Installation:
Mekanism requires Minecraft Forge to load. Mekanism is separated into a core module that includes all the primary content, and several other modules that focus on specific aspects of the mod. The core module is required for all the others to be installed, but none of the other modules are dependent upon each other. Just drop the modules you want into your “mods” folder to install, and you’re good to go!
Note: MDK (Mekanism Development Kit) is intended for use by developers and should not be used alongside the other modules.
Downloads
Changelog
- api:
- Fix digital miner crashing when trying to chunk load and mine in the chunk it is in
- Fix evaporation plant on the client not showing content in the input tank due to not knowing the height of the plant
- Update CodeQL to include a timeout (#7720)
- Fix the formulaic assemblicator's inventory flickering at times due to stock control organization causing more organizations to occur
- Fix mode key being off by default on all installed units instead of just off by default for the elytra unit
- Fix being able to charge laser amplifiers and tractor beams in energy storage devices
- Fix fission computer setBurnRate method not giving clean error messages #7725
- Fix our generic get name helper for unknown registry type objects, and expose some methods to computers for the seismic vibrator to get information about vibrated chunks https://github.com/mekanism/Mekanism-Feature-Requests/issues/507
- Wait until after the texture atlas has been fully stitched to clear our cached models
- New Crowdin updates (#7724)
- Bump version to 10.3.8
- api:
- Fix fission reactors with only one fuel assembly not accepting fissile fuel #7718
- New translations en_us.json (French) (#7717)
- Bump version to 10.3.7
- api:
- Add CodeQL workflow for GitHub code scanning (#7678)
- Update deps and bump min forge version to 43.1.61. Also perform a bit of minor cleanup to build files
- Address various IntelliJ inspections
- Minor javadoc formatting fixes and fix a couple missing units in the radiation manager javadocs
- Minor fixes relating to CodeQL's inspections
- Rerun code formatter
- Fix being able to extract lava from heat generators, and bio-fuel from bio generators with pipes
- Make plastic glow blocks emissive (causes them to look very slightly brighter)
- Fix copy paste error causing AE2 decoration compat recipes to conflict #7674
- Expose a few more primitive based util methods to FloatingLong and in place flooring/ceiling. Also reduce unnecessary object creation where possible in FloatingLong method implementation
- Restructure the radiation command code a bit and add two subcommands one to add radiation to entities (addEntity) and one to partially reduce an entity's radiation level (reduce) https://github.com/mekanism/Mekanism-Feature-Requests/issues/488
- Enable left or right clicking the center dimensional stabilizer location to enable/disable all chunks at a target radius https://github.com/mekanism/Mekanism-Feature-Requests/issues/472
- Properly hide builtin Jade energy bar for newer versions of Jade and improve checks related to showing tank contents for TOP
- Add support for disabling all types of filters and also clean up a bit of code related to interacting with the backing filter list (should provide some minor performance boosts in various cases)
- Don't expose caps on various items if configs aren't loaded yet (pre-joining world) and use defaults for fillItemCategory config queries before the world is loaded #7670. Also switch creative energy cube default side config to setting nbt in the creative tab instead of changing on place, and improve how the logistical sorter calculates its initial facing to happen before actual placing instead of after
- Move EthyleneBurnTime config out of general mekanism config to generators config and split it into two configs ethyleneBurnTicks and ethyleneDensityMultiplier https://github.com/mekanism/Mekanism-Feature-Requests/issues/491
- Fix a few different machines showing that they are using energy when they are not actively doing so #7684. Also fix electric pumps not using energy as often as they are meant to
- Expose a way to iterate internal stacks of a QIO Frequency to the API to allow for slightly better performance in some use cases
- Fix a few bugs when transferring items into or out of the QIO dashboard when multiple packets get sent before the response is received #7647. Also improves transferring performance slightly
- Reduce processing of changes to QIO items when no player is viewing a dashboard
- Update deps and add support for properly handling recipe stages' staged recipes in the QIO crafting windows. Also fix output of QIO crafting windows showing tooltip when a recipe is not accessible by a player
- Make the digital miner mine blocks in a chunk in reverse order so that it mines from top to bottom #7657 (makes it better handle blocks like gravel and sand)
- Only apply the swim boost from the hydrostatic repulsor unit and use energy if the player is in any fluid. Also fix it providing a speed boost when there is no energy present
- Improve performance of multiblock ejection calculations by caching the side pieces auto eject to
- Adjust a couple lang entries for clarity #7691 #7654
- Fix edge case that could lead to forced retrogen causing crashes #7699
- Improve performance of frequency component tick and performance of teleporter frame searching and teleportation validation. Also fix changing QIO drive array frequencies not properly supporting changing back to the original frequency
- Fix not transferring security mode or owner in recipes
- Update jei and switch to new maven for it
- Fix validation predicate being overly strict for rotary condensentrator fluid slots #7664
- Update number of blades in a turbine if someone does unsupported things and removes or adds blades while the turbine is formed #7650
- Fix respawning setting entity radiation to an invalid value #7680
- Increase the max number of digits that can be typed in the fission reactor rate to ensure there is always room to include two decimal places of precision #7633
- Create a tag to determine what items are capable of having the mekasuit hud display. Replace alignHUDLeft client config with a reverseHUD config that also makes the MekaSuit compass and module icons switch sides as well to prevent overlapping.
- Add configs for most of the tank capacities' in various multiblocks
- Allow enabling/disabling the elytra unit with the mode switch key https://github.com/mekanism/Mekanism-Feature-Requests/issues/497
- Expose tank capacity for heat generator, bio generator, and gas-burning generator to the config. Also moved the bio generation config one level deeper, so it will need to be set again
- Address some CodeQL inspections
- Fix various mek related things rendering through blindness and darkness effects
- Expose a simple insert only IItemHandler capability on logistical transporters https://github.com/mekanism/Mekanism-Feature-Requests/issues/444
- Disable EU energy display at all times as we don't actually have IC2 integration setup because of it not being ported yet
- Allow bins and the digital miner to auto eject to colored transporters by using that transporter's color
- Work around ZC not being able to handle expansion based casts in optionals causing some of our CrT example scripts to fail #7714. Also move our example scripts into a mekanism subfolder for better organization
- New Crowdin updates (#7653)
- Bump version to 10.3.6
Capes:
Just repeating what’s mentioned on the sidebar, any donation amount of at least $5 gives you your very own, high-tech MekaCape! This will be visible to you and all players on servers which have Mekanism installed.
Premium Membership:
Just like I do with all the other free software I offer, I provide a premium membership for Mekanism users. Donate any amount of at least $10, and you get direct Mekanism and MekanismDev build server access for a whole year. In other words, beta Mekanism features will be available to you right as I’m working on them, and you don’t need to worry about those pesky ads. An email will be sent to the address provided with a download key you can use to access new builds. All donations will help pay for the site, and the remaining profit will buy me a latte or two to keep me coding :)
If you donated directly via PayPal, just fill out the form provided below after donating, and I’ll send you the necessary information regarding your membership. Otherwise, if you donated via Patreon, just follow the instructions on the site. Below is a link to Patreon, as well as a donate button with a fixed amount of $10 for your convenience.