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Techy Techy Core

Drop into a version 26.3 Neoforge 26.3.0.16 profile to get started, Inspired by the great tech mods that came before it and rebuilt from the ground up, from a hammer all the way to fusion reactors, Cosmic Voltage and rocket flights out to Pluto.
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Techy Techy Core 1.0.7

File nametechytechy-1.0.7.jar
Uploader
TechyTechyTechyTechy
Uploaded
Sep 30, 2026
Downloads
14
Size
26.6 MB
Mod Loaders
NeoForge
File ID
9018559
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:techy-techy-1712663:9018559"

Learn more about Curse Maven

What's new

## 1.0.7

- Our own names: energy is FU (Ferrant Units), the two tiers after IV are AV (Arc Voltage) and FV (Fusion Voltage), and many machines and parts have new names (the Crushing Mill, Firebrick Bloomery, Alloy Foundry, Time Dilator, Broadcast Pylon, Matter Shaper, Drone Hangar, Stellar Crucible, Redcopper, Salvage, the Rocket Mk I to VI and more). Only the names changed: worlds, recipes and configs are untouched, and the Index still finds items by their old names.
- New: the Depot, our own storage network. Put a Depot Tag on any chest, crate or tank and reach them all from a Depot Desk; HV tags reach across worlds, so your home storage follows you to other planets (keep it chunk-loaded to take from it).
- Depot, part two: the Drafting Desk (MV), a Depot Desk with a crafting grid filled from the Depot (the Index's and JEI's "+" too, and crafting refills the grid); the Depot Satchel (LV to HV, battery-powered), your Depot in your hand, and the HV one reaches across worlds; the Stock Keeper, a Readout Cover reading that gives a signal while the Depot holds fewer than a set count of an item; and Depot Tags on Output Buses and Hatches (their outputs go into the Depot) and on Draw Buses (they stock a multiblock from the whole Depot).
- Space: each team gets its own space station; off-world, anything that burns fuel needs oxygen (a sealed room or piped oxygen).
- Early game: wooden tools can no longer be crafted (rock tools replace them); a knapped Rock File; cows, horses and llamas drop Rawhide and pigs drop Tallow, for leather tanned with bark (both can be turned off in settings).
- Knapping: Rock Spade and Rock Hoe heads, a Rock Spear that reaches further than a sword and can be thrown and picked back up, and a Hammerstone that beats rubble and cracks crushed ore into dust in the crafting grid. Two flint knap sharper, longer-lasting heads; two obsidian knap knife blades and spearheads that hit hard but chip fast. Clay shaping: hold a clay ball in each hand to shape unfired molds and jugs, then fire them in a furnace or the Brick Kiln.
- New world features: thermal springs and fumaroles with a Geothermal Boiler, salt flats and brine pools, kaolin clay, driftwood, seashells and pinecones, Amberpear and Blushfig trees, Mireberry bushes, cave spires and small ash cones.
- New plants and resources: Pitchpine (turpentine), Shorepalm (coconuts and oil), Marshcane, Brewgrain, Tanwood, Blightcap, Frostmoss, Lanterncap (luminous paint), Sulphur Crust and Blushstone in the Nether, Permafrost and Ochre Sand.
- Logistics: a settings screen for covers, one-stack input buses, exact-match filters, per-bus Configuration Chips, the Draw Bus (stocks a multiblock from a crate), Brim Covers, Four- and Nine-Tank Fluid Output Ports, wireless receiver logic modes, cover pasting with the Data Card, and wire cutters that cut a single cable face.
- New: the Industrial Drying Kiln runs the Desiccator's and the Calcining Oven's recipes many at once (sea water to salt, sulfide ores roasted to metal).
- New: Item and Fluid Wall Ports go in a Cleanroom's walls; a pipe on the outside reaches the machine or chest right behind the port.
- New: the Salvage Works takes assembled items apart as the Disassembler does, or grinds anything to scrap as the Recycler does (screwdriver to switch), many at once.
- New: the Finishing Works (Coating Booth and Arc Fixation Chamber) and the Kitchen Works (Slicer and Microwave) run those machines' recipes many at once, one of each pair at a time (screwdriver to switch).
- Art: ingots are redrawn as a chunky bar seen from above at an angle, with a bright top, a shaded front and a white glint that stays bright on every metal (steel and lead too); double ingots match.
