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Imdustrial craft 2 how to get power from furnace generator

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Imdustrial craft 2 how to get power from furnace generator
October 04, 2018 Books 4 comments

This article refers to the Solar Panel in IndustrialCraft, for producing EU. For the RedPower Solar Panel, please see Solar Panel (RedPower).

The Solar Panel is a variant of renewable power generators that utilizes the energy of the sun to generate EU. This means that they cannot work during the night, during rainstorms, underground, underwater, in the Nether, or the End. However, transparent blocks (such as glass blocks or panes) allow sunlight to pass through, hence still allowing the panel to produce power. Some half blocks, like snow, will not affect the solar panel's productivity.

Solar Arrays are upgraded versions of the solar panel. They are useful if a smaller space is required, or if one needs faster power.



Solar Panels output power at a rate of 1 EU/t during daylight hours (from 6:20 to 17:45). Power will output to any side except the top. Inclement weather (i.e., storms) affects energy production. For example, you could charge an Extractor for a large amount of Rubber instead of wasting coal in a Generator, or you can transfer your power into a BatBox, MFE or MFSU to conserve your power for a later use. Artificial light sources cannot be used to replicate sunlight for the Solar Panel.


Output1 EU/t (13050 EU/day)

Solar Flowers


Due to the relative weakness of power generation, Solar Panels are often assembled into so-called Solar Flowers (when using Copper Cable), whereby as many Solar Panels as possible are connected to a power stoarge device (such as a BatBox, a MFE, or a MFSU ) using cable lengths of four segments or less. These constructions provide the benefit of compact and relatively cheap Solar Panel arrangements without energy losses. This was the most efficient design that existed in IC1 and earlier versions of IC2. The addition of Tin Cable, which allows voltages of 5 EU/t or less to be carried 40 blocks, has made other arrangements equally feasible. Now, solar flowers are outdated because they are very inefficient compared to solar farms with tin cable ( -1 EU every 40 blocks), copper cable ( -0.2 EU every block or -1 EU every 5 blocks) and Glass Fibre Cable ( -1 EU every 40 blocks).

When you have a steady Energy condenser a solar flower is easier to make.

A flower can now contain 13 panels.

13 Solar Panels

Coal = 3x13 = 39x128 = 4992

Glass = 3x13 = 39x1 = 39

Refined Iron = 10x13 = 130x256 = 33280

Redstone Dust = 6x13 = 78x64 = 4992

Furnace = 1x13 = 13x8 = 104

Tin = 4x13 = 52x256 = 13312

Copper = 6,5x13 = 84,5x13 = 7182

Rubber = 4,333x13 = 56,33x24 = 1352

Total EMC value = 65253


LV Solar Array


If attempting to reclaim a solar panel do NOT use any type of pick, as this has adverse effects on the fragile components of the block. This will revert the panel back to a Generator. Use a Wrench (IndustrialCraft) or Electric Wrench to remove the panel properly. The safest method is using the electric wrench in "Lossless" mode (Activated by M + right click).

You're best off using tin cable or glass fibre cable to transfer the power with the solar panels due to high energy loss with other cables.


Solar Panels are one of the two generators that do not require a resource to maintain effective power output (like Wind Mill). However, they must remain in use for a very long time to "pay off" the resource cost incurred in creating the panel. In addition, the effects of weather will completely stop Solar Panels, which can make Solar Panels less cost effective. Upgrading to Solar Arrays will compact 8 solar panels into one block, but the costs to do so are prohibitively expensive. (A single LV Solar Array, for instance, outputting 8 EU/t, will cost 10 times as much as a single charcoal generator, outputting 10EU/t). However, if the setup has sufficient access to light, Solar Panels can prove to be a reliable way to keep lower tier machines powered, even while large EU is drawn to fulfill other tasks.

Video Tutorial

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This page is about the IndustrialCraft 2 Generator. For other uses, see Generator.

ModIndustrialCraft 2
TypeTile entity
Next tier

EU storage4000 EU
Max EU output10 EU/t
EU production10 EU/t

The Generator is a machine added by IndustrialCraft 2. It is the most basic machine for electrical generation that can be upgraded. It can supply IC2 machines with electricity and charge tools and batteries in its GUI. Generators produce power by burning the same types of solid fuels one would normally provide a Furnace in vanilla Minecraft with. They can also run on Cactus and Sugar Cane, although not as efficiently.

Generators have an internal energy storage of 4000 Energy Units (EU), which is equivalent to one piece of Coal burnt. It always outputs 10 EU/t.

