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Mekanism Better Antimatter

Expands Mekanism's antimatter with late-game content: production, storage and applications.
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MekanismBetterAntimatter-1.21.1-1.0.1.jar

File nameMekanismBetterAntimatter-1.21.1-1.0.1.jar
Uploader
MrOminox_MrOminox_
Uploaded
Sep 18, 2026
Downloads
89
Size
420.6 KB
Mod Loaders
NeoForge
File ID
8915105
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mekanism-better-antimatter-1060114:8915105"

Learn more about Curse Maven

What's new

1.0.1

First release. Turns Mekanism's antimatter from the end of the tech tree into the start of a new one: power, exotic matter, strange matter from the stars, and matter replication - plus the hazards that come with handling any of it, and the tools to survive them.

Power

  • Annihilation Chamber - a single block. Antimatter and water in, energy out of the front face.
  • Annihilation Reactor - a 3x3x3 to 7x7x7 multiblock. Output grows faster than fuel use, so a bigger reactor is more efficient, not just larger. It runs hot: sodium coolant carries the heat away as superheated sodium for Mekanism's boiler and turbine, the reactor throttles itself as it nears its limit, and if you let it climb anyway, containment fails.

Exotic matter

  • Exotic Matter Condenser - a 5x5x5 to 7x7x7 multiblock that crushes antimatter and polonium into exotic matter under enormous power. Build it beside a reactor.
  • Exotic Matter Crystal and Exotic Alloy - the materials everything later is made from.
  • Exotic Crystallizer - takes Mekanism's ore processing from 5x to 10x. It reads Mekanism's own recipes, so it works with every ore in the pack, modded ones included.

Strange matter

  • Stellar Collector - a 5x5x5 to 7x7x7 multiblock that fires a laser at the stars and draws inactive strange matter down the beam. It needs open sky, night and clear weather, and runs faster the higher you build it; the End has no night to wait for. A Captured Star inside removes every one of those limits.
  • Black Hole Generator - a 3x3x3 to 5x5x5 multiblock that holds a singularity and projects a 16-block field. The field is also a gravity well: loose items in range are pulled in and stored for pipes to collect. It never pulls players or mobs.
  • Containment Unit - stores exotic and strange matter, and turns inactive strange matter active while it stands in a black hole's field.

Replication

  • Matter Digitizer - dissolves any item into raw data.
  • Matter Decoder - a 3x3x3 to 7x7x7 multiblock that prints raw data back as whatever item is in its pattern slot. Printing costs more data than digitizing gives, so replication always costs something.
  • Error Correction Matrix - goes inside a Decoder in place of a Decoder Matrix and cuts the data each copy costs, each one less than the last. Replication gets cheaper, never free.

Hazards

What these chemicals do when they escape. They leak the same ways Mekanism's radioactive chemicals do: breaking a block that holds them, breaking the last pipe carrying them, or dumping them with a Gauge Dropper - and the broken block comes back empty.

  • Exotic matter leaves a contamination zone that dissolves anything organic - wood, plants, crops, wool, animals, you - and turns grass barren. Ordinary armour does nothing. Zones fade over minutes to hours depending on the size of the spill, and survive a restart.
  • Active strange matter turns the blocks it touches into Strange Matter, which converts its neighbours in turn, spreading as far as the size of the leak allows. It hurts what it touches, spills the contents of any machine or chest it eats, and takes items left lying on it. Every block collapses a few seconds later, leaving a crater. Mining a block stops that branch - and gives you a Strange Matter Shard.
  • Raw data condenses into random blocks, about one per 1000 mB, in the empty air around the leak. Harmless, just messy.
  • Inactive strange matter is safe to spill. Activating it is the dangerous step.

Protection and measurement

  • Exotic Hazmat Suit - shields against exotic matter piece by piece, like Mekanism's hazmat suit does against radiation. Only a full set blocks all of it.
  • Composite Hazmat Suit - one piece from each hazmat suit makes a piece that shields against both exotic matter and radiation.
  • Exotic Shielding Unit - a MekaSuit module for every piece; the exotic twin of the Radiation Shielding Unit.
  • Exotic Geiger Counter and Exotic Dosimeter - how contaminated a spot is, and how much has actually reached you.
  • Exotic Geiger Unit and Exotic Dosimeter Unit - MekaSuit chestplate modules that put those two readings on your HUD.

Safe transport and cleanup

  • Containment Lining - right-click a Mekanism pressurized tube to line it. A network whose tubes are all lined releases nothing when broken, Mekanism's radiation included.
  • Radiation Scrubber and Exotic Scrubber - place one near a spill and power it, and the contamination clears in minutes instead of hours. The Radiation Scrubber cleans up all of Mekanism's radiation, from any source. Both can be built well before the late game.
  • Impure Radioactive Waste and Impure Exotic Matter - what the scrubbers collect. Both refine in Mekanism's Isotopic Centrifuge back to Nuclear Waste and Exotic Matter, at a quarter of the volume. Both are still dangerous if spilled.

Gear and upgrades

  • 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 from your inventory to recharge the tool.
  • Antimatter Cell - a portable 64 GJ battery for any Mekanism charge slot. Right-click to burn antimatter pellets into it.
  • Antimatter Catalyst - right-click any Mekanism machine to halve its power draw for an hour.
  • Strange Accelerant - right-click any Mekanism machine to make it work twice as fast for ten minutes, at four times the power per tick, even beyond the speed-upgrade cap. Made from Strange Matter Shards crushed into powder.
  • SPS Focusing Coil - right-click an SPS Port to halve the polonium the whole SPS needs, for an hour.
  • Exotic Focusing Matrix - the Focusing Coil's saving, permanently.
  • Strange Resonator - fitted over a Matrix, halves the power an SPS needs, so it runs twice as fast on the same coils.
  • Antimatter Charge - power it with redstone and it annihilates everything within six blocks. Nothing drops, not even from chests, and nothing burns. Charges chain, bedrock survives, and the crater is left radioactive.

Also

  • Advancements - a tab of 27 that walks the whole progression, from the first antimatter pellet to printing matter from data.
  • Every structure and machine has a GUI with a status panel that says what it is doing and, when it is idle, why.
  • Optional support for Jade, JEI and Athena (connected textures). None is required.
  • 113 config values, covering every rate, cost, capacity and threshold, and how harsh each hazard is.

Known limitations

  • All textures are placeholders.
  • The power, exotic matter, strange matter and replication chains have been played through by hand. Everything newer - the hazards, protection, cleanup, Containment Lining, the Strange Accelerant, the SPS upgrades, Error Correction, the Antimatter Cell and Charge, the gravity well, the HUD modules and the advancements - has been tested on a dedicated server but not yet in a real play session.

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