Nova-Mekanism-1.20.1-1.2.0.jar
Curse Maven Snippet
What's new
Added — the infinity tier
- Trans-Dimensional Fusion Reactor (9×9×9): a shell of roughly 370 trans- dimensional casings, each forged from trans-dimensional alloy — by far the mod's largest sink for that metal. Inside, absurd quantities of end-game material fuse into molten infinity alloy, frozen into infinity alloy.
- Infinity circuit, built on the Circuit Assembly Line behind infinity engineering research, and the creative-tier storage blocks: creative energy cube, chemical tank, fluid tank and bin. They are deliberately not equal — the tanks cost twice the cube, and the bin four times.
- Research Data Hatch: build it into any multiblock's wall (anywhere a port may stand) and the machine reads the research data it holds, leaving the controller's module slot free for presses and matter patterns. It takes six different research data at once; right-click to install, empty-handed to take one back, and hoppers or pipes can swap them automatically.
Changed
- The Large Chemical Reactor is now built to GregTech's own plan: a SOLID 3×3×3 of chemically inert casing with a PTFE pipe casing at the dead centre and five coil slots, at least one holding a real heating coil. Its casing, pipe casing, controller face and all seven port skins were repainted to GT's chemically-inert palette. Nova's own twist: every coil tier above copper DOUBLES the reactor's speed (an antimatter coil runs it 16× faster).
- The Circuit Assembly Line builds Mekanism's circuits four at a time from the tier below plus one alloy — far cheaper per circuit and far faster than the metallurgic-infuser route.
- Speed AND energy upgrades are now capped per machine. Eight of either was a flat 10×, which made one upgraded machine strictly better than any number of plain ones and quietly erased the late-game power wall. The end-game rigs take none, the parallel and coil-scaled lines take four, the plain processing machines still take all eight.
- Machine GUIs now show only what that machine uses, derived from its own recipes rather than a hand-written table. An electrolyzer no longer displays two gas inputs it will never accept, and the oil rig shows no item slots at all. Unused slots cannot be clicked or filled.
- Mid and late-game recipes consume far more material (GT-modpack scale), graduated so the tiers do not compound: base alloys ×3, circuits and bulk parts ×4, infinity alloy ×3.
- The antimatter pellet is back to Mekanism's own 1,000 mB (was 8,000).
Fixed
- The parallel machines duplicated items. Mekanism's raw-ore recipes consume three raw ore per craft; the controller ignored the recipe's input amount and consumed one, minting 4 dust from 1 raw ore — a 3× duplication that only showed on raw materials. Batches are now counted in crafts, not items.
- Ports shared between two multiblocks flip-flopped. Both machines re-claimed the port on every revalidation, so its routing — and its colour — swapped back and forth several times a second. The first formed machine now keeps the port until it is gone, and a newly claimed port takes its colour on the next tick instead of up to a second later.
- The polonium route silently did nothing without its module: required modules now get their own catalyst slot in JEI and a warning-orange note.
- Infinity alloy is drawn by the shared Mekanism-style ingot painter instead of a one-off, so it matches every other ingot.
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