I don't want to hate on the mod because it is really cool and i like a lot of what it offers but it seems that in nearly every modpack it's in, it vastly overshadows everything else. The ethylene generator feels like the biggest offense since it makes nearly all other powergen completely irrelevant until it gets replaced by mekanism's own nuclear reactor.
I run my own pack, on SSP, and I think about adding mekanism, it seems awesome, but I worry it's ore proccesing will break any form of balance, yes I can just ignore the ore proccessing part, but the I crave for maximum efficency, so giving up on this kind of option will kill me inside (I use cofh world gen, but removed the limitation on min Y for the ores) Edit: after being told here the different features of Mekanism I decided against adding it, as it seems too balance breaker for my pack, if any of you have an idea about nice mods that doesn't have enough fanbase or spotlight and are worth it, please let me know
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
Hey anyone have a beginners intro into how to setup Mekanism so I can double my ore count?
Currently have the Heat Generator up & Metylluric but I have to make constant runs to the nether to refill my lava which is quite annoying.
Pls let me know!
And that’s not including the various gases and such that will be needed.
I decided to go the Mekanism way this time but I never used it! I heard about ore pentupling 🤩 Any recommendations of a good guide to get started? Any advice?
Hey everyone! It’s been a while since I’ve checked in with the community. As many of you know, I’ve been very occupied with school and work which has drastically decreased the amount of freetime I have to work on Mekanism. While I’ve never once considered abandoning it, over the past couple years I’ve really only been able to periodically check in on the project, which I really regret.
I’ve spent the last two weeks catching up on the state of Mekanism, and had some chats with u/dizzydizzyd on the best way to handle the continued development of Mekanism and the emergence of Mekanica into the modding ecosystem in a way that creates the least amount of friction in the community. After a lot of work and discussion, we have a few exciting announcements we’d like to make!
The Plan
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The entirety of Mekanica’s performance and stability improvements have been merged into Mekanism. This is the result of a development collaboration between the Mekanism and Mekanica team stretching hundreds of commits.
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Moving forward, Mekanica will split course from Mekanism. This means that Mekanica will undergo massive internal overhauls and no longer serve as a drop-in replacement for Mekanism; rather, it will exist a separate ‘sister’ project with similar content but different vision.
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The Mekanism team is evolving. Internally, we now have five seasoned developers actively contributing to the project and monitoring issues (thiakil, thommy101, pupnewfster, temp1011 and myself).
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Our policy is changing. When I was actively maintaining Mekanism, I made it my objective to maintain a direct line of communication with the Minecraft modding community. Starting today, Mekanism team is going to enforce this at every level. Join the official discord here: https://discord.gg/nmSjMGc
Mekanism v9.7
Today, we are releasing Mekanism v9.7, which contains all the improvements brought about by the Mekanica changes. This is a massive update with fixes and improvements that have been collectively developed by myself, dizzyd, and the rest of the Mekanism team. A list of the most important changes is below:
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Reduced memory usage of models
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Overhauled entire sound system to work reliably with mufflers; reduced size of sound files by 90% and remastered for uniformity
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Improved ambient lighting to avoid lag when machines are starting/stopping
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Improved performance/behavior of Logistical Transporters; they are much lighter on server now and more efficient when moving large numbers of items
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Overhauled solar power generation to be more realistic (they work better in cooler, less humid environments...and in space work REALLY well). Biome matters now and when it rains, they still trickle some power, but at significant penalty.
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Rewrote turbine rotors so that instead of sending n2 packets per multi-block formation/chunk load/neighbor change they now only send n packets; also fixed various crashes associated with turbines across chunk boundaries.
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Added additional translations for JP and ES
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Removed transporter support for IInventory interface; refactored logic around how pipes/cables connect so they follow the marked areas on machines
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Replaced the hacky rendering system for items with TEISRs (some soon to be moved to models)
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Deduplicated a bunch of code
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Added some helpful hooks/commands to the CraftTweaker integration to make it easier on the life of pack makers.
