Description
This is a whole modpack in one file with Mod compatability, the modpack for quickstart is on the way
Techy Techy is a deep, long-haul tech mod for Minecraft 26.3 on NeoForge. Inspired by the great tech mods that came before it and rebuilt from the ground up, it takes you from loose rocks and a bow drill all the way to fusion reactors, Cosmic Voltage and rocket flights out to the edge of the Solar System.
Every tier builds on the last. Every machine earns its place. And the world itself is part of the tech tree: ores come in real veins, oil pools deep underground, ruins hold the salvage of an older civilisation, and fifteen worlds wait beyond the sky.
Your guide is the Ferrant Codex, a worn engineering manual left behind by that vanished civilisation. It explains every system with live multiblock previews, carries a map of the land with your waypoints and prospecting finds, and between the tables it tells the story of the people who climbed this path before you, and what became of them. A built-in recipe viewer (the Techy Index) and look-at display (the Techy Lens) come with it, so the mod is complete on its own. Its Advancements tab, opened with L, tracks every milestone from your first rock pick to the Stellar Swarm.
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THE JOURNEY
STONE AND BRONZE
• Day one from the ground up: pick up loose sticks and rocks, knock together a rock pick, hatchet and knife, and light your first fire from tinder with a bow drill. Fell whole trees with an axe, and watch the leaves come down in a second or two.
• Hand tools that work in the crafting grid: hammer ingots into plates, grind ore in a mortar, cut wire.
• Hand stations before power: sift gems, stir mixtures, press seed oil and soak ore in a bath, all by hand. Wash crushed ore in a cauldron, and pan river gravel for gold and tin or set up a Sluice Box in running water.
• Keep your tools sharp: hold a File in your off hand to scrape a worn tool back into shape, at the cost of a sliver of its maximum durability.
• Hot metal by hand: a Burning Box heats a Crucible that melts copper and tin, runs them together into bronze and pours into clay molds. Beat plates and foil out on a Forging Anvil.
• Rotational power: windmills, water mills, a hand crank and a Steam Engine turn shafts and gearboxes that drive a Millstone, a Rotary Pump, your hand stations and a Rotary Dynamo for your first EU.
• Your first coke, creosote and steel from a Coke Oven and Primitive Blast Furnace, and bricks and glass from a Brick Kiln, with no power at all.
• Hearth and field: bellows that make a fire burn hotter, a tapping spout for resin, straw skeps for honey, wicker fish traps and salt pans.
• No shortcuts: vanilla tools and blocks are rebuilt round the tree, sand won't smelt into glass, and ore blocks drop themselves for your hammer to break. It all lives in a built-in data pack you can switch off.
STEAM
• Coal, lava and solar boilers. Let one run dry, add water, and stand well back. Feed them hard water and they scale up; knock the scale off with a hammer.
• Steam machines that vent from the top (don't stand on them), and bronze multiblocks that squash, press, spin, wash and mix eight recipes at once, or sixteen at high pressure in a steel shell.
• A Large Steam Turbine for your first real power grid.
ELECTRICITY, LV TO EV
• Real voltage and amperage. Feed a machine too much and it explodes; push a cable too hard and it burns. Leave a charged machine out in the rain and it sparks.
• Overclocking: give a machine more power than it needs and it works faster.
• Deep ore processing, with crushing, washing, centrifuging and sifting, impure and pure dusts, and a byproduct at every step.
• Every metal can be melted, cast in molds and pressed through extruder dies into plates, rods, gears, rotors, frames and tool heads. An Alloy Blast Smelter turns an alloy's dusts straight into molten metal.
• Chemistry with dozens of fluids and gases, from electrolysis to distillation: petrochemicals, plastics, rubber, epoxy, polyurethane, aramid fibre, biodiesel and explosives, plus rare elements such as gallium, germanium and niobium recovered as byproducts.
• Oil comes in grades, from light crude in the deserts to raw oil in the badlands' tar sands, each distilling to its own mix. Sour gas and heavy oil give up their sulfur.
