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Mekanism: Extra Modules
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Adds extra modules for Mekanism's modular gear, including endgame MekaSuit protection.
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Must be installed on both the client and the server.
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Mekanism: Extra Modules
A Mekanism addon that expands its modular gear with new abilities.
The current release adds three MekaSuit body modules focused on endgame protection. All three use Mekanism's native module energy system and are installed in the MekaSuit body armor.
Modules
Phase Guard Unit
Keeps the suit in a protected state while the module is enabled and powered.
- Energy use: 500 kFE/t while active.
- Condition: the module must be installed, enabled in the Mekanism module UI, and able to draw energy.
- Effect: cancels incoming damage paths and death events that normal armor may not stop.
- HUD: shows active or inactive state through Mekanism's native module HUD.
Chaos Anchor Unit
Extra protection for Draconic Evolution's Chaos Guardian laser behavior.
- Energy use: no separate drain; it relies on Phase Guard being active.
- Condition: Chaos Anchor must be installed, Phase Guard must be enabled and powered, and the configured suit requirements must pass.
- Effect: blocks the Chaos Guardian laser's direct health-write and death bypass path.
Emergency Revival Unit
Last-second recovery when a hit would kill the player.
- Energy use: 10 MFE per trigger.
- Condition: the module must be installed and able to draw enough energy at the lethal hit.
- Effect: cancels death, restores 4 health, and applies short totem-style survival effects.
Notes
- Items are registered into the Mekanism Tools creative tab.
- Phase Guard is controlled through Mekanism's module UI.

Mekanism: Extra Modules
A Mekanism addon that expands its modular gear with new abilities.
The current release adds three MekaSuit body modules focused on endgame protection. All three use Mekanism's native module energy system and are installed in the MekaSuit body armor.
Modules
Phase Guard Unit
Keeps the suit in a protected state while the module is enabled and powered.
- Energy use: 500 kFE/t while active.
- Condition: the module must be installed, enabled in the Mekanism module UI, and able to draw energy.
- Effect: cancels incoming damage paths and death events that normal armor may not stop.
- HUD: shows active or inactive state through Mekanism's native module HUD.
Chaos Anchor Unit
Extra protection for Draconic Evolution's Chaos Guardian laser behavior.
- Energy use: no separate drain; it relies on Phase Guard being active.
- Condition: Chaos Anchor must be installed, Phase Guard must be enabled and powered, and the configured suit requirements must pass.
- Effect: blocks the Chaos Guardian laser's direct health-write and death bypass path.
Emergency Revival Unit
Last-second recovery when a hit would kill the player.
- Energy use: 10 MFE per trigger.
- Condition: the module must be installed, enabled in the Mekanism module UI, and able to draw enough energy at the lethal hit.
- Effect: cancels death, restores 4 health, and applies short totem-style survival effects.
Configuration
Every gameplay value is configurable per world in serverconfig/mekanism_extra_modules-server.toml. Dedicated servers store it under <world>/serverconfig; single-player worlds store it in the world's serverconfig directory.
Energy values in this file are expressed in Forge Energy (FE) and are converted through Mekanism's configured FE-to-Joules conversion before being consumed.
The generated file documents every option and its valid range. Server owners can tune the modules from forgiving single-player defaults to stricter expert-pack balance.
Notes
- Items are registered into the main Mekanism creative tab alongside Mekanism's own module units.
- Phase Guard is controlled through Mekanism's module UI.
License
Licensed under the GNU Lesser General Public License v3.0 or later (LGPL-3.0-or-later). See LICENSE.
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