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Mekanism: Engineering

Precision logistics, remote mining, factory upgrades, fluid pumping and rock synthesis for Mekanism.
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Mekanism: Engineering 1.0.1

File namemekanismengineering-1.0.1.jar
Uploader
iDimonDiDimonD
Uploaded
Oct 2, 2026
Downloads
881
Size
1.4 MB
Mod Loaders
NeoForge
File ID
9036776
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mekanism-engineering-1706106:9036776"

Learn more about Curse Maven

What's new

Mekanism: Engineering 1.0.1

This update fixes bugs and hardens the Quantum Digital Miner, the Quantum Network Controller and the Digital Miner Companion. It adds no machine and changes no recipe ingredient or result. One behaviour changes, at the owner's request: the Digital Miner Companion now forgets a miner that was broken (see Changes).

Why 1.0.1 is a big step

Measured against the code of 1.0.0 on the same automated benchmarks:

  • Quantum Digital Miner search: 63 % to 94 % less memory on the main server thread, a busiest tick about 59 % shorter during a radius-128 search, and a search with nothing to find about 88 % faster once warm, for the same blocks found.
  • Quantum Network Controller screen: about 72 % less memory and more than a third less time to build its view.
  • Digital Miner Companion screen: about 71 % less memory and about 45 % less time to refresh with 128 filters, 84 % less memory after a finished scan, and no allocation at all on navigation clicks.
  • 16 fixes (crashes avoided in the server tick, items no longer lost in crafting, a chunk no longer loaded by an open screen, recipes that work with configured ingredients, the portable teleporter's frequency list and last destination).
  • Code quality: static-analysis alerts down from 619 to 385 (−38 %), and in-world automated tests up from 397 to 514.

Version 1.0.2 keeps going on the mod's optimisation.

Compatibility

  • Minecraft 1.21.1, Java 21 and NeoForge 21.1.200 or later in the 21.1 series. Tested with all five stable Mekanism builds from 10.7.15.81 through 10.7.19.85. Mekanism 10.7.20 and later are outside this build's accepted range.
  • Tested with Mekanism Extras 1.3.4 and 1.4.1.
  • Install 1.0.1 on both the client and the server. The network protocol follows the mod version, so a 1.0.0 client cannot join a 1.0.1 server, and a 1.0.1 client cannot join a 1.0.0 server. Update both sides together.
  • Worlds made with 1.0.0 open unchanged: no save format changes, and a world created with 1.0.0 is reopened by 1.0.1 in the project's dedicated-server migration test. Back up your worlds before updating mods, as always.

Changes

  • Digital Miner Companion: it now forgets a Digital Miner or Quantum Digital Miner that was broken or replaced and goes back to unlinked by itself, whether it is in your hand, in the open screen or in your inventory. A miner that is merely out of range, or in a chunk or dimension that is not loaded, keeps its link. The Companion's draft filters and settings stay.

Fixes

  • Quantum Digital Miner recipe: it now crafts when its ingredients are already configured. Mekanism's data recipe gave no result in a crafting grid, including the Crafting Terminal of Applied Energistics 2, when the upgrades of the ingredients added up to more than a machine takes (for example 8 Speed Upgrades in the Digital Miner and in a QIO Importer), when the ingredients had different owners, or when a Digital Miner with a full buffer held an item in its energy slot that the result refuses. The Quantum Digital Miner keeps the Digital Miner's upgrades, items, energy and owner; the other ingredients' upgrades, installed or stored in their slots, and any item the result cannot take come back as items in the crafting result, nothing lost or duplicated. Ingredients, pattern and result are unchanged.
  • The same for the recipes of the Quantum Fluid Pump, the Petrogenic Synthesizer, the Petrogenic Synthesis Plant, the Advanced, Elite and Ultimate Quantum Energy Receivers, the Quantum Portable Teleporter and the Quantum Chargepad: the grid always shows a result (it showed none when the ingredients had different owners, too many upgrades, an upgrade the machine does not take, or an item or fluid the result refuses), and what the result cannot take comes back in the crafting result: upgrades as items, stored items, fluids as buckets. Items in an Energy Cube's slots, an Entangloporter's upgrades and fluids are also given back when the result has no slots, upgrades or tank for them (they used to vanish). Only what a bucket cannot hold (under 1,000 mB of a fluid) is lost. If the leftovers would not fit the nine slots of the grid, it shows no result rather than lose anything.
  • Precision Upgrade Controller: the upgrade types added by Mekanism Extras now stay inside the screen. Use the arrows or the mouse wheel over the upgrade tiles to reach the next page. Controller actions now handle the extra upgrade types.
  • Quantum Fluid Pump and Petrogenic Synthesis Plant: they keep their intended upgrades when Mekanism Extras replaces the list of upgrades machines support.
  • The four Quantum Energy Receivers, the Radioactive Quantum Entangloporter, the Quantum Network Controller and the Quantum Chargepad now drop when mined with a pickaxe in survival. They required the right tool, like every Mekanism machine, but were missing from the pickaxe tag and dropped nothing. The Radioactive Quantum Entangloporter is still unbreakable while its frequency holds waste.
  • Quantum Digital Miner, search: if the analysis of a chunk failed at the very moment the search was judged finished, the miner could take the partial zone for a complete one and mine it. It now stops, as it does for any failed search.
  • Quantum Digital Miner, relocation: if saving a block next to the relocation site failed, the relocation could leave an undo record that the next server start would replay over everything saved since. The undo record is now written only after those neighbouring blocks have been read successfully. The record's format and the order of the saves are unchanged.
  • Quantum Digital Miner, mining: a block of another mod that stops or resets the miner while it is being mined could make the miner throw an exception in the server tick. It now keeps the drops of the block already mined and abandons or keeps the search as the stop or reset asks. A second miner (or laser) that another mod runs from such a block no longer makes the first one lose Mekanism's shared drop collector, so the first miner's extra drops (such as the top half of a door or a plant) no longer fall into the world instead of its buffer.
  • Quantum Network Controller: an open screen no longer loads the chunk of a neighbouring block to name where an Entangloporter ejects. An item, fluid or chemical from another mod whose name cannot be read no longer raises an exception in the server tick: the entry is listed under its registry name.
  • Quantum Network Controller: the frequency you pick is now identified by its type, name, mode and owner instead of its place in the sorted list, so a frequency that appears or disappears no longer switches the screen to another network. A frequency you cannot see is treated exactly as before: nothing about it is revealed.
  • Digital Miner Companion: clicking "next page" in the same tick as adding a filter could make the menu throw an exception in the player's tick; the page number can no longer overflow.
  • Digital Miner Companion: an error while reporting the end of a relocation no longer skips the reports of the other relocations finishing in the same tick, and a relocation preview that reads blocks from another mod can no longer stop the Companion's view.
  • Quantum Digital Miner index and Quantum Network Controller queues stay bounded under heavy or concurrent chunk loading, and an invalid fractional cost can no longer skew the Companion's estimate.
  • Server settings: the maxReach setting of the Companion (surveyor section) is removed. It had no effect; the Companion uses Minecraft's own reach. A value left in an existing configuration file is ignored.
  • Quantum Portable Teleporter, Teleporter list: a click on a frequency did not always register. The three coordinate fields, hidden in this mode, kept their click area over the list and swallowed most clicks (a right click there erased what was typed, and the keyboard stayed captured). The row you clicked also stays highlighted while the server answers, instead of flipping back to the old frequency for a moment.
  • Quantum Portable Teleporter, last destination: it now follows every jump that happened, the arrival of a jump to a Teleporter or to a random place as well as the coordinates typed for a jump to coordinates. It only followed the latter, so after any other jump the screen still showed an older destination.