Recipe[edit | edit source]

Uses[edit | edit source]

Place the Generator and connect it to a machine such as a Macerator - two machines can be placed either next to each other, or be connected with cables. Then fuel the unit. To charge a tool such as a Diamond Drill, right-click with no items equipped to open its GUI and place the rechargeable item in the upper slot.

It can be used both to supply power to IC machines and to recharge IC tools and batteries. Generators operate by being fed fuel sources, much like a vanilla Furnace. The Generator is the most basic EU generating machine in IndustrialCraft.

This page is about the machine that produces EU by burning fuel. For other generators, please see Generator (disambiguation).

Type Generator
Armor rating {{{armorrating}}}
Damage {{{damage}}}
Durability {{{durability}}}
Mining level {{{mininglevel}}}
Stackable Yes (64)
Flammable No
Danger {{{danger}}}
Protection {{{protection}}}
Storage {{{storageslots}}}
Liquid Storage {{{lstorage}}} mB


Previous tier {{{prevtier}}}
Next tier {{{nexttier}}}
Max EU Input {{{maxeu}}}
EU Use {{{eu_use}}} EU/t
EU Per Operation {{{eu_op}}}
EU Storage 4000 EU
EU Production 10 EU/t
Max EU Output {{{maxout}}}
Max Heat Input {{{maxhu}}} HU/t
Heat Use {{{hu_use}}} HU/t
Heat Production {{{hu_produce}}} HU/t
Max Kinetic Input {{{maxku}}} KU/t
Kinetic Use {{{ku_use}}} KU/t
Kinetic Production {{{ku_produce}}} KU/t
Operation Length {{{optime}}} Seconds
UU Cost {{{uu_cost}}}
First appearance {{{firstappearance}}}
Last appearance {{{lastappearance}}}
ID IC2:{{{id}}}
Flow Speed {{{fluidspeed}}} m/s
Player Speed {{{movespeed}}}

Generators are used to either supply direct power to machines or charge RE Batteries. The basic Generators operate on conventional fuel, which includes most wooden items, Charcoal, Coal, certain plants, and scrap.

While costly in terms of fuel, basic generators are also one of the most mobile power sources, and don't suffer the drawbacks of requiring sunlight, water, lava, or proper wind as the case is with the other types of generators.

A generator may be broken with a stone pickaxe or better, or dismantled with a wrench. However, it will lose all its "burning heat" (similar to a furnace) and its internal storage.

Recipes (Experimental)

See: Crafting Guide

Recipes (Legacy)


Place one of the compatible fuels (listed below) in the lower slot. The generator will output power at a rate of 10 EU/t. You can also charge RE Batteries by placing them in the top slot.


Storage: 4000 EU

Output: A varying amount of EU (depending on fuel source, see below) at a rate of 10 EU/t. Packet size is 10 EU as well.

If you find that you need to burn wood for power it is very advantageous to turn them into scaffolding instead of charcoal.

Burn 8 logs by turning it into charcoal: 8 logs => 8 charcoal x 4000EU/charcoal - 390EU/charcoal = 28,880EU Burn 8 logs by turning it into scaffolding: 8 logs => ~113 scaffolds x 750 = ~85,333EU

Turning the logs into Scaffolding yields nearly triple the EU of charcoal.

NOTE: It is not advantageous anymore, since 3 wood planks + 3 sticks only creates 4 scaffolding instead of 16. 1 1/8 of a log worth for only (3000EU).

Interaction with other mods

(Almost) any furnace fuel from any mod can be used in a Generator, at the conversion rate of

  • (No. of Smelts in a stone furnace) x 500 EU; or
  • Fuel Value x 2.5 EU

For example,

  • Peat (Forestry) can smelt 2x as long as Coal in a furnace. Hence, it produces 16 x 500 EU = 8000 EU.
  • Coal Coke (Railcraft) has a heat value of 6400. Hence it produces 6400 x 2.5 EU = 16 000 EU.

Video Tutorial


We lied to you, sorry. We told you that using Batteries in Electric Furnaces wouldn't cause any pollution.

Now, the no-pollution-thingy was a lie. Yes, Electric Furnaces don't burn stuff and damage our dear Earth, but YOU DO! Yes! By using this Generator, you can recharge the T500-Rechargeable Energy Storation Unit unlimitedly. But in redo the Generator will need something it can burn to create this energy the RE Battery needs.

We know, you must feel terrible right now, being the cause for global warming and all this stuff. But we can help you, HAYO!


Version Changes
Industrial Craft²
0.90Generator is re-released in IC² and outputted only 1 x 5EU-p per tick. The two recipes for Generator were

1.337 The recipes of the Generator were changed (to the current one) and the output of the Generator was buffed from 1 x 5 EU-p per tick to 1 x 10 EU-p per tick.

