I've done some tests with various mods in CTM maps. Namely, tinkers construct, primative mobs, thaumcraft, and portalgun. Here are my findings:
PortalGun:
- Rules
- Start out with a portalgun and a pair of long fall boots.
- when you die, you can give yourself a fresh portal gun and boots.
- When you die, you must reset your portals immediately.
- You cannot have more than one portal gun/long fall boot combo.
- (optional) you must bring back the entire wool chest to the monument, not just a wool. (iron chests helps with placing the chests on the monument.)
- Observations
- It is a lot of fun to hop around with a portalgun in one of these maps.
- The maps are also made really easy with a portalgun.
- This pairing is one of the few cases when you actually get to use the full potential of a portalgun.
Primative Mobs:
- Observations
- Not much changed, just a few neat new mobs.
- A few of the drops make it easier to progress, but it is not too game-breaking.
- Festive creepers suck.
Tinkers Construct:
- Observations:
- Not much changed in the maps, just more variance in tools.
- Knapsack helps transfer goods and is just another inventory within your inventory.
- No guarantees on being able to build a smeltery. In Lengendary, your main bottleneck is gravel.
- low-tier tools don't break much at all, although the longsword makes a great travelling tool.
Thaumcraft 1:
- Rules
- An altar is placed at spawn.
- A totem is placed at each wool.
- One of each crystal type is given to you at start.
- Observations
- Thaumcraft weapons are overpowered.
- Boots of the meteor are amazing and fun.
- Teleportation also helps a lot for travelling from your main base to an away base. So much.
- Portable Holes can break things.
Thaumcraft 2:
- Rules
- One of each crystal cluster and a self-repairing crystalline bell is given to you at start.
- Additional clusters are found at each flag.
- Choose a dark, spooky place or a light, cheerful place and nuke it with taint, as well as place some tainted villagers in the taint zone to help spread it along.
- Observations
- TC2 seals are OP. Place a long-range offensive seal and it nukes everything.
- Research is hard. Really. You mainly rely on researching valuables you find along the way and angry zombies.
- Sword of the Zephyr is game-breaking on these maps. As well as flight in general.
- See observations on TC1
Thaumcraft 3:
- Rules
- Retrogen ores. All of them.
- Place silverwood trees in dungeons and greatwood trees wherever forests are. If there are no forests, include a stack of saplings whereever you normally get a sapling from.
- Start with a thaumonomicon (optionally)cheat sheet, a scribing tools, and a wand of the apprentice.
- Observations
- The sword of the Zephyr kills dungeons. It tears through hordes and stops mobs from even touching you.
- Iron golems are a formidable fighting force, especially when you have a lot of them.
- The wand of fire destroys hordes like you wouldn't believe.
- thaumostatic harness sort of kills the game when you get it.
- If thaumic tinkerer is installed with it, the nitor gas thing also kills the game a bit.
Thaumcraft 4:
- Rules
- See thaumcraft 3 rule 1 and 2.
- Start with a thaumometer, a thaumonomicon, scribing tools, and an iron capped wooden wand.
- Observations
- Still in testing. Playing it on Spellbound caves.