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Beamed Power

github-actions[bot] edited this page Oct 12, 2026 · 1 revision

Beamed Power

Beamed power moves energy across the map without a cable: a Beam Transmitter aims a straight, line-of-sight beam at a Beam Receiver, optionally bouncing through Beam Relays on the way. Distance costs a little, anything solid in the way stops the beam outright, and standing in one hurts. An Orbital Receiver is the special case that can be beamed to from another dimension.

How it works

The blocks

Block Role Faces by default
Beam Transmitter Takes energy in and beams it to one target Input on every face
Beam Receiver The far end; fills by beam and feeds its neighbours like a generator Output on every face
Beam Relay Receives like a receiver and forwards like a transmitter, to bend a beam around terrain or extend it past the range Disabled — open a face in the Side Config tab to tap it
Orbital Receiver A receiver that may also be targeted from another dimension Output on every face

Every endpoint has a GUI with the shared NeroTech machine tabs plus a beam readout: linked or not, distance, whole-beam loss, energy moved on the last pass and a status line (Transmitting, Beam blocked, Target out of range, Target full, and so on).

Linking with the Configurator

Use NeroTech's Configurator in configure mode:

  1. Click the transmitter (or a relay) — it becomes your pending source for 30 seconds.
  2. Click the receiver, orbital receiver or relay it should aim at. The link is made.

Clicking a linked transmitter or relay with nothing pending unlinks it. A relay can be both a target (of the transmitter before it) and a source (aimed at the next endpoint), so chains are just repeated pairs of clicks.

Linking is checked on the player holding the wrench: you must be allowed to interact with both endpoints (spawn protection counts), both must be loaded, and endpoints further apart than beamRange are refused. Only the player who made a link — or an operator — can unlink or re-aim it, so nobody can quietly re-aim your transmitter. The linking player's UUID is the one thing NeroPower stores about players. It stays on the server (world save only, never sent to clients); see Privacy.

Passes, loss and line of sight

A transmitter fires a pass every beamCheckIntervalTicks (5 ticks — four times a second). Each pass:

  • re-checks that the target still exists and is a beam endpoint (a broken or replaced target drops the link; an unloaded one just skips the pass — chunks are never force-loaded);
  • checks range (128 blocks by default) and line of sight — every block cell between the two endpoints must be air or another beam endpoint. One solid block, water included, blocks the beam until it is removed;
  • offers up to beamTransferPerPass NE (2,000 by default) from its buffer. What arrives is sent × (1 − loss ⁄ 1000)^distance: at the default 3 ‰ per block, about 68 % survives 128 blocks. The transmitter is only charged for what the target actually kept;
  • deals beamDamage (half a heart) to every living creature standing in the beam.

Relays forward what lands on them in the same pass, up to beamMaxHops deep (8), and a pass never visits the same endpoint twice — a chain that loops back on itself reports Relay chain loops or is too deep and stops. Whatever a relay cannot forward sits in its small buffer (8,000 NE) and goes out on its next own pass.

Turn transmissionEnabled off and every beam goes dark while the blocks stay in place.

Cross-dimension beams

With beamCrossDimension=true, a transmitter may target an Orbital Receiver that sits in a dimension tagged as space (neroland:space/dimensions, which Nerospace orbits carry). An orbital hop ignores distance and line of sight and instead pays the flat beamOrbitalHopLossPermille (30 % — 70 % delivered). Only orbital receivers accept cross-dimension beams, only in space dimensions, and the target chunk must already be loaded. In its own dimension an Orbital Receiver behaves exactly like a Beam Receiver.

Recipes

Block Recipe
Beam Transmitter Glass, Ender Pearl, Glass over Nero Coil, Machine Frame, Circuit Board
Beam Receiver Glass, Nero Coil, Glass over a Machine Frame and an Iron Ingot in a column
Beam Relay Nero Coil, Glass, Nero Coil over an Iron Ingot
Orbital Receiver Gold Ingot, Eye of Ender, Gold Ingot over a Beam Receiver and a Circuit Board in a column

Machine Frame, Nero Coil and Circuit Board are NeroTech intermediates.

Config keys

Key Default Range What it does
transmissionEnabled true — false darkens every beam
beamRange 128 8–512 Maximum straight-line distance of one link
beamLossPermillePerBlock 3 0–100 Loss per block of distance (permille)
beamTransferPerPass 2000 1–1000000 NE offered per pass, before loss
beamCheckIntervalTicks 5 1–40 Ticks between passes
beamDamage 0.5 0.0–10.0 Damage per pass to creatures in a beam (0 disables)
beamMaxHops 8 1–32 Longest relay chain one pass follows
beamCrossDimension false — Allow beams to an Orbital Receiver in a space dimension
beamOrbitalHopLossPermille 300 0–1000 Flat loss of a cross-dimension hop

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