Mekanism-1.21.1-10.7.19.homebaked.jar
Curse Maven Snippet
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.
This mod has no additional files