I am thinking about putting together a modpack focused a lot on Thaumcraft. I want to make a cohesive feeling to the pack, and not just have it be a bunch of thaumcraft mods thrown in together. I am interested in getting rid of some of the overlap between the various mods using modtweaker to make the adjustments. Some of the mods are new to me, and I haven't explored them all in detail, so I will need a little bit of help with some of them to identify the sections I need to look at for balance.
Here are the thaumcraft addons I've been looking at:
Automagy
Forbidden Magic
Magia Naturalis
Thaumic Exploration
Thaumic Tinkerer
Witching Gadgets
I've looked at Thaumic Horizons, and I simply do not want it. I personally don't see that it adds anything to gameplay, or fills any voids left out of the other mods.
Some of the sections I know I need to tweak:
TT - Osmotic Enchanter - This block makes enchanting so cheap and easy. I am considering gating this a bit higher up the research chain to give more chance for the regular infusion enchantment to be used.
TT - Imbued Fires -- Just bad all around. It can be used well, but used incorrectly, it can destroy a server.
Magia Naturalis and Witching Gadgets - Both have a way to change the local biome. Magia seems to be a bit better planned out, and can theoretically handle any biome in the world while the witching gadgets one is a bit more limited. Is one any better than the other in use though? Should both be left in?
Thaumic Exploration - Night vision enchantment. This is a super cheap enchantment, and I feel really takes a bit of the danger out of exploring at night. I've abused this enchant liberally, and find the night is no more dangerous than the day once you can see all the enemies everywhere. Potions and berries are fine. A permanent enchant? Not so much.
Anything else I should look at?
Here are the thaumcraft addons I've been looking at:
Automagy
Forbidden Magic
Magia Naturalis
Thaumic Exploration
Thaumic Tinkerer
Witching Gadgets
I've looked at Thaumic Horizons, and I simply do not want it. I personally don't see that it adds anything to gameplay, or fills any voids left out of the other mods.
Some of the sections I know I need to tweak:
TT - Osmotic Enchanter - This block makes enchanting so cheap and easy. I am considering gating this a bit higher up the research chain to give more chance for the regular infusion enchantment to be used.
TT - Imbued Fires -- Just bad all around. It can be used well, but used incorrectly, it can destroy a server.
Magia Naturalis and Witching Gadgets - Both have a way to change the local biome. Magia seems to be a bit better planned out, and can theoretically handle any biome in the world while the witching gadgets one is a bit more limited. Is one any better than the other in use though? Should both be left in?
Thaumic Exploration - Night vision enchantment. This is a super cheap enchantment, and I feel really takes a bit of the danger out of exploring at night. I've abused this enchant liberally, and find the night is no more dangerous than the day once you can see all the enemies everywhere. Potions and berries are fine. A permanent enchant? Not so much.
Anything else I should look at?