Pick 2x, 3x, 4x or 5x and how fast ore comes in, and see every machine the line needs, its power, its oxygen, hydrogen chloride and sulfuric acid, and a 3D build you can copy, side config included. Each tier is built on top of the last, so the build guide walks you from 2x up. Every number comes from Mekanism's own recipes, machine classes and upgrade formulas, and the ATM10 presets add the pack's own recipe changes. Timings, power and gas use were checked in game.
Drag to rotate. Right-drag, Shift-drag or two-finger drag to pan. Scroll or pinch to zoom. Point at a block to see what it is and how its sides are set.
Build 2x first, then add each tier in front of it. Step through with ◀ ▶ on the 3D view; new blocks in each step are outlined in yellow.
Counts are worked out for you. Type a count to match a line you've already built: the calculator then shows what holds it back.
Infusers and rotaries do 2^speed operations a tick, but each operation costs more power with every speed upgrade past half the energy upgrades. 4 speed with 8 energy is as fast as they go at no extra power per mB.
The same ore coming in, processed at each tier with the machines and upgrades you picked above.
Every part broken down to what you mine or smelt, through the cheapest crafting route in ATM10's recipes (Metallurgic Infuser steps included). Lava buckets come back empty.
Every recipe that takes an ore block has a raw ore version that gives less. An ore block makes 2, 3, 4 or 5 ingots; raw ore makes 1⅓, 2, 2⅔ or 3⅓. Fortune III averages 2.2 raw ore per block, so mining with Fortune still wins: 7⅓ ingots per block at "5x".
dissolution: 1 ore → 1,000 mB slurry → 5 crystals
3 raw → 2,000 mB slurry → 10 crystals
1 block → 6,000 mB slurry → 30 crystals
data/mekanism/recipe/processing/*/slurry/dirty
ATM10, ATM10: Aeronautics, All the Mons and ATM10 Lite replace four of Mekanism's recipes for every metal they process, in a KubeJS script. An ore block makes 4½, 6 or 9 ingots at 3x, 4x and 5x there, not 3, 4 and 5. In-game, 64 clumps crushed into 128 dirty dust, 64 dirty dust enriched into 48 dust, 64 crystals made 128 shards, and a washer used 20,100 mB of dirty slurry and 100,525 mB of water for 12,057 mB clean.
washing: 5 dirty + 25 water → 3 clean injecting: 1 crystal → 2 shards crushing: 1 clump → 2 dirty dust enriching: 4 dirty dust → 3 dustkubejs/server_scripts/mods/Mekanism/ore_processing.js
A Block of Raw Iron goes through the first machine in one operation, at the same ratio as 9 raw ore, for 2 mB of gas a tick instead of 1. Crafting raw ore into blocks first means 9× fewer front machines and 4.5× less gas there. In-game, a Block of Raw Iron made 18 clumps for 364 mB of oxygen, 2.0× what one raw iron used.
purifying: 1 raw + 1 O₂/t → 2 clumps
1 block + 2 O₂/t → 18 clumps
clump/from_raw_block.json · shard/from_raw_block.json
Each speed upgrade divides the time by the upgrade multiplier to the ⅛ power, but power per tick goes up twice as fast. With no energy upgrades, 8 speed upgrades make each item cost 10× the power (16× in ATM10). In-game on ATM10's 16, a Purification Chamber and a Crystallizer with 8 speed and 8 energy upgrades took 12 ticks an item, at exactly 38,400 and 76,800 J.
ticks = base × M^(−speed/8) power = usage × M^((2·speed − energy)/8) per tick M = maxUpgradeMultiplier (10; ATM10 sets 16)MekanismUtils.getTicks · getEnergyPerTick
Purification, injection and dissolution draw gas every tick they run. Speed upgrades raise the draw by M^(2·speed/8) while only shortening the operation by M^(speed/8), so each item uses more gas. Eight chemical upgrades cancel 8 speed upgrades exactly.
gas per tick ≈ amount × M^((2·speed − chemical)/8) gas per item = that × ticksMekanismUtils.getGasPerTickMeanMultiplier
Each tick the machine draws a Poisson-distributed amount, capped at 3× the mean. With no upgrades that averages about 0.91 mB a tick, not 1: a Purification Chamber uses about 181 mB of oxygen per item. In-game it used 180 mB per raw iron with no upgrades, and 193 mB with 8 speed, energy and chemical upgrades (the formula says 191).
used = amount × inversePoisson(mean) cap = 3 × ceil(mean)StatUtils.inversePoisson · usage.randomizedConsumption
A Dissolution Chamber finishes an ore in 100 ticks, enough slurry for 5 crystals. A Crystallizer takes 200 ticks per crystal. With the same upgrades you need 10 crystallizers for every dissolution chamber (6 in ATM10, where washing turns 5 mB into 3), and crystallizers have no factory.
dissolution: 100 ticks → 5 crystals' worth crystallizer: 200 ticks → 1 crystal (200 mB)TileEntityChemicalDissolutionChamber · TileEntityChemicalCrystallizer
These run several operations a tick: 2^speed of them. Each operation still pays the speed power formula, so a washer's power per mB of slurry still climbs with every upgrade. Electrolytic Separators are the exception: 400 J per operation whatever you fit. In-game, washers with 4 and 8 speed upgrades washed exactly 16 and 256 operations a tick.
washer ops/tick = 2^speed (1 mB slurry + 5 mB water each;
ATM10: 5 mB + 25 mB → 3 mB)
separator: 400 J per op, fixed
TileEntityChemicalWasher · TileEntityElectrolyticSeparator
The gas slot on these machines converts items. Flint gives 10 mB of oxygen, salt 2 mB of hydrogen chloride, sulfur dust 2 mB of sulfuric acid. Through a Chemical Oxidizer and two infusers, one sulfur dust makes 100 mB of acid instead of 2.
flint → 10 O₂ salt → 2 HCl sulfur → 2 H₂SO₄ (or 100 via the oxidizer)recipe/chemical_conversion · ChemicalInventorySlot.fillOrConvert
A factory is several single machines in one block: each slot runs at the machine's speed and draws the machine's power, and the upgrades in the factory apply to every slot. Factories save space and upgrades, not power.
slots: Basic 3 · Advanced 5 · Elite 7 · Ultimate 9 power: machine usage × busy slotsTileEntityFactory · FactoryTier · blocktype.Factory