
Fluxnautics
A Sable & Mekanism crossover addon adding Force Fields, Field Drives, Ion Thrusters, Anti Gravs, Spatial Anchors and more!
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- Обновлён
- 12 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 18 мая 2026 г.
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_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.
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
- 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
Ченджлог
1.0.0-beta.3Бета1.21.1 · 12 августа 2026 г.
- No new blocks this time, sorry gang!
- Forcefields on the other hand got a lot rebalanacing, they feature a new rather powerful ability to block lasers (and raycasts in general), at the cost of having to manage damage based overloads and cooldowns that follow an overload, find out more in the Guide.
- New configs for aformentioned forcefield changes, some defaults also changed.
- Small bugfix for thruster renderer client crash
1.0.0-beta.2Бета1.21.1 · 9 августа 2026 г.
- Now with Dedicated Server NOT crashing on boot (my bad)
- Brand new Conduit system, including the capability proxying Conduit Port block, very WIP still but released early to get the server crash hotfix out now.
- Thrusters with other thrusters in front of them now have a solid voxel shape.
- That's all folks
1.0.0-beta.1Бета1.21.1 · 5 августа 2026 г.
- The first beta release of the mod.
- Got rid of the fancy tab sections for the time being (they cause crashes due to incompatibility with some other addons, ex. Create Addon Organizer)
- Brand new Stabilizer machine acting as a gyro on a whole lot of steroids.
- In-game guide available when GuideME is installed (optional)
- Thruster Array Alignment Cores added, these are new array components that allow you to shift the thrust force's center closer to center of mass
- Updated the GUI for Thruster Array Controller to allow controlling enum configs (i.e. Driver & Effect)
- Actually made mixins use the mixin plugin (compatibility stuff was supposed to be gated behind it, oops)
- Some other misc fixes.
1.0.0-alpha.11Альфа1.21.1 · 22 июля 2026 г.
Assembly Terminal blueprint mode now has some more useful things, but I've been too busy to work on anything else so far. :c
Antigrav now once again cancels out Sable's magic number so it no longer floats away.
1.0.0-alpha.10Альфа1.21.1 · 11 июля 2026 г.
- Update to Sable 2.0
- Revert Ion Thruster renderer experiment (it was kinda meh anyway)
- Fixes Server-side panic when initializing Thruster Array group data (it no longer references client-only distribution content, my bad)
- Adds WIP Assembly Terminal (only has diagram like sublevel renderer in a GUI, no recipes right now)
1.0.0-alpha.9Альфа1.21.1 · 14 июня 2026 г.
- Adds Cloak Generator & Decloaking Unit (Mekasuit Head Module)
- Cloaking's Fade in/out only works without Iris shaders, due to the custom uniform that needs to be injected into shaders which Iris doesn't like.
- Cloaking in general was a very intrusive change as it adds like 6-7 Mixins, most of which were MixinSquared into Sable's own Mixins. This is bound to lead to weird issues down the road. Feel free to let me know if you run into any along the way.
- Base energy cost is pretty low but it can be bumped up in config, as usual its based off mass (of all connected sublevels in this case)
- Decloaking will only negate cloaks generated by machines you own.
- If you really can't find a ship you could always try using
/sablecommands (I hope you named your sublevel).
1.0.0-alpha.8Альфа1.21.1 · 10 июня 2026 г.
- Adds forcefield emitter & forcefield harmonizer blocks, and forcefield matrix item (used only for crafting)
- I really need to write docs for this stuff huh
- It doesn't block hitscan/raycast damage and likely won't ever, it's a "force field", not a "magic shield".
- Fixes initial intensity issue in thruster rendering caused by prior update.
- I also messed with thruster rendering a bit if you run into any issues in Direct (the default one) mode let me know, the vector & hover mode rendering is kinda fucky and will prob be undone later unless I can figure it out.
1.0.0-alpha.7Альфа1.21.1 · 30 мая 2026 г.
This build includes baseline support for rendering thruster graphics and some other machine stuff while an Iris Shaderpack is active if you have Iris Veil compat mod installed.
It actually just fixes some logic errors to prevent a crash and fixes some shader code to be compatible with what the Iris Veil compat bridge does.
The END_PORTAL effect on thrusters doesn't really have its distinct portal effect but it is a lot brighter than the LIGHTNING effect used by default.
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