Electric Furnace (IndustrialCraft 2)

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IndustrialCraft PE mod v2.0 Pre-Release 7 for Minecraft PE

IndustrialCraft PE is a global mod for MCPE which is a very accurate PC copy of IndustrialCraft. It contains the basic mechanisms, generators, and energy.


1. Texture, interface and mechanisms are made exactly as in the IC2 classic;
2. Compatibility with all other Core Engine mods including Thaumcraft PE.

3. This is a beta version. It contains a relatively small content and may be present errors.

4. Portuguese translation.

The mod will quickly develop, as well as represents the project with open API for add-ons. Link to github:


b) Compressed air capsules.

Made from empty capsules in the compressor. The capsule can be emptied in the extractor.


c) Added canned food and canning machinery.

In the future, the quantum suit will itself restore the satiety of the player if there are canned food in the inventory.


d) Added a blast furnace and a solid-fuel heat generator.



e) Steel production.


Now, steel production requires:


1. Heat generator

2. Blast furnace.

3. Compressed air.

4. Patience.


At the moment there are 2 types of heat generators: solid fuel and electric. New types will be added in the future. Fuel heat generator consumes any combustible items, like a conventional furnace, and produces 20 thermal energy units. Ash is produced as a by-product. Ashes will be used for fertilizer production.


g) Added the ability to customize the ore generation parameters in the config.

i) Added an utilizer black list. It includes: a glass panel, a stick, all kinds of snow. These items can be recycled, but they do not give a scrap.

v2.0 - Pre-Release 7:


Added ore scanners.

Displays a list of ores in a given radius. For a conventional scanner this is 3 blocks, 6 for improved one.

Reworked drilling rig.

Previously, it was unfinished and dug only down. Now it supports scanners, and digs out nearby ores in a radius depending on the scanner used.

Added scuba helmet and improved microchips for quantum helmet crafting.

Quantum chestplate now extinguishes the owner.

Added sandstone and red sandstone crushing recipes, as well as steps from them.

Added Portuguese translation.


Fixed many bugs such as:

Mechanisms do not drop when breaking with key.

All tool related bugs.

Models of turning mechanisms did not work.

Quantum helmet did not check all inventory slots when it was looking for canned goods.



v2.0 - Pre-Release 6:


Added a hazmat suit.

A scuba helmet uses compressed air capsules from the inventory (obtained in the compressor) to replenish the air supply underwater.

Rubber boots reduce the damage from falling by 8 times.

The complete suit set protects against poisoning and has protection like diamond armor. However, it is better not to wear it for battles with mobs - the suit will break after receiving a total of 64 damage.

A quantum helmet is also now capable of replenishing air reserves, but uses 1000 Eu for this.

Hydrogenerator and windmill crafting recipes changed. Now they need a coil and 2 steel shells for the hydrogenerator.

Many bug fixes.


Crafting recipes:


v2.0 - Pre-Release 5:

Added canning machine. Consume 1 Eu/t, is used to fill cans with food obtained by extruding a tin shell in a metalformer. 1 can restores 1 unit of hunger, but they are eaten all at once. Also, they can be obtained from boxes of recycling with a small chance. If the rotten flesh, spiders eye, poisonous potatoes or raw chicken are preserved, then the description of the object will say: "It looks inedible ...", and the food will have their negative effects.


Added a tank. It stores 16 buckets of liquid, supports upgrades to move objects and liquids.

Added the "Liquid Loader" improvement.

Added a cooling capsule. Crafted from a bubble or water capsule and 4 tin plates. Used for accelerator crafting.

Added an utilizer black list. It includes: a glass panel, a stick, all kinds of snow. These items can be recycled, but they do not give a scrap.

The MFSU storage increased from 40 to 60 million EU. Now you will have more powerful sources of energy to fill it.

Added recipes for the enrichment of uranium ore in thermal centrifuge.

When processing lead ore in a thermal centrifuge, silver is obtained instead of copper as an additional product.

When falling with a jetpack, damage is calculated based on the fall speed.

Improved arrangement of elements in mechanisms interfaces (alignment in the center, etc.).

Many fixes.



v2.0 - Pre-Release 4:


This technical update fixes a lot of bugs and contains long-overdue changes.


Added ChargeItem library for compatibility of objects storing energy from different IC mods.

The rendering methods of machine models are moved to the MachineRender library.

Now, the ore generation will be turned off if it is already added by another mod using the Flags library to add unique actions.

Increased the amount of lead and uranium ore in worlds.




