IndustrialCraft
Alblaka's 2011 industry mod for Minecraft, rebuilt the same year as IndustrialCraft².
On this page
IndustrialCraft is a mod for Minecraft that adds machines, ores, and electricity. Its author, Alblaka, opened its thread on the Minecraft Forum in February 20111, writing that for him the point of Minecraft was mining and crafting, and that the mod was meant “to advance the industrial aspect of Minecraft”, with better furnaces, new fuels, and electric energy2. He called it a “Tier 2 Mod”: almost nothing in it can be used at the start of a world, and its tin and copper ores appear only in newly generated land3. By version 8.00 the Minecraft Wiki counted over 100 new blocks and items, from an electric furnace and an ore grinder to a nuclear reactor4. A later BuildCraft maintainer places the first IndustrialCraft about a month before BuildCraft’s first release in April 20115.
In July 2011, under a gag headline, Alblaka announced a rewrite, IndustrialCraft², saying his Java had been basic when he began and that a fellow modder was already reworking the energy code6. A closed beta followed in August7, and version 1.00, single-player only, in September, credited to a team: Player as coder and co-leader, three more coders, a spriter, a modeller, and a sound artist8,9. Multiplayer came in October10. From December other mods could build on IC² through a public API, and the release’s “It’s my stuff!” license let players modify the mod but not publish it11. Its source was never released; a forum user wrote in 2020 that it had “remained closed source”12. CurseForge, which hosts it today, showed a total of about 48 million downloads in 202613.
Michal Kovařík, Factorio’s founder, named modded Minecraft, “mainly buildcraft/industrialcraft”, as a huge inspiration for Factorio14.
#How it plays
On top of Minecraft’s mining and crafting, the mod adds fuels, machines, and electric energy2, carried from generators to machines by cables15. The Macerator grinds a block of ore into two dusts, and each dust smelts into an ingot, so the same mine yields twice the metal16. The first IndustrialCraft already had it, sold on its wiki page with “DOUBLE your entire ore production”17. The basic Generator burns coal, wood, or scrap for energy18, and the Electric Furnace spends it, smelting 12.5% faster than the Iron Furnace and drawing nothing once it runs out of work19.
Energy is counted in EU, and in IndustrialCraft² it travels down cables in packets, one per machine each tick20. The packet’s size is the voltage, in tiers from low (packets up to 32 EU, the tier the Generator sends in) to extreme (2048 EU). A storage block sends packets of its output size, and a transformer steps four packets up into one or one down into four21. The packet size is not the rate: the Generator makes 10 EU a tick18. Each cable takes packets up to one size: copper the low tier, gold the medium, glass fibre the high, and iron the extreme. A larger packet melts the cable at once, though any number of packets of the right size can pass22. Machines are rated too: a packet larger than low voltage would explode the Macerator or the Electric Furnace23.
Distance costs energy. Each packet loses energy along the cable, 1 EU every five blocks of copper, and rubber insulation cuts the loss and the shocks a bare cable gives. Because the loss is taken from each packet, energy sent a long way may lose less in fewer, larger packets24.
#From IndustrialCraft to IndustrialCraft²
The first IndustrialCraft had energy units, cables, the Generator, the Macerator, and an electric furnace by spring 201125,26,27. Its cables split energy in half at a fork, weakened it with distance, and could melt if split three ways at once15. IndustrialCraft² rebuilt the energy system. A later IC² developer, Chocohead, recalls the old cables as whole blocks that ticked once a second, replaced in the first IC² beta by the smaller tiered cables28. Tiers, packets, and transformers appear on the mod’s wiki in its 2012 pages and in none of the 2011 revisions read here29. In August 2011 Alblaka wrote that the machines had been recoded to run on wiring, rather than as copies of the furnace; asked what that meant for players, he said it was about the code and they would barely notice30.
In September 2012 version 1.106 brought the mod to Minecraft 1.3.2 with a new way to build the nuclear reactor31. IndustrialCraft² Experimental arrived in August 2013 and reworked recipes, textures, and tiers. Chocohead wrote that changes like these, and the energy net being largely disabled, helped its use decline32. In his account the modpack FTB Infinity Evolved brought Experimental to players who otherwise wouldn’t have used it, while earlier players remembered the older versions from packs such as Tekkit Classic33. GregTech, an addon that needs IC² installed first, changes or replaces many of its recipes34. By 2015 the BuildCraft maintainer asie thought IndustrialCraft “had died in the eyes of most people” through what he called “gregification”, while most mods had moved to another energy system, Redstone Flux35.
