Sky Greg

A skyblock modpack based around GregTech Modern with unlimited ores, some unique twists, and no sieving! Back under active development!

File Details

Sky Greg-2.0.zip

  • R
  • Jan 4, 2026
  • 13.92 MB
  • 226
  • 1.20.1
  • Forge

File Name

Sky Greg-2.0.zip

Supported Versions

  • 1.20.1
// *** UPDATE EXISTING WORLDS AT YOUR OWN RISK WITH THIS UPDATE *** //
// *** MOSTLY DUE TO MANY CHANGES BY GT AND ME, MANY RECIPES AND PROCESSES HAVE CHANGED *** //
// *** IF USING AN EXISTING WORLD YOU MAY NEED TO CHANGE MANY PATTERNS AND SETUPS *** //
// *** FRAMED COMPACTING DRAWERS HAS BEEN REMOVED AND IS NOW INCOMPATIBLE - IF YOU USED THEM BEWARE *** //

 - Most notably GregTech has gone from version 1.1.4.a to version 7.4.0
 - Visit https://github.com/GregTechCEu/GregTech-Modern/releases for a full GregTech changelog over the past many updates.

============================================================================
============================================================================

// MODS UPDATED //

- Literally everything (100+)
 -

============================================================================
============================================================================

// MODS REMOVED //
- Water Sources (better versions exist - TPS issues)
 - Lava Sources (better versions exist - TPS issues)
 - Simple Magnets (GT versions exist)
 - Pipez (was only available in first few versions of pack, finally fully removing)
 - Extractinator (has been disabled since initial upload, never actually saw light, was clunky)
 - TexTrue's Embeddium Options (compatibility issues)
 - Framed Compacting Drawers (there was a compatibility issue and I removed all other Framed Drawer versions anyways)
 - EMI Trades (the viewing looked bad and Just Enough Resources seems cleaner, I didn't like EMI Trades)
 -

============================================================================
============================================================================

// MODS ADDED //

 - It's the Little Things (not aggressive with warnings and such, just a welcome screen, modpack name, and icon)
 - Functional GregTech Drawers (Treated Wood and Rubber Wood options for Functional Storage)
 - GregTech Storage Drawers (disabled until updated on CurseForge, issue with Storage Drawers API change, issue reported, Modrinth has the newer version but I can't upload that in the pack to CurseForge, if you want them grab it there)
 - KubeJS Additions (Fluid.of accepts tags, didn't need, will leave in case a use comes up later)
 - LootJS (Not used in the end, will leave in case a use comes up later)
 - Notes (Allows making notes in game through a GUI, can pin notes to the in game HUD if you wish, can open with a hotkey, nice for many reasons)
 - ChatCalculator (Type math equations in chat for a printout in chat so you don't need to alt tab for a calculator, just start the chat message with =, like =(5+3)*7 and it will print out (5+3)*7 = 56 in the chat box, you can put @ before the = like @= to broadcast it to the server)
 - Tooltip Overhaul (Didn't make it super fancy, just darkened cleaner tooltips, users can customize a lot on client end)
 - Cable Facades (Allows facades for any cables, including GT, AE2, LaserIO, XNet, and EnderIO, more can be allowed in configs too)
 - [Let's Do Addon] EMI Compat (Adds missing EMI recipe viewers for Vinery/Bakery/Brewery)
 - World of Penguins (They don't do anything, they're just penguins, I like penguins)
 - Fullblock Energistics (Adds full block versions of Terminals and Monitors)
 - GT Exoskeleton Legs (A curio item with a custom slot that provides movement speed, step assist, and jump height)
 - Advanced AE (Another AE2 addon, AE2 stuff and armor set with many modules)
 - Flux Networks (Gregged to HV, rather expensive but can convert EU to FE automatically)
 - Animation Overhaul (some people may not like, disable or config on your end, I find it hilarious)
 -

============================================================================
============================================================================

