Powah is a tech mod built around three jobs: generating Forge Energy, storing it, and moving it wherever you need it. It gives you a complete power progression that starts with a single coal-burning generator and ends with a nuclear Reactor pushing out enormous amounts of energy, and it deliberately plays nicely with the cables and machines from other tech mods you might be running.
The whole mod runs on a seven-step tier ladder: Starter, Basic, Hardened, Blazing, Niotic, Spirited, and Nitro. Almost every block and item comes in all seven tiers, and you upgrade a machine in place by crafting it together with the next tier’s parts, so nothing you build early is ever wasted. Players consistently describe Powah as beginner-friendly and generous, producing a lot of power for very little setup complexity.
This guide covers the full mod, from your first Dielectric Paste to a self-cooling Nitro Reactor and a wireless Ender Network. Every number here is pulled from the mod’s own default configuration, so the values match a fresh install even if a modpack has tuned them differently.
Getting Started with Powah
Powah has a lot of blocks, but the first hour is simple: craft a few base components, drop a generator, and pipe its power into storage. The steps below take you from an empty inventory to a working Starter setup that already produces and banks Forge Energy, which is written in-game as FE.
Craft Dielectric Paste and a Wrench
The two things you touch constantly
Dielectric Paste is the foundation of nearly everything in Powah, feeding into rods, casings, capacitors, and every generator. On a fresh install it is cheap, made from common materials, so make a big stack early. While you are at the crafting table, build a Wrench too, since you will use it to configure and rotate almost every block you place.
Build Your First Furnator
Burn coal or wood for FE
The Furnator is the classic first generator: it burns solid furnace fuel like coal, charcoal, or wood and turns it into Forge Energy. A Starter Furnator generates 20 FE/t while it is burning and can push out up to 80 FE/t if it has energy stored. Right-click to open it, drop fuel into the fuel slot, and watch the internal buffer climb.
Pipe Power Into an Energy Cell
Cable the generator to storage
A generator’s internal buffer is small, so send its output into an Energy Cell for storage. Place an Energy Cable against the Furnator, run it to a Starter Energy Cell, and use the Wrench in Config mode to set the cable faces so they extract from the generator and insert into the cell. A Starter Energy Cell holds 1,000,000 FE and moves 1,000 FE/t in or out.
Set Up an Energizing Orb
Unlocks every tier past Basic
Everything above the Basic tier needs an Energizing Orb to craft, so this is the gateway to the rest of the mod. Place the Orb, then put at least one Energizing Rod on a cable nearby; the Orb needs no energy connection itself, only the Rods do. Once the Rod links, it energizes items you drop in, starting with Energized Steel from an Iron Ingot and a Gold Ingot.
Reactors are the endgame, not the entry point. A couple of Furnators or a small Solar Panel array is plenty to power your first machines and your Energizing Orb. Build the cheap generators first, then let them fund the crystals you need for everything bigger.
The Tier System
Powah’s defining feature is its color-coded tier ladder. Every generator, cell, cable, and rod exists as seven versions, each stronger and more expensive than the last. The names run Starter, Basic, Hardened, Blazing, Niotic, Spirited, and Nitro, with Nitro being the most powerful tier in the mod.

The first two tiers use ordinary materials like Iron and Dielectric Paste. From Hardened onward, each tier is gated behind a crystal made in the Energizing Orb: Hardened needs Energized Steel, Blazing needs Blazing Crystals, Niotic needs Niotic Crystals, Spirited needs Spirited Crystals, and Nitro needs Nitro Crystals. Each machine is crafted from the tier below it, so upgrading is a straight line rather than a rebuild.
The table below shows how dramatically the numbers scale across four representative tiers, using the Furnator output, the Reactor peak output, and the number of Ender Network channels each tier unlocks. Every value is a default from the mod’s configuration.
Starter
Hardened
Niotic
Nitro
The practical takeaway is that you rarely need to jump straight to Nitro. Each step multiplies your output several times over, so a Hardened or Blazing setup carries most players comfortably into the mid game before the crystal costs become worth paying.