#In Factorio’s lineage
Kovařík wrote in 2014 that before he had the idea for Factorio he had made private changes to BuildCraft and IndustrialCraft14. That comment names no feature taken from IndustrialCraft. Set side by side, the two power networks differ in their limits. IndustrialCraft²’s cables are rated by voltage, melt when overloaded, and lose energy with distance. The Factorio wiki names two properties for its poles, the area they power and how far their wires reach, and in Factorio a network short of power slows every machine on it in proportion36. IndustrialCraft²’s Generator turns fuel straight into power, where Factorio splits the job between a boiler and two steam engines37.
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Power network | Tiered packets | IC2's energy moves as EU packets; each cable tier takes packets up to one size and melts under a larger one, and every cable loses energy with distance |
Every claim about this game, by concept (37)
References
- ^Alblaka's opening post of the IndustrialCraft thread on the Minecraft Forum is dated 27 February 2011.Dev blogAlblaka, IndustrialCraft thread (2011)
How we know
Posted 27 February 2011 - 01:01 PM
opening post, header (10 June 2011 capture, when the thread was titled for v7.16) · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^ abAlblaka described IndustrialCraft as a mod that adds blocks, items and devices "to advance the industrial aspect of Minecraft": better furnaces, new fuels, and electric energy. He wrote that for him the main point of Minecraft was mining and crafting, and that the mod enhances both.Dev blogAlblaka, IndustrialCraft thread (2011)
How we know
Which one is the major point is left open for discussion. However, for ME the main point is MINING and CRAFTING. Therefore, i created a mod that enhanches both: Industrial Crafts adds various new blocks, items and devices, supposed to advance the industrial aspect of Minecraft to the next level. You get better Furnances, new fuels, electric energy and some more stuff further explained below.
opening post, "What's this?" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Alblaka called IndustrialCraft a "Tier 2 Mod": almost none of its blocks, items and recipes can be used at the start of a new world, and they take a good amount of resources. Its new tin and copper ores appear only in newly generated chunks.Dev blogAlblaka, IndustrialCraft thread (2011)
How we know
Please take note, that this is a Tier 2 Mod. Tier 2 means, quite all new blocks/items/recipes are not useable right at the start of a new world, but take quite a decent amount of ressources. … you will need to explore new chunks and build new mines to find Tin/Copper Ore, as it needs new chunks to be generated.
opening post, "What's this?" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The Minecraft Wiki's 2012 page on IndustrialCraft, written for version 8.00, says the mod adds over 100 blocks and items. It counts machines from an improved furnace to the Macerator, Compressor, Extractor, Recycler and Terraformer, and energy blocks from cables and generators to a nuclear reactor.WikiMinecraft Wiki, IndustrialCraft (2012)
How we know
IndustralCraft adds over 100 new blocks and items with the goal of taking the Minecraft experience to the next technological level.
introduction; infobox "Version v8.00" · archived copy ↗ These include the Canning Machine, Compressor, Crystal Charger, Electro Furnace, Extractor, Iron Furnace, Macerator, Miner, Recycler, Terraformer, Tesla Coil and the Matter Generator. … These blocks include: Cable, Generator, Geothermal Generator, HV Transformer, MFE Transmitter, Nuclear Reactor, Solar Collector, Switch Cable, Water Mill, and the Windmill.
Blocks, machines and "Energy" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^The BuildCraft maintainer asie wrote in 2015 that when BuildCraft's first release came out, on 25 April 2011, IndustrialCraft 1 had come out only a month before.Dev blogasie, BuildCraft history (2015)
How we know
IndustrialCraft 1 had only come out a month before, … BuildCraft 1.4.1 (the first release) came out on the 25th of April, 2011.
paragraph beginning "Our story begins in Minecraft Beta 1.4" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^On 28 July 2011 Alblaka announced the IndustrialCraft² rewrite on his blog under a gag headline, "I will stop the developement of IC !", and asked readers aware of the gag not to spoil it on the Minecraft Forum. He wrote that his Java had been basic when he started IC, so he would restructure and recode it, and that a fellow modder had already been reworking the energy code for a few weeks. His list of planned features included APIs for other modders, a new electric current distribution algorithm, and possibly real oil.Dev blogAlblaka, IC2 announcement (2011)revised
How we know
I will stop the developement of IC ! Posted on July 28, 2011 by Alblaka … I hereby officially announce the developement begin of IC²! … When i startet developing IC, my Java knowledge was quite basic. … As a result, i’ve decided to completely restructure/recode and review IC’s code … Since a few weeks, a fellow modder is already reworking the Energy-Current-Code. … Don’t ruin the fun for those people aware of the gag.
