Create: New Age Mod Guide: Electricity, Heat Systems & Nuclear Power
Create: New Age brings electricity and nuclear power to the Create mod. Generate energy with spinning copper coils surrounded by magnets, transfer it through wires, and use it to power motors and energisers. The mod also adds a full heat system with solar panels, heat pipes, and multiblock nuclear reactors that produce massive amounts of heat for your Steam Engines.
Overview
Create: New Age is an addon for Create that introduces two major systems: electricity and heat. The electricity system lets you convert Create's rotational force (SU) into energy using Generator Coils and magnets, then transfer that energy through wires to power Motors (which convert energy back into rotation) and Energisers (which create special "overcharged" materials). The heat system adds Solar Heating Plates, Heat Pipes, Heaters, and Stirling Engines, giving you new ways to power your Steam Engines. At the top of the progression sits a multiblock Nuclear Reactor that generates enormous heat from
Thorium-based fuel.
You can browse every item and recipe this mod adds using the tabs at the top of this page. This guide walks you through the systems from your first Generator Coil to a fully operational nuclear setup.
Prerequisites
Create: New Age requires the Create mod as its base. You should already have a basic Create setup with a source of rotational force (Water Wheels, Windmill Bearings, or Steam Engines) before diving into this addon. Familiarity with Create's Shafts, Gearboxes, Mechanical Presses, Mechanical Saws, Deployers, and Sequenced Assembly is essential, as you will need all of these machines to craft the mod's components. On Minecraft 1.20.1, you also need the Botarium library mod installed.
Getting Started
- 1
Mine Thorium Ore and Gather Copper
Thorium Ore generates between Y=20 and Y=120 in veins of up to 16 blocks. You will need
Thorium later for Heat Pumps and
nuclear fuel, so grab some early. You will also need a large supply of Copper Ingots and Andesite Alloy for your first electrical components. - 2
Build Your First Generator
Craft a Generator Coil (8 Copper Ingots around an Andesite Alloy Block) and place it on a rotating Shaft. Then place Magnetite Blocks (the most basic magnet) in a ring around the coil. The coil has 12 magnet positions arranged in a square pattern 2 blocks out from the center. Each magnet adds stress to the coil proportional to its magnetic strength, and this stress is converted into energy. Finally, place Carbon Brushes on one end of the coil shaft to collect the generated energy.
- 3
Set Up Wiring
Craft Electrical Connectors (Andesite Alloy + Copper Nuggets) and
Copper Wire (cut Copper Plates on a Mechanical Saw). Place connectors near your Carbon Brushes and near wherever you want to deliver power. Right-click a connector with wire to bind it, then right-click a second connector to create a connection. Wires have a maximum length of 16 blocks by default. Use a Wrench on connectors to toggle between Inert and Pull mode. - 4
Craft a Basic Energiser
The
Basic Energiser is your first electricity-consuming machine. Craft it from an Andesite Casing and a Lightning Rod. Place it on a Shaft (it needs rotation) with a Depot on top. Supply electricity to a nearby Electrical Connector. The Energiser converts vanilla materials into overcharged variants: Iron Ingots become
Overcharged Iron (1,000 energy), Gold Ingots become
Overcharged Gold (2,000 energy), and Diamonds become Overcharged Diamonds (10,000 energy). These materials unlock the rest of the mod's progression. - 5
Upgrade Your Magnets
Magnetite Blocks have a magnetic strength of 1. As you produce overcharged materials, craft stronger magnets: Redstone Magnets (strength 2), Layered Magnets (strength 4),
Fluxuated Magnetite (strength 8), and eventually Netherite Magnets (strength 24). Stronger magnets dramatically increase your generator's energy output without needing faster rotation.
Electricity Generation
The electricity generation system is built around a multiblock structure: a Generator Coil spinning on a Shaft, surrounded by magnet blocks, with Carbon Brushes on one end to collect the energy. The energy output formula is: (total magnet strength) × |rotation speed| × 0.029296875 (the SU-to-energy conversion factor). This means both faster rotation and stronger magnets increase your output. The Carbon Brushes can collect energy from up to 8 Generator Coils in a line (configurable), so you can stack coils on a single shaft for massive output.
Magnets
There are five tiers of magnets, each with increasing magnetic strength. The Generator Coil checks 12 positions around itself for magnet blocks, so filling all 12 positions with the best available magnet maximizes output. Magnets are placed adjacent to the coil in a ring pattern, 2 blocks out from the coil's center axis.
