I am thinking of trying out fabric 1.20.1 lately but sadly there is no mekanism for that version.
I am pleased to announce that Mekanism for 1.20.1 is here and has lots of bug fixes, new textures, and some Quality of Life changes.
Before getting to the minimum modloader requirements of Mekanism 10.4.0, I think it makes most sense to address our plans going forwards in regards to MinecraftForge vs NeoForge. All versions of Mekanism for 1.20+ will be targeted for NeoForge.
This means for 1.20.2+ where the two modloaders are going to diverge we will only be supporting NeoForge, but for 1.20.1 we will not go out of our way to be incompatible with MinecraftForge and as such Mekanism 10.4.0’s minimum Forge version is marked as 47.1.1.
In order to fix parts of our HUD occasionally overlapping hotbar text we recommend using NeoForge 47.1.35 or higher.
The MinecraftForge version that contains this fix is 47.1.14, though a lot of mods don’t support Forge versions greater than 47.1.3 due to MinecraftForge making numerous breaking changes after that point.
As far as we know none of the features Mekanism uses have been broken yet (so it should work on the latest MinecraftForge version), but that doesn’t preclude the possibility that MinecraftForge will end up making more breaking changes, which is why we recommend using NeoForge even for 1.20.1.
Now onto some of the highlights of the Mekanism 10.4.0 release (please make sure to check the changelog on curseforge for the full list of changes):
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Removed Material filters, these were a filter type that confused most players as they were based on the internal block materials blocks had (in 1.20 blocks no longer have backing material)
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Added support for creating chemicals via JsonThings
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Changed how Robit skins are created and registered so that they can be defined via datapacks
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Rewrote how our computer integration is internally implemented and also added better documentation
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Computer peripherals now have `help()` and `help(methodName)` methods to see documentation in game
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Breaking change to how we save world data. To transfer old data, rename data files relating to mekanism to have “mekanism_” in front of them. For example data/QIOFrequencyHandler.dat -> data/mekanism_QIOFrequencyHandler.dat
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Breaking changes to how some bits of our API are accessed so that we can take advantage of java service loaders
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Fixed transmitters not properly saving their contents under specific circumstances
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Reworked how multiblocks persist their contents to be more consistent
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Changed how inventories of personal storage items (barrels and chests) are saved to make use of world save data (ItemStack data will be smaller)
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Split the creative tab into a separate tab for each module
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Added a radial menu for the blasting unit
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Fixed some blocks not being properly fluid loggable
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Allow force extracting Osmium from the Osmium Compressor using pressurized tubes
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Don’t allow enchanting Electric Bows with Flame and use more modern systems to treat their flame mode as if they are enchanted with flame (this should improve compat with other mods)
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Split the Formulaic Assemblicator’s fill and empty grid button into two separate states so it is more clear what action will be performed on press
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Reactor Logic Adapters are no longer able to power neighboring logic adapters in the same multiblock
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Improved side and transporter config windows to also display what block is on what side
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Improved the map colors of various blocks
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Made carbon tinted a slightly darker color so that it is easier to see in GUIs
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Updated a bunch of item and block textures, as well as some models (for example factories now have 3D models)
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Slightly adjusted the colors that represent the five different tiers
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 am pleased to announce that Mekanism for Minecraft 1.21 is here. Yes you heard me right, Mekanism for Minecraft 1.21 is out on the same day Mojang released 1.21. In case you missed it, Mekanism now requires NeoForge instead of Forge. Do note, that this release is less polished than a lot of our other initial port releases. Instead of spending a bunch of time integrating with all the new vanilla features and adding custom Quality of Life recipes for new vanilla content, we decided to release an alpha immediately. This means we are able to start getting some feedback immediately and ensure we properly did away with raw NBT in the same way that Mojang did. I recommend checking out our README for details on some of the known bugs of features that haven’t fully been ported yet.
Now with all of that out of the way, as I am sure many of you have not played since 1.20.1, I am going to go into some details of notable bug fixes, quality of life improvements, and various other changes since then.
