CurseForge · Minecraft mod
Technomancy 2
Science and magic, what can go wrong?
Quick answer
Which Technomancy 2 release should I use?
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.
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.
This file does not list any required mods. Do not add a library just because a different file uses it.
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.
- 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.
- 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.
- 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.
- 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.
1.12.2
1 loader build1.12
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Technomancy 2 versions and loaders
Technomancy 1.1.0-1.12
technomancy-1.12-1.1.0.jar
16 Jul 2018
Technomancy 1.0.1-1.12
technomancy-1.12-1.0.1.jar
5 Mar 2018
Technomancy 1.0.0-1.12
technomancy-1.12-1.0.0.jar
4 Mar 2018
Looking for an older file? The official CurseForge project page is in Resources.