post, 28 July 2011 · archived copy ↗ API’s for other modders to integrate IC’s machine operations and Electric Network … (Already mentioned,) new Electric Current distribution algorythm Rework of many game concepts, f.e. Ore abdundancy, eventually new ores, Fuel mechanics (i will probably try myself on coiding real OIL), and stuff.
post, list of intended features · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^On 21 August 2011 Alblaka posted that the team had finished a first playable IC² build, version 0.70, for closed beta testers: probably buggy, not yet matching IC's content, and without multiplayer.Dev blogAlblaka, IC2 closed beta (2011)
How we know
CLOSED Beta of IC out Posted on August 21, 2011 by Alblaka Jup, we just finished up creating a first playable 0.70 version of IC. It’s probably buggy, doesn’t match IC’s content (yet!) and does not have SMP.
post, 21 August 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Alblaka, as IC² project leader, posted IC² version 1.00, single-player only, on the IC² forum on 6 September 2011, presented by "the IC²-Developement team". He wrote that IC players would feel at home, but that wiring was easier and batteries no longer only on or off, with new cables, rubber, and machines.Dev blogAlblaka, IC2 v1.00 release (2011)
How we know
RELEASE: IC² v1.00 SSP … September 6, 2011 at 3:19 PM … The IC²-Developement team proudly presents: … Version 1.00 SSP … While playing it, you will feel right at home again, rediscovering most of the stuff known from IC. However, once you get your machines running, you will quickly notice how smooth and well-designed everything works now. Wiring is easier, batterys aren't as twosided (on/off) anymore, new cables, rubber stuff, new machines, EVERYTHING was added.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IC² 1.00's credits name Alblaka's team: Player as coder and co-leader, alexthesax, Drashian and elementalist as coders, Feanturi as spriter, tahu44 as modeller, and Lurch1985 as sound artist.Dev blogAlblaka, IC2 v1.00 release (2011)
How we know
As well, i would on this spot thank my developer team personally: Player - Coder & Co-Leader of IC² alexthesax - Coder Drashian - Coder elementalist - Coder Feanturi - Spriter tahu44 Modeller Lurch1985 Sound Artist
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IC² 1.15, posted on 3 October 2011, added multiplayer (SMP). Alblaka's announcement invited players to build "maniacally oversized industrial factorys" with their friends.Dev blogAlblaka, IC2 SMP release (2011)
How we know
IC² 1.15 SMP Released! Posted on October 3, 2011 by Alblaka … we decided to add the SMP-part to the release as wel :3 Feel free to create maniacally oversized industrial factorys with your friends now, noone will stop you.
post, 3 October 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^With IC² 1.337 (December 2011) Alblaka offered other modders an API, so that a mod could use IC²'s features without the whole IC² source code. The post's copyright notice, the "IMS-License (It's my stuff!)", let players modify the mod's content but not publish any of it.Dev blogAlblaka, IC2 v1.337b release (2011)revised
How we know
IC² now provides are more or less well documented API. If you're a modder yourself and want to create a mod implementing IC²s features, download THIS file, and add it's contents to your source-setup (MCP ned). By using the provided classes and interfaces you can in this manner create a mod using IC² features without requiring the whole IC² sourcecode. … IMS-License (It's my stuff!) … You may modify any or all of the content, but are NOT allowed to public any of it.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^A forum user wrote in 2020 that IC2 had "remained closed source for so much time". Another, in 2021, quoted the later IMS-License 2.0, which forbids publishing IC²'s source files.WebIC² Forum, open-source request and IMS-License (2020)revised
How we know
IC2 has remained closed source for so much time. … The publication of modified or genuine IC² source files is prohibited.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^CurseForge's page for Industrial Craft, "initially released 2011", showed a total download count of 48,427,086 in its July 2026 capture, not a figure for 2011–2012; the page gives its last update as 19 June 2022.WebCurseForge, Industrial Craftrevised
How we know
A versatile, feature rich tech mod for Minecraft, initially released 2011. Total Downloads48.4M Last UpdateJun 19, 2022 … Downloads48,427,086
project header and About Project box (7 July 2026 capture) · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^ abMichal Kovařík (kovarex), Factorio's founder, wrote in 2014 that modded Minecraft, "mainly buildcraft/industrialcraft", was a huge inspiration to create Factorio, and that he had made private changes to those mods before he had the idea for a game of his own.Dev blogkovarex, Reddit, 1 August 2014
How we know
I never ever tried to hide the fact, that Modded minecraft, mainly buildcraft/industrialcraft, was huge inspiration to create Factorio. In fact, before even the idea to create my own game came to my mind, I started to make my own (private) changes to these minecraft mods.
