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Mekanism Additions

Additions module for Mekanism, contains things that don't quite fit in the other modules.

File Details

MekanismAdditions-1.16.1-10.0.3.426.jar

  • R
  • Jul 21, 2020
  • 825.93 KB
  • 27.4K
  • 1.16.1
  • Forge

File Name

MekanismAdditions-1.16.1-10.0.3.426.jar

Supported Versions

  • 1.16.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mekanism-additions-345425:3010984")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

7e131d9 - Make dictionary show block tags when used on a block in world instead of item tags
46de0e3 - Improve /mek build structures (#6345)
d77fd2d - Update deps, re-enable TOP in dev, and add support for Biome's O Plenty's black sand/sandstone. Note: This will cause the new black sandstone to sand recipe to error when used with Biome's O Plenty versions older than 11.0.0.386. But it is simple enough to just update BOP
c5a95ad - Fix QIO drive upgrade recipes not properly transferring the stored items #6354
4a33b37 - Ensure that at least one super heater is included in the boiler #6359 Technically we could let it form if there is an empty spot below the pressure disperser in the minimum size, but as the boil capacity would then be zero, we instead just require that there is at least one superheating element
f168f9f - Fix a bunch of different issues, most of which relating to the SPS: - Fix the SPS sometimes not being able to insert energy due to the order in which things tick #6351 The SPS is designed to be able to use all energy inserted, even if some of it may end up being unused - Fix the SPS marking the amount of input processed by more than it actually was able to process (due to the fact that there was not that much input stored) - Fix the SPS displaying the max theoretical process rate (if the input tank had unlimited capacity), instead of displaying the actual amount it processed - Fix SPS Process Rate having wrong capitalization for mB - Fix a few mismatched equals/hashcode implementations - Fix MathUtils clampToLong converting it to an int not a long
7bb2654 - Keep track of bolt render information for SPS multiblocks per multiblock instead of combining them all together and then having them not get rendered in the proper location due to the matrix stack shifting it the incorrect amount #6355
a099859 - Make Flamethrower flames be always faster then the player causing them and improve rendering positioning of various particles (#6250)
7688f13 - Update forge in dev, and rerun data generator
09e65ff - Fix our bolt renderer not working on fabulous graphics. Fix the Meka Suit not rendering properly on "children". Fix Meka Suit gravitational modulator bolt rendering not properly shifting when the player is crouching Work on generifying how the Meka Suit disables rendering of various parts of the model of the entity it is being worn by to have better compatibility with non players (such as armor stands) Update our custom handling in our own armor layer to be more like vanilla as it changed in 1.16, and was causing the meka suit to not render properly on various other entities such as zombies
700d7c4 - Fix bolts from magnetic attraction module and vein mining module properly render for all players in multiplayer #6290. Also make the atomic disassembler when vein mining also have the same bolt rendering as the vein mining module does
d9b02a2 - Make the radioactive waste barrel be able to give off a comparator signal https://github.com/mekanism/Mekanism-Feature-Requests/issues/73
1374066 - Fix personal chest not properly causing the inventory to save when contents change sometimes on the server #6370
456079b - Add bolt rendering for AOE tilling and log stripping
fb395a0 - New Crowdin updates (#6341)
44b786d - Bump version to 10.0.3