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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 1.1.0

File namemekanismengineering-1.1.0.jar
Uploader
iDimonDiDimonD
Uploaded
Oct 9, 2026
Downloads
141
Size
1.7 MB
Mod Loaders
NeoForge
File ID
9109873
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mekanism-engineering-1706106:9109873"

Learn more about Curse Maven

What's new

Mekanism: Engineering 1.1.0 -> Visual & UI Overhaul

This update redraws eight machine screens and four machine models, adds optional support for JEI, Jade and WTHIT, reworks how the Precision Upgrade Controller sets and applies upgrades, renames one Distributor option and closes a leak that information-overlay mods had on private frequencies. It adds no machine and changes one recipe (the Magma Synthesizer Upgrade). Slot order is unchanged on every redrawn screen, so what your machines hold is kept.

What is new

New look

  • Screens. The Quantum Fluid Pump, Petrogenic Synthesizer, Precision Logistical Distributor, Petrogenic Synthesis Plant, Radioactive Quantum Entangloporter, Quantum Network Controller, Quantum Digital Miner configuration and Precision Upgrade Controller screens are redrawn. Every one is under 270 GUI pixels tall, so it fits a 1920×1080 window at the default GUI scale, and side tabs sit where Mekanism puts them. At 1280×720 (GUI scale 3) the Petrogenic Synthesis Plant, Quantum Network Controller, Quantum Digital Miner configuration and Precision Upgrade Controller screens are taller than the window: lower the GUI scale for them.
    • Quantum Fluid Pump: three lines on its screen (the fluid, the flow, the input) and a fourth only when something stops it. The input line names the real cause (no intake, searching, no source, incompatible fluid, shared network, network too large, area unloaded).
    • Petrogenic Synthesizer: the products sit in one row of seven with page arrows, and choosing one is a single click.
    • Petrogenic Synthesis Plant: eight product cells, a warning icon on a line that waits, the reason it stops, and its internal buffer as a bar.
    • Radioactive Quantum Entangloporter: a "Confinement" panel with the amount, a bar, whether the radiation is contained or locked until emptied, and what the frequency holds.
    • Quantum Network Controller: each device shows its rate and its share of the column's total, the net rate of the frequency is measured on its buffer, and "≈" appears only on a rate that is an estimate.
    • Quantum Digital Miner configuration: the limits the server would clamp each setting to are written next to its field ("Min" and "Max").
  • Models. New models for the Quantum Digital Miner, Quantum Fluid Pump, Petrogenic Synthesizer and Petrogenic Synthesis Plant. The Plant's water and lava towers are empty at 0 mB and full from the first millibucket, each independent of the other, and the Synthesizer shows the chosen product on its roof. The towers are part of the block model: nothing is redrawn every frame. The Quantum Fluid Pump's ports line up with the pipes and cables attached to them, and the Quantum Entangloporter set in each side of the Quantum Digital Miner sits centred in its frame.
  • Item rarity. The Digital Miner Companion is now uncommon and the Quantum Digital Miner epic, like the Quantum Portable Teleporter: their names take the matching colour, and packs that frame tooltips by rarity (All the Mods 10, for example) frame them accordingly.

Precision Upgrade Controller

  • Per row and per category. Each machine row has its own Max button. "Set all machines to max" now only touches the kinds you included and only the upgrade you are looking at. Apply installs or removes the shown upgrade only, so applying Speed never moves your Energy Upgrades, even if you change tab while it works.
  • Machine icons. Each row shows the real block of the machine with how many of them the scan found; an excluded row keeps its icon in colour and greys its text.
  • Transfers. The Deposit and Retrieve slots, the energy bar and the charge slot sit together under "Transfers"; a "Remove a stack" button under the upgrade chest puts a stack of the shown upgrade into your inventory.
  • Upgrades from other mods (Mekanism Extras): a "+3 ▼" button on the chest's title line opens them in a drop-down list. Shift-click on a line of that list takes a stack out, as on the chest.
  • Kinds of machines left in the old "MAX" mode keep their effect and show the upgrade's ceiling; the first time you use − / + or Max on one, it becomes an explicit number.

Precision Logistical Distributor

  • "Strict batch" is now "Wait for every output": the batch waits until every output can take its full share. Same behaviour, clearer name. The button lights up when it is on (it no longer reads "On" or "Off"), and the status that read "Atomic wait" now reads "Waits for every output".