New in Mekanism 1.20.4:
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[Performance] Lots and we mean lots of performance improvements (so much so we are not going to go into details for the majority of them here)
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[Performance] Made it so structural glass and reactor glass no longer tick
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[Performance Profiling] Separate display per block type in profilers rather than having all things under a single entry for Mekanism
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[Compat] Added native support for EMI
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[Compat] Allow Transparent Plastic Blocks to be placed inside of Framed Blocks
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[QoL] Made holiday checks happen on day change as well as on start. This means that if you are playing Minecraft when a holiday change occurs, you can get messages like the happy new years wishes without having to restart your game
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[QoL/Robit Joy] The Robit’s are celebrating the month of pride, includes a new “holiday” greeting when joining a world during the month of June
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[QoL] Increased max length of Robit names and add support for using the section sign and color codes
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[QoL] Added Trusted Frequencies (thanks Bommels05 for the PR)
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[QoL] Allow Mekanism blocks and some items to stack when they have exactly matching data
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[QoL] Added a reset recipe that resets most configuration data on Mekanism items
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[QoL/BugFix] Thanks to NeoForge’s Capability rewrite, Logistical Transporters can now connect to Composters, and Mechanical Pipes can connect to Cauldrons
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[Balance] Made Teleportation Cores make use of Ender Pearls
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[QoL/Balance] Rebalanced entry level QIO recipes to be more mid game (around the same time as Quantum Entangloporters)
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[QoL] Added a View-Vector based Jetpack mode and allows installing multiple jetpack modules on the MekaSuit (thanks Mewacaser for the PR). Note: Hold sneak to make the View-Vector mode act like Normal mode instead (makes pillaring easier/possible)
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[QoL] Added support for pinning GUI windows so that they stay open and automatically re-open
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[QoL] Configurator wrench mode now tries to place items directly into the player’s inventory before dropping them
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[QoL] Made the Muffling Upgrade cheaper, and only require a single upgrade for full muffling
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[QoL] Added support for connecting QIO Exporters directly to Logistical Transporters, and added a Round-Robin mode to them
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[QoL/BugFix] Improved distribution logic to more evenly split resources that are not evenly divisible by the number of destinations
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[QoL] Removed the energy usage from the configurator and simplified the recipe
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[QoL/Consistency] Switch left and right click behavior on Bins to match other mods like storage drawers and functional storage
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[QoL] Added a Soul Gliding Unit to MekaSuit Boots and give Free Runners a free soul speed 1 effect
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[QoL] Added support for installing Muffling Upgrades in Resistive Heaters
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[QoL] Support using vanilla’s stone_crafting_materials in recipes that previously only accepted cobblestone
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[QoL] Added a Block of Bio Fuel
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[QoL] Make right clicking a stack in a QIO Dashboard take half a stack rather than half the stored amount
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[QoL] Made middle clicking a stack in a QIO Dashboard take a single item
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[QoL] Enabled NeoForge’s Milk Fluid, and allow using Fluid Tanks in bucket mode in order to milk cows and other mobs that can be milked
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[QoL] Moved the obsidian dust recipe from the Enrichment Chamber to the Crusher
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[QoL] Added crushing recipes for Blaze Powder, and Bone Meal
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[QoL] Added a Nucleosynthesizing recipe for Echo Shards
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[QoL] Increased speed of the Modification Station
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[QoL] Modification Station can now install and uninstall a stack of modules at a time
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[QoL] List extra information on Cardboard boxes such as what mob a boxed spawner is for (both as a tooltip, and when looking at them in world with a mod like Jade)
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[QoL] Retain Laser Amplifier, and Reactor Logic Adapter settings when broken/placed
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[QoL] Added support for inverting QIO Redstone Adatper’s output signal
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[QoL] Make side config GUI show block names and icons of what blocks are on a given side
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[QoL] Clear all sides button in the side config window now supports changing all sides when sides are the same rather than only being able to clear all sides.