// CHANGES //

 - Added a welcome screen when opening the modpack to warn about continuing an existing world. You by all means still can, but you may need to change a bunch of things around your base. The welcome screen will be around for another update or two until I do remove it.
 - I definitely missed some stuff here but trying to record what I can.
 - Edited many random quests due to GT changes (most notably the Large Boilers being buffed, they burn way less fuel now) and mod additions/removals.
 - Moved Steam Oven quest to earlier in steam age as it does not require rubber.
 - Gregged more non GT recipes that I forgot to keep track of, ones I do remember will be listed somewhere below.
 - Added secondary assembler recipe for Simple Ore Generator using iron instead of lead, costs a bit more steel for the casing but extruder time for rotor goes from 41.4 seconds for lead to 11.2 seconds for iron for faster autocrafting.
 - Added Fluid XP recipe using Vinery and Chemical Reactor, mostly because it's funny.
 - Added EMI info pages for certain things like Simple Resource Generators blocks to explain more about what they do without needing quests as they are custom to Sky Greg.
 - Added much more seed/sapling interaction with both Market and Greenhouse.
 - Added Quartz Alloy custom material, Casing, and Hull for most non GT machines.
 - Added custom multiblocks for Farmer's Delight Cutting Board and Cooking Pot with boosted outputs. LV materials, 30 EU/t.
 - Extended all Farmer's Delight food buffs by x10.
 - Made the Saturating Item require Stainless Steel to encourage some kind of food automation earlier on.
 - Buffed Saturating Item to also increase saturation and not just hunger (as it always should have been), you still wont be invincible but it will provide much better healing and you won't need to hold it as much.
 - Cleaned up KJS scripts a lot.
 - Unified liquid experience options between Mob Grinding Utils and Ender IO, favoring MGU, made a conversion recipe for each, should be correct values?
 - Removed some old custom recipes for things GT did not have at the time, like Concrete Powder to Concrete, and others as there were duplicates now, still might be some lingering.
 - Added information quest to point out custom multiblocks in the pack.
 - Finally updated textures for Simple Resource Generators to be actually good (ty to HotNastyMilk).
 - Implemented timer based repeatable quests for a quest book shop, will be hidden for this update (can see if in quest editing mode) but will be working on viable items to purchase and currencies for them. Suggestions welcome.
 - Added a secondary way to make Firebricks in the steam age. Now there is a Rough Concrete Dust, which skips making the Concrete Bucket by mixing the dusts together in a shapeless crafting recipe, then a steam powered Low Pressure Firebrick Mixer can be made to mix the Rough Concrete Dust with 6 Firebrick, 2 Gypsum Dust, and Water to make the Firebricks required for the Primitive Blast Furnace. Basically all the same materials are required, except the Buckets, and instead uses a one off low pressure steam machine. The original recipe still exists, this is if you want to put in a bit more early game machine use to get around an annoying recipe. CURRENTLY AN ISSUE WITH MACHINE - TO BE FIXED 
 - Buffed default wireless range for ME Wireless Access Point from 16-32.
 - Added a "Darker" concrete variant of GT concrete blocks, more of a dark grey and less of an odd brown. Just run the Dark versions through a Chemical Bath with Water one more time. They also have the speed boost effect, but note they have the FOV backwards for the concrete speed boost right now unfortunately, you speed up as normal but your FOV acts as if you're slowed down, it's in their next update but not out yet.
 - Slightly buffed range for all Wireless Chargers blocks, doesn't allow for too much of an increase though.
 - Added a Plant Fiber to Lime Wool recipe in Assembler.
 - Fixed incorrect tiering recipes for some of the RFD block generators.
 - Added Macerator recipe for chanced outputs of Plant Fiber from Saplings so you can turn excess Saplings into String.
 - Added Macerator recipes for Grass and Tall Grass into Plant Fibers and Grass Seeds as a byproduct.
 - Added the Vinery Wandering Winemaker and its Mules to the NoMoWanderer items whitelist, making them not spawn or relocate with said items like the vanilla Wandering Trader.
 - Added the Trader Cloth Piece to the Vinery Wandering Winemaker and its Mules like the Wandering Trader and its Llamas.
 - Added Factory Blocks to the Rechiseled recipes, was too much for one go so they are split, in turn made a crafting recipe for the Sturdy variant from Factory Blocks to have 2 base blocks craftable.
 - Re-enabled overclocking methods for all custom multiblocks as I previously disabled them due to a code change from GregTech that gave me errors.
 - Made it so the Desulfurizer accepts any Coils, following the Coil logic for the Cracker, reducing energy usage to run per tier. Unfortunately the Coil info does not appear in the EMI multiblock preview like other default multiblocks, but you can see the energy usage reduction while it's running.
