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

Release Downloads
10.0.8.431 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.7.430 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.6.429 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.5.428 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.4.427 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.3.426 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.2.425 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.1.424 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
10.0.0.423 for 1.16.1MekanismAPIMekanismMekanismAdditionsMekanismDefenseMekanismGeneratorsMekanismTools
9.10.9.422 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.8.421 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.7.420 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.6.419 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.5.418 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.4.417 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.3.416 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.2.415 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.1.414 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.10.0.413 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.20.412 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.19.411 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.18.410 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.17.409 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.16.408 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.15.407 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.14.406 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.13.405 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.12.404 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.11.403 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.10.402 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.9.401 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.8.400 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.6.397 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.5.396 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.4.395 for 1.15.2MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.3.394 for 1.15.1MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.2.393 for 1.15.1MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.9.1.392 for 1.15.1MekanismMekanismAdditionsMekanismGeneratorsMekanismTools
9.8.3.390 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.8.2.389 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.8.2.387 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.8.0.381 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.9.380 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.8.379 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.7.378 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.6.377 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.5.376 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.4.375 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.3.374 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.2.373 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.1.372 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.1.371 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.7.0.370 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.9.367 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.8.366 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.8.365 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.7.360 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.6.359 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.1.353 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.0.351 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.13.349 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.12.348 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.11.346 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.10.345 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.8.343 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.7.342 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.6.341 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.5.340 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.4.339 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.3.330 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.2.328 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.2.327 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.1.326 for 1.12.1APIMekanismMekanismGeneratorsMekanismTools
9.4.1.325 for 1.12.1APIMekanismMekanismGeneratorsMekanismTools
9.4.1.324 for 1.12.1APIMekanismMekanismGeneratorsMekanismTools
9.4.0.318 for 1.12.1APIMekanismMekanismGeneratorsMekanismTools
9.4.0.317 for 1.12.1APIMekanismMekanismGeneratorsMekanismTools
9.4.0.314 for 1.12APIMekanismMekanismGeneratorsMekanismTools
fix for 1.11.2APIMekanismMekanismGeneratorsMekanismTools
9.3.3.312 for 1.11.2MDKMekanismMekanismGeneratorsMekanismTools
9.3.3.311 for 1.11.2MDKMekanismMekanismGeneratorsMekanismTools
9.3.2.310 for 1.11.2MDKMekanismMekanismGeneratorsMekanismTools
9.3.2.309 for 1.11.2MDKMekanismMekanismGeneratorsMekanismTools
9.3.2.308 for 1.11.2MDKMekanismMekanismGeneratorsMekanismTools
9.2.3.97 for 1.10.2MDKMekanismMekanismGeneratorsMekanismTools
9.2.1.295 for 1.10.2MDKMekanismMekanismGeneratorsMekanismTools
9.2.0.292 for 1.10.2MDKMekanismMekanismGeneratorsMekanismTools
9.1.0.282 for 1.9.4MDKMekanismMekanismGeneratorsMekanismTools
9.1.0.281 for 1.7.10MDKMekanismMekanismGeneratorsMekanismTools
8.1.9.265 for 1.7.10MDKMekanismMekanismGeneratorsMekanismTools
8.1.6.249 for 1.7.10MDKMekanismMekanismGeneratorsMekanismTools
8.0.2.199 for 1.7.10MDKMekanismMekanismGeneratorsMekanismTools
8.0.1.198 for 1.7.10MDKMekanismMekanismGeneratorsMekanismTools
9.6.1.15 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.0.14 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.6.0.13 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.13.12 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.13.11 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.12.10 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.11.9 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.11.8 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.9.6 for 1.12.2APIMekanismAPIMekanismMekanismGeneratorsMekanismGeneratorsMekanismToolsMekanismTools
9.4.8.5 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.7.4 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.6.3 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
9.4.5.2 for 1.12.2APIMekanismMekanismGeneratorsMekanismTools