Magnet Tier Comparison
| Magnetite Block | Redstone Magnet | Layered Magnet | Fluxuated Magnetite | Netherite Magnet | |
|---|---|---|---|---|---|
| Magnetic Strength | 1 | 2 | 4 | 8 | 24 |
| Key Material | Base crafting | Redstone Block | Overcharged Iron/Gold | Overcharged Diamond | Netherite Scrap + Overcharged Diamond |
| Max Output (12 magnets) | 12 strength | 24 strength | 48 strength | 96 strength | 288 strength |
Carbon Brushes can collect from up to 8 Generator Coils in a row (set by the maxCoils config). Place multiple coils on the same shaft with magnets around each one to multiply your energy output. Each coil independently calculates its magnet strength contribution.
Core Electricity Components








Wires and Energy Transfer
Energy moves through Electrical Connectors linked by wires. Each wire type has a conductivity rating that determines the maximum energy per tick it can transfer.
Copper Wire transfers 1,024 energy/tick,
Overcharged Iron Wire handles 2,048/tick,
Overcharged Golden Wire manages 4,096/tick, and
Overcharged Diamond Wire tops out at 8,192 energy/tick. All conductivity values are multiplied by the conductivityMultiplier config option (default 1.0).
Wires have a maximum length of 16 blocks by default (configurable via maxWireLength). The network pathfinding depth defaults to 24, which limits how many connector hops energy can travel. If your electricity stops working over long distances, check these config values.
Connector Modes
Electrical Connectors have two modes toggled with a Wrench. In Inert mode, the connector passively passes energy through the network. In Pull mode, the connector actively pulls energy from the network to supply adjacent machines. Make sure the connector next to your motor or energiser is set to Pull mode, or it won't receive power.
Wire Comparison
| Copper Wire | Overcharged Iron Wire | Overcharged Golden Wire | Overcharged Diamond Wire | |
|---|---|---|---|---|
| Conductivity | 1,024/tick | 2,048/tick | 4,096/tick | 8,192/tick |
| Source Material | Copper Plates | Overcharged Iron Sheets | Overcharged Golden Sheets | Overcharged Diamond (Sequenced Assembly) |
| Crafting Method | Mechanical Saw | Mechanical Saw | Mechanical Saw | Sequenced Assembly |
Energisers
Energisers are the key crafting machines in Create: New Age. They sit on a Shaft (requiring rotation) and process items placed on a Depot above them, consuming electricity to transform materials. There are three tiers, each processing faster and with greater energy capacity. The processing speed scales with the energiserSpeedMultiplier config and the tier's power level, calculated as 4^tier.
Energiser Tiers
The
Basic Energiser (tier 1) processes at a speed of 4 energy/tick per RPM with 10,000 energy capacity and uses 4 SU of stress impact. The
Advanced Energiser (tier 2) processes at 16 energy/tick per RPM with 100,000 capacity and 8 SU impact. The
Reinforced Energiser (tier 3) processes at 64 energy/tick per RPM with 1,000,000 capacity and 32 SU impact.
Energising Recipes
| Iron → Overcharged Iron | 1,000 energy |
| Iron Plate → Overcharged Iron Sheet | 1,000 energy |
| Gold → Overcharged Gold | 2,000 energy |
| Gold Plate → Overcharged Golden Sheet | 2,000 energy |
| Diamond → Overcharged Diamond | 10,000 energy |
| Glass Bottle → Experience Bottle | 50,000 energy |
Energiser Recipes



Motors
Motors are the inverse of generators: they consume electricity and produce Create rotational force (SU). This is incredibly useful when you want to power Create machines in remote locations without running long shaft networks. There are three motor tiers with increasing power output.
The Basic Motor has an internal energy capacity of 16,000, generates up to 512 SU at a maximum speed of 128 RPM. The Advanced Motor holds 64,000 energy, generates 2,048 SU at up to 256 RPM. The Reinforced Motor stores 128,000 energy, generates a massive 8,192 SU at up to 256 RPM. All SU values are multiplied by the motorSuMultiplier config (default 1.0).
Motor Extensions
Motor Extensions attach to motors to boost their output. The Basic Motor Extension doubles the motor's power output (2x multiplier), adds 64,000 extra energy capacity, and has a scroll step of 1 for fine-tuning speed. The Advanced Motor Extension provides an 8x power multiplier, adds 256,000 extra capacity, and has a scroll step of 8 for rapid adjustment. Combine a Reinforced Motor with an Advanced Motor Extension for the most powerful rotation source in the game.
