promotional bannermobile promotional banner

Theoretical Sciences

An endgame tech mod, focused on understanding the theoretical limits of sciences, and exceeding it.
Back to Files

Theoretical Sciences 1.1.0

File nametheoreticalsciences-1.1.0.jar
Uploader
InnightInnight
Uploaded
Nov 3, 2026
Downloads
46
Size
27.4 MB
Mod Loaders
NeoForge
File ID
9413831
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:theoretical-sciences-1774101:9413831"

Learn more about Curse Maven

What's new

Seven new branches of science, two new dimensions and nearly fifty new machines. Everything 1.0 had is still there.

In content amount (1.0 → 1.1.0)

- 78 → 127 machines (37 → 70 multiblocks) 
- 148 → 232 research entries
- 10 → 12 dimensions 
- 48 → 69 fluids 
- 25 → 35 creatures
- about 840 → 1,260 items and blocks
- 11 → 13 music tracks.

New branch of sciences

Each from Tier I to Tier III, with research, derivation puzzles and Codex chapters:

Astrophysics: telescopes that need the real sky, a radio telescope, the spectrograph and the burst observatory.
Earth & Mapping: surveying, seismography, deep drilling and a climate engine that sets the weather.
Nuclear Science: radioactive decay that follows real half-lives and shielding, fission reactors, isotope enrichment, a cyclotron and a tokamak.
Electromagnetism: magnets, induction generators, a Tesla coil, an MHD generator, a pulsed magnet lab and a railgun forge.
Probability & Statistics: Galton boards, Bayesian inference, a Monte Carlo engine and a Markov chain refinery.
General Relativity: gravitational-wave interferometers, a redshift tower, lensing and time dilation, and a warp field forge.
Optics & Crystals: grow, study and cut crystals into lenses for the instruments.
Unification: experiments where quantum mechanics meets gravity: neutron interferometry, analogue black holes, the Unruh effect, Hawking evaporation and ER=EPR.

New dimensions

The Planetary Interior: Crust, mantle and core of the planet, layered by depth, with lithostatic pressure, magma, huge crystal pockets, its own creatures and machines. Enter through a Core Drill or a Mantle Breach.
The Accretion Frontier: Islands around a black hole, visible in the sky. Five new biomes (a cloud nebula you can walk through, an asteroid belt, a pulsar field, the accretion rim and a lensing void), each with its own hazard and its own counter. Reached by Light Sail, with a mini-boss, The Binary, summoned by a gravitational-wave record.

Also new

- Six Overworld field sites and the Frontier's derelict stations, built only from the mod's own blocks.
- Counter-gear: Refractory and Pressure Suits, the Whipple Shield, the Frontier Suit, Radiation Plating (on any armour) and off-hand counters for the new effects.
- Ten new creatures, the statistically impossibly rare Black Swan amongst them, each with its own AI, sound and animation.
- Each new dimension has its own music and its own travel animation. The machines have their own animations in the world and in their operator consoles, and every block has their own sound effect based on their composition.