For legacy downloads, please visit the legacy downloads page.

Changelog

api:
  • Fix crash with just Mekanism installed because I forgot to move an AT
  • New translations en_us.json (Chinese Simplified) (#6416)
  • Bump version to 10.0.8
api:
  • Update dev version of forge and fix typo causing the digital miner to
  • Fix QIO Drive slot not properly saving data when one QIO Drive is
  • WIP trying to convert to using a vanilla render type
  • Decent bit of progress at getting resizable cuboid rendering with entity
  • Switch fluid tank item rendering over to using entity translucent cull
  • Finish changing resizable cuboid over to using entity translucent cull,
  • For the most part finish transitioning transmitter contents rendering
  • Make sure all toLowerCase and toUpperCase calls use Locale.ROOT (#6407)
  • Fix the armored jetpack not properly updating values based on config
  • Fix a couple issues with Hwyla/TOP integrations, where the contents
  • Add some safety against mods like quark that allow TEs to be pushed by
  • Allow for specifying which of the potion effect types (beneficial,
  • Allow radioactive waste barrels to be stacked vertically like fluid
  • Fix a few LGTM warnings
  • New Crowdin updates (#6403)
  • Bump version to 10.0.7
api:
  • Fix insertion handling of conversion items into slots when the buffer
  • Fix a bunch of issues introduced by 10.0.4 related to multiblock lag
  • Fix not being able to properly interact with placed personal chests, and
  • Fix the miner voiding replace items from auto pull (#6400)
  • New translations en_us.json (Chinese Traditional) (#6398)
  • Bump version to 10.0.6
api:
  • New translations en_us.json (German) (#6394)
  • Fix compatibility with Forge 32.0.92. Note: Does not bump dev version of
  • Bump version to 10.0.5
api:
  • Fix cardboard box becoming "invisible" in the inventory when used on a
  • Fix Fission Reactor Port description (#6372), nerf Fission Reactor
  • Now that forge bot is updated with at least partial 1.16 mappings (to
  • Make the electrolytic breathing unit's "in water" check, fixing it not
  • Make Meka-Tool and Armor lava proof (#6383)
  • Make excavation escalation unit just use a normal incremental enum
  • Add vein mine and attack damage unit info to HUD (#6382)
  • Update mappings
  • Slightly improve how the tooltip for installed modules is built
  • Rename our lapis dust tag from forge:dusts/lapis_lazuli to
  • Ignore NBT for re-equip animation and resetting block breaking for items
  • Fix max bounds not being properly checked by StructureHelper (#6391)
  • Improve multiblock structure handling so that the structure gets
  • Rerun formatter
  • Rerun formatter
  • Fix insertRR using the wrong side for checking canReceiveFrom (#6393)
  • Minor cleanup based on IntelliJ's inspections
  • Fix some formatting issues, my IDE had a stroke and undid most of the
  • Add integration with Hwyla that mimics all the functionality of our
  • Fix the bottom energy port on the digital miner not working due to the
  • Improve/make the internal position checker for multiblocks more
  • Update forge in dev and bump min forge version to 32.0.77 adjusting our
  • Fix bug introduced by last commit, world is nullable so we need to be
  • New Crowdin updates (#6373)
  • Bump version to 10.0.4
api:
  • Make dictionary show block tags when used on a block in world instead of
  • Improve /mek build structures (#6345)
  • Update deps, re-enable TOP in dev, and add support for Biome's O
  • Fix QIO drive upgrade recipes not properly transferring the stored items
  • Ensure that at least one super heater is included in the boiler #6359
  • Fix a bunch of different issues, most of which relating to the SPS: -
  • Keep track of bolt render information for SPS multiblocks per multiblock
  • Make Flamethrower flames be always faster then the player causing them
  • Update forge in dev, and rerun data generator
  • Fix our bolt renderer not working on fabulous graphics. Fix the Meka
  • Fix bolts from magnetic attraction module and vein mining module
  • Make the radioactive waste barrel be able to give off a comparator
  • Fix personal chest not properly causing the inventory to save when
  • Add bolt rendering for AOE tilling and log stripping
  • New Crowdin updates (#6341)
  • Bump version to 10.0.3
api:
  • Re-enable recipe integration with Biomes O Plenty, and add BOP flower ->
  • Further generify how we dump radiation into the air for our Tiles to
  • Fix the way we make the robit be immune to radiation so that the poor
  • Fix tiles that can store radioactive chemicals not "voiding" the
  • Implement Teleporter portal coloring (#6319)
  • Cleanup TagCache some, and support displaying items using the extended
  • Add some extra server-side safety when handling QIO put packets (#6324)
  • Override sync hash instead of normal hash for QIO and Security
  • Fix portable teleporter status not updating properly when the frequency
  • Fix portable teleporter looking at wrong frequency manager for private
  • Don't allow external heat transfer from Fission Reactor (only
  • Fix a bunch of issues pertaining to ghost chunk loading. It seems
  • Fix item previews not properly cycling due to having switched to the
  • Fix flight implementation overwriting any other mod that may allow
  • Update to support changes made in forge 32.0.67. Temporarily disable TOP
  • Protect radioactive waste barrel against tick acceleration
  • Don't exit flying if another mod disables it
  • Add a bit of parallel safety #6334
  • Small fix for tags in oredictionificator GUI now that someone has
  • Add support for `#forge:relocation_not_supported` to make it easier for
  • Make step assist height configurable for the Hydraulic Propulsion Unit
  • Declare war against
  • Fix Charge Distribution Unit trying to charge full items and voiding FE
  • fix formatting
  • New Ingot Texture Style
  • Fixed Ingot Textures
  • Updated Tin Ingot
  • Slightly improve logic for charge distribution by short circuiting to
  • New Crowdin updates (#6312)
  • Bump version to 10.0.2
api:
  • Bump min forge version to version that fixes and ensures generators
  • Wrap everything through our client registration utils for coloring, and
  • Don't let people hang out inside of Fission Reactors of the SPS, radiate
  • add maven info to the readme
  • Fail fast from radiating reactors in FR if disabled in config
  • Update digital_miner.json
  • Additionally radiate entities in FR by waste radiaoctivity
  • Fix color button on the sorter not working (and probably a bunch of
  • Fix Logistical Transporter querying wrong connection side for output