Performance

These figures come from the project's automated benchmarks on one development machine, not from a modpack, and describe work done by the server thread, not frame rates. They compare 1.0.1 with the code of 1.0.0 run on the same tests, in three series of five alternating runs; a difference is only reported when it is larger than the spread between runs.

  • Quantum Digital Miner search: the main server thread no longer copies chunk sections in which every block state is already refused by the search workers. In the benchmark zones it allocates 63 % to 94 % less memory on that thread, its busiest tick during a search of radius 128 is about 59 % shorter (1.3 ms against 0.55 ms) and a warm search of a zone with nothing to find takes about 88 % less time, and the search finds the same blocks. The very first search after the server starts, in a zone where many chunk sections have to be read, can take about 1 ms more server time than in 1.0.0, once; every later search is as fast or faster.
  • Quantum Network Controller: building the screen's view looks at each linked machine once instead of several times and builds machine details only for the rows that are sent. With 32 frequencies and 50 machines on one frequency, a refresh allocates about 72 % less memory and takes more than a third less time, and the data sent to the client is byte for byte the same.
  • Digital Miner Companion: refreshing its screen sorts a finished scan's block kinds once, keeps the decoded filters of the draft while the list is unchanged and reads the item only when a click needs it. A refresh with 128 draft filters allocates about 71 % less memory and takes about 45 % less time; after a finished scan of 200 block kinds it allocates about 84 % less; a navigation click no longer allocates. The data sent to the client is byte for byte the same.
  • The benchmarks of the machines, menus and teleporter checks that exist in both versions were run against 1.0.0's code as well: none of them was reproducibly slower than in 1.0.0 beyond the spread between runs.
  • Active mining of the Quantum Digital Miner: no gain is claimed; measured warm or on its own, it costs the same as in 1.0.0.
  • The first Quantum Digital Miner placed after the game starts costs the server the same as in 1.0.0: about 35 ms against 33 ms in a cold-start benchmark, inside the spread between runs, with one class fewer loaded and 1 % less memory allocated. Placements after the first cost the same too.

Validation and scope

The final source passed all nine automatic jobs of the project's CI on Linux, including the four earlier Mekanism versions. On Windows it passed 211 unit tests, 514 in-world GameTests on fresh worlds (twice) with 186 deterministic performance counters, the migration of a world created with 1.0.0 (258 checks), interrupted-relocation recovery (26 scenarios: kill, exception, fatal error and normal stop), the English and French screen bench (72 cases), and two clean builds that produced the same JAR. With Mekanism Extras 1.3.4 and 1.4.1 loaded, the screen bench passes (72 cases each) and so do all 514 in-world tests. The comparison with 1.0.0 above was run before the last recipe, teleporter screen and Companion fixes, which do not touch the benchmarked code.

The owner played this exact JAR in a copy of his All the Mods 10 base, on a dedicated server: the recipe, teleporter and Companion fixes come from that test and were checked there again.

The Quantum Digital Miner's search, relocation and block-entity code, the Quantum Network Controller's view and index, and the Digital Miner Companion's screen and adapters were reorganised into smaller classes for maintainability with the same results, costs and save format. Each fix above was reproduced by a test that failed on the previous code and passes now. Not tested: two authenticated LAN clients, and a prolonged workload in a large modpack base.

Mekanism: Engineering is an unofficial addon, independent of the Mekanism team. Player guides · Release notes and validation.

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