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[QoL] Cleanup how Flamethrowers spawn projectiles and allow for firing a Flamethrower using the offhand
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[QoL] The Flamethrower can now light candles on fire
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[QoL] Expanded support for transporters and the like to the full range of our 18 colors
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[QoL] Holding shift when using the QIO Dashboard’s resize controls now minimizes/maximizes the dashboard
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[QoL] Added a config option to control where items go when automatically clearing crafting grid, when transferring recipes via JEI. Defaults to moving items into the frequency
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[QoL] Allows clearing text boxes in Mekanism GUIs by right clicking the textbox
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[QoL] Prevent dismantling blocks with radioactive substances in them with a configurator
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[QoL] Added a client config option to determine whether the QIO’s search bar is automatically focused
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[QoL] Use pick block (middle click) for determining what item to use to display for a block in the Seismic Reader
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[DataPack] Register vibration frequencies and parrot mimic sounds via NeoForge Data Maps to allow for modifying and removing them via datapacks.
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[DataPack] Moved the MekaSuit’s damage absorption from a config to a data map (thanks Maty for the PR)
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[API/QoL] Support checking player item cooldowns for things like jetpacks
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[API] Moved a lot of the serialization logic to Codecs
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[API] Restructured security utils to be split across various object types
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[API] Coord4D is no more, use vanilla’s GlobalPos instead
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[API] Added more helpers for boxed chemicals and chemical types
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[BugFix] Fixed being unable to deselect the search bar in QIO Dashboards
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[BugFix] Fixed being able to place waterlogged blocks in the Nether via a cardboard box
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[BugFix] Fixed Bounding blocks not being able to replace things like sculk veins
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[BugFix] Fixed misc floating point issues relating to rendering
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[BugFix] Don’t allow Industrial Turbines to form with no Pressure Dispersers as the Turbine is useless without them
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[BugFix] Fixed not being able to insert buckets into tanks until the tank had at least a bucket of the fluid stored
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[BugFix] Fixed Thermal Evaporation Plant valve rendering
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[BugFix] Added support for vanilla’s water and lava source conversion gamerules
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[BugFix] Properly respect max stack size for dropped items upon breaking a Logistical Transporter that is transferring an oversaturated stack
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[BugFix] Fixed wind generator speed and direction not respecting world height limits
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[BugFix] Fixed z-fighting for various blocks with Embeddium
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[BugFix] Fixed certain particles being added every render tick instead of client tick
New in Mekanism 1.21 since 1.20.4:
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[Breaking] Changed a lot of our serialization to use snake case (which is what Mojang has been slowly moving towards). This combined with the lack of item NBT will make loading existing worlds nearly impossible
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[Naming] Renamed Ethylene to Ethene to match our internal name for it, and the IUPAC standard
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[Compat] Added support for EMI’s alias system so that when using EMI you can search for something like: “turbine” and it will display all the blocks that can be used in a turbine, even if they don’t have turbine in their name
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[QoL] Mark the inside of formed multiblocks as “dangerous” so that mobs and pets will hopefully not teleport into them
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[QoL] Only remove harmful effects by default via the Inhalation Purification Unit
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[QoL] Allow Robits to pathfind past rails
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[QoL] Now defines default side configs on items via a Data Component rather than in the BlockEntity, so that default side configs don’t have to be serialized to the stack
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[API] Moved a lot more serialization logic to Codecs
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[API] Moved a lot of network serialization logic to StreamCodecs
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[API] Rewrite how custom modules work to be able to be able to work in the context of immutable data components
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[API] Refactored Chemical Stacks to be closer to modern Item and Fluid Stacks
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[API] Added the ability to make custom Chemical Ingredients, and ChemicalStackIngredients are now more or less equivalent to NeoForge’s SizedIngredient and SizedFluidIngredient.
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[API/DataPack] Restructured ingredients for our recipes, internally switching using NeoForge’s SizedIngredient and new SizedFluidIngredient. This should hopefully allow for a more uniform json syntax for representing ingredients across mods
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[API] Expose chemical registries as a DefaultedRegistry so that nullability warnings are more accurate
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[API] Added support for Recipe#matches to our recipes. We still recommend using the test methods, but this hopefully will make it possible to lookup recipes using vanilla’s RecipeManager
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