Mekanism: Fluxnautics
A Sable & Mekanism crossover addon adding Force Fields, Field Drives, Ion Thrusters, Anti Gravs, Spatial Anchors and more!
Screenshots



About this Mod
Fluxnautics, a Mekanism & Sable crossover addon
Current Features
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.
Ion Thrusters - 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...
Holo map - My own take on Navigation Table from Simulated, currently it just shows a hologram of the terrain around the block, but will also have CC api to get exact world coordinates and maybe some other ideas, not sure yet.
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.
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.
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_allowto 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.
- There exists a
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.
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.
- Iris Veil Compat if you plan to use an Iris shaderpack, while the visuals are not 1:1 with normal shaders, they are at least there with this mod.
API
CC: Tweaked API
TODO, but you can use
peripheral.wrap(...).help()to get info for
- Thruster Arrays (
thrusterArrayController), there's a lot of nice bulk operations for working with groups btw, but they are kinda hard to figure out, oops.- Field Drive (
fieldDrive)- ... Holo map doesn't really do anything other than look neat, sorry.
Thanks to
- MoniLabs by NegaNote for endportal variation of shaders
- Veil (Example Mod) for the map tesselation idea
- Create Aeronautics for existing as a code reference
- Mekanism for all the code I built on top of
- Sammy for help with the Forcefield Bubble Emitter, Thruster, Field Drive & Holo model and texturing. <3
Available Versions
How to Install Mekanism: Fluxnautics on Your Server
Order Server
Order a Minecraft Java server with at least 4 GB RAM (6 GB recommended).
Set neoforge Loader
In the panel under "Egg", select the neoforge loader and matching Minecraft version (1.21.1).
Install Mod
Open the mod browser in the dashboard and search for "Mekanism: Fluxnautics". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.
Compatibility
Mod Loaders
Minecraft Versions
1.21.1
Server-side
✓ RequiredRecommended RAM
6 GB(min. 4 GB)Frequently Asked Questions
Mekanism: Fluxnautics server crashes on startup – what to do?
Most common cause: wrong neoforge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 4 GB RAM is allocated and the loader matches the mod version (1.21.1). You can switch loaders with one click in the panel.
Is Mekanism: Fluxnautics compatible with neoforge?
Mekanism: Fluxnautics officially supports neoforge for Minecraft 1.21.1. The Mado dashboard automatically detects incompatible loader combinations.
Server lagging with Mekanism: Fluxnautics – how to optimize performance?
Recommended RAM: 6 GB (per 5 players). Use /spark profiler to check if Mekanism: Fluxnautics consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.
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