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Minecraft: Java Edition
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Changelog
9d03a8a - Don't merge multiblock caches if there is only one found cache #7601. Also address long standing todo related to dropping items that failed to merge and fix a couple issues with reject calculation
061a1d2 - Make lasers (including tractor beams) ignite TNT based blocks rather than breaking them https://github.com/mekanism/Mekanism-Feature-Requests/issues/441
7469aa8 - Improve performance of how we render cuboids in BERs for things like contents:
 - Skip rendering faces that can't ever be visible by how the camera is positioned (still doesn't have any checks related to blocks in the world)
 - When only rendering one face (or two parallel faces), short circuit the number of attempts it makes to draw things inbetween
 - Only calculate view adjusted normals once
 - Mark some faces of models that are never visible to not render (such as the bottom face or the three inner side faces of the bio generator)
 - Make valve's only render to the fluid level instead of rendering all the way to the bottom regardless of fluid level
 - Slightly improve bounds on fluid tank's content model so there are fewer gaps
 - Improve bounds on mechanical pipe contents models and add a nicer model for partially filled vertical pipes
9ba1ebf - Simplify the code behind transforming and properly lighting the Robit's skin select window
12a76f5 - Switch some uses of packing/unpacking color over to using mojang's FastColor.ARGB32 and switch some of our vertex color calls over to using ints rather than floats to reduce a couple minor extra calculations that were taking place
2c15aee - Fix accidentally using the wrong color for the selection highlights in the last commit
670c8de - Remove some unneeded entries from various model files
82c9af5 - Ensure stock control map is initialized from the start for the formulaic assemblicator so if another tile ticks and inserts before the assemblicator first ticks, then it will respect the slot restrictions #7604
513a98a - Improve a lot of our json based models:
 - Remove redundant rotations
 - Remove redundant models and reference vanilla types where appropriate
 - Remove some faces that never can be displayed and mark others as being able to be culled when a side of the block is covered
 - Switched most of our port rendering on machines to being layered and using cutout to reduce z-fighting/texture glitches and allow for all the ports to properly appear as fullbright quads
 - Made the industrial alarm's inactive model complete and use the same model for the item variant rather than using an ISBER
 - Slightly simplify a few voxel shapes
d3f903a - Fix a few minor visual glitches from the previous commit related to cutout and seams on the ports, and also transfer a few missed ports
f5e8574 - Minor improvements to the drive array baked model and how uncullable faces are added
a8cd305 - Cull possible faces for fluidic plenisher and compact electrolytic separator model and 16xify it
4542220 - Fix copy paste errors causing a couple sides to cull under the wrong conditions
1bc70d4 - Converted Chemical Dissolution Chamber to new JSON format
c9cd7e5 - Added display settings for Chemical Dissolution Chamber model
9e94f10 - Converted Fluidic Plenisher model to new JSON format
1a373b4 - Changed CDC model particle texture
db386fb - Converted Rotary Condensentrator to new JSON format
f43651a - Converted Seismic Vibrator to new JSON format
c3290a6 - Removed unused textures from old models
1e95878 - Converted Solar Neutron Activator to new JSON format
 
 Also removed old texture asset
ac80b4c - Minor Seismic Vibrator texture changes
5b9b756 - Converted Quantum Entangloporter to new JSON format
5d15290 - Minor Quantum Entangloporter texture update
8268adc - Added Laser Texture
c6d07f3 - Convert Energy Cubes to using a custom baked model and model data for the sides rather than using a BER (this improves performance a fair bit). Also switched rendering the cube part of the energy cube item and the tank portion of the fluid tank item over to rendering the baked model around the dynamic part instead of having a duplicate code variant for them. Also made a minor memory improvement by only storing a new instance of a transformed baked quad if the transformation actually occurs
e371d4f - Work on hooking up the CDC and SNA models that got converted to baked models and fix/improve some misc model related stuff
0e08423 - Simplify liquifier item model
72e2893 - Fix some z-fighting in the rotary condensentrator model due to 0 width uvs
87b47f6 - Hook up new seismic vibrator model
7740418 - Slightly simplify some model files
4de47dc - Restructure how transmitter baked models cache their baked quads to drastically reduce the max memory usage
6d18f0f - Update deps and bump min forge version to 43.1.24 and ensure ambient occlusion data is not lost when transforming quads
2101d4f - Fix calculating uv shift transform the wrong way causing lit energy cube leds to display strangely, also disable shade on various leds to make them look more like bulbs
1f1a7fa - WIP on optimizing QE model (removed unused faces, applied cull to various faces, and also apply emissivity to led ports
02ee558 - Hook up quantum entangloporter model and remove the large ports from the new model for the time being. Also removed the pipe from the new fluidic plenisher model for now (both of these may come back eventually)
c048515 - Fix unboxing of chests that were double chests not updating the state properly and becoming a single chest
e9f25fd - Fix a handful of issues related to energy conversions:
 - Fixed potential loss or creation or power at very small (sub 1 FE) values
 - Changed conversion rate configs to only allow one number that then is used as an inverse for converting the other direction rather than allowing potentially conflicting numbers. Also clamped these values to being between 0.0001, 10,000 to ensure they can be converted both directions
 - Fix a couple minor issues in FloatingLong regarding missing short circuits and not always properly modifying the source object when it sometimes should
 - Exposed configured energy conversion rates to the API
269f353 - Make the chargepad's back not be taken into account for entity collision https://github.com/mekanism/Mekanism-Feature-Requests/issues/455 (it is still taken into account for projectiles though)
41cf84c - Treat bubble columns as fluid in various checks #7609
2ac427f - Make QIO drive array show stored drives when in item form
d0ac6ce - Exclude Meka-Tool and MekaSuit from pick action when possible if they have any modules installed
eca215e - Fix cardboard boxes being able to dupe xp in some cases #7600
3f0556c - Switch to forge's relatively new auto register capability annotation to make it clearer when looking at classes in the API which ones are base types of capabilities
5ffaf15 - Allow right-clicking irradiated entities with a dosimeter to view their irradiation levels https://github.com/mekanism/Mekanism-Feature-Requests/issues/446
544959c - Fix dosimeter and geiger-counter units for the MekaSuit not properly updating for small values #7629 and reduce network sync frequency for large values to only happen as needed
e5c2bef - Replace usages of BufferedImage with NativeImage
b91f7bd - Minor performance improvement in converting to and from argb to abgr color packing
5414902 - Don't display all advancements to chat to prevent spam and only do so for the "bigger" things
21a5eea - Only trigger radiation damage advancements if the damage wasn't blocked, and add a couple more advancements related to damage/death. Also made it possible to earn death based advancements on hardcore using a totem of undying
e3d3597 - Update deps, and start using CC maven now that it is back up
10b0e23 - Shrink turbine and wind generator texture sizes
2ea0b90 - New Crowdin updates (#7599)
9041b40 - Bump version to 10.3.4
Dependencies
Files
Metadata
Release channel
ReleaseVersion number
10.3.4.471Loaders
Game versions
1.19.2Downloads
365Publication date
October 7, 2022 at 3:55 PMPublisher
pupnewfster
Owner