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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 1.1.1

File namemekanismengineering-1.1.1.jar
Uploader
iDimonDiDimonD
Uploaded
Oct 11, 2026
Downloads
1.3K
Size
1.7 MB
Mod Loaders
NeoForge
File ID
9136258
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:mekanism-engineering-1706106:9136258"

Learn more about Curse Maven

What's new

Mekanism: Engineering 1.1.1 -> Long-Term Stability, Before the Big One...

The most stable version yet, built to stay.
1.1.1 adds no machine and changes no recipe and no save format: it fixes, checks and measures what is already there, so your worlds and machines are kept as they are. Every fix below was first caught by a test that failed, and every benchmark is equal to or better than 1.1.0.

Why now? Because the next update is the biggest one Engineering has had, with its first multiblock structure...
It will take its time, and this is the version to build on while it comes together.

Fixed

Precision Upgrade Controller: an Apply that waits now checks again before every move

An Apply that had to wait (out of power, or stopped by its redstone mode) used to resume its plan blindly. Each upgrade it moves is now checked again just before it moves:

  • Access. The player who pressed Apply must still be able to open the machine. A machine made private by its owner while the Controller waited is no longer stripped or filled. A player who simply logged off keeps their access.
  • Target. The Controller never goes past the number set when Apply was pressed. If you add or take out upgrades by hand while it waits, it does not push the machine past that number (for example to 5 Speed Upgrades instead of 4), and it does not take out one Energy Upgrade too many, with the stored energy that would go with it. Changing the settings or the tab while it works does not change what it is doing either.
  • Two Controllers. When a Controller waited long enough for its reservation to lapse and another Controller applied to the same machine meanwhile, the first one used to undo the second one's work when its power came back. It now leaves that machine alone. Just opening another Controller's screen no longer takes anything away from a Controller that waits.

Upgrades that are not moved for one of these reasons are counted as "skipped" on the screen, whose text now says why: the machine changed, was locked, or was taken by another Controller.

Precision Upgrade Controller: the last Apply names its category

After an Apply for one category, the summary under another tab read as if it were that tab's result. It now names the category of the last Apply ("Last Apply (Speed): 6 of 6 moved"), and the line of held or skipped upgrades no longer shows under a tab that has its own plan.

Quantum Portable Teleporter: the frequency is checked again at every jump

The item used to keep the frequency it was given. A jump could still work once after the owner of a frequency stopped trusting you, a frequency deleted after you had chosen it kept working, and a frequency created again under the same name stayed dead ("no teleporter") while the list showed it. The teleporter now looks the frequency up again for you at each jump, as Mekanism's own Portable Teleporter does. A refused jump costs no energy.

Precision Upgrade Controller: more checks, safer vault

  • Made private while another player applies. A Controller that its owner makes private while another player's Apply is under way no longer lets that Apply keep filling or emptying its vault.
  • Creative mode. A creative player taking upgrades out no longer empties the vault into nothing: the vault is debited only of what really went into the inventory, and the rest goes to the output slot as in survival.
  • Vault capacity. The vault follows the capacity setting when you change it (it used to be read once, when the machine loaded); items already stored are never removed.

Quantum frequencies and displays

  • Radioactive Quantum Entangloporter. The lock that keeps a frequency from being deleted while it holds waste now reads the frequency on the server, not the identity sent by the client: a modified client can no longer delete a frequency together with its waste.
  • Quantum Digital Miner link. Deleting your own private frequency no longer clears the link of another player's miner when both frequencies have the same name.
  • Machine display lines. A machine broken and replaced by another of the same kind at the same place shows its own lines at once, not the old machine's for up to a quarter of a second.

Quantum Fluid Pump: fewer needless comparator updates

A change of the tank level now notifies only the ports that are outputs (and the ones that just were), not every block of the structure. Comparator signals are the same, position by position, as in 1.1.0.

Screens at 1280x720

At 1280x720 with GUI scale 3, the top of the seven screens taller than the window (the Petrogenic Synthesis Plant, Quantum Network Controller, Quantum Digital Miner and its configuration, Precision Upgrade Controller, Digital Miner Companion and Quantum Portable Teleporter) is no longer cut off: the title, the tabs and the first rows are visible.

Changed

  • Precision Upgrade Controller destroyed as an item (lava, fire, cactus): it no longer spills its vault and slots. Everything stays in the Controller and is lost with it. A full vault could put hundreds of thousands of items on the ground at once.
  • Quantum Digital Miner model: the plates at the bottom of its east and west sides, with their glow strips, are removed. They hung one pixel above the ground, and a thin strip floated under them.

Known limits

  • At 1280x720 with GUI scale 3, the bottom of those seven screens (the player's inventory rows) is still below the window: lower the GUI scale if you need it.
  • WTHIT shows some lines twice on our machines: they come from Mekanism's own provider and cannot be removed from our side.

Tested with

Mekanism 10.7.19.85 (and 10.7.15 to 10.7.18 in the CI), Mekanism Generators, Tools and Additions 10.7.19.85, Mekanism Extras 1.4.1, Mekanism: More Machine 1.4.1. The in-world tests pass with each addon alone and with both together.

Correction to the 1.1.0 notes

The "Code quality" line of the 1.1.0 changelog compared 1.1.0 with an unreleased 1.0.2 snapshot. Against 1.0.2 as released: 126 findings against 128 (not 146), the same 10 classes flagged as too large (not 20), no duplicated code left (26 lines in 1.0.2), 324 unit tests against 226 and 704 in-world tests against 639. The timed comparisons of 1.1.0 were right.

Validation and scope

  • Every fix above was first reproduced by an in-world test that failed on the old code, then passes with the fix.
  • On the final candidate, in fresh copies: 327 unit tests and 778 in-world tests passing, 186 performance counters without a failure, 125 code-quality findings with none new, two builds without cache giving the same JAR.
  • Measured against the published 1.1.0 on the same PC: no benchmark line beyond the dispersion at either warm-up (18 benchmark classes, with an A/A control), including new benchmarks of the Quantum Fluid Pump and of the Precision Upgrade Controller at work; every tracked score equal or better.
  • Not tried: real multiplayer, a chunk unloading while a Controller waits.

Mekanism: Engineering is an unofficial addon, independent of the Mekanism team. Please report issues to this project (https://gitlab.com/enzodr/mekanism-engineering/-/issues), not to Mekanism.

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