Has the following mods for magic:
Botania
Ars Nouvaeu (And several addons)
Iron's Spells and Spellbooks (And several addons)
ProjectE
Mystical Agriculture
Occultism
Waystones
Psi (And several addons)
Has the following mods for tech:
Create (And MANY addons)
Create Aeronautics (And several addons)
Replication
TaCZ (And several addons)
Cyberspace
Mods that can be used by both tech and magic (since they are kinda both/neither):
Sophisticated Backpacks
Sophisticated Storage
Nameless Trinkets
The Backrooms Update. (I just find the idea of someone making a threshold in their bunker/basement and just tearing the world apart for everyone until they stabilize it. Plus, this mod also has misrememberances of builds even YOU make, not just pregen structures... I think, I haven't seen it yet but tbf I didn't build anything in that world so)
FYI, the way this pack encourages you to choose one side or the other is that there is no compatability between tech and magic unless it directly harms one or the other. Such as a nifty little mod I found that adds compat between Iron's and Sable to allow Iron's spells to break and move sublevels.
Generally, magic mods don't change too much with the base game so they only needed compatability to hit the insanity of Aeronautics sublevels as Aeronautics can hit anything magical just fine.