Generators in Powah
Powah gives you four non-nuclear generators, each suited to a different situation. Two of them burn a fuel you feed in, and two of them produce passively once placed correctly. All four share the same tier ladder and the same internal buffer sizes, so the choice comes down to what resources you have on hand.
Furnator
Magmator
Solar Panel
Thermo Generator
Furnator
The Furnator burns solid furnace fuel and is the most accessible generator in the mod. Output scales hard with tier: 20 FE/t at Starter, 200 at Hardened, 2,000 at Niotic, and 40,000 FE/t at Nitro. Higher tiers do not squeeze more energy from a single piece of fuel; they simply burn it faster, so a Nitro Furnator eats through coal almost instantly.
Magmator
The Magmator works exactly like the Furnator but uses lava instead of solid fuel. Right-click it with a Lava Bucket or pipe lava in from a tank, and it matches the Furnator’s output tier for tier, topping out at 40,000 FE/t at Nitro. At high tiers it burns through lava quickly, so a reliable supply matters more as you upgrade.
Solar Panel
Solar Panels generate passively during the day with zero upkeep, which makes them the most hands-off power in the mod. They produce 20 FE/t at Starter and scale up to 2,000 FE/t at Nitro, and they only extract from their bottom face, so run your cables underneath. Anything that blocks the light directly above a panel stops its production, and they make nothing at night.

Their strength is in numbers. Because each panel is cheap and tiles neatly, a wide rooftop array of Solar Panels quietly banks a large amount of energy over a day without any fuel logistics at all. If you build underground, an applied Lens of Ender lets a panel see through the blocks above it, covered later in this guide.
Thermo Generator
The Thermo Generator makes power from a temperature difference, needing a heat block below and a water coolant supply. Its base output runs from 20 FE/t at Starter to 2,000 FE/t at Nitro, but the heat source underneath multiplies that figure. A Magma Block gives 80 percent, Lava 100 percent, and a Block of Blazing Crystal 280 percent.
That multiplier makes a Blazing Crystal Block the ideal heat source, since it is a stable solid block rather than flowing lava. A Nitro Thermo Generator sitting on a Block of Blazing Crystal passively produces 5,600 FE/t and never needs refueling, only a steady trickle of water, which is why many players treat it as a set-and-forget backbone generator.
The Powah Reactor
The Reactor is Powah’s flagship generator and the reason many players install the mod. It is a compact multiblock fueled by Uraninite, and it out-produces everything else by a wide margin. A Starter Reactor peaks at 250 FE/t, while a Nitro Reactor can peak at 500,000 FE/t, more than any other single block in the mod.
Reactor
PowahBuilding the Reactor
Unlike the single-block generators, the Reactor is built from 36 Reactor blocks of the tier you want. Hold all 36 in your hand, right-click a spot on the ground, and the structure assembles itself into a compact multiblock automatically. If you are holding fewer than 36 it tells you how many more you still need, and it will only place when the space above is clear, so leave the area open before you build.
Fuel and Uraninite
Reactors run on Uraninite, which you get by smelting Raw Uraninite mined from Uraninite Ore. The ore comes in three grades, and where you dig determines which you find: Poor Uraninite generates up to around Y64, regular Uraninite below Y20, and the richest Dense Uraninite only below Y0. You need an Iron Pickaxe or better to mine it, and Fortune increases how much Raw Uraninite each block drops.

Fuel goes into the Reactor’s central slot and fills a green bar. The Reactor produces more power the fuller its fuel buffer is, so keeping a healthy stock of Uraninite loaded matters as much as the tier of the Reactor itself. A nearly empty Reactor produces only a trickle compared to a fully stocked one.
Heat and Cooling
As a Reactor runs it heats up, and a hot Reactor consumes fuel faster while producing less energy per tick. Managing that heat is the whole skill of running one. The baseline requirement is a liquid coolant, which is water by default, so an infinite water source such as a sink piped into the Reactor keeps it from overheating and shutting down.
For serious cooling you add a solid coolant on top of the water: Snow, Ice, Blue Ice, or Dry Ice, with Dry Ice being the most effective. Solid coolant only works when liquid coolant is also present, so you always need water first. Dry Ice can be found deep underground, or you can make it in the Energizing Orb from two pieces of Blue Ice.
