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Mekanism: Fluxnautics

Мод NeoForge

Mekanism: Fluxnautics — кроссовер-аддон Sable и Mekanism для Майнкрафт, добавляет силовые поля, полевые приводы, ионные двигатели, антигравы и пространственные якоря

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Fluxnautics, a Mekanism & Sable crossover addon

Beta Disclaimer

This mod is still being actively developed, as such many components are still using placeholder assets or don't have their UI and rendering fleshed out fully, and new components are likely to be added.

Component Function UI Rendering Model
Anti Grav Complete, unstable Basic Basic Placeholder
Cloak Generator Complete Basic Basic Placeholder
Spatial Anchor Complete Basic Basic Placeholder
Field Drive Complete Complete Complete Complete
Forcefield Emitter Complete Complete Complete Complete
Forcefield Harmonizer Complete Complete None Placeholder
Stabilizer Semi complete Incomplete Basic Placeholder
Assembly Terminal Blueprint only Incomplete None Placeholder

Function - Server Side logic & CC API

UI - Usually the GUI you see when you interact with the component

Rendering - Special effects rendering based off server-to-client synced data

Model - How the component looks

Current Features

Thruster Array

Multiblock thruster array you can build however you want, no silly 2x2x2 or 3x3x3, whatever shape you want. Requires 1x Thruster Array Controller block, additonal blocks like tiered boosters can also be attached to make thruster's maximum output higher. Requires only Energy but also accepts hydrogen to allow going beyond Air Pressure of your dimension. Oh yeah the plume color is configurable.

  • Ion Thrusters by default have a maximum thrust value of 1.0, but it can be increased by using...
  • Thruster Array Boosters, which add a set amount of thrust value cap to the entire array.
  • Keep watch on your energy usage though as it can get a bit silly, especially that creative tier booster...

See in-game guide for more details.

Field Drive

An End-game tier machine that when fed with Antimatter & an absurd amount of energy, will produce a powerful impulse in whatever direction the config is set to.

  • Finally a good use for that quad fusion reactor setup & SPS you've had going.
  • The Impulse multiplier is capped to 1000.0 by default right now, but it can be changed in common config.

See in-game guide for more details.

Spatial Anchor

A physics machine that given a lot of power will lock sublevel its on identical to a physics staff, if the sublevel is subjected to external impulses the machine will consume more power to reconcile them. Note that physics staff can and will quickly drain the buffer thus releasing the sublevel from the anchor's control. No CC control, but can be controlled with redstone (must be configured to listen to it in GUI first).

  • Unlike other machines, energy Cost scales with all connected sublevel masses taken into account.

See in-game guide for more details.

AntiGrav 9000

A physics machine capable of negating the effects of the world's gravity upon the sublevel, with variable control (CC & Redstone). Energy cost is directly proportional to the sublevel mass.

See in-game guide for more details.

Forcefield

Forcefield Bubble Emitter - A 3x1x3 structure that once placed and given power to will project a massive shield enveloping the entire vessel its placed on. This machine only operates on Sable sublevels. By default it blocks all other sublevels (that are not connected directly), and any entities considered hostile, passive mobs (animals, villagers) are not blocked by default. These settings can be changed in the GUI of the machine as well as through CC API, in API you can additionally configure filtering of entities by tags and resource keys ("minecraft:arrow" for keys, "#minecraft:arrows" for tags).

  • There exists a #fluxnautics:forcefield_global_block & #fluxnautics:forcefield_global_allow to override what is allowed or blocked on server-wide basis.
  • The forcefield is however vulnerable to one class of attacks, notably the hitscan/raycast projectiles that apply damage instantly instead of having an entity or a sublevel do it on contact, this is as far as I am concerned a limitation turned feature.

Forcefield Harmonizer - A companion machine to the emitter, by default sublevels not connected by anything (i.e. aero rope, docking connector, swivel bearing etc) will be kicked out of the field area unless its turned off in the machine config, however turning off this security feature would leave you vulnerable to rogue sublevel based projectiles. This is where Harmonizer comes in handy, in the Emitter there is a slot for a frequency item. If a frequency is set through that slot or CC API the emitter will allow sublevels that have a Forcefield Harmonizer that has the set frequency item in its frequency filter list.

See in-game guide for more details.

Stabilizer

Stabilizer is a machine capable of correcting Pitch, Yaw and Roll of entire mobile bases.

They can be seen as a one-stop solution to attitude control at a hefty energy cost.

See in-game guide for more details.

Cloak Generator

Cloak Generator is a machine that hides the vessel its placed on from anyone thats not inside the vessel.

See in-game guide for more details.

Note: Most of the machines energy usage can be changed in common config. The current default values are up to debate.

Mod Recommendations

  • Create Aeronautics while not a requirement, still provides useful utilities like the Physics Assembler and Physics Staff.
  • Create Aeronautics: Mekanism Compatibility (on CF) for better mekanism compat /w Sable since Sable compat is out of scope of my addon, this one makes lasers, dimensional anchors, digital miner, teleporters and other stuff just work on sublevels.

Incompatible Mods

  • Iris Veil Compat is not compatible since 0.3.0-beta due to their weird injections into my veil shaders, thankfully this is mod not really relevant anymore since Veil & Iris seem to have learned to live with each other.

ComputerCraft API

Please see the WIKI for CC API documentation.

Thanks to

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