Magic or Tech?...

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Magic or Tech?


  • Total voters
    34

CreepaCatcha

New Member
Jul 29, 2019
358
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Which path do you choose? Do you unlock the wonderful secrets of wizardry and magic hopefully becoming the Mage overlord?

Or do you go the other direction and toy with tech and various machines that do many strange things?

Or are you the magi tech doosh who never fits in?

The choice is yours, begin
 
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It's kinda funny because whatever a tech mod has there's always a magic equivalent. Nuke-taint. Jetpack-*bigword here* harness
 
I tend to use whatever fits my fancy at the moment... which usually leads to a strange mishmash of things. For example, I absolutely love Thaumcraft, but I can't get in to BloodMagic, Dartcraft, or Witchery. I absolutely love Rotarycraft, but I don't care much for IC2 or BC or factorization.

So I end up with a kinetic factory managed by clay golems.
 
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Not exactly, taint is more of a slow effect, while nukes are instataneous. And magic does not have railguns
Kinda the same, but completely different, also we have golems. And dart guns.

Edit:
We also have ee2, but also TC4 at the same time. How you ask? Well we're magic.....
So we have those funny TNT things as we'll.
 
Last edited:
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Macerator/pulveriser-infernal furnace
Pipes-golems
Reinforced stone-warded stone
Lasers-wand (fire focus from thaumic tinkerer)
Plz add more
 
Magitech most definitely here, my TE ore processing line (for the Quarry and Arcane Bore, I will have a laser drill sometime soonish) utilises a pair of Infernal Furnaces, the AE auto crafting smelts anything it needs to in the same furnaces. The animal farm is heavily automated via MFR but the vegie garden\tree farm is all golems (all output is fed into the AE system) I will have a Blood Magic sigil powering my base or a lava fabricator, depending on which I can be arsed making or possibly both. My personal tools are Redstone Arsenal\TC4 (tools and wand) and were all enchanted via the osmotic enchanter. I plan to use the MFR auto-spawner to feed the blood magic altar, as well as a vanilla styled villager spawner... so yeah both is fun.
 
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I often go the efficient route so end up only doing tech, so for a while I forced myself to play with only magic mods
 
Technomage. My base is mostly magic with the most visible advanced machine being mirror/boilers from factorization and one AE terminal, everything else is magic. Under the hood I use a mish mash of different tech mods for crafting, maintenance, ore processing and whatnot.
 
Magic pros and cons:
Pros:
Warded blocks
Thamium and Enchanted Fabric for TiC
Ranged Attacks
Extremely powerful armor
Potions
Enchantments
Most of DartCraft
Portable Holes
Dangerous weapons(taint, wands, etc.)
Teleportation(better than vanilla and IC2)
Cons:
Expensive
Limited flying options(Thaumosatic Harness)
Toll on health(bound equipment)
Not many automation options besides golems
Danger to work enviroment(taint)
Anything else?

Tech pros and cons
Pros:
Cheaper later on
Automation options
Batteries for TiC
Part of DartCraft
More armor and utilities
Melee weapons
Insanely powerful power generation
Item and liquid transport
Explosives!
ForceFields
Multitude of flying options( wings, parachutes, MPS, jetpacks, etc.)
ComputerCraft
Cons:
Less defense options(ic2 has best defenses; not as good as warded)
Limited teleportation (MPS blink module, ic2 porters, ender pearls)
Less ranged options for weapons
More expensive early on
Anything else?

This quote of me was taken from this thread

http://forum.feed-the-beast.com/threads/tech-world-vs-magic-world-fight.34878/
 
Both. I don't mind grinding a bit of thaumcraft or other magic stuff early on to get something going.

I'll admit, my main priority is building so both sides are helpful. Fillers, wand of equal trade, & builder's wands are amazing.

BTW what's Chisel & Carpenter blocks considered? They use low level tech to enable magical design. MagiTech FTW