Building A Pure Magic Modpack, Looking for Mod Opinions

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Skid

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Jul 29, 2019
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Yello,

I'm currently in the process of putting together a modpack that focuses around 5 major magic based mods, Ars Magica 2, Thaumcraft, Blood Magic, Botania and Witchery. Any other mods in the pack should ether expand these 5 mods without breaking balance, add useful things that are not tech related but can not otherwise be done with the 5 main mods or add things or monsters to the world without making the pack an adventure pack.

To expand the above with examples, I'm currently including Better Storage, Biblio Craft, Chisel Carpenter's Blocks, and part of Extra Utilities (tech, pipes and generators are disabled) to add features that complement the main 5 mods. I have Thaumic Tinker, Mob Aspects, Forbiden Magic, and will probably add Thaumic Exploration to expand the 5 mods. And Natura, Infernal Mobs, Special Mobs and Hardcore Ender Expansion to add things to the world.

The current list of mods I'm using (have confirmed they will generate a world with my current configs but not how stable said world is in the long term):
https://docs.google.com/spreadsheets/d/1t_liBwg3HsX02TGHtb6HAS3Ware-iilULE4-I4-RmUE/edit?usp=sharing
Note I'm currently planning on adding Nether Ores and Mystcraft once 1.7.10 releases are available.


I'm basically looking for opinions on my current mod set and any suggestions of mods to add or remove and why you think that. Here below are a few of the things I'm currently undecided on and why.

Open Blocks: I'm probably going to add this when an official 1.7.10 release is available and working (the build I found of it crashes the client on startup), however I will be disabling half of the stuff in it, hang gliders, elevators, cranes, cartographers to name some of them.

Thaumic Reliquary: This is another one I'm waiting for a 1.7.10 release for and I'm unsure about including as I'm not sure about it's balance, plus it overlaps with parts of the main mods.

Dart Craft: Again no 1.7.10 release and I'm not sure if this should be counted as a magic mod or again how well balanced it is verses the 5 main mods.

Magic Crops: Will not be included, in my opinion is breaks balance and renders parts of the 5 main mods redundant.


So any opinions are welcome, let me know what you think :)
 

pc_assassin

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Jul 29, 2019
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One question... What is the point of open blocks if you disable most of the mod, and the most useful parts of it

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Skid

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Jul 29, 2019
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One question... What is the point of open blocks if you disable most of the mod, and the most useful parts of it

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Because the pack is designs to encourage the use of magic and the 5 core mods, for example, Elevators would be disabled because of Arcane Levitates, hand gliders disabled due to all the magical ways of flight, including the Air Sigal, Cranes are Tech, Cartographers is Tech etc. Things like Graves, Tanks, Liquid XP, Trophies, Paints, Builders Guild will be left enabled because they are useful things that don't overlap with the core mods, or count as tech.
 
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Skid

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Jul 29, 2019
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That is actually @Padfoote
And hang gliders... Those aren't really "tech", I wouldn't disable them.
Hand gliders would be disabled not because they are tech, but because they are a excessively cheap form of partial flight that overrides the early game flight from the other core modes, the Air Sigel, Blood Magic Flight potions, can both be obtained at Tier 2 blood alter. You also then have Ars Magica 2's Air Sled which is also fairly easy to obtain but still requires a little bit of effort. But also while I freely admit they are cool, they don't fit thematically with the pack, I mean why would a mage use a hand glider when they can use magic to fly?

Thanks for the other suggestions everyone, I'm planing on adding all but Archmagus, since it doesn't add anything that can't already be done within the 5 core mods. :)
 
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Skid

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Jul 29, 2019
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Also any suggestions on a name for this kind of pack, I'm currently contemplating "Mage Craft" but FTB official pack is currently called Mage Quest, and there is a 1.2.5 mod called Mage Craft as well so it might cause confusion. I could literally call it "Pure Magic" but that doesn't really have a ring to it.

Edit: How about Arch-Mage Craft?
 
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Skid

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Jul 29, 2019
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That would be good, if it wasn't likely to be trade marked by Lego, I'll go with Arch-Mage Craft for the time being, hopefully the FTB team will let me change it if a better name comes up, got all the permissions for my current mod set so I'll submit a beta version. Thanks for the input girls and guys :)