Without water the temperature climbs until the Reactor throttles down and eventually stops. Always establish your coolant supply before you load fuel, and keep it topped up, because an overheating Reactor wastes Uraninite for almost no output.
Boosting Output with Carbon and Redstone
Two extra inputs push a Reactor past its baseline. Carbon materials such as coal or wood improve fuel efficiency and add 180 degrees of heat, while Redstone speeds up both energy production and fuel consumption and adds 120 degrees of heat. Both boosts raise the temperature, which is exactly why your cooling setup has to keep pace with them.
The sweet spot is a Reactor loaded with fuel, Carbon, and Redstone for maximum output, then cooled hard with water and Dry Ice so the temperature stays low despite all those boosts. Dialed in, even a mid-tier Reactor produces power on a scale the basic generators cannot approach.
Auto Mode
Inside the Reactor interface is an Auto Mode toggle, and turning it on is almost always the right call. With it enabled, the Reactor stops generating once its energy buffer is full and starts again only when the buffer drops below 70 percent. That simple rule stops the Reactor from burning Uraninite to make power you are not using, which preserves your fuel for when you actually need it.
The Powah Energizing Orb
The Energizing Orb is the crafting heart of Powah, the machine that turns raw materials into the crystals and components every higher tier depends on. It became something of a running joke in the community, with players half-jokingly telling each other to “praise the orb” as they wait for it to finish, but it is genuinely the piece of the mod you will interact with most.
Setting It Up
Place the Orb, then position at least one Energizing Rod within four blocks of it. Each Rod must sit on a cable or another Forge Energy block to draw power. A common beginner mistake is trying to power the Orb directly: the Orb itself needs no energy connection, only the Rods do.

When a Rod is placed in range it links to the Orb automatically. If a Rod ever fails to link, or you want to point it at a different Orb, use the Wrench in Link mode: right-click the Rod to start linking, then right-click the Orb to connect them. To energize an item, simply right-click it into the Orb and wait for the progress bar to fill.
What You Can Make
The Orb produces the whole tier-material chain along with several utility items. The energy cost climbs steeply with each crystal tier, which is the real gate on your progression. Energized Steel takes 10,000 FE from an Iron Ingot and a Gold Ingot, and from there the crystals rise sharply:
- Energized Steel: 10,000 FE
- Dry Ice: 10,000 FE
- Blazing Crystal: 90,000 FE
- Niotic Crystal: 300,000 FE
- Spirited Crystal: 1,000,000 FE
- Nitro Crystal: 20,000,000 FE
Beyond crystals, the Orb makes Dry Ice from Blue Ice for Reactor cooling, the Ender Core used in Ender Network blocks, and a Charged Snowball. Making the top-tier Nitro Crystals is a genuine energy sink: at 20,000,000 FE each, a batch can drain an otherwise healthy power network in minutes, so line up a strong generator before you attempt them.
Speeding It Up
Energizing speed depends on how many Rods are in range and what tier those Rods are, because a Rod’s tier sets how fast it can pump energy in. A Starter Rod moves 100 FE/t while a Nitro Rod moves 200,000 FE/t, an enormous difference. Upgrading your Rods alongside your generators is the single biggest quality-of-life improvement in the mod, turning multi-minute waits into near-instant crafts.
Storing Your Power
Once you generate more power than you use, you need somewhere to bank it. Powah splits storage into stationary Energy Cells and portable Batteries, and both share the same generous capacity ladder.
Energy Cells
The Energy Cell is your main power bank, a block that simply stores FE. A Starter Cell holds 1,000,000 FE with a 1,000 FE/t transfer rate, scaling up to a Nitro Cell at 2,000,000,000 FE and 2,000,000 FE/t. Each face can be set to receive, extract, or turn off using the Wrench, so a single Cell can feed machines on one side while charging from another.
Energy Cells double as portable buckets of power: pick one up when full, carry it to a remote build, and set it down to drain it into whatever needs charging. That trick is handy in a pinch, but for a permanent base you will want the wireless Ender Network instead of hauling Cells around.
