What catagorie are the mods in FTB Infinity?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

DeathOfTime

New Member
Jul 29, 2019
823
0
1
I am currently trying to role-play a character. He is interested in all things magical and spends most his time delving into the different forms of magic that are out there. With all the time he spends studying magic he has little time to spend learning the ways of technology.

I am really horrible at roleplaying. So it is just basically comes down to certain items being locked away from my character. Towards that end I would like to know what mods might fall under what categories. I am trying to figure out what the character can use to complete his projects.

This is what I have figured so far:
For magic:
Thaumcraft
Botania
Blood Magic

For Tech:
Thermal Expansion
Immersive Engineering
PortalGun
Ender IO
Big Reactors
Industrial Craft 2
Applied Energistics
Buildcraft
Draconic Evolution
Forestry (Including Bees)
Minefactory Reloaded

***
I just realized the are a ton of tech focused mods and almost no magic mods in this pack. Though a few might be a little bit of both.

It would be nice if someone with lots of time and attention span could go through the mod pack and categorize the mods into a list. I will understand if no one wants to do that.
 
Someone's eventually going to argue that TC is really a tech mod (because it acts like one) so right away you should probably define that the "theme" of the mod is a crucial part of the organization. Thaumcraft is therefore primarily a magic mod. (notwithstanding that its definitely a very techy magic mod)

That said: You're going to have a hard time caring up a lot of these. A lot of them bundle a ton of characteristics into a single mod (Ender IO, Draconic Evolution, Extra Utilities, for instance).

For things like Thermal Expansion, you have the option to use its component mods and organize them into things like "Logistical", which would be pipes and such. Energy would would be generators. Industry which would be item/ore processing. That sorta thing.
 
Yeah, definitions can be a issue. For me it is more about the feel or ambiance the mod has to it. I hadn't made the decision to go this route until I had gotten to the smeltery and tool forge. When I did I put up my tinkers tools. Yet kept the smeltery. More out of convenience since it didn't fit the role my character was very well. I have finally put up the smeltery.

My character can use tech items. If they aren't all that complex. Anything that looks like it would take a little skill to use and maintain he really doesn't have the time to learn about it. Partly that was a convenience decision, partly a roleplay decision. Like long fall boots. While my character hasn't learned how to assemble them, he does know how to use them, as their use isn't all that complex. Hearing that another character on the server was able to construct such things he bought a pair off of them. A dark steel helm, which would be really nice is completely beyond him as the controls are to complex, as he has little to no tech skills.

I really didn't realize how many mods had a technology feel to them, and how few a magic feel until I started trying to list them.
Get in a creative world and get the cheet sheet, you'll see that you can do most of the tech stuff with TC and it's addons.
You can get the text potion of the stuff that way. It goes over stuff pretty well. I am not absolutely certain how something works until I try and use it for something and find out it doesn't work for that at all. Like the work I put into golems to automate the Thaumatorium. Made the golem and kept trying the different cores and couldn't get any of them to work. I am liking learning blood magic and thaumcraft as I go through the game.

***
Though right now I am working on botania. I am trying to figure out how to automate a massive mana production setup. I am trying to figure out how to separately feed a bunch of Gourmaryllis flowers. I got most of it figured out. Except for a good way to separate the carrots. I have one farm area setup feeding a one flower and it was producing 1/8th a mana per 10 minutes. I am not for sure how much the agricarnation sped that up. It seems a lot though. The Gourmaryllis is getting a almost constant supply of carrots now. May just be best to keep it to one flower per plot. that does seam to be working.

I am thinking of burying the plots stacked underneath the botania area down to bedrock. On a single chunk. Switching it to a non slime chunk now. As the slime setup didn't work out nearly as well. I seam to remember reading the Gourmaryllis getting a nerf. Will have to keep a eye out for that.