Modpack
The Tavern's Modpack
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A pack for my friends
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
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This is a modpack that I made for my friends and I to run on our server. It has magic and science, with a focus on seeing how separate mods interact and counter each other. I'd recommend running it with like 5gb of ram if you're doing it single player.
The VERY LOOSE idea is tech vs magic, but also tech coexisting with magic. I want each side to be deep enough to get lost in, but also strong enough to compete in.
The five branches of the packs are
(Magic) --- (Tech)
Thaumcraft (Support)-- Alchemistry (Support)
Bewitched (Defensive) -- Force fields (Defensive)
Psi (Modular tools) -- TC (Modular tools)
Botania (Automation) -- Thermal/Buildcraft (Automation)
Blood Magic (Combat) -- Environmental Suits (Combat)
I also included a lot of random mods that I think are cool. Like, there are more animals (but not mo' animals, the file was too big to handle tbh). If you can handle it, I'd also recommend Flans' mod to make tech a bit more combat-ready than it is now. The only problem with it (besides the size) is that it's not on this site, so it's a pain to get. Although, because I am unable to run it, it's just speculation about balance.
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