The mechanisms improvements did not work.

The solar panels did not work.

The composite glass was opaque.

The old energy distribution system is returned because of bugs.

Wires, lamps and other incomplete blocks disappeared in the distance.

Wires no longer connect to the iron furnace.


v2.0 - Pre-Release 3:


Added electrolamp, consumes 0.25 Eu/t and has a storage 5000 Ee, which is enough for almost a day's work. Turned on/off by pressing the block. It is needed for the night vision goggles crafting.

The energy between the mechanisms is evenly distributed.

Battery icons show the amount of energy stored in them.

Saving additional item data.

Added hover mode for jetpack and quantum chestplate. In this mode, the player slowly falls down without getting any damage.

Fixed config.

Added the ability to change the size of the armor buttons in the config.

The speed of running in quantum pants became even faster.

Latex droplets now appear on certain blocks of hevea, and are not saved during their extraction

Added alternative crafting recipes (for example, obsidian from 2 water capsules and 2 lava capsules).

Fixed thermal centrifuge crafting.

Fixed fluid loss when using the improved "Liquid Pusher".

Scanners, mining laser and drilling rig will be completed in the release version.

v2.0 - Pre-Release 2:


Added a pump. At the moment it can extract only a block of water under itself, in the future the functionality will be expanded. Power consumption - 1 Eu/t, working time - 1 sec. If you add an Ejector Liquid improvement, it can send water to an ore washing plant.

Added thermal centrifuge. Used for refining crushed ore from impurities of other metals. Is the only way to get silver.

Requires silver dust for fiberglass crafting.

The solar panel has an interface in which you can charge items.

The matter generator can be turned off using the redstone signal.

Ability to drain liquid from capsules.

The generation of copper and tin ores has become closer to the PC version.

Batbox can be obtained by hand, also fixed a bug when the wrench did not spend strength, and the electric wrench did not spend energy to dismantle it.

The ToolType library has been updated.

A lot of bug fixes.

v2.0 - Pre-Release:


Added crushed ores, refined crushed ores, small piles of dust, silver.

Added ore washing plant. Allows you to get more resources from the crushed ore, uses water. Consumes 8 Eu/t.

Added animation for mechanisms. It changes when the mechanism is turned on.

Added recipes for obtaining rubber from hevea seeds and bleaching the wool in the extractor.

Added recipes for compressing resources and bricks into blocks and sand into sandstone for compressor.

Added recipe for crushing ice into 4 snowballs.

Bug fixes and optimization.


The pump, the thermal centrifuge, the scanners and the mining laser are in the creative inv, however they can not be crafted and used yet.


Also, all opaque blocks are changed to another specialty, so they will not conflict with blocks from other IC mods (forestry e.g.), they no longer disappear in the distance and various objects (doors, plates, etc.) can be put on them, however such change break your old worlds.

Previous versions:


Very soon the Inner Core 1.1 update will be released which fixes most of the problems, so the development is resumed and 2.0 will be released soon after Inner Core. Update 2.0 contains the innovations planned for v1.10:
Mining Laser.
Mechanisms animation (like the furnace).
Ore processing which is one of the main innovations of the experimental version on PC:
Uranium is mined as ore.
Added silver, used for crafting of glass fibre cable, can be obtained only in a thermal centrifuge. However, if some mod adds silver ore, it can be processed in mechanisms.
When crushing ore, grinded ore is obtained instead of dust, it can also be melted into ingots.

Ore washing plant.
It uses water to rinse the crushed ore, producing purified crushed ore, rock dust (so far has no application), and 2 small piles of dust of the same metal, with the exception of lead and uranium ores.
Thermal centrifuge.
Used to remove impurities of other metals from crushed ore. In the future, it will be used to enrich uranium.
Crushed tin and copper ore can be used for crafting bronze dust.

IndustrialCraft on smartphones goes to version 2.0 as once IndustrialCraft on PC. If before it was something average between the classic and experimental version of IC² for PC, now it will be a fully ported experimental version thanks to Inner Core.
- New energy system

Energy calculations are more accurate, and restrictions on the size of the object storage are removed. Therefore, all the main changes of the experimental version related to energy were ported:
1) A tenfold increase for the energy crystal storage, a lazurotrone crystal, and everything that can be crafted from them.
2) Increased MFE storage up to 4M of energy, and MFSU to 40M.
3) Advanced battery for 100K of energy and a bronze energy storage for 300K.Also soon will be added new knapsacks: bronze (600K) and energy-crystal (2M).