kovarex's comment, 1 August 2014 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^ abIndustrialCraft 1's cables carry the current a generator emits to the machines on them, and the power grows weaker the farther it travels. Where a cable forks in two, the energy splits in half; the April 2011 cable page warns that splitting one cable three ways at once melts it.WikiIndustrial-Craft-Wiki, Cable (2011)
How we know
If however, some sort of Generator is creating energy, without actually using it, it will start emitting electric current. This can be absorbed and transmitted via Cables. … transporting energy via cables is not perfect and thus the emit'd power will become less and less potent, the further it travels. A good aspect about cables, however, is you can SPLIT them. If a current finds more then one possible way to go, the energy will be split in half and distributed to both new ways equally. We however disrecommend trying to split up a cable into 3 lanes at once, experience showed cables will melt in that case.
revision of 11 April 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft²'s Macerator grinds one ore block into two dusts, each of which smelts into an ingot, and coal into one coal dust. Its energy box gives an input of 800 EU at 2 EU/t.WikiIndustrial-Craft-Wiki, Macerator (2012)
How we know
For example, the Macerator grinds down one Tin Ore into two Tin Dust, each of which can be smelted into a Tin Ingot. Easily doubles mining profits! … Input 800 (2 EU/t)
opening and Energy box · archived copy ↗ It reduces ore blocks (and Clay blocks) into 2 Dusts and Coal into 1 Coal Dust.
infobox · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft 1 already had the Macerator, which grinds ore into dust that smelts into ingots, so the same ore gives twice the metal: the March 2011 page, written as a sales pitch, says it doubles your ore production.WikiIndustrial-Craft-Wiki, Macerator (2011)
How we know
effectively doubling the efficiency of gaining ore. … As a result, it will return you high-quality ore-dust of whatever material you dropped in there. And, you may guess it, this dust can be smolten into ingots! Isn't that great? You can easyly DOUBLE your entire ore production.
revision of 28 March 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^ abIndustrialCraft²'s basic Generator burns ordinary fuel (wood, charcoal, coal, some plants, scrap) and puts out energy at 10 EU per tick. It stores up to 4500 EU, and a piece of coal is worth 4000 EU in it.WikiIndustrial-Craft-Wiki, Generator (2012) · Industrial-Craft-Wiki, Electro Furnace (2012)revised
How we know
The basic Generators operate on conventional fuel, which includes most wooden items, Charcoal, Coal, certain plants, and scrap. … The generator will output power at a rate of 10 EU/t. … Storage: 4500 EU
opening, "Usage" and Energy box (last modified 19 June 2012) · archived copy ↗ Coal has an EU yield of 4000 in a Generator
opening · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^IndustrialCraft²'s Electric Furnace smelts 12.5% faster than the Iron Furnace and uses about 390 EU per item at 3 EU/t; because it runs on electricity it stops drawing power the moment it has nothing to smelt, where the Iron Furnace burns on.WikiIndustrial-Craft-Wiki, Electro Furnace (2012)
How we know
The benefits of this device compared to the Iron Furnace are that the Electric Furnace is 12.5% faster and, as the name indicates, uses electricity. By running on electricity instead of burning items, it is able to shut off immediately upon finishing (and thus avoid wasting energy). … The Electric Furnace uses approximately 390 EU per operation. … and it doesn't stop when there is nothing left to smelt. … 390 (3 EU/t)
opening and Energy box (last modified 4 June 2012) · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In IndustrialCraft² energy moves as EU packets. Each tick, every machine sends or receives its energy as a packet of 1 to 2048 EU; the rate is counted in EU per tick (EU/t), and at Minecraft's usual 20 ticks a second, EU per second is 20 times EU/t.WikiIndustrial-Craft-Wiki, EU (2012)
How we know
EU/t means Energy unit per tick. … Minecraft normally operates at about 20 ticks per second, unless you are experiencing client or server lag. Therefore, under no lag conditions, the rate of EU/sec is 20x EU/t. … EU-Packets are the transmission containers of EUs in Industrial Craft 2. Each tick, the EU sent or received by each machine is done so by an individual EU-Packet. EU-Packets come in different sizes ranging from 1 EU to 2048 EU.
