Dead's Mekanism Port

This project is an unofficial fork of Mekanism for Minecraft 1.21.1 NeoForge.+
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Mekanism-1.21.1-10.7.19.homebaked.jar

File nameMekanism-1.21.1-10.7.19.homebaked.jar
Uploader
DeadStudiosDeadStudios
Uploaded
Aug 31, 2026
Downloads
17
Size
11.6 MB
Mod Loaders
NeoForge
File ID
8780936
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:deads-mekanism-port-1676890:8780936"

Learn more about Curse Maven

What's new

Changelog

MekaSuit Rebalance Fork — Initial Release

For Minecraft 1.21.1 NeoForge, based on Mekanism 10.7.19.

Armor and combat

  • Removed the MekaSuit’s ability to convert stored energy into near-total damage immunity.
  • Powered MekaSuit armor now behaves like high-end conventional armor.
  • Players continue to lose health from meaningful attacks and remain killable.
  • Full powered armor provides protection slightly stronger than Netherite.
  • Defensive modules consume energy based on the damage or effect they prevent.
  • Added safeguards against defensive modules combining into practical invulnerability.

Unpowered behavior

  • Unpowered armor loses most of its enhanced protection.
  • Wearing most or all of an unpowered suit applies Slowness and Mining Fatigue.
  • Penalties are removed cleanly when sufficient power returns or the armor is removed.
  • Powered modules stop functioning when their armor piece cannot supply enough energy.

Energy system

  • Fixed every MekaSuit piece at 20,000,000 energy capacity.
  • Full suit capacity is now 80,000,000 energy.
  • Energy Unit modules can no longer be installed into MekaSuit armor.
  • Added a configurable charging throughput limit for each armor piece.
  • Removed unnecessary passive energy drain.
  • Movement and utility systems primarily consume power while actively used.
  • Defensive systems use high event-based energy costs during combat.

Environmental protection

  • Added powered fire-damage reduction.
  • Added powered lava-damage reduction with higher energy costs.
  • Added strong freezing protection.
  • Powered helmet breathing prevents drowning while sufficient energy is available.
  • Preserved Mekanism’s existing radiation-protection behavior.
  • Armor-bypassing sources such as void damage remain unaffected.

New modules

  • Strength Enhancement Unit
  • Knockback Stabilization Unit
  • Arcane Dampening Unit
  • Blast Dampening Unit
  • Thermal Regulation Unit
  • Fall Dampening Unit

Module behavior

  • Strength Enhancement increases melee damage and consumes energy when an enhanced attack lands.
  • Knockback Stabilization completely prevents knockback while enabled and powered.
  • Arcane Dampening provides configurable magic-damage reduction across four levels.
  • Blast Dampening reduces explosion damage without granting explosion immunity.
  • Thermal Regulation improves fire and lava protection with event-based energy consumption.
  • Fall Dampening completely prevents fall damage when the required energy can be paid.
  • Fall-protection energy cost scales with the damage that would have occurred.

Existing modules

  • Vision Enhancement now uses a small continuous energy drain while active.
  • Locomotive Boosting now provides configurable movement bonuses across four levels.
  • Higher movement levels have increasingly expensive energy costs.
  • Movement energy is primarily consumed while the player is moving.
  • Hydraulic Propulsion consumes energy when an enhanced jump is performed.
  • Existing jetpack, elytra, nutritional, breathing, radiation, and module-configuration systems remain intact.

Content and configuration

  • Added dedicated recipes for every new module.
  • Updated recipes for several existing movement and utility modules.
  • Added native-resolution Mekanism-style icons for all new modules.
  • Added English names, descriptions, settings, and tooltips.
  • Added configuration options for armor, energy, charging, environmental protection, module bonuses, and operating costs.
  • Added reusable magic-damage detection based on Minecraft and NeoForge damage classifications.

Development and testing

  • Added balance-focused unit tests.
  • Added NeoForge GameTests for powered damage behavior and fixed energy capacity.
  • Verified all 60 GameTests successfully.
  • Verified the complete Gradle build and data generation.
  • Verified the development client reaches the title-screen resource-loading stage.
  • Replaced the unavailable CC:Tweaked Maven dependency source with its pinned NeoForge release on Modrinth.

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