  • Fix Logistical Sorter color slot being blocked by screen (#6294)
  • Drastically reduce volume of hydraulic & GM unit sounds
  • Fix SyncMapper's compatibility with Java 9+ as it seems that
  • updated ores (#6296)
  • Optimize png sizes of adjusted ore textures from last commit
  • Fix Chemical Crystallizer recipe (#6303)
  • Fix boil capacity always showing as zero (#6309), minor cleanup
  • Allow using the meka tool to teleport into fluids (#6304), and fix it
  • Add mobGriefing and keepInventory to testrules command (#6310)
  • New Crowdin updates (#6288)
  • Bump version to 10.0.1
api:
  • Begin work on module system
  • Cleanup
  • Fixes
  • Work on Module Tweaker GUI
  • Work on radiation system, add geiger counter + hazmat suit
  • Continued work on module tweaker/modification station
  • Continued work on Modification Station
  • Fix armor inventory management
  • Flesh out Module Tweaker / Modification Station interfaces
  • Start adding additional items (including MekaTool)
  • Add module type -> supporting items mapping, fix up some lang entries
  • Fix up remaining issues with module system, major progress on MekaTool
  • Improve silk touch module framework
  • Work on Uranium processing recipes, more tweaks to tweaker interface
  • Debug work on radiation, plagued with printouts temporarily
  • Polish radiation system
  • Complete Isotopic Centrifuge, add some additional late-game items
  • Stereo -> mono
  • Work on Jetpack module and Excavation Escalation module
  • Add Energy Unit, still need to test (alongside excavation escalation
  • Various fixes to modules; make Electrolytic Breathing Unit also provide
  • Additional various fixes
  • Continued module work, need to figure out how to interact with player
  • Implement Hydraulic Absorption Unit w/ boost, still need to implement
  • Implement Locomotive Boosting unit, tie into Hydraulic Propulsion unit
  • Gravitational Modulating Unit work. It probably doesn't work yet
  • Improve HUD render (+ add keybind), start on Solar Recharging Unit, fix
  • Minor fix
  • Fix step boost
  • Implement Vision Enhancement & Solar Recharging Vision Enhancement is
  • Implement Nutritional Liquifier / Nutritional Paste / Nutritional
  • Add missing lang entry
  • Implement energy-based armor absorption mechanics
  • Fix gauges
  • Setup Fluorite + Uranium oregen
  • Fix charge distribution, add canteen
  • Add missing lang
  • Fix charge distribution NPE
  • Hopefully fix insane underwater speed glitch
  • Apply underwater throttle to client-side tick
  • Minor fixes
  • Fixed integer-based emission target splits, some updates to gas
  • Implement radioactive leakage from broken tubes, add radiation chemical
  • Radiation is bad! Added Dosimeter and Dosimeter Unit for tracking a
  • Cleanup
  • Tweak plutonium/polonium recipes, fix printout
  • Make radiation stuff configurable, fix radiation shielding, other minor
  • Add energy bar for MekaSuit, create custom radiation damage source,
  • Fix temperature unit crash, allow output gas tanks to accept any
  • Increase base capacity/pull rate of tubes and pipes, fix fluid + gas
  • Add dummy textures, fix some other asset issues
  • Rebalance interaction between Fission Reactors, Boilers and Turbines A
  • Improve update delay calculations, improve balance of Thermal
  • Fix reactor stats scaling, add a base conductivity value to the boiler,
  • Lay some multiblock foundations for Fission Reactor
  • Make Oredictionificator handle storage blocks (#6052)
  • Redesign ore processing + ore generation platform to allow for extremely
  • Gas Mask -> Scuba Mask
  • Reactor -> Fusion Reactor
  • Fix broken merge, other general improvements
  • Lay foundations for additional fission reactor blocks
  • Improve attribute system to be capable of injecting custom block state
  • Large improvements to multiblock system, removing duplicate code and
  • Continue reactor implementation
  • Add 'Magnetic Attraction Unit' module, more reactor work
  • Reactor GUI work
  • Continued reactor work Need to fix gauge chemical renders & log spam
  • Reactor render work, add scale to magnetic module
  • Implement Fission Reactor Logic Adapter, some additional fixes
  • Implement Fission Reactor statistics page, allowing for custom rate
  • Add partial fuel injection to reactor, bump production rate, make some
  • Add sound effect to fission reactor
  • Minor package reorganization
  • Concurrently run multiblock sparkle animation, don't run update on same
  • Add recipes for Hazmat Suit / Geiger Counter / Dosimeter / Fission
  • Fix & improve Vein Mining algorithm for MekaSuit
  • Minor localization fix, fix slot overlays
  • Add JEI handler for Fission Reactor
  • Lay foundations for Mekanism: Defense module
  • Fix some merge conflicts
  • Fix vein mining algorithm
  • Clean up and improve multiblock cache system This will allow for the
  • Fix valves and largely improve how they're handled
  • Tidy up a few valve-related things
  • Apply fix to Fission Reactor
  • Reactor meltdowns!
  • Added Industrial Alarm, to truly complete a Fission Reactor build
  • Work on experimental lightning renderer
  • Polished Lightning Bolt renderer, confirmed working both in-world and in
  • Start work on Antiprotonic Nucleosynthesizer
  • Nucleosynthesizer recipe + GUI work, bump Universal Cable transmission
  • Antiprotonic Nucleosynthesizer work, tweak fissile fuel reprocessing
  • Induction Matrix fixes, bump some additional tier defaults
  • Work on improvements to side configuration system As a start, Chemical
  • Add a few additional nucleosynthesizing recipes, make Rotary
  • Make Chemical Infuser & Electrolytic Separator configurable
  • Update V10 capability references to use the new system
  • Make Oredictionificator configurable
  • Some experimental work on the bolt renderer. Pushing so @CyanideX can
  • More bolt rendering improvements, allowing for more realism and easier
  • Minor package restructuring, additional bolt rendering improvements
  • Cap the Bolt Renderer to a specified refresh rate, fix Industrial Alarm
  • Make GUI title and screen text color configurable
  • Separate container and block name lang entries
  • Consolidate external fluid tank interactions
  • Various GUI improvements
  • Other various GUI improvements
  • Fix off-by-one background render handling
  • Center all title text and scale to ensure localizations don't escape GUI
  • Remove extra title render
  • Improve 'inner screen' text display, other GUI improvements
  • Even more GUI tweaks
  • The GUI changes never stop!
  • Use a Configurator on an unformed multiblock to troubleshoot the issue!
