Mekanism Better Antimatter

Expands Mekanism's antimatter with late-game content: production, storage and applications.
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Mekanism: Better Antimatter

An addon for Mekanism

Mekanism lets you build an SPS, spend a fortune in polonium, and finally make antimatter - and then gives you almost nothing to do with it.

This mod picks up exactly there. Antimatter stops being the end of the tree and becomes the first rung of a new one: burn it for enormous power, condense it into exotic matter, fire a laser at the stars for strange matter, and end up dissolving matter into raw data and printing it back as whatever you like.

Each stage powers the next. The reactor you build in stage one exists largely to feed the machines in stage two, and so on up.

Annihilation power

The Annihilation Chamber is a single block: antimatter and water in, energy out. Good enough to start.

The Annihilation Reactor is the real thing - a multiblock from 3×3×3 up to 7×7×7 whose output scales faster than its fuel cost, so a bigger reactor is genuinely more efficient rather than simply larger.

It also runs hot. Heat builds with output, and sodium coolant carries it away as superheated sodium, which feeds straight into a Thermoelectric Boiler and turbine for free extra power. Let the temperature climb and the reactor throttles itself first, as a warning. Ignore that too and containment fails.

Exotic matter

The Exotic Matter Condenser crushes antimatter and polonium together under enormous sustained power until it condenses into exotic matter. It is a heavy net consumer - build it next to a reactor.

Exotic matter is the gateway to everything past this point, and it also has an immediate use: the Exotic Crystallizer extends Mekanism's ore chain past the Chemical Washer, taking ore processing from 5x to 10x. It reads Mekanism's own crystallizing recipes, so it works with every ore in your pack - including modded ones - with no configuration.

Shooting the stars

The Stellar Collector is a gigantic laser that fires straight up, strikes a star, and draws inactive strange matter back down the beam.

Where you build it is the puzzle. It needs a genuine line to the sky, it only runs at night, rain and thunder shut it down, and it works better the higher you build - a third speed at sea level, full speed up at Y 200. Roof it over or take it underground and it will not fire at all. In the End it runs at any hour, since the stars never set there.

Or you can stop playing by those rules. A Captured Star, held inside the collector, replaces the sky entirely: any dimension, any time, any weather, and faster - for triple the power draw.

Black holes and strange matter

Strange matter comes out of the sky inert. Waking it up takes a Black Hole Generator: a multiblock that produces no power and no item, only a singularity and the 16-block tidal field around it.

Stand Containment Units in that field and the inactive strange matter they hold steadily wakes into the active form. Nothing else does this, so the two are built as a pair.

Matter into data, data into anything

The Matter Digitizer tears any item apart with active strange matter and stores what it was as raw data.

The Matter Decoder prints it back. Put a single item in its pattern slot - it is read, never consumed - and the structure prints copies of it. Printing costs more data than digitizing produces, so the loop is deliberately lossy: replication is a real cost, not free transmutation.

Gear

  • Antimatter Reactor Unit - a MekaSuit chestplate module that adds an antimatter tank and keeps the suit charged from it.
  • Antimatter Cell Unit - a Meka-Tool module that burns antimatter pellets straight from your inventory to recharge the tool in the field.
  • Antimatter Catalyst - right-click any Mekanism machine to halve its power draw for an hour.
  • SPS Focusing Coil - right-click an SPS Port to halve the polonium your whole SPS needs per unit of antimatter.

Compatibility

Optional support for Jade (structure status in the look-at tooltip), JEI (a description page for every block), and Athena (connected textures on multiblock casings). None of them is required, and the mod runs identically without any of them.

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.250 or newer
  • Mekanism 10.7+ - required, this is an addon

Configuration

Every rate, cost, capacity and threshold is configurable - 61 values in all, including the reactor's throttle and meltdown temperatures, the collector's sky conditions, and the replication loss multiplier that governs how expensive matter printing is.

Status

Early, and honest about it: the textures are placeholders, and while everything loads and runs, only the Annihilation Reactor has been played through end to end. Bug reports are genuinely useful right now.

The Mekanism Better Antimatter Team

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