A really unique addon for Mekanism Generators.
With this mod installed, you can add actual recipes for Mekanism's Fission Reactor. Below is an example of converting hydrogen to oxygen with the fission reactor that generates no heat:
This mod uses a dirty hack called Mixins. It changes Mekanism's code at runtime. By creating a new recipe type and forcing the Fission Reactor to accept it, you can now add custom fission recipes to Mekanism.
You just need to create the recipe like a datapack. Here's how the recipe JSON file should look like:
{
"type": "mekanism:fission",
"input": {
"gas": "mekanism:fissile_fuel",
"amount": 1
},
"output": {
"gas": "mekanism:nuclear_waste",
"amount": 1
},
"heat": 1
}
- Type: Always use "mekanism:fission" if you are adding a fission recipe.
- Input
- Gas: The input gas. If you're making a mod you can add your own gas.
- Amount: Input amount.
- Output: Similar to input.
- Heat: The amount of heat generated. 1 is the amount Fissile Fuel normally creates.
- You can also use equations in this field with x as subject. For example, "x*x" will make burning 0.1mB of fuel generate 0.01 heat.
With version 1.1.0, users can add coolant recipes. There are 2 types of coolant recipes:
- Fluid Coolant Recipe
For all fluid (like water) cooling, use this. The following is a sample JSON:
{
"type": "mekanism:fluid_coolant",
"input": {
"tag": "forge:water",
"amount": 1
},
"output": {
"gas": "mekanism:steam",
"amount": 1
},
"thermalEnthalpy": 10,
"conductivity": 0.5,
"efficiency": 0.2,
"outputEfficiency": 0.2
}
- Type: Always use "mekanism:fluid_coolant" if you are adding a fluid coolant recipe.
- Input
- Fluid/Tag: The fluid to accept. It can be a single fluid type (change
tag
tofluid
) or a fluid tag (tag
). - Amount: Input amount.
- Fluid/Tag: The fluid to accept. It can be a single fluid type (change
- Output:
- Gas: The output gas. If you're making a mod you can add your own gas.
- Amount: Output amount.
- Efficiency: How efficient the cooling is. 1 is the amount water cools. The larger the number, the smaller amount of fluid is required to cool to the same temperature (inverse is taken).
- You can also use equations in this field with x as subject. When the recipe is parsed, x will be replaced with its inverse (1/x). For example, "x*x" will require only 1/4 of coolant to cool 2mB/t.
- Gas Coolant Recipe
For all chemical (like sodium) cooling, use this. The following is a sample JSON:
{
"type": "mekanism:gas_coolant",
"input": {
"gas": "mekanism:sodium",
"amount": 1
},
"output": {
"gas": "mekanism:superheated_sodium",
"amount": 1
},
"thermalEnthalpy": 5,
"conductivity": 1
}
- Type: Always use "mekanism:fluid_coolant" if you are adding a fluid coolant recipe.
- Input/Output: Refer to Fission Recipe.
- Efficiency: Refer to Fluid Coolant Recipe.
- Thermal Enthalpy & Conductivity: This affects how much coolant is heated. The code snippet here shows how it determines the value.
This is originally implemented in Sky Farm, but I feel like this feature has its own potential, so I took it out, and made it a standalone mod.
If you find my projects great, you can support me by joining my Patreon!
This mod is running under GNU GPLv3.