  • Localization-ify BlockPos-to-text
  • Improve digital switch behavior
  • Start working on allowing custom coolants for reactors
  • Continued work on custom coolant overhaul
  • Finish implementation of custom coolants for Fission Reactors
  • Allow PRC, Isotopic Centrifuge and Solar Neutron Activator to accept
  • Fix how we handle caches to avoid multiblock desyncs
  • Rebalance the boiler to handle mass amounts of steam
  • Restructure Dynamic Tanks to allow both gases and fluids
  • Fix sound references in RadiationManager
  • Cleanup NucleosynthesizingRecipeBuilder, and fix the read order being
  • Work on massive overhaul of frequency system. This will allow for
  • Continued frequency system overhaul
  • Overhaul security frequency synchronization to use container trackers &
  • Continue (and hopefully finish) cleanup of frequencies system
  • Fix compile issue
  • Add complete chain of uranium processing (including storage blocks/etc)
  • QIO work
  • Continued QIO work, focus on GUI infrastructure TODO: better frequency
  • Work on container interactions
  • Various additions and fixes to QIO components
  • Networking improvements Unfortunately forced to use a data request
  • Save handling improvements, item add algorithm improvements, fix being
  • Implement searching + sorting, other various GUI improvements
  • Add QIO Dashboard (block variant)
  • Add colors to QIO frequencies
  • Cleanup
  • Implement caching of QIO-stored item tags; this will be used for
  • Attempt some package reorganization
  • Reorganize GUI elements
  • Restructure GUI elements
  • Implement a confirmation dialog for frequency removal & advanced
  • Start on additional QIO units
  • Continued work on importer/exporter
  • Improve handling of sequenced slot displays
  • Work on importer/exporter interfaces
  • Container handling improvements
  • Work on importer/exporter/redstone adapter Exporter logic is pretty
  • Transition FuelHandler to use chemical capabilities
  • Finish implementation of QIO Importer
  • Add a few safety checks for fuels
  • Improve fuel handling
  • Long list of improvements Centralize Fission Reactor rendering and
  • Implement QIO Dashboard window size adjusters, fix background render
  • QIO LA: don't emit if no items are stored
  • Implement GUI overlay dragging
  • Fancy UI stuff
  • Fix GUI element tooltips clashing with foreground text
  • Bolt renderer improvements
  • Properly implement generically in-world rendered bolts (and add to MAU
  • Tweak radiation values
  • Implement advanced search queries, still need to make some tests
  • Fix various heat issues (#6152)
  • Fix frequency neighbor updates
  • Search query improvements + unit test suite
  • Module screen text improvements
  • Work on migrating to new text field system
  • Fully transition to new text field system Aside from cutting down on a
  • Improvements to 'checkmark' text button handling
  • Additional text field improvements
  • Improve filter UIs, add text scaling and other adjustments to text
  • Fully design window system, + window-ize Side Config & Transporter
  • Add input/output side config option
  • Randomize ejection output order, allow ejection through Input/Output
  • Add an annotation-based container sync system Serves as an alternative
  • Multiblock refactor
  • Improve SyncMapper to allow custom 'tags' for specific container
  • Work on major improvements to multiblock formation algorithm
  • Fix a few issues
  • A few efficiency tweaks
  • Final round of multiblock improvements (for now) Switched to 'update
  • Improve Logistical Sorter algorithm We no longer allow ejecting multiple
  • One less full-multiblock iteration
  • Fix valves, continued efficiency improvements
  • Inventory management improvements
  • Overhaul transit request/transit response system to avoid repetitive
  • Package restructuring to consolidate lib-like items into their own
  • Clean up finders
  • Efficiency fix
  • Allow use of advanced wildcard matcher by Logistical Transporter &
  • Fix minor bug
  • Fix compile issue due to mappings update and also rerun data generators
  • Run formatter
  • First pass at addressing some of IntelliJ's analyze code warnings
  • Continue working on addressing some of IntelliJ's analyze code warnings
  • Continue working on addressing some of IntelliJ's analyze code warnings
  • Continue working on addressing some of IntelliJ's analyze code warnings
  • Continue working on addressing some of IntelliJ's analyze code warnings
  • Cleanup some types to allow for using the primitive types
  • Optimize PNGs
  • Add CharPredicate and use it as the basis for input validation and
  • Add back the old lead textures from 1.12 and earlier and improve logic
  • Additional TransitRequest consolidation
  • Cleanup
  • Fixes
  • Experiment with new mesh-based multiblock system
  • Cleanup some logging messages to properly take advantage of various
  • Continued adoption of new multiblock system This provides *marginally*
  • Redesign structure validation to eventually allow for different kind of
  • Continued work on cleaning up chemical system: - Mekanism's tag manager
  • Migrate Thermal Evaporation Plants to new multiblock formation system
  • Migrate Fusion Reactor to new multiblock system Need to fix sounds,
  • Many fixes (see below) Extra caching for Fusion Reactor Take max bounds
  • Refactor ingredients for chemical stacks to massively reduce the amount
  • Fix referencing wrong IngredientType enum, eventually we should just
  • Fusion Reactor fixes
  • Fix some severe heat-related issues
  • Lay foundation for SPS
  • Push working progress on SPS- currently broken
  • Fix refs to MC method
  • SPS work
  • Continued SPS work
  • Start work on making it so there is a better concept of "merged tanks"
  • Go through and add the majority of the remainder of pigment handling
  • Fancy SPS rendering
  • Continued effects
  • A few enhancements to the color library
  • WIP, start work on converting the dynamic tank to supporting infuse
  • FX work
  • Cleanup some generics in SyncMapper
  • Continue work on moving dynamic tanks over to supporting all chemical
  • Make dynamic tank rendering support infusion and pigments, and fix a
  • Fix a couple issues for side tab buttons being based off of overall
  • Color tiered & special item names, add SPS JEI support, rendering
  • Rewrite HybridInventorySlot's insert, and extraction predicates to
  • Small tweak to colored item registration helper
  • Misc cleanup and also for now use the base infuse type texture as a
  • Start adding recipes for new items, other minor fixes
  • Setup the majority of the backend for slurry being a standalone chemical
  • Go through and further cleanup blocks of duplicate code for various
  • Make all chemical types able to be hidden from JEI instead of just gases
  • Set rarities for some items
  • Additional rarities!
  • Mostly finish transitioning slurries from being a gas subtype to using
  • Work on making interacting with MekanismRecipeProvider easier by
  • Improve save share handling
  • Additional fixes
  • Add recipes for MekaSuit modules
  • More recipes
  • Update textures, add more recipes, new config items, fix durability
  • Refactor some multiblock validation logic to avoid repetition + improve
  • Experiment with multiblock changes, currently very broken
  • Experiment with trying to further flatten the chemical handler system to
  • Start working on a system to allow for easier abstraction of different
  • Continued work on refactoring chemical handlers
  • Continued work on refactoring chemical handlers
  • Continue fixing some errors, and allow tiles to limit
  • Deduplicate a lot of code pertaining to onContentsChanged
  • Make the gauge dropper use the dynamic chemical handler system
  • Fix TOP multiblock integration for new deduplicated chemical handling.