"EU/t" and "EU-Packet" (page as captured 21 June 2012) · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft² sorts packet sizes into voltages: micro up to 5 EU (solar panels, water and wind mills), low 32 EU (the Generator, the BatBox), medium 128 EU, high 512 EU and extreme 2048 EU. Storage blocks emit packets of their output size, and a transformer turns four packets into one of the next tier up, or one into four of the tier below.WikiIndustrial-Craft-Wiki, EU (2012)
How we know
Storage Units always emit packets the size of their "out" value. Transformers behave like Storage Units. They are able to upgrade four packets into one of a higher tier or downgrade a single packet into four of a lower tier. … Micro Voltage 0-5 EU Solar Panel, Water Mill, Wind Mill Low Voltage 32 EU Batbox, LV Transformer,Nuclear Reactor,Generator,Geothermal Generator Medium Voltage 128 EU … High Voltage 512 EU … Extreme Voltage 2048 EU
"Emitters" and "Packet Sizes" table · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Each IndustrialCraft² cable takes packets up to one size: tin 5 EU, copper 32 EU, gold 128 EU, glass fibre 512 EU, and the HV (iron) cable 2048 EU. A packet larger than the cable's limit melts it at once, but the number of packets is not limited, so a copper cable carries any number of 32 EU packets a tick and not one of 128 EU.WikiIndustrial-Craft-Wiki, Cable (2012) · Industrial-Craft-Wiki, EU (2012)
How we know
If an applied EUP exceeds a cable's maximum, the cable will instantly melt. Cables can handle unlimited amounts of total (EU/t). … Tin cables can only tolerate Micro Voltage (up to 5 EUP) … They are only capable of handling Low Voltage (up to 32 EUP) … Gold cables can transport Medium Voltage (up to 128 EUP) … HV Cables can handle the highest amount of current possible at Extreme Voltage (up to 2048 EUP) … Glass Fibre cable is a special type of cable capable of transporting High Voltage (up to 512 EUP).
opening and "Cable Types" (last modified 18 April 2012) · archived copy ↗ Cables are limited by the size of EU-Packets that may travel through, NOT the number of packets, NOR the total EU/t contained by these packets. If an EU Packet too large for a cable to handle tries to pass through, the cable will be destroyed. For example, an unlimited amount of 32 EU-Packets can pass through a Copper cable per tick, but not a single 128 EU-Packet.
Cables · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft²'s basic machines take low voltage: the IC wiki gives the Macerator and the Electric Furnace a maximum input of 32 EU per packet before they explode.WikiIndustrial-Craft-Wiki, Macerator (2012) · Industrial-Craft-Wiki, Electro Furnace (2012)
How we know
Maximum Input Power: 32 EUP before exploding.
Energy box (last modified 2 May 2012) · archived copy ↗ Maximum input: 32 EU/t before exploding
Energy box (last modified 4 June 2012) · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Every IndustrialCraft² cable loses energy over distance, counted per packet per block and rounded down, so a short run loses nothing: copper loses 1 EU every 5 blocks. Rubber insulation cuts the loss and the shocks a bare cable gives, and since the loss is taken from each packet, sending energy in fewer, larger packets loses less. Energy flows to a machine only if some of it would arrive after the loss.WikiIndustrial-Craft-Wiki, Cable (2012)
How we know
All cables suffer from energy losses over distance. … Un-insulated cables shock the player and NPCs. Insulating cables with rubber reduces energy losses, reduces shocks … The general unit for cable efficiency is EU/block. It shows how much EU every EU Packet looses per block. The number is accumulated along the whole length of the cable, and then rounded down to the nearest integer. Therefore, if a distance is short enough, there EU loss will remain zero. For example, since Copper Cable loses 1 EU every 5 blocks … Depending on the EUP traveling trough a cable it may be more efficient to use higher voltage cables and packets. This is because EU/b isn't applied on the total EU/t that travels the cable but on every single EU-Packet. … Current will only flow through a cable when requested by a consumer if the loss from the cable length will allow some energy to get to the consumer.
opening, "Cable Efficiency" and "Cable Splitting" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In IndustrialCraft 1 energy is counted in EU, energy units. The IC wiki's EU page of May 2011 says the rate written EU/s is not EU per second: Alblaka defined it as EU per frame.WikiIndustrial-Craft-Wiki, EU (2011)
How we know
EU means Energy Unit and is the unit for any, energy-using, machine. … EU/s are NOT EU per second. Alblaka defined it as EU per frame, because EU/f would look wierd.
revision of 2 May 2011, opening and "EU/s" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft 1 already had the Generator, which burns fuel to make energy and can recharge the RE battery.WikiIndustrial-Craft-Wiki, Generator (2011)
How we know
By using this Generator, you can recharge the T500-Rechargeable Energy Storation Unit unlimitedly. But in redo the Generator will need something it can burn to create this energy the RE Battery needs.
