Extreme Energy literally charges your world with energy. You will see how this charge affects the world around. This is an industrial mod with a bias towards the future, where people will learn to convert energy into different kinds and manipulate it as they want.

Field:
Almost all machines operate from the voltage generated by the field. The field is the accumulation of electrons in the air. Each field has 3 indicators:
Resources:
Mod adds 5 different ores and a new material - heavy metal (analogue of steel). 3 types are energy crystals. The first kind of spawn almost everywhere, the second roughly as a redstone, and the third appears even rarer than diamonds. Different types convert energy into different types. Also when mining such crystals, they fall out charged, and if you take them without capacitors in the inverter, then through you will pass a current into the ground, causing you damage. Therefore, before the extraction of crystals, one must have incomplete capacitors in the inventory
2 other types of ores, this is uranium and copper. Well I think with them everything is clear. And heavy metal - just steel, which is obtained by melting the iron block
Machines:
Functional machines in mod work on voltage. Virtually all of them have common interface elements, namely: a field indicator that indicates whether the block is connected to the field, slots for modules, a panel for specifying the frequency (there are buttons to copy, paste and generate), and a progress bar that shows the voltage value , with respect to the maximum. Yes, machines have a voltage limit, which if overcome, there will be a boom. But this limit can be increased with the help of modules
Implants and equipment:
Implants have 3 levels. The first level has 2 slots for 1 tier modules, the second has 4 slots (2 for the first tier and 2 for the second one) and the third, respectively, 6 slots - 2 for the first, 2 for the second and 2 for the third level. Also, each implant has a slot for the armor processor. Charge the implant only from the field or from the internal generator. Each level has its own limitations on the voltage received. All modules can be turned on / off and set up. In the same way, the implant can display the chunk charge in real time. I still added switching modules with a convenient radial menu
So, now the exoskeleton. Their 2 types are heavy and energy. Their difference is only in the power of protection, crafting and in energy consumption. To cut an exoskeleton, it is necessary to have an implant with the armor processor installed. With the help of the processor they communicate and you can customize the armor. In the same processor, you can put modules that will work when you are beaten
The sword and multitool can not be connected to the implant. They can be powered from the condenser or the field directly. They can be configured by pressing shift + PKM in hand. But only in the sword can you put a module. The multitool has an auto mode, in which it acquires the form that you need now (it was typed on a stone - there will be a pickaxe, there will be a shovel on the ground, etc.)
Modules:
I will not describe each module, because there are 29 of them. And 10 of them you can immediately put and the converter of the field, and in the sword, and in the implant, and in the armor. Therefore, I will only say that there are 4 of them:
Screenshots:
Tablet:
Map module:

Equipment:
Implant HUD:
Machines:
Lightning in chunk:
Put your spoiler here.
CraftTweaker integration:
Assembler: import mods.meem.Assembler; //Assembler.addRecipe(IIngredient inputFirst, IIngredient inputSecond, IItemStack output, @Optional Integer energy); //Assembler.removeRecipe(IIngredient inputFirst, IIngredient inputSecond); //Example: Assembler.addRecipe(<ore:ingotCopper>, <minecraft:dirt>, <minecraft:iron_ingot>, 2000); Assembler.removeRecipe(<ore:ingotIron>, <meem:itemcopperwires>); Crusher: import mods.meem.Crusher; //Crusher.addRecipe(IIngredient input, IItemStack output, @Optional Integer energy); //Crusher.removeRecipe(IIngredient input); //Example: Crusher.addRecipe(<ore:ingotCopper>, <minecraft:dirt>, 5000); Crusher.removeRecipe(<ore:ironDust>); Sawmill: import mods.meem.Sawmill; //Sawmill.addRecipe(IIngredient input, IItemStack output, @Optional Integer energy); //Sawmill.removeRecipe(IIngredient input); //Example: Sawmill.addRecipe(<minecraft:iron_block>, <minecraft:iron_ingot:9>, 10000); Sawmill.removeRecipe(<minecraft:oak_planks>);
Full information on the use of this good is sealed in a special book-guide in the form of a tablet
Source code on github
No files available for download.