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Mekanism Diesel Generator

Big, loud, realistic engine generators for NeoForge 1.21.1, built to sit next to Mekanism.
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Mekanism Diesel Generators 1.2.0

File namemekanismdieselgenerators-1.2.0.jar
Uploaded
Oct 3, 2026
Downloads
327
Size
10.0 MB
Mod Loaders
NeoForge
File ID
9052104
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mekanism-diesel-generator-1721405:9052104"

Learn more about Curse Maven

What's new

1.2.0

New: in-game guide book (GuideME). With GuideME installed (optional), craft a book with a piece of coal (or charcoal) to get the Engine Room Handbook: every engine with its build pattern in 3D, ports, starting and the starter battery, fuels, oil and breakdowns, cooling, cooling towers, exhaust, process machines, the Create motors and generators, the locomotive engine, ComputerCraft and KubeJS. Hold G over any item of the mod to open its page. Without GuideME nothing changes, and Ponder stays optional too.

New: Create without Mekanism. Only NeoForge is required. In a Create pack without a steel mod, Create brass ingots stand in for steel in every recipe and a Create fluid tank for the steel block (circuits already fell back to redstone, comparators and observers). Fuels and lubricants of Create: Diesel Generators and Create: The Factory Must Grow are accepted (diesel, gasoline, ethanol, naphtha, heavy oil, lubrication oil...), pumped in with Create pipes. Tested with Create + Create: Diesel Generators and no Mekanism. Optional dependencies are now listed on the mod pages.

Fixes

  • A Create wrench no longer turns the shaft end of a 2- or 3-block small motor or W22 generator away from its body, nor the drive end of a formed three-phase motor or 1.9 TDI.
  • The hyperboloid cooling tower no longer loads (or generates) a neighbouring chunk for its periodic structure check.
  • The pieces of a formed machine are tagged create:non_movable and c:relocation_not_supported, for the block movers that read those tags.

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