- Art: gears, small gears and rotors are redrawn cleaner, with square teeth, a raised rim and a hub, and a white glint on every metal; the bronze, steel, titanium and tungstensteel turbine rotors now match every other metal's rotor.
- 3D held items now also cover batteries, scanners and prospectors, jetpacks, fluid cells and oxygen tanks, the magnet and the bow drill.
- Subtick overclocking: a machine that overclocks a recipe down to one tick with power to spare runs several of it at once instead of wasting the rest (processing machines and multiblocks). JEI's "+" only moves a recipe into a machine that runs it.
- Muffler Hatches and Exhaust Ports now catch Ash (sometimes Dark Ash) from a burning multiblock's finished runs, in five slots a hopper or item pipe can empty; use the hatch to look inside.
- Chanced outputs can now rise with tier: ore processing (Macerator byproducts, washing, baths, sifting, separators) and centrifuges roll their chanced outputs higher for each tier the machine is above the recipe's, half the base chance a tier. The Index shows the boost; recipes without one work as before.
- Power loss sets a recipe back: a machine or multiblock that runs short of power mid-recipe loses two ticks of progress for each tick without enough, instead of just waiting (never past its first tick). The "Power Loss Sets Back Progress" setting turns it off.
- Hoppers and item pipes can load a Processing Array with machines (one kind, up to sixteen) and take them out between runs, so an array can be refitted automatically.
- Tag Filter and Fluid Tag Filter Covers can be set by typing in their settings screen (sneak-use with an empty hand): a tag name ("ores" means c:ores), or a pattern with * such as c:ingots/* or *:gems/*. Clicking with an item still steps through its tags.
- New: the Draw Hatch, an Input Hatch that holds nothing itself: a multiblock takes its fluid straight from the tank in front of it (a Steel, Bulk or Deep Storage Tank, or a large tank's valve). The fluid sibling of the Draw Bus. A coil furnace whose inert gas runs out before a run finishes now loses the speed bonus for that run.
- Index fixes: a crafting plan no longer makes an item through a recipe that only has it as a chance byproduct; right-clicking a plan step steps through every usable recipe (and a pinned plan follows); the "+" no longer shows on recipes the open machine does not run or on special crafting it cannot place; double-click and drag select text in the search box again.
- Index search completes mod and tag words: type @ or # and a short list of matching mods or tags appears over the search box; Tab or a click takes one. In the recipe screen, Up and Down change tabs and Home and End jump to the first and last page.
- Index search is simpler: the box takes plain words, @mod and #tag (a typed ~, ^, $ or other symbol is just text). The other searches are four icon buttons at the box's end: can make (only what you can make now), hidden items (yours shown too), creative tab (pick one from a list) and tooltips (your words match tooltips too). A lit button combines with what you type; click it again for everything.
- Fixed: the Index search box and its buttons start empty in each world (the last world's search was kept), and "can make" lists only what you can make from what you carry (it listed fluid-only recipes with nothing held, machine recipes without the machine, and chance byproducts). Nothing of the Index carries from one world to another any more: each world or server keeps its own bookmarks, pinned recipe, recently viewed, search history, hidden items and list view, and a new world starts empty (the pane's size, sort and other preferences stay yours everywhere).
- Index: a fresh look. Framed, bevelled panels and recipe cards, sunken slots, a chunkier progress arrow, category tabs whose chosen one stands raised and joined to the window, crisper buttons and a soft glow over the hovered item.
- Index recipe cards for machines show a green tick by the power line when you have placed a machine that runs the recipe at its tier or better, and a red cross when you have not (only your own machines count; one you break drops out).
- The Index can show fluid amounts in buckets instead of mB ("Fluid amounts in buckets" in the Index settings).
- Hold Shift over an item in the Index list to see how it is made (the first recipe: where, what goes in, what comes out) in its tooltip.