  • Deduplicate more chemical handling code in PacketDropperUse
  • A bit more misc cleanup/organization for chemicals
  • Continue work on cleaning up and deduplicating chemicals
  • Continued multiblock formation improvements
  • Merge various chemical tank implementations to further reduce duplicate
  • Cleanup
  • Additional multiblock cleanups, add builders for tank, matrix &
  • Fix validation from structural multiblocks
  • Refactor bolt renderer to allow for easier configuration of independent
  • Fix incorrect material type for glass
  • Mild refactor, use more efficient quaternion math for SPS effects
  • Cleanup
  • Additional cleanup
  • Improve bolt renderer to more precisely handle bolt lifespans and
  • Improvements to Bolt Renderer for better 'memory' spreading, lang fix,
  • Change access modifiers on some multiblock variables
  • Experiment with trying to figure out more properly handling ISTER
  • Remove defaulted transforms
  • Continue work on moving ISTER declarations to JSON
  • Finish moving Mek Generators ISTERs to being declared via JSON. A couple
  • Start work on moving some of the main module's ISTERs to being declared
  • Continue work on moving ISTER declarations to JSON, energy cubes and
  • Continue work on moving ISTER declarations to JSON, all block ISTERs
  • Move fluid tanks' ISTERs to be declared via JSON
  • Move jetpack and armored jetpack ISTERs to being declared via JSON, and
  • Continue work on moving ISTERs to being declared via JSON; atomic
  • New additions to render library, add drive rendering to QIO Drive Array
  • Color improvements No more ambiguity in int/double creator functions
  • Transmitter rendering improvements
  • Cleanup
  • Render library additions
  • Add Radioactive Waste Barrel model
  • Various fixes/improvements to the rendering of the Atomic Disassembler -
  • Minor cleanup to models and make all of our ISTERs for blocks properly
  • Fix dynamic tank fluid rendering
  • Additional fix
  • Finish moving all remaining ISTERs (flame thrower), to having the
  • Experiment with new HUD things. Not sure how they'll be incorporated yet
  • Fix server side crash
  • Add shields to Mekanism Tools
  • Convert chemical washer recipes to being Fluid + Slurry to Slurry from
  • Fix slurry tanks not properly persisting
  • Fix a few holders not properly using the side config, and fail more
  • Improvements to various quad transformation utilities
  • Generify some ejection code to work better with chemicals, and make the
  • Start working on converting the Gas Tank to being a generic Chemical
  • Work on moving some things from GasUtils to ChemicalUtil and also add
  • Finish moving things over to ChemicalUtil from GasUtils, and also
  • Fix tooltips for certain GUI elements
  • Convert the Gas Tank block into a more generic Chemical Tank
  • Improve the name of slurries to be more logical, and fix a couple other
  • Begin implementing MekaSuit models. Very broken currently.
  • Work on MekaSuit
  • Additional model adjustments
  • Start work on trying to figure out how to best generify various chemical
  • Cleanup a few misc TODOs
  • Start work on refactoring transmitters - Moved transmitters out of the
  • Perform some misc cleanup of enum values calls
  • Continued refactoring of transmitters
  • Start work on merging some transmitter classes together
  • First pass merging Transmitter and TransporterImpl into their
  • Minor cleanup of logistical transporter code
  • Further inline the fact that our transmitters are TileEntityTransmitters
  • Continued work on cleaning up transmitters
  • Make some instanceof checks more readable
  • Better hierarchy for logistical transporter tiles
  • Improvements to some of the transporter stack position code to reduce
  • Cleanup logistical transporter upgrade data
  • Transition lots of uses of Coord4D to BlockPos when they do not care
  • Fix a few bugs with transporter distribution
  • Make transmitters and their networks have a lighter weight parent
  • WIP started abstracting the acceptor cache to separate classes to
  • Continued work on improved acceptor caching. The individual tiles still
  • MekaSuit model improvements
  • Remove the need for most transmitter networks to be actively querying
  • Continued work on cleaning up transmitters: - Keep the acceptors for
  • Replace a few calls with computeIfAbsent, and also transition diversion
  • Implement a dynamic MekaSuit module rendering system with primary suit
  • Further improve caching of acceptors fixing some cases things were not
  • Some more misc cleanup to acceptors, and cleanup ordering of methods in
  • Some minor misc cleanup to transmitter networks
  • Minor cleanup from merge
  • Do custom armor layer slightly differently to at least have it render
  • Add radial selector renderer, currently in use by Configurator Fixed
  • Cleanup a bit of the enum related implementation of the new radial mode
  • Minor refactoring
  • Mimic refactor in the test module
  • Experiment with having the radial selector be its own screen; currently
  • Improve radial selector handling
  • WIP start work on attempting to convert pressurized tubes to being able
  • Minor cleanup
  • Work on abstracting the transmitters slightly away from the tiles though
  • Minor cleanup
  • Add pretty effects to Vein Mining Unit
  • Flatten some of the larger MekaSuit module classes
  • Enhancement to vein mining animation
  • Lots of WIP progress on creating a BoxedChemical system and using it for
  • Fix the majority of the compile errors, there is still one in
  • Continued work on merged chemical network system. In theory it fully
  • Fix a few issues where things were not properly being stopped when the
  • Cleanup network reader implementation and fix an import change form the
  • Update forge and some dependencies, and cleanup chemical registries now
  • Switch away from deprecated DistExecutor methods
  • Lots of misc cleanup based on IntelliJ inspections
  • Misc cleanup: - Make hazmat and mekasuit return the proper value from
  • Bump some TODOs
  • Run code formatter
  • Improve implementation of additions spawn eggs by overriding the
  • Transition Chemical Crystallizer recipes to using boxed chemicals and
  • Move chemical dissolution chambers over to using a boxed chemical stack
  • Refactor how chemical tank creator helpers are declared to make them
  • Update radiation provider to use our capability cache system, and also
  • Minorly address a couple TODOs and bump some of them to V11
  • Continue working on TODOs and remove some client side mirroring of
  • Move the robit's rename screen to a popup from a change in window, and
