Thaumcraft 3 - Unleashed

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namiasdf

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Jul 29, 2019
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Aside from pure gimmicks, what else is there?

There isn't much else to do, other than accumulate massive amounts of vis via crystal capacitor, but even then what is the point in accumulating 1000+ vis?

I do see a use for the gaseous glowstone, and perhaps the darkness one for oreberry farms. Though, TC3 doesn't offer much in terms of automation and system processes. You just sorta make the cool items and use them, but that could get old really quick.

What did you guys do with TC3 when you played Unleashed? I'm thinking that in the long term, TC3 won't offer much in terms of entertainment.

Sell this mod to me. Do I need TC3 related stuff to do thaumic bees type things?
 
- Thaumium for TiCo tools

- Warded blocks and glass and an arcane door to completely encase my Molecular Assembly Chamber/ME Drives (I played on an open server and wanted surefire protection from interlopers stealing my shit. Warded blocks are virtually the only thing turtles can't dig through and that included blocks protected by the towny plugin we were using)

- Golems, you can do pretty much ANYTHING with golemancy, well worth toying about with

- Arcane levitators, these are just fun

Or you could just come out of the darkness, into the glorious light of Thaumcraft 4.1*

*until you realise unused aspects from crafting now cause pink goo to spill everywhere rather than just causing *magic stuff to happen*
 
Sir, do kindly fuck yourself. There are tons of fun things, not that you would like them because, god forbid, they take time to get to, not just materials. Nothing big, just golems and fun.
EDIT: For those who think I'm being overly presumptuous, his last thread was him basically being a asshole, for lack of a better word, to those who like magic mods.
 
- Thaumium for TiCo tools

- Warded blocks and glass and an arcane door to completely encase my Molecular Assembly Chamber/ME Drives (I played on an open server and wanted surefire protection from interlopers stealing my shit. Warded blocks are virtually the only thing turtles can't dig through and that included blocks protected by the towny plugin we were using)

- Golems, you can do pretty much ANYTHING with golemancy, well worth toying about with

- Arcane levitators, these are just fun

Or you could just come out of the darkness, into the glorious light of Thaumcraft 4.1*

*until you realise unused aspects from crafting now cause pink goo to spill everywhere rather than just causing *magic stuff to happen*
That is TC4
 
which bit is TC4? Each of the cool toys I mentioned are in TC3, and the pink goo bullshit is still in TC 4.1 as of about 90s ago ;)
 
Hmm, still though. The entertainment value of TC3 is very little. You can research stuff and make some cool weapons/usable items/armours. Aside from that there is very little cross mod synergy. Most of the things are made redundant (not to mention automateable) by other mods.[DOUBLEPOST=1397349271][/DOUBLEPOST]Also, consider that presumptuous and overzealous are two different words.
 
it's actually one of the more content-y mods in the pack. There's half a dozen mods that offer the usual "power generation, ore doubling, a couple of decorative blocks" stuff, TC offers some of that and a ton more stuff besides.

TC3 is a bit harder to direct than the new research system in TC4 so it might take you longer to work towards the funky stuff, but there are some real niches that no one else has really touched.
 
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Could you enlighten me? It's just that I can't justify spending time in that mod, even though I've browsed through the research by aspect list, etc. for things that might help me out.

i.e. Unless I have absolutely nothing to do, then I might delve into TC3.
 
Have you ever heard of something called fun, because not all of minecraft should be sitting in a stone box, pressing buttons. God Forbid you go out an explore.
 
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You can use vis for processing with the arcane furnace
So, what I did was accumulate a node + vis storage things for my furnace so that I didn't get flux from using it too much