- Sulfur is needed for crafting of an advanced battery, obtained in extractor from gunpowder.
- Pieces of ores are removed, because Inner Core allows you to add recipes to the furnace with blocks from mods. In addition, it facilitates the addition of the ore-scrubbing machine and the thermal centrifuge in the future.
- Thin wire models are similar to the PC version, while walking through them is impossible, as it was before with the optical fiber, because the physical form is not tied to their thickness.
- All the mechanisms have textures from the experimental version.
- Geothermal generator has a storage for 10 000 Eu, and soon there will be a slot for charging items.
Beta 9:
Added a set of improvements (MFE to MFSU).
To use, you need to sit and press the block.
Windmill and hydro-generator did not give energy - Fixed.
Lava buckets combustion time is reduced from 20 000 to 2 000 ticks.
A bucket of lava can no longer be used in a generator.
Waste and waste blocks can be used as fuel, give 870 and 7870 Eu, respectively.

Beta 8:
Ore generation is ported to Inner Core methods, which makes it faster and closer to the PC version.
New and more intuitive interface of the drilling rig.
Fixed the display of the amount of energy in the electric wrench and electric saw.
The amount of energy was not rounded up in the generator and the geothermal generator.
Fixed replacement of steps, slabs and other incomplete blocks with a torch.
Iron furnace, ores and metal blocks could be extracted by hand.

Animation for mechanisms will be added in the next update.

Beta 7:
The code is compiled into the java bytecode, which speeds up the work several times.
The torch from the inventory will be placed after pressing the drill on the block.
The armor buttons no longer block other buttons and sounds.
Finally, fixed energy packs: they no longer cause errors and are charged many times faster.
Fixed appearance of single blocks of Hevea foliage.
Fixed drill pipes crafting.
In the next update, wait for the animation of the work of the mechanisms and the generation on the Inner Core methods.

Beta 6:
Fixed bug with jetpacks.
Fixed the items names with energy storage in crafting table.
Fixed "Loader" improvement.
Fixed discharge and charge of quantum armor.
Beta 5:
- Nano armor now consumes 800 Eu for 1 damage, and quantum armor = 900 Eu.
- Nano-saber in hand consumes 64 Eu/t.
- Electric hoe can plow podzol.
- Fixed the inability to break the blocks with an electric saw.
- Fixed the inability to craft a geothermal generator in the survival mode.
Beta 4:
The objects show the amount of their energy, and the iridium drill also has its mode.
Fixed incorrect display of the names of some items in the crating table.
Added debug mode in which a debugging item is available and also it shows the amount of energy required for teleportation when using a teleporter. Disabled by default. Improved translation.
Fixed bugs when generating hevea and increased their maximum number to 5 in one chunk.
Fixed the lower texture of the crusher and matter generator.
The Nano-saber energy storage was increased to 1 million Eu.
Fixed minor bugs of the iron furnace.

Beta 3:
Changed energybackpacks and added new ones:
1. For crafting the backpacks, planks are needed instead of a tin ingot + new textures.
2. Added an advanced battery pack (600K).
3. Added energy backpack (2M).
4. Lappack now stores 10M, requires an energy backpack for crafting (exclusively for PE version).
You can not charge items in your hand - fixed.
Nano and quantum armor is discharged when taking damage by 40 and 30 Eu per damage unit, respectively. Discharge when using abilities is also fixed. Added discharge when taking damage for quantum and nano-boots. In addition, damage absorption is now implemented as in the PC version.
New Jet pack texture is at a higher resolution from the experimental version.
Mechanisms can no longer be obtained by hand.

Beta 2:
Fixed 3x3 mode of the Iridium drill.
Geothermal generator spends lava during the generation of energy.
Added slot for charging things in the geothermal generator.



v2.0 (was planned):

IndustrialCraft will receive an update 2.0 due to the soon release of the new launcher, which replaces Core Engine. This is due not only to the update for the new platform, but also to the new content that it allows to implement.
It will be impossible to break the energy armor even in the center of a nuclear explosion, which is especially useful for knapsacks and night vision goggles that will not be discharged from damage. Discharging nano and quantum armor will be written later with the new function, and it will be better and more accurate than now, when armor breaks itself.
New energy storage system:
The date of the item is in the 16-bit variable in Minecraft, because of what there is a limit of 32767, which is extremely uncomfortable. To store energy, it was necessary to set a certain amount of energy in correspondence with one damage, for example 10, which created difficulties in the calculations. Most importantly, it did not allow the creation of armor, storing a large amount of energy.
In Inner Core, the date of the item is a 32-bit variable, which means it can store more than 2 billion numbers, which allows you to store energy at once in a date and removes all restrictions.

