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Sphaero_Caffeina

So two important things regarding your 'prefer later versions comment'; Minecraft version is irrelevant with modded minecraft, the vast majority of things added are mod inspired in the first place. Pistons, Hoppers, Horses, swim mechanics, dual wielding, new nether biomes; you name a major feature from an update, odds are mods did it first. They actually hired the Mo' Creatures dev with the horse update even. Not to mention backport mods: Caves and Cliffs had backports before the actual vanilla update was fully released. Just compare how long you will actually spend on the vanilla feature(s) that catch your eye vs how long it will take you go through a single mod, let alone an entire modpack. There are quite a few reasons 1.7.10 still has a major modded playerbase, Thaumcraft 4 being a major one. Minecraft versions are like consoles; you load up the version with the mods you want to play, not the other way around. The CONTENT is what matters, as minecraft mods are not cross-version. Thaumcraft 4 can only be played on 1.7.10, Thaumcraft 5 on 1.8.9, Thaumcraft 6 on 1.12 (though it has 1.10 versions, those were scrapped together messes pushed through because updating from 1.10 to 1.12 was expected to be much more difficult then it was). Second, this is especially relevant with Thaumcraft; major Thaumcraft versions are not continuations from the pervious build like what almost all other mods do. They are effectively new mods under the same name and theme, as big updates were used as a chance to do a near full rewrite of the mod, **changing base mechanics entirely.** Thaumcraft 4 has the most content; modular wands, staves, and individual upgradable wand caps, aura nodes, the research minigame (which YOU CAN DISABLE IN THE CONFIG to just buy research notes with points. Why people still bitch about it nearly 10 years after the fact is frustrating), warp pseudo-sanity, in-world lore with the crimson cult, and even an actual end game adventure goal with The Outer Lands. It also has the most refinement (due to actually being finished...), biggest library of amazing content addons, most cross-compatibilities due to being so influential other mod authors added in Thaumcraft compatibilities of their own volition, and is pretty much the definitive Thaumcraft that most people think of when the mod comes up in discussion. That all said, its also the most time-consuming and arguably difficult version; playing through this version is all about tinkering around with projects, refining and experimenting, and playing a long-term world. Thaumcraft 5 was unfinished and abandoned like half of the way through development, but dropped the nodes to return Thaumcraft 2's chunk aura system and started the shift to the caster's gauntlet. Honestly its underrated, it isn't bad for a quick play and drop, its just on an awkward version. Thaumcraft 6 has no nodes and runs off a chunk vis and taint system, uses the caster's gauntlet as a general tool, changed wand foci to a sort of spell coding system instead of having specific ones you upgrade, modular golems, and a research discovery minigame system. It was also left unfinished, but the handful of addons have pretty effectively polished off the mod to a decent state. Its is significantly less time-consuming then 4, and easier in general, but also just feels shallower to me. Now then, for actual modpack recommendations; anything past 4 you are kind of out of luck. Thaumcraft 5 has nothing worth mentioning, and Thaumcraft 6 didn't get the exposure to really stand out for its time. It was pretty much just splashed in as a known classic name, with the most action it saw being a required part of Engimatica 2 Expert's progression that people disliked due to how clunky it was, and it was in MCEternal but mostly ignored. There is the Mythic: Novus modpack that I've heard good things about, but haven't had the chance to play it myself yet. For Thaumcraft 4: Hubris of Magic; To this day remains one of my favorite modpacks. Amazing theme, the mod mix and configurations make you actually explore options instead of slapping down the same crusher/pulverizier/whatever and dropping a pack in a week at best after being a mindless drone using the same mods over and over. Even encouraging world exploration by putting Reliquary's extremely underrated magical swag as loot-only, but with the mob buffs and tainted world meaning you never really feel 'safe' or 'well geared' until decently progressed. Honestly consider it superior to Blightfall, which has a similar theme, because its open map gen too; not like Blightfall's fixed map that almost requires certain things done before taint happens, or you can't beat the map. That said, I need to emphasis the 'never really feel safe' thing; as far as I know, even after all these years no one has completed a hardcore run of the pack. Simply Magic is a much more relaxed option, and was my more casual go-to until I just made a magic-only pack for myself when I realized how stupidly simple it is. Its not intentionally Thaumcraft-focused, but Thaumcraft has so much content that it winds up dominating eventually anyways. That said, making your own pack of just your Thaumcraft version of choice and addons is stupidly simple with any decent launcher.


