Oritech
A technology-focused mod, with animated machinery, diverse processing options, and plenty of new mechanics and equipment
Themed around heavy machinery, factories, and automation reminiscent of the Industrial Revolution.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Features complex tech, often requiring intricate setups and resources.
Features machines that produce and store energy or resources.
Features machines that process raw materials or automation processes.
Introduces new armor, which may add special properties.
Introduces new tools, which may add enhanced capabilities.
Includes aesthetic items like decoration, clothing, and visual effects.
Adds decorative items and furniture for more detailed building.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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About
Description

Oritech is an open-source tech mod (currently for Minecraft 26.1.2), featuring many new machines and tools. Content ranges from processing machines, world interaction machines, logistical parts, new features integrated into world generation, equipment, and more. Machines are mostly animated multiblocks, with upgrades being implemented using addon blocks.
A wiki is available online on moddedmc.org or with the Oracle Index mod.
Includes JEI, REI and EMI compatibility. Works best with EMI.
1.20.1 support is not planned. 1.21.1 will only receive bugfixes.
Features include ✨
- Multiple ore processing chains / variants
- Automated farming machines
- Large quarries
- Electric tools and armor
- Item, fluid and energy pipes
- Drones to transport items across vast distances
- Lasers to automatically mine blocks
- Colorable machines
- Cybernetic Player augmentation
- Extensive online documentation
- Particle Accelerators!
- New decorative content, included connected textures and animated doors
- Diverse energy generation methods, from burning fossil fuels to creating sustainable farms for biofuel
- Extensive configuration options, and Mod Menu integration
Extra mod compatibilities (allowing metals and other components to be processed in Oritech machines, and vice-versa) for the following mods are included:
Fabric
- Alloy Forgery
- Clutter
- Energized Power
- Mythic Metals
- Tech Reborn
Neoforge
- Actually Additions
- Applied Energistics 2
- Create
- Ender IO
- Energized Power
- Immersive Engineering
- Industrial Foregoing
- Mekanism (and Mekanism Generators)
- PneumaticCraft: Repressurized
- Powah!
- Productive Metalworks
The following translations are available:
- English
- Chinese (by PlatinumOak)
- Brazilian Portuguese (by RenanEuzebio)
- Russian (by nuchohent)
- Ukrainian (by nuchohent)
- Spanish (by Seyronh)
- Turkish (by RuyaSavascisi)
- French (by kikipunk)
- German (by Wolkensteinchen)
- Polish (by plhappylemonpl & Przemol)
Additional information ℹ️
One of the main design ideas is to have multiple ways to get things in the mod. For example, plastic can either be produced using farming items or via oil processing. The same philosophy is applied to most of the mod. The goal is to avoid annoying roadblocks where you need one rare and specific item to proceed. Instead, there are usually multiple ways to get something done (although in this beta release this isn't always the case).
Another design goal is to have renewable sources for most things. This includes fuel and items, which can be gained by building large automated farms. Metals can be gained by using the bedrock extractor and gaining "renewable" metals in the late game. Getting those up and running requires players to set up large bases and processing chains. The naturally spawned resource nodes for the bedrock extractors, and also the oil wells are there to incentivize players to build auxiliary bases and then transport items to a central hub.
All parts of Oritech are heavily designed with simplicity and performance in mind. Pipe blocks only have entities where needed (e.g. when connecting to machines), and all networks are cached. Network updates are only sent when needed. Where possible, everything is precomputed or cached.
Pipes are generally pretty fast, and there is only 1 pipe tier for each type.
Credits 🙏
This mod is heavily inspired by the original Techarium mod, which sadly hasn't been released in a playable version yet. A lot of the machine names and models were taken or strongly inspired by Techarium. Huge thanks to the original techarium devs (YCar and Gecko and everyone else involved) for creating the assets and ideas, and also for making them available under the CC BY-NC 4.0 DEED license.
Some blocks and item textures are also from malcolmriley's unused-textures repository. Huge thanks to him for making those available as well (under the CC BY 4.0 DEED license).
In detail, these are the following items that are from the above-mentioned sources:
- From ArtOfTecharium (animations and textures were slightly modified, e.g. addon ports added, etc.)
- Assembler Model
- Foundry Model
- Laser Arm Model
- Powered Furnace Model
- Energy Acceptor Model
- Machine Extender Texture
- Exosuit Model
- Deep Drill Model
- Ceiling Lights
- Tech Door, Lever, Button
- From malcolmriley's unused-textures repo
- Oil fluid textures (the dark gas texture)
- Most of the crafting component textures
Acknowledgements
- Arky the PizzaRaccoon, for creating most of the metal ingot textures
- Ridanisaurus Rid, for creating almost all the non-metal component textures
- Kekie6, for creating the energy pipe and big solar panel models
- glisco, the creator of owo-lib, for creating this awesome library and supporting in its usage
- unilock, for providing most of the work on the EMI integration
- The creators and maintainers of Geckolib for creating the great animation engine, and helping out in their discord
- LyFl0w's texture maker, which has been used for item textures. Around 10 textures made with it are still in use.
