Create: Solar Powered
ModHarness the power of the sun to generate electricity.
Type
Mod
Modrinth Downloads
294
Modrinth ID
X6JWoJ2m
Last Updated
Apr 13, 2026
Description
About:
Create: Solar Powered adds a new block, the Solar Panel, which generates Forge Energy by converting sunlight into electricity. I highly recommend using it together with Crafts & Additions but it's totally optional. More sun related cool things are coming along! New Additions: Growth Lamp, Sunglasses, Sculk panel.
Reminder:
⚠️ Please remove any old configs that you may have in your configs folder when updating ⚠️
Features:
Solar Efficiency. The solar efficiency affects how much energy a panel can generate per tick - lower efficiency means less power. The efficiency depends on the time of day, with a peak of 100% between 4500 and 7500 ticks. Weather also plays a role: rainy days cut efficiency by 50%, and thunderstorms reduce it by 90%. Altitude can also affect output, but that's disabled by default (you can enable it in the config file). A new temperature factor has been added (also disabled by default) - it lets you further tweak output based on biome temperature. Solar panels also emit a redstone signal strength of which corresponds to the efficiency value.
Energy Generation. A solar panel injects FE into the block directly below it. Cables and connectors will only draw energy when attached to the bottom. By default, a panel produces 12.5 FE per tick at 100% efficiency, but you can change that in the config.
Energy Sharing. Each panel has a built‑in buffer of 1 kFE. Panels next to each other will share their stored energy, so a large array only needs a single connection to transfer power. The buffer size is configurable as well.

Additional Stuff
Sunglasses. Sunglasses while worn will make enderman not attack you if you look into their eyes. Also, they're pretty useful if you're going to an area that has a lot of fire, as they passively apply 10 seconds of fire resistance as long as you're not actually on fire. It's like the turtle shell, but instead of saving you from drowning in water, this protects you from accidentally roasting yourself. Be careful, though, once you are on fire, the effect will start ticking down and the sunglasses will start losing durability. Getting hit by fireballs also reduces their durability.

Growth Lamp. This lamp will boost the rate at which your crops grow by randomly bonemealing everything in a 5-block radius (that's an 11×11 square). The chance to apply bonemeal is 15% between tick 400 - 1600. Burns undead mobs in the vicinity when active. Requires a minimum of 125 FE to activate. Consumes 3 FE per tick. Stores up to 1 kFE within itself. Make sure that the power supply is sufficient (3+ FE per tick). Redstone signal activates it. Growth Lamps share energy to adjacent Growth Lamps.

Sculk Panel. Sculk Panel generates experience at night depending on what stage the moon is. Full moon provides the most amount of experience generation rate. Clicking with a glass bottle on a Sculk Panel that has at least 125 XP in it's storage will produce a Bottle o' Enchanting. If you have Enchantment Industry installed you can extract experience in liquid form using a mechanical pump. Note that XP points are different from actual experience points. 10 XP corresponds to 1 mB of liquid experience.

Crafting Recipes:

Mod Compatibility:
Any mod that uses Forge Energy should be compatible. Addons like Create: Power Grid are not supported due to complexity. Create: The Factory Must Grow is compatible with the help of Converter block that TFMG itself adds which will convert FE into TFMG's energy units.
⚠️ Please note that solar panels only power machines and cables that are connected from the bottom ⚠️
Planned Features:
Create's reach‑around block placement system implementation. Connected textures. A github page with updated source code. 1.20.1 backport. ✔ Ponder implementation. ✔ Sunglasses. ✔Compatibility
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