- More: rock flour and heavy-mineral beach sand, the Pump Module Mk III, blast furnaces that run hotter at higher voltage, Stellarite glass for NV Assembly Lines, a forge hammer in the crafting grid, fast mining with the wrench and wire cutters, and an operator Vein Finder command.
- New multiblock: the XL Heat Exchanger (IV), a Large Heat Exchanger that runs 8 times as fast.
- Solar power follows the sun: panels, solar covers and the Solar Tower make more nearer the sun (up to twice on Mercury and Venus) and less farther out (Mars about half, a tenth from Jupiter's moons on), so the outer worlds call for other power.
- New tool metals: Vanadium Steel (HV), Cobalt Chrome (EV), Wavesteel (AV), Iridosmine (FV) and, at the very end, Degenerate Matter from the Plasma Mixer. Each makes the full set of tools (hammer, wrench, file, saw, the extra tools, a mining hammer, and pickaxe, axe, shovel, sword and hoe); the later the metal, the longer they last (from Wavesteel on, far longer than tungsten steel), and they still wear out.
- Space: Space Assembler Modules Mk I to III (UV, UHV, SV) for the Space Elevator. They run Assembler recipes in orbit, 4, 16 or 64 at a time, and orbit counts as a cleanroom.
- Index: many upgrades. Recipes you can make come first, and "+" shows what you are missing. Bookmark groups (shareable between worlds and players), Forward and Recently viewed, fluids in the list, and hiding items or whole mods. Variants and machine tiers fold into one entry. Pin a recipe (P) or a whole craft plan (Shift+P) to the screen with your progress; the plan (L) lists every step and raw material for any amount. Click a machine's arrow for its recipes, use R and U on any block, and see your Depot counts beside items. Ctrl+Shift+C copies a recipe as text, and hovering an item outlines the slots holding it. Also many fixes, small-screen fixes and a lighter load on weak PCs.
- Electric tools: drills, chainsaws and the Buzzsaw now carry a head (a blade) of any tool metal, which wears as you work. A worn-out head leaves the tool charged but idle until you craft it with a new one; the old head comes back with its wear. A better head lasts longer and mines faster, within the tool's tier. Existing tools keep their original head.
- Other mods' FE chargers can charge our tools, batteries and armour (at the Power Converter's rate, up to each item's tier; the "FE Chargers Charge Items" setting turns it off).
- Chemistry: nylon (HV and EV conveyor belts, thinner cable insulation), polyphenylene sulfide (insulation for osmium and naquadah cables, cheaper Fusion Casings Mk III), glue (from rawhide or acetic acid, for circuit boards) and the cumene route that makes phenol and acetone together.
- Map: see through flooded caves, your last death spot, and a tidier title.
- Art: every machine has its own look, and the fronts are brighter; key machines (turbines, boilers, the blast furnace, fusion reactors, the centrifuge, the assembly line) animate while running; every material's ingots, dusts, plates, rods, gears and tool parts are redrawn; and liquids ripple like water.
- Art, closer to vanilla: motors and conveyor modules of every tier are redrawn, and so are the new world plants' items (coconut, pitch, resin, soap, ochre pigment, brewgrain, the Blushstone lens) and ochre sand, permafrost and tanwood. Batteries now change shape up the tiers (a standing cell, a square pack, a ribbed capsule, a round cell with a glowing porthole, a cut crystal).
- 3D held items: tools, weapons and power tools are real 3D models in your hand, on the ground and in item frames, built from their own 16 px textures (the inventory keeps the flat picture). Turn it off with "3D held items" in the client settings.
- Fixes and performance: pipe fluids are drawn with the world for better frame rates, recipe clashes resolved, high-tier machines no longer stall from number overflows, multiblocks keep progress through brief breaks, machines feeding a full Four- or Nine-Tank Output Port now wait instead of burning fuel and losing their output, a lighter Depot Desk on busy networks, no freeze on the Index's first tooltip search, faster recipe screens for items with many uses, several ways to lose or duplicate items closed, and menu layering, scrolling and key clashes fixed.
- Upgrading old worlds: cows and horses drop rawhide instead of leather (a setting turns this off); an existing shared space station stays for everyone until an operator claims it.

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