Mekanism: Engineering 1.0.2
Curse Maven Snippet
What's new
Mekanism: Engineering v1.0.2 -> Optimisation and Stability Upgrade !
This update makes the Quantum Digital Miner cheaper to aim at, makes several machines lighter on the server, trims memory use, fixes a translation bug on some systems and keeps cleaning up the code. It adds no machine and changes no recipe, no save format and no gameplay.
Why 1.0.2
Every number below compares 1.0.2 with 1.0.1. The server numbers come from our in-world benchmarks: 20 rounds on one PC, each running one pass of each version in a fresh Java process, after the long warm-up (30,000 runs of the measured code) unless stated, and a line is quoted only when 1.0.2 came out lower in at least 16 of the 20 rounds with a median at least 10 % lower. Not every benchmark got faster.
- Aiming at a Quantum Digital Miner: the extra time each frame takes while you aim at one is 42 % to 43 % lower next to a dense section of 1,500 machines and 56 % to 59 % lower in an empty section. That is time per frame, measured against a real 1.0.1 build in a development client at 1920×1080, two runs per side.
- Machines on the server: an idle Quantum Fluid Pump takes 35.7 % less time per tick and no longer allocates anything (248 bytes per tick before). A linked Radioactive Quantum Entangloporter takes 46.4 % less time per tick. Petrogenic Synthesis Plants making cobblestone take 36.3 % less time each (9 Plants). A linked Quantum Energy Receiver allocates 61.9 % less memory per tick; we do not claim a per-tick time gain for it.
- Digital Miner Companion: estimating one 120-layer chunk column takes 25.8 % less time (45.4 % less after a short warm-up of 300 runs) and allocates 24 bytes instead of about 621,000.
- Screens: each selection in the Quantum Energy Receiver's screen takes the server 56.8 % less time to handle (short warm-up of 300 runs).
- Memory at load: the Quantum Network Controller's observation queue no longer reserves about 256 KB as soon as the mod loads. It starts at 128 bytes (262,360 in the published 1.0.1 jar) and grows as needed, which helps clients and servers that run close to their memory limit.
- Quantum Portable Teleporter: checking a destination in open air reads half as many blocks (5,266 instead of 10,531 in our in-world test), with identical results.
- Code quality: a local SonarQube scan finds 87 open issues and no bug in 1.0.2, against 592 issues and 76 bugs in 1.0.1. In-world automated tests went from 514 to 639, and all of them pass.
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 1.4.0 and 1.4.1.
- Install 1.0.2 on both the client and the server. The network protocol follows the mod version.
- Worlds made with 1.0.1 open unchanged: no save format changes. Back up your worlds before updating mods, as always.
Fixes
- Quantum Portable Teleporter screen: the labels of the security level and of the destination mode were missing on computers set to Turkish or Azerbaijani (a capital I turned into a dotless i while the translation key was built). They now show in every language.
- Quantum Network Controller: its queue of pending observations no longer reserves its full capacity when the mod loads. It grows as needed, with the same limit as before.
- Quantum Digital Miner relocation: while a move is being saved, the result of every chunk write is now checked. If the game's storage fails to write one of them, the move is no longer reported as complete and its undo record is kept for the next start (a failed write is retried once first). Moving a miner also turns each chunk into save data once instead of twice, and the commit steps where that happens allocate 72.5 % to 72.7 % less memory per move, depending on the warm-up.
- Upgrade Controller: the summary line for upgrades going back to the vault now reads "Apply: 6 Speed back to the vault" instead of "Apply: 6 Speed come back to the vault".
Changes under the hood
- The Quantum Fluid Pump, the Portable Teleporter, the Petrogenic Synthesizer and Synthesis Plant, the Upgrade Controller, the Distributor, the Quantum Energy Receivers, the Radioactive Quantum Entangloporter, the Quantum Chargepad and the Digital Miner Companion's estimate were reorganised into smaller steps, with new in-world tests written beforehand to prove that they behave exactly as before. Lists and shapes that the screens and Mekanism receive are now copies, so no other mod can change them by accident.
Mekanism: Engineering is an unofficial addon, independent of the Mekanism team. Please report issues to this project, not to Mekanism.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