revision of 29 March 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft 1 already had the electric furnace, then called the Electro Furnace. Its March 2011 page, a mock advertisement, says it cuts the Iron Furnace's smelting time by a further 12.5%, runs on the RE battery, and wastes no energy while it has nothing to smelt.WikiIndustrial-Craft-Wiki, Electro Furnace (2011)revised
How we know
improve the smelting time of our all-beloved Iron Furnace by further 12.5%! … Electric Furnaces are powered by, duh, ELECTRIC ENERGY! This energy is brought to you in form of our ueber-l33t T500-Rechargeable Energy Storation Unit. Or, for short: RE Battery. … the 3rd advantage of an Electric Furnace is, it will not waste any energy if it isn't currently smelting something.
revision of 28 March 2011 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^Chocohead dates the first public beta of IndustrialCraft² to 29 August 2011, and calls it the first key overhaul: cables went from whole blocks that ticked once a second, because the energy code was slow, to smaller tiered cables, with large additions and changes to the old content.Dev blogChocohead, IC history and anniversary (2018)
How we know
Fast forward to the 29th August the same year, the first public (beta) release of IndustrialCraft² is put up here (it too still available if you want). This was the first key overhaul that saw cables go from being clunky whole blocks that ticked once a second because the energy flow code was so slow, to the smaller tiered cables you would recognise, as well as large content additions and changes to pre-existing content to improve the standard of the mod.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft² kept IC1's energy units, cables, Generator, Macerator and electric furnace, all on the IC wiki by spring 2011 and all on its 2012 IC2 pages, and rebuilt how energy moves. Announcing IC², Alblaka wrote that a fellow modder was reworking the energy code; in 2018 the IC2 developer Chocohead described IC1's cables as whole blocks that ticked once a second, replaced in IC2 by smaller tiered cables. Tiered cables, packet sizes and transformers appear on the IC wiki's 2012 pages and in none of its 2011 revisions read here.WikiIndustrial-Craft-Wiki, EU (2011) · Industrial-Craft-Wiki, Cable (2011) · Industrial-Craft-Wiki, Generator (2011) · Industrial-Craft-Wiki, Macerator (2011) · Industrial-Craft-Wiki, Electro Furnace (2011) · Alblaka, IC2 announcement (2011) · Chocohead, IC history and anniversary (2018) · Industrial-Craft-Wiki, EU (2012) · Industrial-Craft-Wiki, Cable (2012) · Industrial-Craft-Wiki, Generator (2012) · Industrial-Craft-Wiki, Macerator (2012) · Industrial-Craft-Wiki, Electro Furnace (2012)revised
How we know
EU means Energy Unit and is the unit for any, energy-using, machine.
revision of 2 May 2011 · archived copy ↗ transporting energy via cables is not perfect and thus the emit'd power will become less and less potent, the further it travels.
revision of 11 April 2011 · archived copy ↗ the Generator will need something it can burn to create this energy
revision of 29 March 2011 · archived copy ↗ effectively doubling the efficiency of gaining ore.
revision of 28 March 2011 · archived copy ↗ We created a completely new Furnace for you, THE ELECTRIC FURNACE.
revision of 28 March 2011 · archived copy ↗ Since a few weeks, a fellow modder is already reworking the Energy-Current-Code.
post, 28 July 2011 · archived copy ↗ cables go from being clunky whole blocks that ticked once a second because the energy flow code was so slow, to the smaller tiered cables you would recognise
post · archived copy ↗ EU-Packets are the transmission containers of EUs in Industrial Craft 2.
EU-Packet · archived copy ↗ The Cables are the primary means of transferring EU from one device to another.
opening · archived copy ↗ The generator will output power at a rate of 10 EU/t.
"Usage" · archived copy ↗ the Macerator grinds down one Tin Ore into two Tin Dust
opening · archived copy ↗ The Electric Furnace is an improved and more costly version of the Iron Furnace.
opening · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^In an August 2011 progress report Alblaka wrote that the basic machines and some generators had been recoded as machines meant to run on energy wiring, no longer copies of the furnace. Asked what that meant for players, he answered that it referred to the code, and that players would probably barely notice.Dev blogAlblaka, IC2 progress report (2011)
How we know
-Re-coded basic machines and a few generators. New features, much cleaner code, slightly changes stats. Instead of being Furnace-copys, they are now machines intended to use Energy Wiring as a main source. And not as a semi-completed EnergyNetPrototype.