Changes to 1.0 content and Bugfixes
- Twenty late and endgame multiblocks have new, larger shapes. An existing structure stops working until it is rebuilt. The Structure Assembler's new disassemble mode takes any of them apart, old layout or new, and gives every block back, so nothing is lost.
- Recipes were rebalanced, including recipes from 1.0. Every route is checked against the others for the same material: the newer or on a costlier machine must be substantially cheaper per item, or it was retuned (1.0 routes) or removed (newer ones). Every 1.0 recipe that changed is listed at the end of this entry.
- Fixed: fluid tanks in JEI and EMI drew past their frames, crowded Codex maps lagged, a mod's Essence could change its picture on every launch, and the mod's creatures behaved like the vanilla mobs they were built on (chasing villagers, riding, joining raids).
- Fixed (pack-wide): the vanilla armour tags (head, chest, legs and feet) still listed the removed Lead-Lined Suit, so the game threw those tags away for every mod in the pack, and armour enchanting could break with them.
- Fixed: villages could get two different Probability Halls, at twice the intended chance. Only one will generate now.
- Faster and smoother runtimes: rewritten dimension laws no longer check every creature in the dimension every second, and the links to Mekanism, GregTech and Nuclear Radiation look their classes up once instead of every second per machine.
- Interface Ports can import and export: sneak-use one with an empty hand to cycle passive, export (auto pushes the machine's products and spent coolant into the inventories and tanks beside it), import (pulls only what the machine's recipes can use) or both.
- The Structure Assembler can draw on an ME network (AE2): sneak-use it on any block of the network to bind it (again on the same block to unbind). Building then takes what your inventory lacks from the network, and taking a structure apart puts the blocks back into it - from anywhere in the same dimension while that block's chunk is loaded and the network has power. Interface Ports still come only from your inventory.
- Fused Silica: the Solar Furnace is now the bulk route it was meant to be (16 Sand into 16 Fused Silica, or 4 Quartz into 4, per run). The recipe balance now counts a machine that only works part of the day (the Solar Furnace by day, the Reflecting Telescope by night) as that much slower and dearer, so routes on it have to pay for that; a few daylight and downstream routes changed with it (the Tesla Coil's fulgurites give 6 Fused Silica from 16 Sand).
- Where things are found: every material that is mined, dropped by a creature or found in structure caches now says where, under its tooltip description and on its Codex page (for example, Corundum: mined from Corundum Crystal Mass in the Planetary Interior's Crustal Caverns).
- Tags for every item (shown by `/kjs hand`, usable in KubeJS and other mods): each item now carries the tag of the
  science it belongs to (`#theoreticalsciences:field/optics`, `.../nuclear`, ...) and of its family (`casings`, `machines`, `multiblock_controllers`, `processors`, `singularities`, `containment_cells`, `lenses`, `crystals`, `shards`, `boules`, `ingots`, `ores`, `records`, `samples`, `research_notes`, `spawn_eggs`, `armour/<suit>`, `glass`, `decorative_blocks`). Conventional `c:` tags are added only where they are safe: glass blocks, spawn eggs, and the real everyday materials (lithium, hafnium, magnetite) - the exotic materials share names with other mods' items, and a shared tag would let unification swap them.
- Bugfix: KubeJS no longer warns about the Interstellar Scoop's height requirement in its recipes.
- Fixed: the Omnipotence Core could make what lies beyond Omnipotence.** A later step had overwritten the `theoreticalsciences:beyond_omnipotence` tag with a single item, so the Omnipotent Ingot, Apeiron, the Raiment of Transcendence and the rest were missing from it (and showed no such tag in `/kjs hand`). All 38 are back, and tags written in several steps are now always added to, never replaced.
- Removed: the creative-duplicator watch** ("Beyond Copying"), with its two config options (`creativeDuplicatorBlocks`, `creativeDuplicatorHosts`), the `creative_duplicator_parts` item tag and the fluid `beyond_omnipotence` tag. It did not hold in practice; what lies beyond Omnipotence stays scarce because the Core will not make it.
- Rewritten text: about 600 Codex pages and a few tooltips rewritten. Recipe lines now only say where a thing is made ("Made in the Femtoscale Assembly Line") - the recipe pages and JEI/EMI show what goes in. Every ore describes where it is found, at what height, what it gives and which pickaxe it needs. About 175 blocks, items, fluids and creatures that had only a placeholder or their bare name now have a real description.
- Changes: Mod Essence parts and Specimen Bundles (samples and archives) are lettered like the Singularity Clusters (Greek, then Hebrew), instead of numbered.
 

Updating a 1.0 world

Back the world up first. Twenty late and endgame multiblocks have new shapes: take each one apart with the Structure Assembler's disassemble mode (sneak-use in the air to switch mode) before or after updating, then build the new layout. Every block is reused. Recipes in JEI or EMI show the new amounts. The two
`beyond_copying` options in the common config are gone; NeoForge drops them from the file on the first launch.

Full patchnotes, including every 1.0 recipe that changed: https://github.com/Necrifer/theoretical_sciences/blob/main/CHANGELOG.md

This mod has no related projects