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There are now Sawing Factories. (Thanks ToMe25 for the pull request)
Q/A
For the rest of the day, myself and the rest of the Mekanism team will be around to answer any questions and try to address any concerns.
P.S. - v10 will come. :)
I'm currently playing on 1.12 and I really like to use Mekanism. A lot of things like the item transport system are so underrated and a lot of people seem to rather go with Thermal Dynamics. I personally think Mekanism has a very powerful logistical transport system with filters and channels, kind of like EnderIO, but in a different way. I just have the impression a lot of people just don't know how to use it. (correct me if I'm wrong about that)
It also has a lot of cool power generation options, like ethylene or even a reactor from MekanismGenerators.
I've also noticed that Mekanism's fluid transfer system is one of the fastest you can find.
So I went to look on the internet and I couldn't find a lot of up-to-date tutorials for Mekanism, which is very unfortunate, because it's such a cool mod.
Would you guys like to see some Mekanism tutorials here on r/feedthebeast?
Maybe things like setting up AE2 inscriber automation with Mekanism's logistical transporters. Or some more in depth explanation of how they work?
I was just wondering if anyone knew why IE doesn't have mekanism?
Edit- I mean Infinity Evolved not Immersive Engineering
I would guess it's a combination of about 3 reasons:
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Redundancy. As mentioned, there's already 4-5 mods that provide processing, pipes, etc.
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Balance. Mekanism is several times more powerful than similar mods. The other mods provide 2-3x ore processing and Mekanism goes to 5x. Other generators provide tens of thousands of RF/tick, or hundreds of thousands only for ultra-endgame monstrosities like the 64x Nether Star Generator. Meanwhile, a midgame Mekanism fusion reactor can do millions of RF/tick, and advanced ones go to tens of millions.
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Performance. I don't have hard numbers here, but I think there are problems here. The Solar Evaporation Plants seem to take up a lot of tick time for what they're doing, and the Logistics Conduits do not seem as processor-efficient as similar mods.
For me it really comes down to reason 2. I like Mekanism, but there's not really any reason to use other ore processing mods when it's in the pack.
Official FTB packs (not 3rd party) tend not to have Mekanism in them. They tend not to have other mods as well.
I installed mekanism just for ore processing, the jetpack and providing energy for Refined Storage (using mekanism generators). Mekanism also adds really OP things like the digital miner, so I was wondering, what's the list?
Read the title.
Everywhere is filled with the horrors of Mekanism being buggy and laggy, and I was wondering if that's still true in 1.12! Been looking for a single Big Tech Mod to add to my new modpack with fancy multiblocks, and have run IE and TE too many times now.
Why do you like or dislike Mekanism?
Hi everyone!
My questionis for all fans of Tech Modpacks with detailed quests that guide you step by step, modpacks where you don't have to think "What should I do now?".
Do you ask yourself: "Why the "Create: Above And Beyond" is almost the only such modpack?"
I invite you to try the new modpack which is created for guys like us.
Create 2 Mekanism!
The game consists of 10 chapters. Each of them is created to include contraptions automation and at least 1 exploration mission, without it you won't be able to proceed!
You start your journey as a Cave Man (exploring caves, gathering ores) and proceed to become Astrophysicist (building reactors and exploring Space).
Even with the mods, modpack is designed to have an "enhanced vanilla" feeling, while more and more diving you into the world of mods.
Progress Summary:
Create >> AE2 + Mekanism >> Ad Astra
Download it on CurseForge:
https://www.curseforge.com/minecraft/modpacks/create-2-mekanism
Also, feel free to join our discord server and leave your feedback!
I added Mekanism to a modpack because I needed a way to produce forge energy for another mod, and while it's a very interesting mod I never made much use of it. I had no use of anything more powerful than windmills and solar panels, which is a shame because I'd love to actually build the more advanced stuff like the reactors, but there's not much point in building them if they're just going to sit idle. So if anyone knows of any engaging, practical mods that consume lots of forge energy (or things within Mekanism itself that I'm missing) I'd love to hear it.