Ore processing balance changes with raw vs ore? And how to change it back?
1.18 Mekanism Ore Processing Factory Question
Help with speeding up Mekanism
[Ironwing Industries] Mekanism Ore Processing systems not displaying compatibility with Extreme Reactors 2 Yellorite?
So I've been playing with Mekanism in older versions of Minecraft (1.12) for a while but I recently upgraded to Mechanism 10 and Minecraft 1.18.2 so I am going to re-cap a few things that are probably obvious to most people.
In older versions, the Tier 1 ore processing was you would put 1 ore into an enrichment chamber and get 2 dusts out, then cook those dusts for 2 ingots. This is still technically true in latest Minecraft/Mekanism, except you can't get ores without silk touch anymore in latest Minecraft. Instead breaking ores now drop raw metals. So breaking 1 iron ore results in 1 raw iron.
But instead of 1 raw iron turning into 2 dusts when placed in the enrichment chambers like ores do, it takes 3 raw iron to get 4 iron dust. So instead of getting a x2 boost to ore production, the Tier 1 ore processing only gives a x1.33 boost.
I don't understand why the boost would be reduced for raw metals vs ores, when the difference is basically cosmetic. Ores only drop 1 raw metal. So unless I am missing something there isn't any exploit potential. It seems like the only result of this change is to increase the amount of time grinding for resources... and maybe give an excuse to get silk touch enchantments?
Is there a config file that I can edit to change the recipe back?
Hey guys, I've set up my tier 4 ore processing factory but I keep running into a constant issue. I set up my factory to automatically process all uranium that enters my system for my fission fuel production. But it keeps getting jammed with 1 random uranium ore, is there a way to only send 3 raw ores in at a time?
Looking for ways to speed up mekanism ore processing. It seems to really slow down at the crystallizer so wondering if there’s anyway to speed that up other than upgrades. I’ve tried putting multiple but then the chemical gets split too much and they all get stuck with some left but I currently have two
Title, but some additional information here:
Extreme Reactors 2 Yellorite Ore is tagged 'forge:ores/uranium' (I have triple-checked the spelling), which means that it should work with any tier of Mekanism ore processing, producing Mekanism-native uranium products.
However, JEI does not display the associated recipes with Yellorite as an input, and an Enrichment Chamber won't even accept the Yellorite Ore into its input slot even though it will happily process any other ore tagged 'forge:ores/uranium' into Mekanism uranium dust (expected behavior).
Additionally, when I tag dictionary search '$ores/uranium' in JEI, Yellorite Ore does not appear in the results list. If I search '$ingots/uranium', however, Yellorium Ingots do appear.
I'm on the latest version of this modpack, v1.1.1.
The modpack's creator doesn't have a github link for managing issue tickets and requires me to join a Discord server to provide feedback, which I question the efficiency of.
If you have any help, it would be mightily appreciated.
I am pleased to announce that Mekanism for 1.18.2 is finally here! Due to technical differences, we will not be supporting 1.18.1. Mekanism for 1.18.2 has been a while coming, but I promise it was worth the wait; we have lots of new exciting mod integrations, notable changes, and quality of life improvements:
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Support for Open Computers 2 exposing everything that we expose to CC: Tweaked (minus the utility methods to convert between energy types)
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Even more CraftTweaker integration
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Added support for Wildfire’s Female Gender Mod by defining physics resistance values for our armor as well as declaring when our gear has no front piece (non-armored jetpacks), or when there would be clipping so rendering should be disabled (MekaSuit)
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Removed Copper ore, blocks, ingots, and nuggets
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Added a Personal Barrel
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Made it so that the Personal Chest cannot be opened if there is a block on top of it (like a vanilla chest)
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Made Nutritional Paste a Liquid instead of a Chemical
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Added support giving machines custom names similarly to how chests and furnaces can be renamed (thank you u/Matyrobbrt for the PR)
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Exposed comparator level of block entities to CC: Tweaked and OC2
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Created a warning system for our GUIs to provide feedback for common processing issues such as when there is not enough energy
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Added support for dropping stored items when the item entity containing them is destroyed, mimicking how vanilla now drops the contents of shulkers and bundles (respecting security settings)
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Moved the MekaSuit Solar Recharging Unit to Mekanism: Generators, and expanded our custom module system to enable addons to modify the suit’s model when the module is equipped
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Improved the ‘on ground’ check for our jetpacks so that hover mode is disabled more appropriately
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Allow walking on powdered snow (without falling through) when wearing free runners or MekaSuit boots (does not require energy)
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Added a bunch of Quality of Life and utility recipes for content from 1.17 and 1.18
Release Links:
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Mekanism
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Mekanism: Additions
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Mekanism: Generators
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Mekanism: Tools
Mekanism Discord
I've been on 1.18 Mekanism and I'm trying to figure out the new numbers for ore processing since the wiki isn't updated yet, there's no more hard 2/3/4/5x processing anymore.
Does anyone have the set numbers for the tiers yet? I'm currently on what would have been the old 4x processing tier with an injection chamber but I'm only getting 2.6x processing (8 shards per 3 ore). That seems like a pretty big nerf from 4x to 2.6x but I'm not complaining just wondering if I'm doing it wrong.
Edit: quickly doing the math you get 2,000mb per 3 ore, and 200mb for a crystal so 10 crystals per 3 ore... that means the old 5x is now just 3.3x. Does this mean 4x and 5x are gone?