  • Fix merge issue, update a couple dependencies including TOP to use the
  • Cleanup a few bits and pieces of the build.gradle and make the batched
  • Make the robit show up as a possible furnace, energized smelter, and
  • Add models for MekaSuit modules & MekaTool, add shading to MekaSuit
  • Fix some MekaTool translations, make MekaTool glow
  • Make popup windows properly re-attach and re-deactivate the buttons used
  • Fix minor copy paste error
  • Add Isotopic Centrifuge model, add electricity effect to Gravitational
  • Centrifuge fixes
  • Implement new models
  • Use forge:multi-layer to handle Isotopic Centrifuge glass, add voxel
  • Add new Chemical Oxidizer model
  • Coil fixes, add shield textures
  • Start work on cleaning up filter gui's again and transitioning them over
  • Lots of WIP work on filter gui's, all are now done via popup windows,
  • Make shield textures use transparency for the parts there is no texture,
  • Make the miner config and logistical sorter gui's display the player's
  • Fix issues with digital miner filter gui's. Sorter filter gui's still
  • Implement back button into the filter gui's for when it is a new filter
  • Fix logistical sorter filter gui's
  • Attempt to fix a few minor issues in the build.gradle file
  • Add shield recipes and adjust base durability values to match better
  • Go through and fix the majority of remaining cases where popup windows
  • Make the QIO Item Viewers have their max height scale with the gui scale
  • Update JEI version to allow for properly blocking recipe areas with
  • Very first pass at working on getting the sync mapper to not classload
  • Make sync mapper make use of the annotation data that forge has already
  • Index and cache all the base syncable property maps during startup
  • Make sure the property map has the same order structure on the server as
  • Finish fixing sync mapper having issues on dedicated servers
  • Add new GUI base texture
  • Remove some old unused textures
  • Allow evaporation controllers on the top row of the tower again, and a
  • Go through and fix various typos
  • Go through intellij's inspections and fix various potential bugs and
  • Go through more intellij's inspections and continue cleaning up a few
  • Rerun code formatter
  • Only allow placing the personal chest while sneaking
  • Improve the JEI integration to be able to show conversion recipes
  • Add prefilled fluid tank variants of still fluids
  • Allow manually extracting infuse types out of metallurgic infusers and
  • Implement ghost target integration with JEI. Implemented for item stack
  • Optimize our getGuiExtraAreas implementation to only add elements that
  • Finish making the GhostIngredientHandler have full proper support for
  • Create and use utility method isPlayingMode for checks about if a player
  • Fix QIO back button/slot interaction, specify render layer in baked
  • Add some new block textures
  • Make BlockPos container-syncable, fix VoxelCuboid multiblock bounds not
  • Improve Formulaic Assemblicator stock control algorithm & fix poor
  • Minor cleanup to SyncableBlockPos
  • Clean up container sync implementation
  • Delete unused method, and fix improper merge of handling blockpos
  • First pass porting V10 to 1.16. Note: Does not compile yet - Comment out
  • Continue work on fixing various errors
  • Fix another error
  • 1.16 work; 2400 errors to go
  • <2000 errors
  • Fix a few minor things
  • Continue porting
  • <750 compile errors
  • Continued port work
  • ~400 to go
  • Set up new item property overrides
  • Additional minor tweaks
  • Add new textures & unintegrated models
  • Drive array fixes
  • Cleanup a lot of tag stuff
  • Re-enable CTM, and get the API module compiling
  • Lots and lots of gui work. Three remaining compiler errors in the main
  • Fully implement QIO models
  • Compiles, but crashes on startup
  • Fix startup attribute crash
  • Make Redstone Adapter torch glow when active
  • Add fancy redstone control switches
  • Fix various issues and address some TODOs. Currently works on a
  • Port/fix issues from merge of V10 into 1.16
  • Add a system to our cached config values to allow for registering code
  • Given hoe's are a valid tool type for things now in vanilla, override a
  • Make Portable QIO Dashboard colorable, improve QIO Dashboard coloring
  • Tweaked Colors for Less Eye Bleeding
  • Fix a couple bugs and also port JEI integration
  • Tweaked Purple Color
  • Reduce, Reduce, Reduce!
  • Removed Alt Textures
  • Reduced Resolution of Stuff and Things
  • New Coat of Paint for Robit
  • Compressed PNGs
  • Continue working on TODOs and fix laser rendering
  • Changed Elite Tier Blue Color
  • Update Robit Entity Textures
  • Robit Item Model Changes
  • Fixed LED Color
  • Revised Security Desk Model
  • Fixed Robit Item Model... Again
  • Transition Security Desk from TESR/ISTER to a JSON model
  • Update Logistical Sorter
  • Update Radioactive Waste Barrel
  • Update Electric Pump Model
  • Update Metallurgic Infuser Model
  • Convert Multipart Core to 32x
  • Continue working through TODOs and slightly further cleanup the Codec
  • Optimized Metallurgic Infuser Model
  • Optimized Chargepad Model
  • Revised & Optimized Chemical Tank Model
  • Optimized Chemical Infuser Model
  • Do some testing, and make some modified copies of ItemRenderer methods
  • Optimized Chemical Washer Model
  • Adjust text coloring to use our custom colors instead of wrapping them
  • Fix voxel shapes, fix rotations, adopt our own lighting system for
  • Optimized Pressurized Reaction Chamber Model
  • Created Color Overlay Palette
  • Reduced Size of Personal Chest Texture
  • Revised & Optimized Resistive Heater Model
  • Fixed Texture Location
  • Resistive Heater Model Fixes
  • Add ColorAtlasLoader to handle defining of custom colors, implement new
  • Fix Fission Reactor JEI plugin not handling Steam as an Output (#6244)
  • Fix armor items that shouldn't be enchantable being it anyways (#6248)
  • Update forge and also adapt EnumColor modifiable rgb code system to also
  • Optimized Chemical Oxidizer Model
  • Fix a few missed calls not rendering via matrix stacks and causing
  • Added Antiprotonic Nucleosynthesizer Model
  • Add Antiprotonic Nucleosynthesizer model, make Portable QIO Dashboard
  • New Crowdin updates (#6228)
  • New Crowdin updates (#6252)
  • Fix inventory duplication issue
  • Expand our custom wire frame rendering to be able to support baked
  • Comment out pigment support for some elements for v10 release, fix
  • Added Netherite Paxel
  • Add tooltips to show which side the side config buttons are for.