The energy system of the experimental version:

The absence of restrictions allows the developer to port the IC2 experimental changes related to energy.
1) A tenfold increase for the energy crystal storage, a lazurotrone crystal, and everything that can be crafted from them.
2) The ability to realize voltage as in the experimental version.
3) New knapsacks: bronze (600K) and energy crystal (2M). The developer may not remove the lapis knapsack as an exclusive, but make an energy storage of 10 million eU for it and also add a lazurotrone crystal for crafting. Ore remelting:
Inner Core allows you to add recipes with blocks from mods to the furnace, which means that the pieces of ore are no longer needed.


Batteries will change their texture depending on the amount of energy in them. More information about the 2.0 update will appear later when the developer starts working.

What will happen with IndustrialCraft for Core Engine?

Soon, there will be an update 1.10. Then selective support for some mods is possible.


It's time to start an open beta testing update 1.10. This will be the last major update for Core Engine, then the mod will be ported to Inner Core (read more). 

We're working on a teleporter. You may have a question: what does it do in the mine update? So, it's needed for crafting an improved drilling rig. Since this is the most simple update mechanism, I decide to start with it. To connect teleporters you need a frequency binder. Teleportation occurs when sending redstone signal, the energy is taken from a nearby storage.
Added iridium ore. It's very rare, the ore block is generated with a probability of 20% in the chunk at a height of 1 to 100 blocks. You''ll need a tool like a diamond pick or better for mining.
Now experience drops from uranium ore.
Requires an improved electrical circuit instead of the usual one for a lazurotron crystal.
Upd. The latest development: IDrill.
- The iridium body allows you to extract blocks 1.5 times faster than a diamond drill.
- Powerful 100k rechargeable battery.
- Energy consumption - 400 Eu / block.
- 4 operating modes: 1) Fortune 3 mode; 2) Silk touch; 3) 3x3 Fortune 3 mode; 4) 3x3 Slik touch mode.
- New crafting recipe.
Upd. Teleport, more details.
The teleporter should be placed close to any energy storage, from there it will take energy. To communicate teleporters, use a frequency binder. Take the first teleporter and click on the second to connect them. Several teleporters can be connected to each other to create a network.
Teleportation occurs when a redstone signal is applied. Unlike the PC version, the teleporter is stable with the buttons when teleporting for long distances, since there is a delay of 12 ticks between teleports. All mobs and items within a 1 block radius around the teleporter can also be teleported. Energy is taken from the neighboring energy storage, since the energy expenditure for teleportation is very high.
Fixed the following bugs:
The jetpack store was 5 times smaller than needed.
Lamb was not roasted in furnaces.
The beta version 1.10 will be released this week, the release is scheduled for next week.
What will be in the release:
Ore scanners.
Improved drilling machine.
Mining laser?


Added a fiberglass wire, as well as a different thickness of wires. It is no different from the others, because there is no mechanic voltage so there is no resistance at all. However, these wires are only needed for crafting.
Geothermal generator now stores 8 buckets of lava, not 16 as before.
Fixed bugs during the transfer of energy.

This is the latest update in version 1.09.



Now the energyLib library is used, the energy distribution is much more optimized and there is the possibility of interacting with other mods.
The Tool types library has been updated.
(Bug fixes): Tools of the same type have the same properties.
Electric wrench is now discharged after crafting.


Quantum pants now increase speed when running. Previously used button is removed.
Buttons are reduced and can not be closed due to a bug when closing the armor buttons. In this way they will always be open and do not interfere.
Fixed the strength of the quantum and nano armor.
Electric saw now extracts foliage and wool.
When the Hevea wood breaks down, neighboring foliage falls down.

Tool Types library has been updated:
Fixed a drop of colored burnt clay, dispenser, cauldron, potions and funnel.
Fixed the speed of breaking some blocks with a sword.


1. Added composite armor from the Hi-techCraft add-on. It has a level of protection and strength almost the same as that of diamond armor.
2. Added reinforced blocks (stone and glass). They can withstand any explosion, even an explosion of a nuclear reactor when it is added. In addition, these blocks will be used in crafting recipes, in particular for crafting the quantum helmet.
3. Added a wrench and an electric wrench. Now you can take only a generator and an iron furnace with your hand or a pickaxe. The generator, iron furnace, engine or improved engine block falls out when all other mechanisms are broken, depending on the components of which the mechanism consists. You need to dismantle the mechanism with a wrench or an electric wrench to get it whole.
- Wrench. It has strength for 17 dismantling. There is a 20% chance that dismantling will fail and the mechanism will break.
- Electric wrench. Stores 10 000 Eu, spends 500 Eu for dismantling. Unlike a wrench, it can dismantle any mechanism without failures.
4. Fixed:
Protection of bronze armor. Strength is now 10% less than that of iron armor, similar to iron tools.
Fixed bug when the UpgradeAPI was not imported.
Logs of acacia and dark oak can not be burned in a furnace.
Unbreakable tools.


