Magic Mod Synergies

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Ieldra

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Apr 25, 2014
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Here's an example of a good synergy:

Ars Magica 2's Sigil of Nature's Bounty makes things grow faster but requires no steady supply of anything unlike Thaumcraft's Lamp of Growth, and it can be upgraded to have a range of 10 unlike the Lamp's fixed 5. On the other hand, AM2 Sigils can cut down stuff but AM2 has no way to collect things, unlike Thaumcraft where you can do it with golems. So it's much easier to create a self-sustaining automated farm of most things, using only magic mods, if you have both mods.
 

Azzanine

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Jul 29, 2019
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Here's an example of a good synergy:

Ars Magica 2's Sigil of Nature's Bounty makes things grow faster but requires no steady supply of anything unlike Thaumcraft's Lamp of Growth, and it can be upgraded to have a range of 10 unlike the Lamp's fixed 5. On the other hand, AM2 Sigils can cut down stuff but AM2 has no way to collect things, unlike Thaumcraft where you can do it with golems. So it's much easier to create a self-sustaining automated farm of most things, using only magic mods, if you have both mods.

Yeah... if you want to follow that logic Big reactors has synergies with Witchery, Big Reactor powers a pulverizer that doubles metals used in a few items recipies. I think OP wants purposeful primary or secondary integration, like how IC2 worked with BC.

That or OP wants a simple magic energy converter...
 

pderuiter

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Jul 29, 2019
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Yeah... if you want to follow that logic Big reactors has synergies with Witchery, Big Reactor powers a pulverizer that doubles metals used in a few items recipies. I think OP wants purposeful primary or secondary integration, like how IC2 worked with BC.

That or OP wants a simple magic energy converter...
I think the problem is that the fundamental principal of each magic mod is different, whereas for the tech mods.. power is power, call it rf, eu, mj, the idea is the same. In magic you have way more liberties you can take, making it harder to have easy synergies. The mod authors would have to make a conscious effort to do so, while the tech mods almost automatically work together
 

Azzanine

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Jul 29, 2019
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I think the problem is that the fundamental principal of each magic mod is different, whereas for the tech mods.. power is power, call it rf, eu, mj, the idea is the same. In magic you have way more liberties you can take, making it harder to have easy synergies. The mod authors would have to make a conscious effort to do so, while the tech mods almost automatically work together
That makes perfect sense.
Plus I guess the tech mods are derived from real life in their concept. All tech mods power is trying to loosely emulate a flow of energy/power/ elecricity, sure it's never realistic (Even RotaryCraft as faithful as it is isn't really realistic, I call it realisticish).
Magic however is in the realms of imagination and has no real world analog to base thing off other then the concept of magic established by the many folk tales so they end up wildly different to the point where it's hard to figure out a point for the magic mods to cross over in a meaningful way.
 

Zen300

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Jul 29, 2019
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Between the following mods;
Botania, Thaumcraft (Tinkers and Kami included), Blood Magic, AM2, and Forbidden Magic.

They do interact but not much as magic mods tend to be self contained. Meaning you cannot get something from Blood Magic, AM2, or Botania to help with Infusion crafting for example. But you can combine the end results of the mods together (healing to help with BM, BM armor to help with AM2 Guardians, Witchery Circle magic to help with elemental & guardians, etc).

So OP if you are looking for magic mod interaction, most of it is limited to the post-production process for the mod(s) in question. As even using a healing spell to help with BM is outdone by a well of suffering under the alter IMO (never mind the pacifism you get from ending up with a life affinity in AM2).
 

Bruigaar

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Jul 29, 2019
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Well I was hoping there would be some form of interaction between mods and I will have to check out that Forbidden Magic to se what it does to integrate a few.
So let's flip the question....
What magic mods would you not mix because they have too much in common. I.E. Ars Magica 2 and Arcane Scrolls, while both are good mods AM2 can do what AS can do but seems to have more to offer.


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