Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Create: Solarpunk
A NeoForge mod for Minecraft 1.21.1 that adds solar energy generation, thermal storage, biofuel production, and an optional global warming system to the Create ecosystem.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.228+
- Create 6.0.4+
- GeckoLib 4.7.2+
Optional: JEI (adds recipe categories for the Solar Heater and Fermentation Vat)
Features
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
- Solar Heater - concentrates sunlight to melt salt into molten salt or evaporate water into salt crystals; requires a clear view of the sky
- Solar Power Tower - large multiblock structure (1×1 up to 3×3 footprint, up to 20 blocks tall) that concentrates reflected sunlight to produce molten salt at scale; pair with Solar Mirrors for maximum efficiency
- Solar Mirror - a heliostat that reflects sunlight toward a Solar Power Tower; place directly against the tower's side faces; can be mounted on floors, walls, and ceilings
- Heat Battery - stores thermal energy from molten salt and heats Create boilers
Electricity
- Andesite Solar Panel - generates Create rotational force (SU) from sunlight
- Brass Solar Panel - generates Forge Energy (FE) from sunlight
- Kinetic Battery - stores rotational energy (SU) for later use
Biofuel Chain
- Biomass - crafted from organic matter
- Biomass Pellet - a compacted form of biomass; burns slower in the Gasifier but produces twice the Biochar per piece
- Biomass Gasifier - processes raw biomass or pellets using rotational force; produces Biochar as a byproduct
- Fermentation Vat - multiblock structure (minimum 2×2 footprint, stackable vertically) that converts biomass into liquid biofuel using water; larger footprints process more batches 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
Geothermal
- Geyser Vent - spawns naturally in desert, badlands, and savanna biomes
- Geyser Cap - harnesses geothermal energy from a Geyser Vent and converts it into rotational force; passive, works day and night in any weather
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
- 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
- All pollution rates, thresholds, decay speeds, and the target dead biome are configurable; see the wiki for full details
Quick Start
- Find salt underground in arid biomes (desert, badlands, savanna) or craft it
- Place a Solar Heater with a clear view of the sky
- Right-click salt into the heater's input slot - it converts to molten salt during daytime
- Pipe the molten salt into a Heat Battery
- Place the Heat Battery adjacent to a Create boiler to heat it
For high-volume molten salt production, build a Solar Power Tower and surround its sides with Solar Mirrors.
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.
| Footprint | Max height | Optimal mirrors | Water demand (per mB salt) |
|---|---|---|---|
| 1×1 | 5 | 10 | 1× (1:1) |
| 2×2 | 10 | 40 | 4× (4:1) |
| 3×3 | 20 | 180 | 9× (9:1) |
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.
Minimum size: the tower requires at least a 3×3 footprint to produce anything.
Thanks
Thanks to the following people for their ideas:
- Slopton
- Multyfora
- Jimmithy5
- pumpkin_p._patch
- yui_riku
- arccam