Batteries
Batteries are the inventory-friendly version of an Energy Cell, charging any chargeable items you carry. They follow the same capacity ladder as Cells, from 1,000,000 FE at Starter up to 2,000,000,000 FE at Nitro. Like the generators, you upgrade a Battery in place, so your Nitro Battery is built from your old Spirited one.
Batteries have a second use that is easy to miss: shift-clicking a Battery into an Ender Cell’s interface adds its capacity to that Ender Network channel, and any energy the Battery holds is transferred in as well. That makes Batteries a convenient way to grow your wireless network’s storage.
The Ender Network
The Ender Network is Powah’s wireless energy system, letting you move power across the world, and even across dimensions, with no cables in between. It runs on numbered channels that are private to you, and it is built from two blocks: Ender Cells and Ender Gates.
Ender Cells and Channels
An Ender Cell stores energy on a specific channel of your personal Ender Network, and you can reach that channel’s power from anywhere in the world. The tier sets how many channels you can use: a Starter Ender Cell offers a single channel, while a Nitro Ender Cell opens all 12. A fresh channel starts with zero capacity and cannot hold anything until you give it some.
You add capacity to a channel by shift-clicking an Energy Cell or a Battery into the Ender Cell’s interface, which adds that item’s capacity to the selected channel. Any energy the item held is deposited too. Build up a channel’s buffer this way, and it becomes a wireless bank you can tap from a base, a mine, or another dimension entirely.
Ender Gates
An Ender Gate is the compact counterpart to an Ender Cell. It transfers energy between an adjacent block and a chosen Ender Network channel, so you slap one onto a generator to feed a channel or onto a machine to draw from one. Gates work across dimensions and run from 500 FE/t at Starter to 1,000,000 FE/t at Nitro.
The key difference is that an Ender Gate cannot add capacity to the network the way an Ender Cell can. Gates only move energy in and out of existing channels. A common setup is one Ender Cell at your main base holding the channel’s storage, with cheap Ender Gates scattered wherever you need to plug into that power.
Moving and Using Power
Between your generators and your machines sits a set of transport and charging blocks. These are the everyday plumbing of a Powah setup, handling how energy flows and how it gets into the items you carry.
Energy Cables
Energy Cables are the wired backbone, carrying power between blocks. Their throughput scales by tier from 500 FE/t at Starter up to 1,000,000 FE/t at Nitro, so match your cable tier to how much power you are actually moving. Cables of different tiers do not connect to each other, which is occasionally annoying but also handy for keeping separate power lines from merging.
Right-click a cable with the Wrench in Config mode to set how it interacts with a connected machine: push energy in, pull energy out, or disconnect that face entirely. Because Powah cables speak standard Forge Energy, they also connect to the machines and power blocks of other tech mods, which makes Powah a popular way to generate power for a wider setup.
Energy Hopper
The Energy Hopper charges chargeable items sitting inside an adjacent inventory, such as a chest. Point one at a chest, keep it fed with power, and everything inside that needs charging fills up automatically. It is perfect for a charging station: toss your tools, jetpack, or Batteries into the chest after a trip and they refill without you juggling them one at a time.
Energy Discharger
The Energy Discharger is the reverse of the Hopper: it drains energy out of charged items and stores it in an internal buffer, which you can then pull back out through cables. This is how you recover power from a full Battery back into your grid, so the Discharger and Hopper together let you shuttle energy in and out of portable Batteries as needed.
Player Transmitter
The Player Transmitter wirelessly charges every chargeable item in a linked player’s inventory, including armor and off-hand slots, as long as it has power piped in. To link it, craft a Binding Card, right-click the card to bind it to yourself, then place it in the Transmitter. With a standard Binding Card it charges you anywhere in the same dimension.
For cross-dimensional charging you need a Dimensional Binding Card, which you make by right-clicking an Enderman or Endermite with a normal Binding Card. Slot that in instead, and the Transmitter keeps your gear topped up even in the Nether or the End. This is a genuinely mid-game item, since even lower tiers work, and it removes the constant trips back to a charger.
Useful Extra Items
A handful of smaller items round out the mod. From the Wrench you use constantly to a few fun gadgets, these are worth knowing about.