• Dangerous fluids behave like it: acids corrode the wrong pipe, hot fluids melt plastic, gases leak from bronze, and toxic fumes call for a Respirator.
• Multiblocks with freely placed ports: blast smelters with heating-coil tiers, chillers, large boilers and turbines.
• Circuits built from silicon you grow, slice and engrave yourself, with a chip family for every lens and eleven circuit families that give each tier several routes to its circuit.
• Covers for every face: conveyors, pumps, filters, detectors, screens, facades, wireless links, steam valves and extra storage.
• Pollution: burning machines smoke up their chunk. Fit mufflers and scrubbers, or watch the forest die.
HIGH TECH, IV TO UV
• Cleanrooms, Assembly Lines, and research powered by a Compute Array.
• Fusion reactors, Mk I to Mk IV, and huge plasma turbines.
• Platinum-group chemistry, a full lanthanide separation line with its own digester, leaching vat and extraction cascade, and the veltrium line that feeds the late game.
• Biotech: grow, clone and engineer cultures on a Gene Bench, brew enzymes and grow neural organoids for circuits.
• A Chemical Plant, an EUV Lithography Scanner, a Particle Cyclotron, a Resonance Refinery and a Fluid Silo that holds sixteen fluids at once.
• Neural circuits grown from living tissue in a sterile cleanroom, a Circuit Board Factory and a Circuit Assembly Line for circuits by the batch.
• Industrial and mega multiblocks that run dozens of recipes in parallel, and top machines that overclock perfectly.
FISSION
• Build a reactor, load fuel rods, balance coolant and control rods, and keep the heat down.
• Let it run away and it melts down, leaving fallout that lingers for hours.
• Spent fuel and nuclear waste still decay into power in a Radioisotope Generator.
• Hot ingots burn and radioactive materials make you sick. Wear a Hazmat Suit and carry a Geiger counter.
BEYOND UHV
• Four exotic tiers above UHV: Stellar, Nova, Quasar and Cosmic Voltage, each with its own metal, cable, circuit and plasma turbine.
• A Plasma Mixer and Plasma Forge for the exotic metals, then a Spacetime Compressor and a Stellar Harness that fold a captive star into the Eternal Battery.
• Wireless power networks shared across dimensions.
• A Component Assembly Line and a Nanite Forge for the very top of the tree.
• Megastructures: an Antimatter Collider and Reactor, a Stellar Swarm of collectors launched into orbit, a Singularity Compressor and a Matter Transformer that turns one element into the next.
THE LIVING WORLD
• Read the land: flowers that grow over the ore veins they point to, tar seeps over oil, gas vents over natural gas, meteorite craters, ore-rich river gravels, coloured clay pits and swamp peat.
• Rock layers that show in every cliff, deep-sea ore pillars and glowing crystals on Nether floors.
• Prospect by hammer, by dynamite and Geophone, with a pan in the river or with a Prospector, and every find goes on the map in your Codex.
• Bedrock veins lie under the ordinary ones: find one and a Bedrock Drill mines it forever.
• The Ferrant left a trail: dozens of ruins across every world, each built with the machines of the era its builders had reached, from coke works and windmills to rocket yards and far-world laboratories, with notes that follow their story to the last beacon.
• Ferrant ruins in every corner of the Overworld: a sunken desert depot, a jungle relay station, a timber camp, a swamp pump house, a badlands mining camp, a mountain observatory and a wrecked barge on the coast, plus a deep underground complex. A foundry waits in the Nether and a star relay on the End's outer islands. Their loot matches how far along you should be when you reach them.
• New trees, berry bushes and wild beehives.
SPACE
• Fifteen worlds to reach: the Moon, Mars, the Asteroid Belt, Venus, Mercury, Io, Europa, Titan and Pluto, then Ceres, Ganymede, Callisto, Enceladus, Triton and far Eris, each with its own rock, ore veins, gravity and no air, and each with its own Ferrant ruin, from a crashed lander to the last beacon tower.