Motor Comparison
| Basic Motor | Advanced Motor | Reinforced Motor | |
|---|---|---|---|
| Energy Capacity | 16,000 | 64,000 | 128,000 |
| Generated SU | 512 | 2,048 | 8,192 |
| Max Speed | 128 RPM | 256 RPM | 256 RPM |
| Key Material | Magnetite Block | Overcharged Iron | Overcharged Diamond |
Motor Recipes








The Reinforced Motor requires a Mechanical Crafter setup, not a standard Crafting Table. It uses Overcharged Diamonds, Brass Casing, a Redstone Block, Iron Plates, and Diamond Gems in a 5x3 pattern. The recipe produces 2 motors at once.
Heat System
Create: New Age adds a complete heat system that works alongside Create's existing Steam Engine mechanics. Heat is generated by Solar Heating Plates or Nuclear Reactors, moved through Heat Pipes, and consumed by Heaters (which replace Blaze Burners) or Stirling Engines (which generate rotational force from heat).
Heat Pipes
Heat Pipes are the backbone of the heat system. They connect to any adjacent heat-capable block and automatically average the temperature across all connected blocks every second. Pipes lose heat passively over time (controlled by the passivePipeHeatLoss config, default 1.0 per second). They also pick up passive heat from adjacent heat sources like Lava.
Solar Heating Plates
Solar Heating Plates generate heat passively from sunlight. The Basic Solar Heating Plate produces 20 heat per second, while the Advanced Solar Heating Plate produces 60 heat per second (both multiplied by the solarPanelHeatMultiplier config). They require line-of-sight to the sky and only work during the day. Connect them to Heat Pipes to distribute the heat to your machines.
Heat Pumps
Heat Pumps are crafted from Heat Pipes and
Thorium. They function as connection points in your heat pipe network. Place them strategically to route heat where it's needed.
Heaters
The
Heater functions like a Blaze Burner but runs on heat instead of fuel. It connects to Heat Pipes from all sides except the bottom and converts incoming heat into heating levels compatible with Create's basin recipes. It requires 50 heat/s for Smouldering, 100 for Fading, 400 for Kindled, and 500 for the maximum Seething level (all multiplied by heaterRequiredHeatMultiplier). Heaters can overheat and be destroyed if they exceed 10,000 heat × the overheatingMultiplier config.
Stirling Engine
The Stirling Engine converts heat into rotational force. It connects to Heat Pipes from above only. When it receives more than 50 heat, it generates 16 RPM and provides 32 SU of stress capacity. Above 100 heat, it speeds up to 32 RPM. It consumes 50 or 100 heat per second depending on its current tier. This gives you a way to convert solar or nuclear heat directly into Create rotation.
Heat System Components




Nuclear Reactor
The nuclear reactor is the endgame heat source in Create: New Age. It is a multiblock structure built from
Reactor Casing,
Reactor Glass, Reactor Rods, Reactor Fuel Acceptors, and Reactor Heat Vents. When fueled, each Reactor Rod generates 30 heat per tick (configurable via ReactorRodHeat), producing enormous quantities of heat for your Steam Engines, Heaters, or Stirling Engines.
Building the Reactor
Build a shell of
Reactor Casing and
Reactor Glass to contain the reactor. Place Reactor Rods inside the structure; these are the fuel-consuming cores. Reactor Fuel Acceptors feed
Nuclear Fuel into the rods, they have both an Andesite Funnel and a Brass Funnel and can scan up to 32 rods in a single direction (configurable). Reactor Heat Vents extract heat from the rods and transfer it to the external heat pipe network. All reactor components (Casing, Glass, Rods, Fuel Acceptors, and Heat Vents) block radiation.
Nuclear Fuel Processing
The fuel pipeline starts with mining
Thorium Ore. Crush
Thorium in Crushing Wheels to get
Radioactive Thorium. Then process the Radioactive Thorium through Sequenced Assembly to create
Nuclear Fuel. Each Nuclear Fuel item provides 28,800 ticks of fuel (24 minutes at 20 TPS). You can also double your Thorium supply by mixing it with Stone, Clay, and water in a Mixer.