The Wrench
The Wrench is Powah’s multitool and has three modes you cycle by shift-right-clicking: Config mode changes a cable’s input and output settings, Link mode connects Energizing Orbs and Rods, and Rotate mode spins a block horizontally. You will reach for it every time you lay out cables or place a generator, so keep one on your hotbar.
Lens of Ender
The Lens of Ender is a Solar Panel upgrade that lets a panel collect power even when blocks sit above it, effectively drawing light through the world. You obtain it by right-clicking an Enderman or Endermite with a Photoelectric Pane. It is the answer to solar power for underground or roofed bases where a normal panel would produce nothing.
Charged Snowball
The Charged Snowball is a fun aside made by energizing a snowball in the Orb. Throw one and it calls down a bolt of lightning where it lands or on the mob it hits, which can set fire to whatever it strikes. It is not part of the power progression, but it is a satisfying use of spare energy.
Tips for Success
Upgrade in place instead of building duplicates. Because every machine is crafted from the tier below it, it is almost always better to upgrade your existing generator than to build a second one and run both. Upgrading pools all your investment into one stronger block and keeps your base tidy, and it applies to Batteries and cables just as much as generators.
Turn on Reactor Auto Mode immediately. Experienced players flip Auto Mode on the moment a Reactor is built. Letting it stop at full and restart below 70 percent energy means it only burns Uraninite when you actually need power, which stretches your fuel supply dramatically over a long playthrough.
Upgrade your Energizing Rods as you go. The most common frustration new players report is staring at the Energizing Orb for minutes while a craft finishes. The fix is simple: higher-tier Rods move energy far faster, so a Nitro Rod finishes almost instantly where a Starter Rod crawls. Bump your Rods up a tier whenever you bump up a generator.
Make Blazing Crystals from Blaze Rods, not Blaze Powder. The Energizing Orb has two recipes for a Blazing Crystal, and they are not equal: a single Blaze Rod costs 90,000 FE, while four Blaze Powder cost 120,000 FE for the exact same crystal. The rod route uses less blaze material and less energy, so reach for Blaze Rods whenever you can.
Lean on the Thermo Generator for passive power. A Thermo Generator on a Block of Blazing Crystal is one of the best set-and-forget options in the mod, producing up to 5,600 FE/t at Nitro with nothing but a water supply. If you dislike babysitting fuel, a small array of these covers a surprising amount of your needs before you ever build a Reactor.
Frequently Asked Questions
The most common cause is trying to power the Orb itself. The Orb needs no energy connection: the Energizing Rods do. Place at least one Rod within four blocks of the Orb, sitting on a cable or another Forge Energy block so it can draw power, and the Rod will link and start energizing. If it still does not connect, use the Wrench in Link mode to link the Rod to the Orb manually.
An Energy Cell is a normal storage block that holds power in one physical spot and connects with cables. An Ender Cell stores power on a wireless channel of your personal Ender Network, which you can access from anywhere in the world or even another dimension. Use Energy Cells for local storage and Ender Cells when you want to move power without running cables.
A Reactor heats up as it runs, and heat lowers output while raising fuel use. You need a constant liquid coolant, which is water by default, so pipe in an infinite source like a sink. For deeper cooling, add a solid coolant such as Dry Ice on top of the water. Adding Carbon and Redstone boosts output but also adds heat, so scale your cooling to match.
No. Powah is a complete power system on its own, generating, storing, and transmitting Forge Energy without help. Because it uses standard Forge Energy, its cables also connect to machines from other tech mods, so many players use Powah as their generation source in a larger modpack, but nothing else is required to enjoy it.
Everything from Hardened upward requires a material made in the Energizing Orb. Hardened needs Energized Steel, Blazing needs Blazing Crystals, Niotic needs Niotic Crystals, Spirited needs Spirited Crystals, and Nitro needs Nitro Crystals. Build an Orb with at least one powered Energizing Rod, then energize the material for the tier you want and craft the upgrade from your current machine.
Use a Player Transmitter powered by cables, with a Binding Card bound to you placed inside it. It then charges every chargeable item in your inventory, including armor and off-hand, anywhere in the same dimension. For charging across dimensions, make a Dimensional Binding Card by right-clicking an Enderman or Endermite with a normal Binding Card, and use that instead.