1. Added metalformer.
2. Improvements for mechanisms.

A metalworker is a mechanism for creating wires, plates and shells. The energy consumption is 10 Eu/t. The operation time is 10 sec. It has 3 modes: rolling, cutting and extrusion.

3. This Update will contain the following improvements: Accelerator, Red Stone Signal Inverter, Ejector, Loader" and Power Guard possibly. These improvements allow you to create compact systems of mechanisms and increase their speed by increasing energy consumption.
The accelerator reduces the operating time by 30% due to an increase in power consumption by 60%.
The ejector releases the result into next chest or mechanism.
The liquid ejector is not in use at this time.
The loader takes objects from a nearby chest or mechanism.

By default, the Ejector, Liquid Ejector and Loader improvements work with any possible side. To select one side for work, sneak and tap on the desired side of the mechanism. Repeated tapping on any block resets the settings.

4. Translation into Spanish and Chinese prepared by mc.maja.
5. Geothermal generator recipe has been fixed.
6. Solar panel recipe is simplified, since it gives little energy. Now the engine block is used instead of the generator which is more logical because it has nothing to do with it.
7. Now you can craft bronze dust and insulated wires in your hand.
8. Added new crafting recipes (see below).


1. Compatible with BuildCraft PE.
2. Jetpack is done and working.
3. Now it can fly, full charge is enough for 300 seconds.
4. New metal blocks.
5. Capsules.
6. Hydrogenerator changes: There are 2 modes of operation (hydroelectric power station (in rivers) and tidal power station (in oceans)).
The generator generates 2.5 Eu/t in rivers. Energy production depends on the tides and ebbs in oceans. Therefore 4 is the maximum number of peaks of generation as tides. It produces 0 - 3.25 Eu/t, but in the end you will get about the same energy as in rivers on average per day.
7. Optimization of ore generation, the ability to disable it in the config.
8. Now the quantum armor is discharged when using abilities and absorbs negative effects.
9. New iron furnace textures.
10. Mechanisms characteristics (power consumption, operating time, induction furnace operation algorithm) are changed as in the PC version.
11. Bug fixes.


Some changes in the code as well as features:

1) Wind generator
Now the maximum energy production is 10 Eu/t (2 times more than the PC version) at an altitude of 160 blocks and above. It generates 1.5 times more energy during the rain and 5 times during a thunderstorm.

2) Hydrogenerator
The development is not over yet, but it will only work in rivers and oceans biomes. The hydrogenerator will work by using the water flow in the rivers, so during the rain the energy production will increase (due to the increase in the amount of water in the river). It will work using the flow of water during tides in the oceans, so the maximum generation will occur in the morning and evening.

3) The iron stove textures are now different from the texture of the generator. Now you will not mistake them.
4) Along with the release of the v1.06, the Hi-tech Faithful [32x] texture pack will be updated with textures of things from the latest updates.


1. Night vision glasses.
It stores 30 000 Eu and this is enough for one and a half hours of work. You will be blinded if glasses are turned on and you look at the sun. The night vision participates in the crafting of a nano-helmet, so both items have a night vision mode.
2. Jet pack.
Stores 30 000 Eu. It does not work yet. Needed for crafting a quantum chestplatebib.

3. The generation of Hevea has been changed:
- Reduced the probability of finding it, while now 1-5 trees are generated instead of 1-3.
- Hevea are no longer generated in cold biomes and dark forests, and can be found in the jungle more often than in swamps.
- Added the ability to disable generation of hevea in a certain type of biome (config). To do this, open the config.json file and replace true with false for the desired biome.

Fixes and improvements:
1. Fixed leaves and seedling of the hevea. 
2. Fixed shell crafting (one plate now produces two shells) and added the possibility of crafting in the compressor.

3. Fixed saving energy when crafting.
4. Crafting recipes of the solar panel, geothermal generator and induction furnace are similar to the PC version of the mod.
5. Fixed the extractor crafting recipe, now you can not use the used treetaps for it.
6. Fixed the inability to charge the electric treetaps.
7. The correct display of electrical things in the creative.

