Mekanism Fission Recipe
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A mod that allows you to add custom recipe for Mekanism Generators' Fission Reactor.
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Features machines that produce and store energy or resources.
Adds extra features or content to an existing mod.
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Pinned: If you have any issue with this mod, please do not report to official Mekanism. This mod is unofficial, and the creators of Mekanism have no idea about how to fix your issues.
Mekanism Fission Recipe
A really unique addon for Mekanism Generators.
This README is for v3.0.6 for Minecraft 1.21.1 with NeoForge. For older versions, see the README from other branches.
What?
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:

How?
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.
Fission Recipe
You just need to create the recipe like a datapack. Here's how the recipe JSON file should look like:
{
"type": "mekanism:fission",
"input": {
"chemical": "mekanism:fissile_fuel",
"amount": 1
},
"output": {
"id": "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": "minecraft:water",
"amount": 1
},
"output": {
"id": "mekanism:steam",
"amount": 1
},
"thermalEnthalpy": 10,
"conductivity": 0.5,
"efficiency": 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
tagtofluid) 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.
- Thermal Enthalpy: Higher = Boil less & Cooler
- Conductivity: Higher = Cooler
- Efficiency: Higher = Boil more
Gas Coolant Recipe
For all chemical (like sodium) cooling, use this. The following is a sample JSON:
{
"type": "mekanism:gas_coolant",
"input": {
"chemical": "mekanism:sodium",
"amount": 1
},
"output": {
"id": "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.
- Thermal Enthalpy & Conductivity: Refer to Fluid Coolant Recipe.
This code snippet is the relationship between thermal enthalpy, conductivity and efficiency.
For More Examples,
Please take a look at the test_recipes directory (on GitHub).
Why?
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.
Help?
If you find my projects great, you can support me on Ko-fi!

License
This mod is published under GNU GPLv3.
Mekanism Fission Recipe
A really unique addon for Mekanism Generators.
What?
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:

How?
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.
Fission Recipe
You just need to create the recipe like a datapack. Here's how the recipe JSON file should look like:
{
"type": "mekanism:fission",
"input": {
"chemical": "mekanism:fissile_fuel",
"amount": 1
},
"output": {
"id": "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": "minecraft:water",
"amount": 1
},
"output": {
"id": "mekanism:steam",
"amount": 1
},
"thermalEnthalpy": 10,
"conductivity": 0.5,
"efficiency": 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
tagtofluid) or a fluid tag (tag). - Amount: Input amount.
- Output:
- Gas: The output gas. If you're making a mod you can add your own gas.
- Amount: Output amount.
- Thermal Enthalpy: Higher = Boil less & Cooler
- Conductivity: Higher = Cooler
- Efficiency: Higher = Boil more
- Fluid/Tag: The fluid to accept. It can be a single fluid type (change
Gas Coolant Recipe
For all chemical (like sodium) cooling, use this. The following is a sample JSON:
{
"type": "mekanism:gas_coolant",
"input": {
"chemical": "mekanism:sodium",
"amount": 1
},
"output": {
"id": "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.
- Thermal Enthalpy & Conductivity: Refer to Fluid Coolant Recipe.
This code snippet is the relationship between thermal enthalpy, conductivity and efficiency.
For More Examples,
Please take a look at the test_recipes directory.
Why?
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.
Help?
If you find my projects great, you can support me on Ko-fi!

License
This mod is published under GNU GPLv3.
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