JEI, Jade and WTHIT (all optional)

None of them is required; without them the mod behaves as before.

  • JEI: a category for the Petrogenic Synthesizer and one for the Petrogenic Synthesis Plant, with every loaded recipe and its water, lava, energy and time, computed from the machine itself (you can try Speed and Energy Upgrades in the panel; nothing is applied to any machine); information pages for the mod's 18 blocks and items.
  • Jade and WTHIT: a compact overlay for each of our ten machine types, with exact amounts and more lines when you hold Jade's show-details key (the Quantum Digital Miner's filters then show by name: "Iron Ore", or "#c:ores" for a tag). WTHIT shows those details all the time, or while you sneak if its "shift for details" option is on. The server checks Mekanism's access rules before sending anything, reads each block at most once every 5 ticks per player, and never starts a scan or creates anything to answer. A player without access sees "Restricted access". Energy, fluid and chemical gauges are drawn with the same textures as Mekanism's own (real water, real lava), and the Quantum Digital Miner's overlay shows its energy.
  • Mekanism's own lines. With Jade, Mekanism's duplicate energy, fluid and chemical lines, and Jade's own item list, are hidden on our blocks. WTHIT cannot hide Mekanism's lines, so on some machines (for example the Quantum Fluid Pump and the Petrogenic machines) you see both.

Fixes

  • Private frequencies and overlays. Mekanism's own overlay providers (Jade, WTHIT, The One Probe) could read the contents of a private frequency through a Radioactive Quantum Entangloporter, and reading it created the frequency's radioactive buffer. Quantum Energy Receivers showed "0 FE / Infinite". Neither happens any more.
  • Quantum Energy Receiver. If the security mode of the frequency a Receiver is holding energy for changes, the energy now goes back to the frequency instead of to the machine. This was a rare case; no energy was lost before.
  • Magma Synthesizer Upgrade. Its recipe takes a pellet of polonium instead of a pellet of antimatter.
  • Quantum Fluid Pump intake pipes. The pump only sends into its intake pipes what its tank can still take. With the tank full and nothing taking from it, the pipes stay empty and no lava source is taken; they used to fill up with fluid the tank could not take (1.0.2 did this too). Fluid already held in your pipes is not lost: it goes into the tank as the tank empties.

Performance

This version adds content and aims to be no slower than 1.0.2. Every figure below compares 1.1.0 with the published 1.0.2, measured again on the same PC: 10 rounds, each running one pass of each version in a fresh Java process, next to a 1.0.2 against 1.0.2 control run.

  • Server benchmarks: about 110 benchmark lines (every machine, the Quantum Digital Miner's searches and mining, relocation, the Companion, the Network Controller, the Portable Teleporter), after a short and a long warm-up: none is slower than 1.0.2 beyond the spread of the benchmark.
  • Aiming at a placed Quantum Digital Miner: the extra time per frame is about 13 % lower next to a dense section and about 30 % lower in an empty one.
  • Rendering: with the new models, frame times are equal or lower than with 1.0.2 in every view; the view of all items is 12 % faster.
  • Two-hour dedicated server run with 96 machines: no growth of any tracked structure, and reloading the data took 1.2 s (2.3 s in our previous run).
  • Memory per placed machine: from 1 KB (Network Controller) to 13 KB (Petrogenic Synthesis Plant), the same as 1.0.2.
  • Code quality: 126 findings against 146 in 1.0.2, 10 classes flagged as too large against 20, no duplicated code left (26 lines in 1.0.2); 324 unit tests and 704 in-world tests, all passing.

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 (with Mekanism 10.7.18), 1.4.0 and 1.4.1.
  • Optional: JEI 19.25.1.332 or later (the version All the Mods 10 ships), Jade 15.10 or later, WTHIT. Tested here with JEI 19.39.0.368, Jade 15.10.5 and WTHIT neo-12.10.2, in the game and on a server with all three installed.
  • Install 1.1.0 on both the client and the server. Worlds made with 1.0.2 open unchanged: no save format changes. Back up your worlds before updating mods, as always.

Mekanism: Engineering is an unofficial addon, independent of the Mekanism team. Please report issues to this project, not to Mekanism.

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