  • Fix merge of crystallizer screen. It was easier to just accept V10 and
  • Add netherite paxel, recipe and model using the texture are waiting on
  • Animated Infuse Types
  • Update forge and fix some issues with data generators! Add recipe for
  • Somehow I missed a bunch of files in the last commit, this adds those
  • Improve light handling
  • Define light value in block properties
  • Fix Portable QIO Dashboard color
  • Update forge and fix merge issue
  • Delete redstone_control_pulse.png
  • Refreshed Power & Heat Bars
  • Updated GUI Buttons
  • Updated GUI Gauge Textures
  • Updated GUI Progress Bar Textures
  • Updated GUI Slot Textures
  • Updated Main GUI Element Textures
  • Reduced Digital Miner Texture Res
  • Modify the meka suit model so that it supports rendering as enchanted if
  • Fix a couple GUI issues and cleanup some code that is duplicated from
  • More polishing/enhancements
  • Radioactive Waste Barrel now 'processes' 1 mB of contained waste each
  • In theory fix the tag data generators we provide in the API. Untested
  • Fix Reactor Glass recipe
  • Fix a couple minor issues with the portable teleporter GUI, including
  • Fix error from merge
  • Updated Bucket GUI Icons
  • Revised Bucket Icons
  • Adjusted GUI Tab Spacing
  • Updated Energy & Heat Info Tab Icons
  • Added Alternate Energy & Heat Info Tab Icons
  • Fix container edit mode, color adjustments
  • Updated Vibrator Arrow Selection Texture
  • Fix Seismic Reader tooltip ordering
  • Fixed Up Arrow Texture
  • Cleanup some TODOs
  • Centered Security Lock Icons
  • Fix Security Desk shading
  • Centered Security Desk Lock Textures
  • Update container_edit_mode_both.png
  • Updated Energy & Heat Tab Textures
  • Fix Heat Generator temperature readout, update Energy + Heat tab
  • Updated Side Config Icons
  • Add Antiprotonic Nucleosynthesizer block shape
  • Fix merge conflicts
  • Update forge and switch to the built in hoe tool type rather than using
  • Updated Generators Sun Icons
  • Update state_holder.png
  • Improve SPS energy core render
  • Optimized Bio Generator Model
  • Texture Shrinkage
  • Reenabled Shadign on Bio Gen Model
  • JSON-ify Bio Generator block model, only use TER for contents
  • Optimized Chemical Crystallizer Model
  • Updated Ports/Overlay Texture
  • Optimized Gas Burning Generator Model
  • Update gas_burning_generator.json
  • Optimized Heat Generator Model
  • Reduced Texture Sizes
  • Fixed Heat Generator Model Rotation
  • Conquer and beat tags into submission - Use a small coremod to make sure
  • Minor cleanup to where a few methods get called
  • Single player!
  • New Crowdin updates (#6253)
  • Optimized Advanced Solar Generator Model
  • Added Active Variant of Heat Generator Model
  • Fix Electrolytic Breathing Unit working without water
  • Fix formatting in one line
  • Make the Electrolytic Breathing Unit only work while 1.8 blocks in water
  • Fix some issues with client side code not running properly causing
  • Fix electric bow, and also fix shield blocking animation not displaying
  • Fix energy being able to be directly extracted from some items
  • Update/JSONify Chemical Crystallizer, Heat Generator, Gas Burning
  • Fix a couple oddities with the change to how to make the client on block
  • Add Transparent Plastic Blocks, Stairs and Slabs (#6257)
  • Update getSubmergedHeight to new way of getting it
  • Remove TODO
  • Fix render ordering of SPS orbit effect
  • Fix improper client side "bypassing" for multiblocks block activate
  • Fix Fusion Reactor Logic Adapter active cooling readout (#6247)
  • Update advanced_solar_generator_alt.json
  • Improve baked model extensions to allow for quick modifications of baked
  • Cherrypick Advanced Solar Generator model changes
  • Fixed Shading on Resistive Heater Models
  • Bump forge for lighting changes, don't make solar generators emit light
  • Add config option for MekaSuit helmet compass widget
  • Added HUD Armor Icons
  • Fix issues with "replacing" stacks in slots
  • Rebalance the rate at which the Solar Neutron Activator works. It no
  • Updated Animated GUI Icons
  • Bump Forge, refactor GUIs to allow for more control over z-level
  • Fix crash with nonexistant tags for oredictionificator filters
  • Bump up baseline radiation damage value, move MekaSuit armor item energy
  • Add subtitle support for our sounds
  • New Crowdin updates (#6259)
  • GUI fixes
  • Fix item tooltips
  • Make it so refined obsidian gear, nuggets, ingots, and blocks do not
  • Some prep work on fixing issues with structural glass' onBlockActivated
  • Optimzed Chargepad Model... Again
  • Fix JEI slot/tank backgrounds, fix HUD icons, fix movable filter
  • Add three new items, one infuse type, and a bunch of recipes for
  • Add things to the new 1.16 tags. Not only are piglins in love with gold,
  • Make energy and heat tabs able to be cycled backwards with right click
  • Fix some minor GUI issues
  • Remove no longer relevant TODO, and fix a small amount of z-fighting in
  • Fix held item layering
  • Fix structural multiblocks allowing for ghost placements of BlockItems,
  • Updated Refined Item Textures
  • Added Enriched Gold Item
  • Added Netherite Dust Item Texture
  • Added Dirty Netherite Scrap
  • Add Color Picker
  • New Crowdin updates (#6263)
  • Updated Refined Glowstone Armor Texture
  • Fix a couple misc things with our JEI integration
  • Fixed Enriched Item Textures
  • Add custom HUD coloring, add Radioactive Waste Barrel recipe, fix Geiger
  • Fix security sync issue
  • Only send the security update packet from the server side, and update
  • Fixed Heat Generator Texture Mapping
  • Added HUD Icons
  • Allow Teleporter Frames to be placed Horizontally (#6266)
  • Make Electrolytic Breathing Unit fill any main hand item that can hold
  • Properly mark our blocks as requiring the proper tool to harvest
  • Properly mark our blocks as requiring the proper tool to harvest, and
  • Fix rendering of custom helmets being incorrect on armor stands
  • Don't mix durability bars for energy and other things, and also fix a
  • Implement MekaSuit module HUD elements, fix radial menu render
  • Updated Jetpack HUD Icons
  • Updated GUI Icons & Compressed Textures
  • Updated Block Overlay Icons
  • New Icons
  • More fluid HUD jitter, allow additional HUD color selection, add compass
  • Fix some balance issues
  • update maven config
  • Fix some errors exposed by LGTM
  • Slightly tweak all jar to ensure only one pack.mcmeta file gets added.
