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Technomancy 2 project artwork

CurseForge · Minecraft mod

Technomancy 2

Science and magic, what can go wrong?

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Technomancy 2 release should I use?

Updated 8 years ago
beta file Technomancy 1.1.0-1.12
Game version 1.12, 1.12.2
Loader Not required

Technomancy 2 Technomancy 1.1.0-1.12 targets 1.12, 1.12.2. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.

Where it goes

Is Technomancy 2 required on the client, server, or both?

The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release No loader listed
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Technomancy 2 Technomancy 1.1.0-1.12 need?

Technomancy 1.1.0-1.12. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

4 listed on this file 8 pulled in by those mods
Thermal Expansion Optional for Technomancy 2 Technomancy 1.1.0-1.12
optional
Matching file found Matched file: ThermalExpansion-1.12.2-5.5.7.1-universal.jar
Blood Magic Optional for Technomancy 2 Technomancy 1.1.0-1.12
optional
Matching file found Matched file: BloodMagic-1.12.2-2.4.3-105.jar
Botania Optional for Technomancy 2 Technomancy 1.1.0-1.12
optional
Matching file found Matched file: Botania r1.10-364.4.jar
CodeChicken Lib 1.8.+ Needed by Thermal Expansion
pulled in
Matching file found Matched file: CodeChicken Lib 1.12.2-3.2.3.358-universal
Thermal Foundation Needed by Thermal Expansion
pulled in
Matching file found Matched file: ThermalFoundation-1.12.2-2.6.7.1-universal.jar
Guide-API Needed by Blood Magic
pulled in
Matching file found Matched file: Guide-API-1.12-2.1.8-63.jar
Hwyla Needed by Blood Magic
pulled in
Matching file found Matched file: Hwyla-1.8.26-B41_1.12.2.jar
Baubles Needed by Botania
pulled in
Matching file found Matched file: Baubles-1.12-1.5.2.jar
Quark Needed by Botania
pulled in
No matching file
CoFH Core Needed by Thermal Foundation
pulled in
Matching file found Matched file: CoFHCore-1.12.2-4.6.6.1-universal.jar
CoFH World Needed by Thermal Foundation
pulled in
Matching file found Matched file: CoFHWorld-1.12.2-1.4.0.1-universal.jar

8 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Technomancy 2 without breaking your instance.

Built for Technomancy 2 Technomancy 1.1.0-1.12. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Technomancy 1.1.0-1.12. It targets 1.12, 1.12.2; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Technomancy 1.1.0-1.12. It opens that exact file at the source.

About this project

What does Technomancy 2 add?

Why is it called Technomancy 2? It's because there's a new maintainer, who intends to revamp the entire mod once the bugs are flattened out, and make it even better!

I Do have permission as per from the original owner! Proof: https://gyazo.com/e5edcbf2934fd36c6968ecb65ef0de7b

Technomancy, as much as you can guess from the name, is based around combining magic and technology in a (hopefully) fun way. A lot of blocks will be added based around the RF power system and using it to perform advanced magical shenanigins. The mod supports Blood Magic, Botania and soon Astral Sorcery with dynamos to power your base in unique strange different ways.

More mod support and features will be added soon, with the awaiting of thaumcraft astral support is on it's way!

Dynamos:

  • Hippie Dynamo: Uses Botania man to run a powerful dynamo.
  • Blood Dynamo: Pump blood into this baby and let it produce tons of Row, row fight the powaaa!

Machines:

  • Item Coil: Transmits items wirelessly.
  • Blood Fabricator: produces blood from energy.
  • Mana Fabricator: produces mana from energy.
  • Processors: By combining the different sources of magic your are able to multiply the metal you get from your ores. Be aware that although very efficient, this system is extremly costly in terms of energy.

Others:

  • Crystals and Catalyst: they are able to form more or less complex rituals; an in-game books goes more in-depht with the ritual system's mechanics.

Project description from CurseForge.

Pick your setup

Technomancy 2 by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Technomancy 2 versions and loaders

3 of 3 releases match

Looking for an older file? The official CurseForge project page is in Resources.