@
madhatterak, you have had good answers from the guys here already - thanks guys, help yourselves to cookies.
To clarify a few things:
- Galacticraft aims to be compatible with all mods included in popular modpacks. If you have compatibility issues which cannot be resolved in configs (the standard conflicts like item ID clashes, or key conflicts, can be resolved in configs) then we definitely want to hear about it.
- Galacticraft is (or aims to be) 100% compatible with three important power systems in Minecraft, that's IC2, Buildcraft and Thermal Expansion. Because almost every other mod is also compatible with those systems or one or two of them at least, then in most modpacks, power in Galacticraft should just work. Even if none of those three other power systems is installed and you are using something very different, you may find that Galacticraft power still works because both mods (Galacticraft and the other one) are converting to/from Buildcraft "under the hood".
- Galacticraft is a complex mod which makes a lot of changes to Minecraft - adding new dimensions, different gravity, a new inventory tab, a lot of changes to how the player works (for example, taking damage if in an airless environment), and a lot of rendering changes which change how things look (for example, helmets and oxygen gear on players, and different skies on different planets). Some of these things might cause a few incompatibilities but we will do our best to fix major issues if Galacticraft is the cause.
- Galacticraft injects a few bytecode changes into vanilla Minecraft files to achieve what it needs to do. This can cause hard-to-resolve incompatibilities with other mods which also make bytecode changes - especially if they affect rendering. We aim to have compatibility with Optifine and similar mods. Some other more specialist client-side mods may not be 100% compatible, for example VoxelModPack causes crashes with some Galacticraft machines. Hacked clients definitely might not be compatible.
- One occasional problem is if another mod incorporates the Galacticraft API into its .jar file, if that other mod used an outdated Galacticraft API. The most known example of this is Dragon API. There's nothing at all micdoodle8 can do to fix that, it needs Dragon API to update to a more recent version of Galacticraft API, and also (ideally) to not include the whole of the Galacticraft API but only the files that it actually requires. Players / server owners / modpack makers can fix it themselves. Best way to do that: is unzip the Dragon API .jar, pull out all the Galacticraft API files from it, and rezip. (The modpack will then adjust to using the correct up-to-date Galacticraft API from Galacticraft .jar, when the server starts.) Or, a quick and dirty fix which sometimes works is to rename the other mod's .jar file to any name which comes after 'G' in the alphabet. If neither solution works then the only possibility would be to roll back to an older version of Galacticraft to match the outdated API, but that would kinda suck.
Some examples of modpacks which include Galacticraft, alongside a huge number of other mods: Tekkit, Voltz, Attack of the B Team, Lapito's, Resonant Rise. Obviously Galacticraft is fully compatible with everything in those modpacks so you can look at the modlists to see what works. Galacticraft can also be added into FTB with success once the Dragon API issue is corrected (see above).
Note: I'm not sure why 'full' compatibility with UE would ever be needed. Even UE mods are not always in fact using UE to communicate between themselves. In Voltz, which is the quintessential UE modpack, the UE mods (for example, Atomic Science and ICBM) can sometimes in fact be using Buildcraft or IC2 power interfaces to communicate between themselves - so things are not always as they seem. Trust me, Voltz is something I know
a lot about.