1

0.2.0-1.21.1
29 мая 2026 г.390Minecraft: 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11neoforge
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### Biomass Pellet **Biomass Pellets** now have a distinct role in the Biomass Gasifier. Raw Biomass burns quickly (200 ticks) with 1 Biochar per piece. Pellets burn slower (400 ticks) and produce 2 Biochar each, making them the dedicated path for farming Biochar and Fertilizer. All values are configurable. ### Global Warming Added an optional **global warming** system (disabled by default, toggle in the config). Active pollution sources - campfires, furnaces, blast furnaces, smokers, blaze burners, steam engines, biofuel engines, and biomass gasifiers - emit black smoke and accumulate pollution in their chunk. When a chunk's pollution level crosses the threshold, it starts to decay: grass withers into **Dead Grass**, dirt crumbles into **Ruined Dirt**, and ruined dirt turns to **Ash**. Plants, leaves, and other fragile blocks are cleared along the way. Push a chunk far enough and the biome itself converts to a dead wasteland. Custom textures for the decay blocks are coming in the next release. All rates, thresholds, and the target dead biome are configurable. The system is designed to make renewable energy the only sustainable long-term choice. For full details on pollution sources, mod compatibility, and config options, see the [wiki](https://github.com/SucksAtstuff/Create-Solar-Punk/wiki). Cleanup reverses the damage: as pollution clears, dead blocks gradually heal back toward grass, and once a chunk drops below the threshold its biome restores to what it was before. ### Biofilter Added the **Biofilter**, a brass-tier machine. Connect rotational power to its bottom face and it absorbs pollution from chunks within a configurable radius, gradually healing blocks and eventually restoring the biome. It draws stress from the kinetic network while running. Wearing goggles shows the current chunk pollution level and how fast the filter is removing it. ### Kinetic Sprinkler Added the **Kinetic Sprinkler**. Pipe water into it from any face and it will hydrate farmland and accelerate crop growth in a 5x5 area below it. Pipe in Fertilizer instead for forced instant growth every cycle. ### Fertilizer Added **Fertilizer**, a liquid made by mixing Biochar with water in a Create basin. Pipe it into the Kinetic Sprinkler for forced crop growth on every cycle. ### Biochar Added **Biochar**, a byproduct of the Biomass Gasifier. Each fuel item burned produces one Biochar in the Gasifier's output slot. The Gasifier pauses if the output is full, so keep it drained with a funnel or chute. Biochar acts as a direct bonemeal substitute - right-click crops, grass, and other growable blocks to fertilize them. It is obtained only from the Gasifier, closing the biofuel loop with a useful agricultural byproduct. ### Comparator Support Comparators now read stored levels from three blocks: - **Heat Battery** - signal proportional to stored heat - **Kinetic Battery** - signal proportional to stored charge - **Biofuel Engine** - signal proportional to fuel in the tank ### Config Every machine and generator is now configurable in the mod config file. You can adjust tank sizes, generator RPM and stress output, production speeds, output amounts, and geyser spawn rates and biomes. ### Tooltips All machines now show a description tooltip when hovering over them in the inventory, matching Create's style. Generators also display their stress capacity tier and, when wearing goggles, the exact SU output. ### Bug Fixes - Fixed a crash where Andesite and Brass Solar Panels could tick after their block was removed, causing a crash during day/night transitions in large connected networks. - Fixed Solar Mirror blocks becoming excessively dark when another mirror is placed directly above them on the tower. - Fixed the Brass Solar Panel showing the brass gearbox texture on its underside instead of the brass casing. - Geyser Vents can no longer be moved by pistons or Create contraptions.