This is not the GregTech Debate Thread Mark MCMXVII. Do not make the mistake of thinking it is, people.
So first is we are at a point now where there are several mod developers that no longer provide any tech support to any collection of mods where Gregtech is involved.
You missed my point completely Psionic. Why does mod "x" has to interfere with mod "y" in the first place? Because the dev of mod "x" doesn't like what mod "y" does? Why didn't the dev of mod "x" removed mod "y" from his modlist then? You can do whatever you wan't with your game, but why messing with other peoples game who play with mod "x" and mod "y"?
I would definitely play a mod that added giant mechanical pink chickens!
Since there isn't one, maybe I could create that myself. (But if greg turns my chickens blue or changes the recipe for them so that everyone who plays our mods at the same time in a pack has to use 13 iridium plates to craft them I'm gonna be ticked.)
I feel as though this is being handled very unprofessionally and, that includes all developers involved in the TiC/Gregtech crash that likely caused all of this in the first place. Much like BoP, it'd be nice if Gregtech were included and, disabled by default. This appeases Gregtech and non Gregtech users.
I guess the biggest reason why Gregtech is not included right now is because it's not compatible with the experimental branch of IC2. IC2 is no longer being worked on if I'm right, all work should've now gone towards IC2 experimental, so adding gregtech would force FTB to use the old version of IC2 which is no longer being supported... so if there was a problem with IC2, it would no longer get fixed. and you'd obviously get people complaining why FTB is using the old IC2 and now the new IC2 experimental...
4.04s
Requires Update to IC²-exp-292 or later.
4.05l
Requires IC² 316 or it will bug the hell outta you.
V4.05n:
Requires IC² 328.
By the way, GregTech intention is to compatible with any forge mod.