post, progress list · archived copy ↗ The comment was referring to the code. … Probably you (as user) will barely notice this, though XD
comments, Alblaka, 4 August 2011 at 21:55 · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Alblaka posted IC² 1.106, for Minecraft 1.3.2, on 16 September 2012, with a new recipe that builds the nuclear reactor from three Nuclear Chambers. Writing in 2018, Chocohead said IC² carried on largely along the same track from its first beta until Experimental, apart from a reactor overhaul for the 1.3 update.Dev blogAlblaka, IC2 1.106 for Minecraft 1.3.2 (2012) · Chocohead, IC history and anniversary (2018)revised
How we know
Posted on September 16, 2012 by Alblaka 1.106 is finished. … Enjoy Minecraft 1.3.2 with IC! … After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor
post, 16 September 2012 · archived copy ↗ Having largely carried on along the same track (besides a reactor overhaul for the 1.3 update released mid-September 2012), the next sizeable change was the entering into IndustrialCraft² Experimental.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^Chocohead dates IndustrialCraft² Experimental to August 2013: a partial rework of recipes, textures and tiering that removed features such as Refined Iron. He wrote that divisive changes like these, and the energy net being largely disabled, helped usage decline over time.Dev blogChocohead, IC history and anniversary (2018)
How we know
This happened August 2013, and saw the partial reworking of large parts of the mod. Such changes included the many recipes, textures and tiering. Having existed for several years, these saw the removal of many iconic features IndustrialCraft previous had, such as Refined Iron … It was simple yet divisive changes like this that assisted in the decline in usage over time, not ignoring the other more noticeable ones like the energy net being largely disabled.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^Chocohead wrote in 2018 that for many players IC2 Experimental was the only IndustrialCraft they remembered or had played, that the modpack FTB Infinity Evolved brought it to people who otherwise wouldn't have used it, and that earlier players remembered the older versions from packs such as Tekkit Classic and FTB Ultimate.Dev blogChocohead, IC history and anniversary (2018)
How we know
For many, IndustrialCraft² Experimental is the only form of IndustrialCraft they remember, or even have ever played. FTB's Infinity Evolved a common exposure resulting in people using it that otherwise wouldn't have. Yet the legacy that the previous versions had left are fundamentally imprinted on those who remember it, be it through their experiences with Tekkit Classic, FTB Ultimate or other packs now many years old too.
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^GregTech was built as an addon on IC²: its page on the IC wiki, written in the addon author's voice and last edited in August 2013, says to install IC² first and that the addon changes, removes or replaces many of IC²'s recipes.WikiIndustrial-Craft-Wiki, GregTech-Addon (2013)
How we know
1. Install IC² properly (this is the most important step, make sure you did it right) … I change/remove/replace many recipes of IC², so in case you don't find them, look them up in NEI (not Craftguide).
installation steps and the note under them · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^asie wrote in 2015 that IC2 used its own "EU ecosystem" when most mods had moved to the Redstone Flux energy API, and that IndustrialCraft "had died in the eyes of most people due to the 'gregification'".Dev blogasie, BuildCraft history (2015)
How we know
Redstone Flux grew to become the ultimate energy API, with the few mods holding out being the “EU ecosystem” of IC2, Reika’s mods and BuildCraft/Forestry/RailCraft, still faithfully using MJ. … IndustrialCraft, now 2, had died in the eyes of most people due to the “gregification”
paragraphs beginning "Redstone Flux grew" and "It looked as if" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^IndustrialCraft²'s cables are rated: each tier takes packets up to one size, melts under a larger one, and loses energy with distance, though the number of packets is unlimited. For Factorio's four poles, the Factorio wiki names two properties, the area a pole powers and how far its wires reach, and when a Factorio network has too little power, every machine on it slows by the same proportion.WikiIndustrial-Craft-Wiki, Cable (2012) · factorio-data 2.1.23 · Official Factorio Wiki, Electric systemrevised
How we know
each type can tolerate a different maximum EUP. If an applied EUP exceeds a cable's maximum, the cable will instantly melt. Cables can handle unlimited amounts of total (EU/t). All cables suffer from energy losses over distance.
opening · archived copy ↗ 1655 maximum_wire_distance = 7.5, 1656 supply_area_distance = 2.5,
base/prototypes/entity/entities.lua lines 1655–1656 at 39dbd0f · upstream ↗ 4705 maximum_wire_distance = 9, 4706 supply_area_distance = 3.5,
base/prototypes/entity/entities.lua lines 4705–4706 at 39dbd0f · upstream ↗ 4570 maximum_wire_distance = 32, 4571 supply_area_distance = 2,
base/prototypes/entity/entities.lua lines 4570–4571 at 39dbd0f · upstream ↗ 7646 maximum_wire_distance = 18, 7647 supply_area_distance = 9,
base/prototypes/entity/entities.lua lines 7646–7647 at 39dbd0f · upstream ↗ There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). … If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.