 - Moved the positioning and rotation of the Controller for the Desulfurizer to where it should have always been from the start, EMI multiblock preview will show new location. Also added Muffler and Maintenance requirements.
 - Changed all recipes for Ender Tank, Ender Chest (not the GT recipe for the vanilla Ender Chest), Dimensional Tank, Dimensional Chest to be uniform. Now one doesn't cost more than the other, just pick what you want to use with a circuit value in the Assembler.
 - Removed Ender Chests from #forge:chests tag, still uses #forge:chests/ender, no more accidentally using Ender Chests in recipes and Ender Chests are still used in their proper recipes.
 - Added Framed Chest to #forge:chests/wooden, can now be used as a cheaper/easier chest in recipes.
 - Gregged Framed Cube recipe to be similar to Wood Frame recipe and added Assembler recipe.
 - Made shapeless recipes to convert matching drawer types back and forth from Storage Drawers and Functional Storage, keep in mind if there are items or upgrades in the drawer they would be lost.
 - Disabled all Compacting Drawers from both Storage Drawers and Functional Storage to rely on GT methods for blocking/unblocking.
 - Gregged all Fluid Drawer recipes, not crazy expensive but not crazy cheap as they were.
 - Slightly tweaked recipes for Puller/Pusher upgrades from Functional Storage and made them interchangeable with a shapeless recipe.
 - Gregged Hyperbox recipe.
 - Completely reworked how Netherite works. The unbreakable items with a Block of Netherite are no longer a thing (now a Block of Iridium), but any Netherite item that uses durability is now crafted as unbreakable. There is also a whole line of GT tools for a new type of Forged Netherite now. You can still have all unbreakable tools, it's just going to take some more Greg. Forged Netherite is now an HV material made in the EBF as a Hot Forged Netherite Ingot and requires a Vacuum Freezer. Sorry/not sorry. I didn't want to remove the feature, but I didn't want it available from the start.
 - Ancient Debris and Block of Netherite are just decorative blocks now with recipes added and renamed to reflect.
 - Gregged all recipes for Easy Villagers/Easy Piglins.
 - Changed the Netherite Hammer on starting platform to a Diamond Hammer.
 - Made Sky Steel and Rusty Iron materials follow GT rules (blocks/ingots/nuggets in machines), and added secondary recipes for Rusty Iron materials in the Chemical Bath to avoid crafting with Water Buckets.
 - Changed any Netherite drops from Apotheosis to Diamond instead.
 - Changed recipes for all drawers from Functional Storage to be opposite recipes of Storage Drawers to avoid recipe conflicts (and cost the same).
 - Cleared out all recipe conflicts except a few from Dave's Building Mod, also learned many blocks from that mod will not drop anything when mined unless you use a vanilla or AE2 pickaxe which is... very odd?
 - Added Assembler recipes for all Armor Trim Smithing Templates.
 - Added a 3rd tier recipe for all Ender IO Conduits using PTFE for 12 per craft.
 - Added recipes for Prismarine Shards and Crystals.
 - Changed Autoclave recipe for Ender Pearl Dust to Ender Pearl to be a chanced output, with low chance using Water, and higher chance using Nitrogen, meant to nudge people towards the intended GT method of the Implosion Compressor if they want a steadier supply of Ender Pearls, without a mob farm at least. The Autoclave recipe only really exists to get some early Ender Pearls so I'm making it much more resource heavy.
 - Changed shapeless recipe for Ender Pearl Dust as there was an lack of Nitrogen in the recipe and you could Electrolyze it back for Nitrogen, now it just also contains Nitrogen in the form of Saltpeter Dust is all.
 - *VERY SUBJECT TO CHANGE* Added a Simulation Arena multiblock for IV age, it's a mob farm simulator. Any hostile mob with drops should be accounted for (except for pointless ones like Ravager = Saddle). Input/output/EUt/logic tweaking will be expected to come for this. Currently you input a Spawn Egg of what you want to farm as a non consumable catalyst (Spawn Eggs are purchasable from the Market except for a few), all mobs share the same input item (for now) of one Collagen Dust, and input fluid of 250 mb Formic Acid, except for a few niche mobs (like the Wither). All mobs have 1-8 output items all equaling a chance of 100% in total, one item is selected from the "drop table" from the chances (chancedOutput with XOR logic). Some mobs have a fluid output which is guaranteed if present, like a Blaze giving Liquid Blaze, a Slime giving Glue, and some others including some giving dimensional specific air types. Some mobs have additional non consumable catalysts for different outputs, like Magma Cube + Frog Spawn Eggs for Froglights. Using a Programmed Circuit of 10 will run percent based chanced outputs that take 10 seconds (200 ticks), you can target a loot position by using 1,2,3, and so on depending how many entries the mob has. This takes 3x longer but uses the same EU/t. Coils are used in the multiblock structure, any tier can be used and follow the Cracking Unit logic of less energy used per tier. This does not directly pull from loot tables, they are just arrays of items with chances defined by me, so items can be added or removed easily. *Passive mobs were not included as most are present in the Meat Box already, which will be expanded to be more of a passive mob version of this instead of just meat (wools, leather, etc.).
