← All mods Expansions · Industry

NEROPOWER

Energy · Generation · Grid

Generate it, cool it, risk it — deep, decision-driven power generation for the Neroland universe, where every reactor is a system you have to run.

Retired v0.2.0-alpha.1 24 Sept 2026

Retired on 2026-07-31 — its energy features ship in NeroTech.

NeroPower logo

NeroPower is the focused, deep energy member of the Neroland ecosystem — a dedicated generation mod that supplies the full arc of power (solar, wind, geothermal, nuclear and fusion) plus battery banks, wireless distribution, and the systems that make high-end generators interesting to run. It deliberately ships no machines that consume power — that is NeroTech's job — so it slots in as a deep companion that extends NeroTech's industry with a real power layer.

Built on Neroland Core, so its shared Nero Energy surface (c: energy tags, unified power type over the Forge/NeoForge energy capability), progression gates, side-config, claims and config framework are all shared with the rest of the lineup. NeroPower is designed to be extractable: the design docs describe it as possibly living inside NeroTech until the power layer is deep enough to stand on its own, so treat it as a focused add-on that is adjacent to NeroTech by nature.

(Planned — in design; not yet released.)


What you'll generate

  1. Solar Panels. Sky-facing generators whose output scales with sky-light access, time of day, weather, and a planet/atmosphere modifier — dramatically stronger off-atmosphere and in orbit. Tiered basic → advanced variants raise base rate and cap, and batched ticking keeps big fields cheap.
  2. Wind Turbines. Output scales with exposed height and biome wind class — high, open placements produce well; sheltered or low builds barely turn. A natural complement to solar's intermittency, and dead in a vacuum.
  3. Geothermal Generators. Tap ambient heat — lava, configured heat blocks, volcanic biomes — for steady, non-intermittent early-mid power where the geology allows.
  4. Nuclear Reactors. Multiblock mid-game generators that burn fuel for high sustained output while producing heat you must manage. Inadequate cooling drives them toward instability and overload; gated behind a Core progression milestone.
  5. Fusion Reactors. The late-game, space-tier endgame source, built to power colonies and heavy automation. Needs a startup charge and a steady plasma/fuel feed, runs hot, and leans heavily on active cooling.
  6. Battery Banks. Storage blocks that buffer energy and smooth the gap between intermittent generation and steady demand — configurable capacity and insert/extract limits, usable as a buffer or a prioritised source.
  7. Wireless Power. Point-to-point and networked transmission with no cables, for spanning terrain or claim-respecting links between bases. Linking validates both endpoints against Core's claim/permission API so nobody siphons across protected boundaries.

Systems that make it deep

  • 🌍 Planet-based efficiency — a data-driven, per-dimension modifier: solar climbs off-atmosphere and in orbit, wind dies in vacuum, geothermal follows the body's geology. This is what makes where you build a strategic decision, tying power straight into the space-progression arc. Fully toggleable for packs wanting flat behaviour.
  • ❄️ Reactor cooling — passive heat sinks and coolant-block adjacency plus active pumped loops that consume fluid and/or power. More output demands more cooling; cooling design is the core mid-late power-engineering puzzle.
  • 💥 Overload explosions — a staged, telegraphed failure model: warning → unstable (efficiency penalty, particles, sound, alarms) → failure (explosion, optional radiation/scorch zone for nuclear). Never a silent surprise, and server config controls thresholds, blast radius, terrain damage, and whether failure happens at all — always respecting claim/protection systems.
  • ⚡ Portable power — generation talks only to Core's Nero Energy surface, so power is fungible across the whole ecosystem and with external energy mods rather than forking a parallel currency.

Privacy (POPIA / GDPR)

NeroPower stores no personal data — generators, reactors, batteries and wireless nodes are keyed by block and dimension, never by player. Any optional crash telemetry is anonymous and opt-out, carrying only version strings (mod / MC / loader / OS / Java) — never names, UUIDs, IPs or world data. Nothing to erase, and nothing routed through the shared data-erasure hook because nothing personal is ever stored.

Why it fits the ecosystem

  • 🧩 Built on Neroland Core — one energy type, one side-config vocabulary, one progression arc, shared c: tags and config framework. NeroPower ships in its own creative tab.
  • 🔌 Shares one Nero Energy network — every generator, battery and wireless node exposes Core's energy capability on its faces, so power flows straight into NeroTech machines and NeroLogistics grids as one shared network.
  • 🤝 Interoperates, never hard-depends — all external interop (Create, AE2, Mekanism, Ad Astra) goes through Core's common compat tags, and Energized Power exchanges FE live today. With optional siblings absent, environmental generation still plays fully standalone.
  • 🚀 Synergy across the lineup — NeroTech supplies the consumers, NeroLogistics supplies the cabling its wireless layer complements, and Nerospace/Ad Astra feed the planet data behind planet-based efficiency.
  • 🧱 Cross-loader — NeoForge, Forge and Fabric on Minecraft 26.1.2 and 26.2.

Requirements & compatibility

  • Requires Neroland Core — install it alongside NeroPower (it loads first).
  • Modpacks are allowed and encouraged — any platform, no need to ask. Use the official files and credit NeroPower by Neroland with links to the CurseForge page and the GitHub repository. Full terms: LICENSE.

Created by Neroland. The project logo was made with the help of AI image tools; in-game art is generated by the project's own tooling and refined by hand.

Latest release

v0.2.0-alpha.1 24 Sept 2026

EMI compatibility. No gameplay, id, tag or config change.

Added

  • EMI support. NeroPower adds no recipes of its own, so nothing needed a plugin. The build now compiles against the community EMI Unofficial Port (Unstable), the only EMI build for Minecraft 26.x, and dev clients load it with -PwithEmi (default runs stay JEI-only). EMI stays optional.
Full changelog →

Search across every Nero mod wiki.