  • Fix glitchy thermal evaporation plant heat adjustments
  • Fix mode change sound playing when no keys are bound, add step assist
  • Fix Robit Return to home button (#6272)
  • Misc cleanup
  • Update robit2.png
  • Add a little bit of extra null safety to
  • Updated Refined Glowstone Armor Textures
  • Create our own custom model loader, allowing resource pack creators to
  • Fix model loader registration order
  • Add a fallback for the reverse chemical tag lookup so that they can be
  • Updated Armor Textures
  • Update dirty_netherite_scrap.png
  • Updated Balloon Model and Texture
  • Updated Base Texture for Pigment
  • Update forge now that a bunch of the PRs we were waiting on have been
  • Updated Fuel/Control Rod Textures
  • Bump forge version to require a version that has the keybind modifier
  • New Crowdin updates (#6265)
  • Run png optimizer task
  • tweak maven deps & try to ensure that the artifacts are always reobfed
  • slightly better gradle typings
  • prevent concurrency issues when updating Bolts during render (probable
  • Fix some more blocks having the improper block activated result on the
  • Improve custom model loading, use new lighting system for all models
  • Fix Heat Generator nether energy boost
  • Allow properly wrapping DriveArrayBakedModels if they end up becoming
  • Fix a couple of the jars being "invalid" (missing the mods.toml) file.
  • Update Balloon rendering
  • Replace non breaking spaces with a normal space before displaying in
  • Updated Energy Cube Textures
  • Update balloon hitbox to match the new model
  • Update build.gradle to include versioning information in the manifest
  • Optimized Control/Fuel Rod Assembly Models
  • Update reactor fuel/control rod assembly voxel shapes
  • Update MC version in the README
  • Updated Control/Fuel Rod Assembly Model & Textures
  • Fixed Control/Fuel Rod Assembly Models
  • Fix bounding block not having hit or break particles, it still does not
  • Rerun code formatter
  • Update control and fuel rod voxel shapes again to match models
  • Some minor cleanup based on IntelliJ's inspections
  • New Crowdin updates (#6276)
  • Add color map for text
  • Add side config tab & transporter config tab to color map
  • More tab colors
  • Tweak Module Base recipe, make MekaSuit require Netherite armor pieces
  • Re-enable TOP integration, and proxy bounding block information to the
  • Implement creative pick block mechanic for the robit, obsidian tnt
  • Add a little bit of safety handling/data fixing so that if some things
  • Improve our TOP integration to have proper handling for merged tanks. It
  • Slightly refactor our recipe providers to make the sub recipe provider
  • Slightly adjust infusion rates for higher tier alloys and basic circuits
  • Minor cleanup and update forge in dev environment
  • Work some on cleaning up various TODOs
  • Update Robit AI pathfinding to more closely match vanilla again as it
  • Use entity_solid render type for MekaSuit (test)
  • Remove the coremod we had added as it is possible again to just use
  • Revert "Use entity_solid render type for MekaSuit (test)"
  • Properly invalidate in progress recipe caches if /reload is performed
  • Test not using custom transformations
  • Override the default break particle code to remove the minimum number of
  • Revert "Test not using custom transformations"
  • New Crowdin updates (#6277)
  • Fix balloons not spawning particles in some cases such as when they get
  • Make the balloon latching onto the top of blocks match the check torches
  • Optimized Digital Miner Model & Textures
  • Update digital_miner.json
  • Big Digital Miner Item Model!
  • Slightly reposition the attachment high further for balloons so that it
  • Updated Digital Miner Model & Textures
  • Updated Digital Miner Model & Textures
  • Make fluorite ore be affected by fortune, averages out at slightly less
  • Updated Digital Miner Model
  • Update Digital Miner model implementation, remove some unused assets
  • Re-implement Digital Miner visual renderer
  • Updated Digital Miner Models
  • Fix DM lighting
  • Inline the miner's visual renderer into the TER itself
  • Hacky fix for DM screen
  • Fix additional DM texture
  • Optimize image files
  • Delete digital_miner_screen_off.png
  • Fix DM shading
  • Fix fluid lighting
  • Add a null safety check
  • Rename a few recipe builders to be more inline with what they are
  • New Crowdin updates (#6279)
  • Fix module container registration
  • Don't reset module container registration, we don't recompute each
  • Bump forge version and remove no longer needed (or existing) beacon base
  • Fix structural glass accessing logic adapters rather than core
  • New translations en_us.json (Italian) (#6284)
9.10.9.422:
  • Fix electric bow being stackable #6224
  • Add solar generator energy bar back (#6237)
  • Fix Electric Bow shooting animation (#6233)
  • Fix seismic reader scolling buttons (#6242)
  • Fix accidentally still wrapping a packet buffer #6238
  • Mark bounding blocks as not allowing movement when queried by
  • Update Wood Gasification to atleast for logs and dust return coal dust
  • Fix read/write location mismatch for retrogen
  • Bump version to 9.10.9
9.10.8.421:
  • Do custom armor layer slightly differently to at least have it render
  • Add thread safety to world gen, spawn eggs, parrot sounds. (#6215)
  • Minor cleanup
  • Don't do any validation for chunks we are loading on world load and
  • New Crowdin translations (#6194)
  • Fix some issues with inserting into the rotary condensentrator's gas
  • Bump version to 9.10.8

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.

Sign Up for Mekanism Premium

Donate via Patreon