"Power poles" and "Energy consumption" · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Revised after a check by a second AI model, 2026-10-26.
- ^IndustrialCraft²'s Generator turns burned fuel straight into energy, at 10 EU/t. Factorio splits the same job between two machines: a boiler burns fuel to make steam, and two steam engines turn one boiler's steam into electricity.WikiIndustrial-Craft-Wiki, Generator (2012) · factorio-data 2.1.23 · Factorio Wiki: Power production
How we know
The generator will output power at a rate of 10 EU/t.
Usage · archived copy ↗ 1281 energy_consumption = "1.8MW", ⋮ 1284 type = "burner", 1285 fuel_categories = {"chemical"}, 1286 effectivity = 1,
base/prototypes/entity/entities.lua lines 1281–1286 at 39dbd0f · upstream ↗ One steam engine consumes 900kW (0.9MW) of energy stored in steam, so each boiler can supply 2 steam engines
Steam power · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
- ^In 2018 the IC2 developer Chocohead called a build of 2 April 2011 the oldest public release of the original IndustrialCraft still available, and wrote that the mod's actual start was some time in February 2011.Dev blogChocohead, IC history and anniversary (2018)
How we know
2nd April 2011 is the oldest public release of the original IndustrialCraft, it is still available to download on the wiki. … Whilst the actual date is some time in February
post · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-26.
Sources
Code
- Software, Wube. 2026. “factorio-data: Factorio's Lua prototype definitions, version 2.1.23.” Commit 39dbd0f. wube/factorio-data @ 39dbd0f · licence, all uses
Primary
- Alblaka. 2011. “[1.6.6] IndustrialCraft [v7.16] forum thread.” Minecraft Forum. original · archived · licence, all uses
- asie. 2015. “BuildCraft History and Design.” asie's blog. original · archived · licence, all uses
- Alblaka. 2011. “I will stop the developement of IC !” Industrial BlaBla, the official blog of Alblaka. industrial-craft.net. original · archived · licence, all uses
- Alblaka. 2011. “CLOSED Beta of IC out.” Industrial BlaBla, the official blog of Alblaka. industrial-craft.net. original · archived · licence, all uses
- Alblaka. 2011. “RELEASE: IC² v1.00 SSP.” IC² Forum, Public Releases. original · archived · licence, all uses
- Alblaka. 2011. “IC² 1.15 SMP Released!” Industrial BlaBla, the official blog of Alblaka. industrial-craft.net. original · archived · licence, all uses
- Alblaka. 2011. “[MC Beta 1.8.1] IC² v1.337 SSP/SMP.” IC² Forum, Public Releases. original · archived · licence, all uses
- Kovařík, Michal. 2014. “kovarex on Factorio and modded Minecraft (Nerd³ video thread).” Reddit (r/nerdcubed). original · archived · licence, all uses
- Chocohead. 2018. “April Anniversary Edition.” IC² Forum, IndustrialCraft². original · archived · licence, all uses
- Alblaka. 2011. “Revolution & Progress Report.” Industrial BlaBla, the official blog of Alblaka. industrial-craft.net. original · archived · licence, all uses
- Alblaka. 2012. “2 Good.” Industrial BlaBla, the official blog of Alblaka. industrial-craft.net. original · archived · licence, all uses
Secondary
- Minecraft Wiki contributors. 2012. “Mods/IndustrialCraft (Minecraft Wiki, 2012 capture).” Minecraft Wiki. original · archived · licence, all uses
- Su5eD, MauveCloud, and Max Shen. 2020. “Make IC2 open source.” IC² Forum, Suggestions. original · archived · licence, all uses
- sfPlayer1 and CurseForge. 2026. “Industrial Craft (CurseForge project page).” CurseForge. original · archived · licence, all uses
- Feanturi. 2011. “Cable (revision 1013).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2012. “Macerator (2012).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Feanturi. 2011. “Macerator (revision 257).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2012. “Generator (2012).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2012. “Electro Furnace (2012).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2012. “EU (2012).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2012. “Cable (2012).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Feanturi. 2011. “EU (revision 2459).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Feanturi. 2011. “Generator (revision 272).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Feanturi. 2011. “Electro Furnace (revision 243).” Industrial-Craft-Wiki. original · archived · licence, all uses
- Industrial-Craft-Wiki contributors. 2013. “GregTech-Addon.” Industrial-Craft-Wiki. original · archived · licence, all uses
- Official Factorio Wiki contributors. n.d. “Electric system.” Official Factorio Wiki. original · archived · licence, all uses
- Official Factorio Wiki contributors. n.d. “Power production.” Official Factorio Wiki. original · archived · licence, all uses