- Ycar, for creating all tiers of the machine core textures
- BBoldt and BLOKBUSTR, for providing most of the metal item variant textures
- jshipley, for a lot of contributions with new features, block, mechanics and bugfixes
- CrazyMiner34, for improvements to item rendering in 3rd person & the wrench texture
- NovaKatt, for creating most of the metal / compacted block textures
- Armen, for making the pipes configurable with the wrench and some more improvements
- Relentless, for migrating the project to Mojang mappings and help with Maven publishing
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Oritech is an open-source tech mod (currently for Minecraft 26.1.2), featuring many new machines and tools. Content ranges from processing machines, world interaction machines, logistical parts, new features integrated into world generation, equipment, and more. Machines are mostly animated multiblocks, with upgrades being implemented using addon blocks.
A wiki is available online on moddedmc.org or via the Oracle Index mod. Includes JEI, REI and EMI compatibility. Works best with EMI.
Features include ✨
- Multiple ore processing chains / variants
- Automated farming machines
- Electric tools and armor
- Item, fluid and energy pipes
- Drones to transport items across vast distances
- Lasers to automatically mine blocks
- Colorable machines
- Cybernetic Player augmentation
- Particle Accelerators!
- New decorative content, included connected textures and animated doors
- Diverse energy generation methods, from burning fossil fuels to creating sustainable farms for biofuel
- Extensive configuration options, and Mod Menu integration
Extra mod compatibilities (allowing metals and other components to be processed in Oritech machines, and vice-versa) for the following mods are included:
Fabric
- Alloy Forgery
- Clutter
- Energized Power
- Mythic Metals
- Tech Reborn
Neoforge
- Actually Additions
- Applied Energistics 2
- Create
- Ender IO
- Energized Power
- Immersive Engineering
- Industrial Foregoing
- Mekanism (and Mekanism Generators)
- PneumaticCraft: Repressurized
- Powah!
- Productive Metalworks
The following translations are available:
- English
- Chinese (by PlatinumOak)
- Brazilian Portuguese (by RenanEuzebio)
- Russian (by nuchohent)
- Ukrainian (by nuchohent)
- Spanish (by Seyronh)
- Turkish (by RuyaSavascisi)
- French (by kikipunk)
- German (by Wolkensteinchen)
- Polish (by plhappylemonpl & Przemol)
Small showcase 🎥
Additional information ℹ️
One of the main design ideas is to have multiple ways to get things in the mod. For example, plastic can either be produced using farming items or via oil processing. The same philosophy is applied to most of the mod. The goal is to avoid annoying roadblocks where you need one rare and specific item to proceed. Instead, there are usually multiple ways to get something done (although in this test release this isn't always the case).
Another design goal is to have renewable sources for most things. This includes fuel and items, which can be gained by building large automated farms. Metals can be gained by using the bedrock extractor and gaining "renewable" metals in the late game. Getting those up and running requires players to set up large bases and processing chains. The naturally spawned resource nodes for the bedrock extractors, and also the oil wells are there to incentivize players to build auxiliary bases and then transport items to a central hub.
All parts of Oritech are heavily designed with simplicity and performance in mind. Pipe blocks only have entities where needed (e.g. when connecting to machines), and all networks are cached. Network updates are only sent when needed. Where possible, everything is precomputed or cached.
Pipes are generally pretty fast, and there is only 1 pipe tier for each type.
Credits 🙏
This mod is heavily inspired by the original Techarium mod, which sadly hasn't been released in a playable version yet. A lot of the machine names and models were taken or strongly inspired by Techarium. Huge thanks to the original techarium devs (YCar and Gecko and everyone else involved) for creating the assets and ideas, and also for making them available under the CC BY-NC 4.0 DEED license.
Some blocks and item textures are also from malcolmriley's unused-textures repository. Huge thanks to him for making those available as well (under the CC BY 4.0 DEED license).
In detail, these are the following items that are from the above-mentioned sources:
- From ArtOfTecharium (animations and textures were slightly modified, e.g. addon ports added, etc.)
- Assembler Model
- Foundry Model
- Laser Arm Model
- Powered Furnace Model
- Energy Acceptor Model
- Machine Extender Texture
- Exosuit Model
- Deep Drill Model
- Ceiling Lights
- Tech Door, Lever, Button
- From malcolmriley's unused-textures repo
- Oil fluid textures (the dark gas texture)
- Most of the crafting component textures
Acknowledgements
- Arky the PizzaRaccoon, for creating most of the metal ingot textures
- Ridanisaurus Rid, for creating almost all the non-metal component textures
- Kekie6, for creating the energy pipe and big solar panel models
- glisco, the creator of owo-lib, for creating this awesome library and supporting in its usage
- unilock, for providing most of the work on the EMI integration
- The creators and maintainers of Geckolib for creating the great animation engine, and helping out in their discord
- LyFl0w's texture maker, which has been used for item textures. Around 10 textures made with it are still in use.
- Ycar, for creating all tiers of the machine core textures
- BBoldt and BLOKBUSTR, for providing most of the metal item variant textures
- jshipley, for a lot of contributions with new features, block, mechanics and bugfixes
- CrazyMiner34, for improvements to item rendering in 3rd person & the wrench texture
- NovaKatt, for creating most of the metal / compacted block textures
- Armen, for making the pipes configurable with the wrench and some more improvements
- Relentless, for migrating the project to Mojang mappings and help with Maven publishing
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