Reactor Safety
Reactor Rods have a maximum heat capacity of 26,000. If a rod's heat exceeds 16,000 × the overheating multiplier, it begins losing 25 heat per tick naturally. If it exceeds the max heat threshold entirely, the rod block transforms into
Corium, a dangerous molten block. Active reactor rods also emit radiation in an 8-block radius. Always ensure your Heat Vents are extracting heat fast enough to prevent meltdowns, and enclose the reactor properly with Casing or Glass.
If you don't extract heat fast enough from your Reactor Rods, they will overheat and turn into
Corium. This destroys the rod permanently. Always have enough Reactor Heat Vents and Heat Pipes connected to dissipate the heat. You can disable overheating entirely by setting overheatingMultiplier to -1 in the config if you prefer a safer experience.
Nuclear Fuel Pipeline
Reactor Components

4Overcharged Materials
Overcharged materials are the core crafting ingredients that unlock higher-tier components throughout the mod. They are created by placing vanilla materials into an Energiser.
Overcharged Iron opens up Layered Magnets, Advanced Solar Heating Plates, Heaters, and Basic Motor Extensions.
Overcharged Gold is used in Layered Magnets and
Fluxuated Magnetite.
Overcharged Diamond unlocks the top-tier equipment: Reinforced Energisers, Fluxuated Magnetite, Netherite Magnets, and
Overcharged Diamond Wire (the best wire type).
You can also press
Overcharged Iron and
Overcharged Gold into sheets using a Mechanical Press, then cut those sheets into wires with a Mechanical Saw. Four wires can be crafted into a wire block for compact storage, and wire blocks can be unpacked back into four wires.
Circuits
Blank Circuits are crafted by compacting Stone, Redstone Dust, Iron Ingot, and Quartz in a mechanical press (Compacting recipe), producing 4 at a time. Deploy a
Copper Wire onto a
Blank Circuit using a Deployer to create a
Copper Circuit. Copper Circuits are required for Motor Extensions, which are essential for maximizing your motor output.
Configuration
Create: New Age is highly configurable. The common config file controls nearly every numerical value in the mod. Key options include suToEnergy (default 0.029296875, designed for compatibility with Create: Crafts & Additions), maxCoils (default 8, how many coils Carbon Brushes scan), maxWireLength (default 16 blocks), and the overheatingMultiplier (set to -1 to disable overheating entirely). Motor stats, energiser speed, heat values, and reactor parameters are all individually configurable.
The client config has two visual options: wireSectionsPerMeter (default 10, lower values can improve performance) and wireThickness (default 0.03). The mod also includes a built-in datapack called "Create: New Age [Monkey Edition]" that removes recipes for some magnets, removes early energiser tiers, and adjusts overcharged material recipes for a more challenging, realistic experience.
Frequently Asked Questions
How do I increase the range of my electrical network?
Increase maxWireLength in the common config to allow longer wire connections. You can also increase maxPathfindingDepth (default 24) to allow energy to hop through more connectors. However, the mod author recommends against very large values as they can cause lag. Consider placing multiple generator setups closer to where power is needed instead.
Why isn't my Energiser working?
The Energiser requires three things: a rotating Shaft, a Depot placed on top of it, and electricity supplied to a nearby Electrical Connector set to Pull mode. Make sure all three are present and that the item you're trying to energise has a valid recipe. Check with Create Goggles to see if energy is flowing.
How many Generator Coils should I use?
Carbon Brushes can collect from up to 8 coils in a line by default. More coils mean more energy but also more stress on your rotation network (each coil has 24 SU stress impact). Start with 2-3 coils and scale up as your power infrastructure grows.
Is this mod compatible with Create: Crafts & Additions?
Yes, the two addons are fully compatible. The default energy conversion rate (suToEnergy = 0.029296875) is specifically calibrated to match Create: Crafts & Additions' balance. You can use both mods' energy systems together without issues.
What happens if my reactor overheats?
Reactor Rods that exceed 16,000 heat (× overheating multiplier) start losing 25 heat/tick naturally. If heat continues to rise beyond the rod's 26,000 max capacity, the rod transforms into
Corium, a dangerous block that replaces the rod permanently. Use enough Reactor Heat Vents to keep heat under control, or set overheatingMultiplier to -1 in config to disable this mechanic entirely.
What is the Monkey Edition datapack?
It's a built-in datapack that makes the mod more realistic by removing recipes for some early magnets, removing the first two energiser tiers (leaving only the
Reinforced Energiser), and removing recipes for
overcharged Iron, Gold, and Diamond materials along with modifying recipes that use them. Enable it from the datapacks screen when creating a world if you want a harder experience.