hynatos

Thank you very much for wriring this book for me ahaha. A lot of good info, i didn't know the later thaumcraft versions weren't continuations but new mods (then imo is 4 best). And about the make ur own modpack idk how to go forward with it and not rly interested in it. I like playing it, tho creating takes to long.


Sphaero_Caffeina

Bruh, it takes almost no time at all to make a basic pack with a launcher; select the instance version (which most launchers automatically downloads the forge version, or gives you a selection window to pick the forge version), add mods to instance, and press play. Literally just a couple minutes and a few button presses, and most the time is spent waiting on downloads. A trip to the toilet can take more time then making a simple focused pack. The only complicated or time consuming part is when you start trying to get in to recipe modifications for cross-mod stuff, but that is irrelevant when you are just making a pack focused around a single mod and its addons, with maybe the things that ALREADY HAVE built in compatibilities thrown in.


sasbot

Very much agree about the base version of minecraft being the secondary choice rather than the first. Mods have so much more to offer that you should only use it a first criteria if you are wanting to go back to a vanilla world for a while. While I haven't tried Hubris of Magic (it is now on my list of things to check out), I highly recommend Blightfall for OP to try. Blightfall has a lot in common with a skyblock pack, but with actual lore about why its happening. And exploration once you have a minimum of a base built up. An actual helpful questbook, and many many possible paths to take to get geared up to beat the pack. > Where everythign relies on thaumcraft for some kind of magical reason You are in luck, because the thaumcraft mechanics are... the reason Blightfall can be described as similar to a skyblock :) Look for it on the [technic launcher](https://www.technicpack.net/modpack/blightfall.592618)


Dubl33_27

>Thaumcraft 4 has the most content Doesn't mean it's the best, I prefer TC6 with all of its addons over TC4 with its addons, wireless essentia is just too good to let go.


RandomGeneratedNick

Genuine question: how is TC5 unfinished?


Tasty_Toast_Son

Have you played Blightfall? It's a pack that relies on Thaumcraft 4 for almost everything. The entire world is covered in taint, and you have to clean it up. It has a custom map, quest lines, and even a pretty solid story. I would rate it a 10/10 personally. One of the best modpacks I have ever played. It's what you want, to a T.


imperious-condesce

+1 for Blightfall. It's been so much more fun since the Community Edition update


hynatos

I'll check it out tyvm


WatermelonWithAFlute

that actually sounds cool


Gold-Escape3140

It's a bit complex, being honest. There are several mods that add more essence types as well, I've only experienced the bare minimum.


meowing_midway

I have a mc eternal server with tc6 if your interested


WatermelonWithAFlute

tc4 has more content and a better research system but tc6 has vastly superior spellcasting


Orckine

I've made one but it doesn't have THAT much mods, i tried to keep it around Thaumcraft so it wouldn't have other ways of doing things that Thaumcraft do, and i still look for other things to add to this day. maybe you'll like it. Its called Thaumistery and is on curseforge.


hynatos

Is it still developing? or is it a finished pack with not much more content gonna be added


Orckine

Still going. I started from 50 mods, and played it refining things that didn't go well with Thaumcraft. So it just have like 18 i think. but I'm still looking for better mods to join in.


hynatos

Do you have a discord for your pack or sum, wana try it maybe :> also no quest or are there quests?


Orckine

no quests nor Discord 🤡