 - Added Apothic Condenser multiblock to craft and upgrade Apotheosis gems. Scales from MV to IV. User Cracking Unit logic for Coil tiers (energy usage reduction). Uncommon/Common = MV, Rare/Epic = HV, Mythic = EV, Perfect = IV.
 - Added Macerator recipe for Apotheosis gems into Gem Dust, giving chanced byproducts with HV and higher. As well as Metal Mixture Dust into Mysterious Scrap Metal.
 - Tweaked existing recipes for rarity materials from Apotheosis, mostly cheaper and lower energy tiers than they were.
 - Removed Apotheosis Gem Cutting Table, making the above the only method to do so.
 - Made custom "Speedy" Apotheosis Gem that fits in Pickaxe/Shovel, Helmet/Chestplate/Leggings/Boots, Bow/Crossbow that increases mining speed/movement speed/velocity respectively (faster than other speed increasing gems), just an all around speed gem which is essentially why Apotheosis was added in the first place. I wanna go fast.
 - Added custom JEI/EMI categories for blocks like Infinite Block Generator, Primitive Fluid Condensers, Simple Fluid Generators, Crushing Hammers, Random Seed/Sapling Generators, they're not perfect but they do the job.
 - Changed Dragon's Breath recipe from EV to HV.
 - Added Mixer recipe for Echo Shard Dust. You can now obtain Echo Shards.
 - Gregged plates from Dark Utilities.
 - Unified (almost) all Slabs, Pressure Plates, Slabs, Buttons, Fences, Trapdoors, Doors, Signs/Hanging Signs, Boats from all mods to be like GregTech.
 - Changed Glass Box multiblock pattern, existing recipes slightly, and added more glass type recipes.
 - Changed how the Basic Water/Lava Generators work slightly. Default values stay the same, but 5 tiers of booster blocks (for underneath) now exist. Water scales like 100, 200, 400, 600, 800, 1000 mb/t, Lava scales like 1, 2, 5, 10, 15, 20 mb/t with the respective tiered booster underneath. This was mainly done as the Large Boilers require significantly less fuel now, for example a Large Bronze Boiler can run off 1 un-boosted Simple Lava Generator. The tiered booster blocks go up the multiblock Coil tiers starting at Cupronickel. Previously the booster for Lava went from 1-10 mb/t, now the first level of boosting isn't 10, but the last level of boosting is 20.
 - Added a way to automate Fluid XP/XP Juice with a not too complicated but semi involved chain that starts from Biotite Dust, Salt (gem), Hydrofluoric Acid, and Hypochlorous Acid. The chain will also require either an Implosion Compressor for better results, or an Autoclave + Nitrogen variants, and some Laser Engraving, and Fluid Extracting. Fully automatable with an HV Laser Engraver as the highest requirement while some other things can make the chain easier. Most probably will never have a use for this unless you want to automate tons of Sculk or Apotheosis Gems/enchanting, but there may be more uses for XP in the future. There is also a Vinery method with more manual interaction and the Simulation Arena in the IV age.
 - Added recipe for Reinforced Deepslate and made it mineable. It is still immune to the Wither and Ender Dragon if you care to do anything with that, or just a building block.
 - Changed recipes for Basic Lava/Water Generators to use Netherrack Dust and Clay Dust respectively instead of Lava/Water Buckets.
 - Made all multiblock quests past the EBF only require the controller as setups are often different to avoid requiring things for the quest you don't actually need.
 - Unbreakable tools/items can be made using a Block of Iridium now instead of a Block of Netherite.
 - Changed all EXO-Craft items to be MV as multiple better options now exist in HV and above making it a bit more viable earlier on (nano/quark/quantum didn't exist when they were introduced, which is why EXO was introduced in the first place).
 - Made a Steam Bulk Alloy Smelter custom multiblock, like the Steam Oven and Steam Grinder it can do up to 8 recipes at a time. Multi Smelter will still out shine it but a better early game Alloy Smelter was needed.
 - Made a Steam Bulk Wiremill custom multiblock, like the others it can do up to 8 recipes at a time. It is a Steam input specifically to not allow voltage upgrading to not make the later version redundant. Not great for autocrafting setups unless you want a bunch of them, but quite ideal for bulk crafting. Set the circuit value in the Input Bus.
 - Changed Tesseract recipe to be MV.
 - Cleaned quest pages by moving things around, changing layouts, and icon shapes, visually more appealing now.
 - Changed quest reward behavior, same rewards but different method, skips the awkward item received page when collection a reward now. If you had completed quests with collected rewards you probably have more rewards to collect due to this, do with that as you will.
 -