• Six tiers of rockets, each with its own fuel. Build a Launch Pad, fuel up, chart a course on a Destination Card and launch. A rocket carries enough fuel to get you home.
• Survive with Pressure Suits, oxygen tanks and Oxygen Distributors that fill sealed rooms with air.
AROUND THE FACTORY
• Logistics: pipes from tiny to huge (cryogenic fluids crack the wrong pipe), wrench-set pipe faces, covers on pipes, round-robin item pipes, four and nine channel fluid pipes, long-distance pipelines, conduit bundles, Spray Cans to keep parallel lines apart, and Type Filters, Sorters, Regulators and Retrievers.
• Wireless redstone, linked energy hatches, a handheld Field Terminal that watches your multiblocks, a Power Line for long-distance EU, a Trash Can, an Auto Crafting Table, Programmable Redstone (timers, counters and logic gates) and a Central Monitor with redstone alarms.
• Farming and food: crop breeding with resource crops that grow real metals, a Greenhouse, a Mob Farm, a Sawmill, and a food line with sandwiches, pizza, juices and brewing.
• Storage: crates that keep their contents when broken, multiblock tanks, an owner-locked Safe, Bulk and Deep Storage, and Large Fluid Cells up to 64 buckets.
• Building blocks: asphalt roads that speed you up, coloured lamps in several styles, and blast-proof Reinforced Stone and Glass for the reactor room.
• Field machines: Chunk Loader, Backfiller, World Accelerator, Teleporter, Lightning Rod, Weather Controller, Monster Repellator, crop harvesters and more.
• More power: fuel cells, rocket engines and plasma generators, a Thermal Boiler, a Tesla Tower that powers machines through the air, a Solar Tower, windmills and water mills.
• Gear: a Pocket Toolkit, pruning loppers, a Beam Cutter with five beams, charge harnesses that top up your tools, drill precision mode, chainsaw tree felling, pickaxes, axes, shovels, swords and hoes in eight metals, electric tools, jackhammers, an Electric Magnet, Electric Boots, a Solar Helmet, Carbonweave and Aegis armour, jetpacks, the Aerodyne Chestplate and a Gravity Chestplate that lets you fly.
• Pick a working machine up with a wrench and it keeps everything inside.
• Multiblocks can be built mirrored or upside down, show exactly what is missing while they're incomplete, and a Multiblock Projector and Structure Builder help you put them up.
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QUALITY OF LIFE
• Techy Index: every item and recipe beside any container. Search by name, mod or tag, sort, resize the pane, bookmark favourites, press R for recipes and U for uses, and click + to fill a crafting grid or machine from your inventory. It also shows how to build every multiblock, where each ore and oil grade is found and every route an ore takes through the machines.
• Techy Lens: look at any block or creature to see what it is, what tool it needs, and a machine's progress, power, items and fluids. Sneak for more, or keep it for when a Scanning Monocle is in hand.
• Codex map: press M for a map of the land round you, with cave view, waypoints and your prospecting finds. Items and multiblock parts on Codex pages open their recipes when clicked.
• Seam Breaker: hold a key while breaking a block to take the blocks around it too, in five shapes, from a whole connected vein to a 3x3 tunnel, with an outline of what will break.
• Middle-click sorts a chest or your inventory, and Shift-dragging over slots moves each one.
• Machine settings: lock a machine to one recipe, choose to wait or void when its outputs are full, set its circuit number without the item, keep inputs separate, and copy all of it to another machine with a Data Stick.
• Every setting, on client and server, is on an in-game settings screen, and all keys are rebindable under Controls.
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BUILT TO PLAY WELL
• Every tier, from the Stone Age to Cosmic Voltage, has its own hand-drawn pixel-art look.
• Big multiblocks slowly develop maintenance problems you fix with your tools (or a roll of duct tape), or you can build a self-servicing port.
• Tested across hundreds of automated checks, including a full progression audit, so every item can be made and no tier is a dead end.