8. Now quantum armor absorbs negative effects.


1. Battery backpack. It charges a tool in your hand, if it can be recharged in bat-box. Stores 60 000 Eu and gives 3 protection;
2. Lazuri pack. Improved version of the battery backpack. Can charge tools requiring a charging of MFE and stores 300 000 Eu;
3. New power tools:
- Electro treetap.
- Electro hoe.
Capacity - 10 000 Eu, they spend 50 Eu for one action. Power hoe can plow mycelium unlike ordinary one;
4. Added a small powerplant. Used in the crafting of the elec-treetap & the elec-hoe;
5. Fixed the inability to charge the nano-sword, nano-armor and quantum armor;
6. Fixed crafting recipes of recycling machine and MFSU;
7. Fixed a bug with the saving waste cubes.


Crafting recipes:





WATCH THE VIDEO ON THEME: Surviving With IndustrialCraft 2 :: Ep.6 - Biomass & Biogas Power Generation

Page#: 2. I wrote this guide as a way to teach myself the workings of the MINECRAFT Furnace. Advanced Furnace. Generator. Windmill. This machine map is a very Industrial Craft brings the player the ability to generate energy through a.

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Tier 2 Machines will operate more efficiently if powered using a Tier 2 power grid - they receive a noticeable speed buff, usually between 25% and 33%.

If you are playing Galacticraft together with IC2, then IC2 components emitting at over 120 volts (or over 120 EU per packet) are counted as Tier 2 components in Galacticraft, anything less than that is Tier 1. (Galacticraft power grids will always provide 120 volts, or up to 120 EU per packet, into IC2.)

IC2 items can be charged in Galacticraft machines (and can power Galacticraft machines). Galacticraft machines (for example, Energy Storage Module) can charge all IC2 Tier 1 or Tier 2 energy items (for example, RE-Battery or Advanced RE-Battery). Galacticraft Tier 2 machines (for example, Energy Storage Cluster) can additionally charge all IC2 Tier 3 energy items (for example, Energy Crystal). IC2 Tier 4 energy items (for example, Lapotron Crystal) are too powerful and cannot be charged in any Galacticraft machine, you would have to use an MFSU for that.

These values are considered to offer the best overall balancing between these different mods power systems. They are consistent with the convention that 1 MJ = 2.44 EU. (Some other mod authors round that to 1 MJ = 2.5 EU.)

This note is included in Galacticraft's source code:

Note on energy equivalence:

In BuildCraft, 1 lump of coal produces 1600 MJ (Minecraft Joules) in a Stirling Engine. This is by design: coal has 1600 ticks burn time in a vanilla Furnace, which corresponds with 1600 MJ in BuildCraft.

In Galacticraft, 1 lump of coal produces 38,400 gJ in a coal generator operating at 100% hull heat (less efficient at lower hull heats).

If 1600 MJ = 38,400 gJ then strictly 1 MJ = 24 gJ. But, that feels imbalanced - for example redstone engines make too much gJ if the ratio is 24. So, the BC conversion ratio is set at 16. Think of it as the Galacticraft coal generator at full heat turning coal into electrical energy 50% more efficiently than BuildCraft's Stirling Engine can.

If a modpack or server sets different conversion ratios in Galacticraft's config, then, depending also on other mods installed and how those are configured, it might allow players to construct 'free energy' loops using three different mods. For example, if an IC2 MFE with a gold cable, feeds into a Galacticraft Energy Storage Module, which feeds into a Mekanism Energy Cube using Aluminum Wire, which is in turn connected to the MFE using Mekanism Universal Cable. If the default configs are changed so that 1 EU from IC2 makes 10 gJ, then those 10 gJ make 15.25 Mekanism Joules, and if Mekanism converts that back back into EU (1.525 EU), that loop would make 1.525 EU starting from 1 EU initially.

Optional lossy conversion

From Galacticraft version, a config option in :

I:"Loss factor when converting energy as a percentage (100 = no loss, 90 = 10% loss ...)"=100

allows players, server owners and modpack makers to add in some lossiness in the energy conversions, to help deal with any possible infinite energy loop. If your power conversion ratios in Galacticraft are default, then a loss factor of around 95 should be plenty enough to stop loops. If the power ratios are changed from the defaults then you might need to set the loss factor to a lower figure: in the example above where 1EU makes 10gJ, a loss factor of around 80 should fix the problem.

imdustrial craft 2 how to get power from furnace generator

WATCH THE VIDEO ON THEME: Surviving With IndustrialCraft 2 :: Ep.1 - Basic Power & Machines

They do not seem to produce or transfer any energy, unless something else is The Geothermal Generator is connected to a Charging Bench, Extractor, Macerator, Electric Furnace and Compressor. . Members; 0; 2 posts.

imdustrial craft 2 how to get power from furnace generator
Written by Voodootilar
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