Every cloud service needs power. AWS has data centers, Azure has regions, GCP has zones — and they're all connected by networks that distribute energy and data. So we built the same thing in Minecraft: a multiblock Data Melter, energy storage blocks, cable networks with BFS traversal, and wireless energy transmission.
This is the post where our cloud-themed mod becomes a proper tech mod.
🎮 The learning angle: The BFS energy transfer algorithm is the same algorithm used in real network routing. The multiblock structure teaches you about distributed systems — one controller, multiple workers, shared resources. And energy storage tiers mirror how cloud providers offer different storage classes (S3 Standard, Infrequent Access, Glacier).
The Data Melter — A 3x3x3 Multiblock
The Data Melter is a 27-block structure:
- 22 Data Melter Casings — the shell
- 1 Bandwidth Block — the center (animated digital fluid)
- 1 Controller — the top (where you interact)
Click any casing to open the GUI (it searches for the controller in radius 3). This is how distributed systems work — any node can be your entry point, but they all route to the controller.
// Find controller from any casing click
private DataMelterControllerBlockEntity findController(World world, BlockPos pos) {
for (BlockPos check : BlockPos.iterateOutwards(pos, 3, 3, 3)) {
if (world.getBlockEntity(check) instanceof DataMelterControllerBlockEntity ctrl) {
return ctrl;
}
}
return null;
}
Recipes: Shard Infusion
The Data Melter processes materials that regular crafting can't:
- Cloud Shard → Data-Infused Cloud Shard
- Blazing Shard → Data-Infused Blazing Shard
- Quantum Shard → Data-Infused Quantum Shard
- Plus bonus yield recipes for vanilla materials
BFS Energy Transfer — Network Routing
The most technically interesting feature: energy flows through cables using Breadth-First Search.
When the Data Melter (or Cloud Generator) produces energy, it doesn't just teleport to consumers. It travels through cables — Internet Cables and Fiber Optic Cables — searching for connected machines that need power.
private void distributeEnergy(ServerWorld world, BlockPos source, int energy) {
Queue<BlockPos> queue = new LinkedList<>();
Set<BlockPos> visited = new HashSet<>();
List<BlockPos> consumers = new ArrayList<>();
queue.add(source);
visited.add(source);
// BFS through cable network (max 256 blocks)
while (!queue.isEmpty() && visited.size() < 256) {
BlockPos current = queue.poll();
for (Direction dir : Direction.values()) {
BlockPos neighbor = current.offset(dir);
if (visited.contains(neighbor)) continue;
visited.add(neighbor);
if (isCable(world, neighbor)) {
queue.add(neighbor); // Continue searching
} else if (isConsumer(world, neighbor)) {
consumers.add(neighbor); // Found a machine
}
}
}
// Distribute evenly among consumers
int perConsumer = energy / consumers.size();
for (BlockPos consumer : consumers) {
addEnergy(world, consumer, perConsumer);
}
}
This is literally how network packets find their destination. BFS explores all paths equally, finds all connected consumers, and distributes load evenly — like a load balancer.
Energy Storage — Tiered Like Cloud Storage
| Block | Capacity | Cloud Analogy |
|---|---|---|
| Network Buffer | 10 GB | S3 Standard — fast, limited |
| Bandwidth Accumulator | 50 GB | S3 Infrequent Access — more capacity |
| Cloud Gateway Core | 200 GB | S3 Glacier — massive storage |
Each has a GUI with a color-coded energy bar (green → orange → red as it fills) and one storage slot.
Wireless Energy — Like WiFi
For when cables aren't practical:
- Energy Transmitter — broadcasts energy in radius 8
- Energy Receiver — picks up wireless energy
It's WiFi for power. Limited range, no cables needed, but less efficient than wired connections. Just like real networking — wired is faster and more reliable, wireless is convenient.
Cloud Generator — The Power Plant
The Cloud Generator converts fuel into energy:
- Cloud Shard: 500 MB
- Redstone: 50 MB
- Coal/Charcoal: 25 MB
It produces energy at 100 MB/s with 45 GB internal storage. Connected via cables to your machines.
Cloud Engineer Lens — The Monitoring Dashboard
A wearable item (helmet, trinket, or held) that shows an HUD overlay with:
- Energy levels of nearby machines
- Connection status of cables
- Production/consumption rates
It's CloudWatch for your Minecraft power grid. Observable by default.
Trinkets Integration
public static boolean isWearing(PlayerEntity player) {
// Priority: Trinket slot → Helmet → Offhand → Mainhand
if (FabricLoader.getInstance().isModLoaded("trinkets")) {
if (TrinketsCompat.isInTrinketSlot(player)) return true;
}
// Fallback checks...
}
Optional mod support with runtime detection — the mod works with or without Trinkets installed.
Vertical Cable Fix — A War Story
Here's a debugging story. Internet Cables connect horizontally fine, but vertical connections (up/down) were broken. The multipart blockstate model uses X-axis rotations for vertical variants, but 1.20.1's renderer doesn't handle X-axis rotations correctly for multipart models.
The fix: create dedicated _up and _down models with pre-positioned geometry instead of relying on rotation. Sometimes the elegant solution doesn't work and you need the pragmatic one.
Lessons Learned
| Challenge | Solution |
|---|---|
| BFS can be expensive | Cap at 256 blocks, run once per tick |
| Multiblock detection | Search from any block, find controller |
| Vertical cables broken | Dedicated models instead of rotation |
| Energy sync to client |
toUpdatePacket + toInitialChunkDataNbt
|
| GUI without texture files | Programmatic rendering (DrawContext) |
What's Next
We have power, machines, and networks. Now we need protection. In the next post: 4 armor sets with set bonuses, a dodge system, and integration with the Accessories mod. Because in the cloud, security is a shared responsibility.
Connect with me:
I'm Carlos Cortez, this is Breaking the Cloud, and today we built a power grid with graph algorithms. See you in the next one! ⚡
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