• Built for big bases: cable, pipe, shaft and storage networks are scanned once and repaired in place, tested with thousands of pipes and cables at a time, so a large factory costs well under one percent of a server tick.
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COMPATIBILITY
• Minecraft 26.3, NeoForge 26.3.0.16 or newer.
• JEI (optional): every machine recipe, with tiers, chances, heat and casing requirements, a Multiblocks tab, and pages for every ore vein, fluid deposit and ore byproduct chain. With JEI or another recipe viewer installed, the Techy Index steps aside.
• Jade (optional): look-at info for machines, tanks and ports. With Jade or another look-at mod installed, the Techy Lens steps aside.
• Forge Energy: Power Converters turn EU into FE and back, and Battery Banks give FE straight to machines from other mods.
• Uses NeoForge's standard item, fluid and energy handling, so pipes, hoppers, conduits and storage networks from other mods connect to every machine, hatch, tank and pipe.
• Other mods' materials just work: recipes take anything in the common tags (another mod's copper, tin or steel plates), and another mod's steam, oil, ethanol or hydrogen runs our machines.
• Choose whose items come out: when another mod makes the same material, a small button beside a machine's output slot switches that machine to the other mod's version.
• Wrenches from other mods turn and pick up our machines, and our tools carry the common tool tags. Machines and multiblock parts are tagged so contraption and carrying mods leave them in place.
• For modpack makers: every recipe is plain datapack JSON, and fuel values, coolants, hazards, UU Matter costs, balance numbers, extra ore veins and new rocket destinations are all datapack data. Other mods and scripts get a small public API and events. The pack maker's guide and the API notes are on the project page.
• Works in singleplayer and on dedicated servers. Server settings can only be changed by operators.
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CONFIGURATION
Every rule can be tuned per world in serverconfig/techytechy-server.toml, or on the settings screen:
• explosions and cableBurning (on): overloaded machines explode and overloaded cables burn.
• machineSpeed, energyCost and generatorOutput (1.0): speed machines up or down, and scale the power they use and make.
• pollution, pollutionEffects and pollutionRate: turn smog on or off, or tune it. pollutionSmog and acidRain (on) add the sooty fog and burning rain; pollutionKillsCrops (off) lets heavy pollution kill farms too.
• hazards, chemicalHazards and pipeHazards (on): heat, radiation and chemicals hurt unprotected players, and the wrong pipe pays for the wrong fluid. pipeTouchHazards (on): touching a hot or frozen pipe hurts.
• machineSounds, bareWireShocks and machineWeather (on): machine sounds, shocks from live bare wires, and rain harming charged machines.
• feRatio (4) and batteryBankFe (on): how many FE one EU is worth, and whether Battery Banks give FE.
• maintenance (on): big multiblocks need a Maintenance Port.
• reactorMeltdowns (on): an overheating reactor melts down; when off, it shuts itself down safely.
• worldAccelerator (on), plus a blacklist of blocks it never speeds up.
• chunkLoaders (on) and chunkLoadersPerPlayer (4): whether Chunk Loaders work, and how many each player may run.
• safesLocked (on): a Safe opens only for its owner and operators.
• fastLeafDecay (on): leaves cut off from their tree fall within a second or so.
• fluidVeinDepletion (off) and fluidVeinBuckets: let underground oil and gas slowly run down toward a floor, so rigs have to move on.
• preferredNamespaces (empty): mods whose version of a shared material machines make by default.
The Seam Breaker, the Backfiller, the Techy Index and the Techy Lens each have their own small settings file, all on the same screen.
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GETTING STARTED
Every new player arrives with the Ferrant Codex, and keeps it through death; lose it and you can craft another from a book and a piece of flint. Pick up a few loose rocks and sticks, make a rock pick, build a Coke Oven, and follow the Codex from there.
Default keys: M opens the Codex map, L opens your advancements in the Codex, R and U show recipes and uses over any item, A bookmarks it, O hides the Techy Index, the grave key (`) is the Seam Breaker and the middle mouse button sorts a container. The stars are a long way up.


