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So I've just been wondering which mods people prefer, magic or tech?
I personally prefer magic as those tend to be simpler with more direct effects. And also I don't have to worry about powering machines or running cables through my house.
Yeah, i can understand that as most magic-based mods aren't that complex, most focusing on a few core spellcasting systems. Except for stuff like Thaumcraft, Blood magic, or Witchery.
Doesnt matter what the theme is. Theres no way around it, most mods are about glorified furnaces that turn one thing into something else. So I prefer mods that have a robust and unique system of crafting. And thats why I like Thermal Expansion and Thaumcraft so much, they have so many interesting takes on a furnace its crazy. EnderIO's entire crafting system is reliant on two measly little machines so I really dont get when people say they prefer it over TE. For the reasons mentioned above I wanted to like Blood Magic, Ars Magica and Botania but alas, none of it tickles my pickle. I give Witchery massive style points but I dont get much use out of it in single player.
I like a bit of both, plus nature (bees and trees). Really, a mod well done is a mod well done. Great example of an awesome magic mod is the elephant in the room, Thaumcraft.
For Tech, I like AE2 (yes, the new version !) and GregTech, among others.
I enjoy both, but for the most part I used to stick with magic mods due to them being less of a drag on my computer. Complex machine systems vs a bunch of magical items that sit in the inventory made the decision more simple. Lately, with Thaumcraft's Essentia networks and infusion altar, Blood magics rituals and altars, and Botania's mana systems, I haven't been able to really do both. I started building packs more than actually playing.
I enjoy a few things, Realistic concepts exploded out of proportion like Forestry's Bees and Ones that have depth like Thaumcraft. I do very much enjoy hardcore realism like Rotarycraft but I also like Magi-tech but no one has really captured Magi-tech in a way I enjoy other than Thaumcraft 2 (Even that wasn't close enough to my definition of Magi-tech though). Something I'd like to make someday assuming I find a cool idea on how to go about it is to make a Magic mod based around Tech like Thermal Expansion but all foreign concepts maybe things like an autofarmer being a machine that produces Locust tornado's which come back to the machine when its done or an Engine that runs off of Souls of creatures that have just recently died within 15 blocks of it (Note: Everything requiring RF to function would set this to being a very Magi-Tech feel for me). If I do or when I do make my Magi-tech mod those two ideas are coming along for the ride.
Tech. I love magic mods, but I rarely get to them in my worlds due to a lack of patience(research in TC4, slates in Blood Magic.) The only magic mod I've really been able to appreciate in a single player environment is Botania.
I like both, although I generally end up using magic more than tech. However, I do enjoy it when the magic and tech are entwined, so you can't do one without the other.
I usually prefer tech, but for some strange reason, I always end up using more magic than tech, often advancing through entire magic mods before properly starting on tech.
Tech, usually. The better answer is 'whatever just works without having to have a degree in read-the-mod-developer's-mind-to-figure-out-what-the-heck-this-is-supposed-to-do'.
I just don't have the time or mental energy to provide sufficient give-a-crap to mods with an obtuse barrier to entry.
I personally like mods that stick to a mixture of both because really even vanilla hovers somewhere in the mid-way line. Why should we play the entire game with everything completely tech based when the feel gets completely broken with things like enchanted weapons and a brewing system. The concept of progression in a magic themed mod can also get horribly obscure and it becomes harder to follow. I do like magic because it allows you to do things with a "because magic" clause to them; not everything needs a perfectly reasonable and technical explanation or cause of occurrence.
For me this is the reason I enjoy playing with TE3 so much - it is a tech mod that doesn't disallow itself from including some magical fun. This is also why I will always stick to a magic and tech themed pack (kitchen sink pack if you wish), why shouldn't I want to play something that included both themes when the very base game does itself?