Enter here the world of the Arcane.



Features, Changes, and Others





Thaumcraft:

The wand system has been completely revamped. You will not be able to craft wands in the normal fashion. Every wand "upgrades" to their next tier following a rigid progression system that has some freedom. I made this change because I felt that the jump from Iron/Wood to Gold/Greatwood to Thaum/Silverwood and finally to either Infernal or Ichorcloth wands was too easy, and made the rest of the wand combinations just useless. The new system is below.

Magic Theory 2 changes a great many things about its major mods. These changes are generally justified due to integration or progression reasons, but I am open to suggestions on Github or this forum. Now without further adieu, here are the changes.The wand system has been completely revamped. You will not be able to craft wands in the normal fashion. Every wand "upgrades" to their next tier following a rigid progression system that has some freedom. I made this change because I felt that the jump from Iron/Wood to Gold/Greatwood to Thaum/Silverwood and finally to either Infernal or Ichorcloth wands was too easy, and made the rest of the wand combinations just useless. The new system is below.

Applied Energistics 2:

General Changes:

Notable Changes:

These include the changes that I have decided to list due to the impact they make on the game.

Hunger Overhaul exists. You can only get seeds by tilling grass into dirt.

Most recipes that used Redstone now use Redcrystal.

Sources of flight now require Ender Air. If I missed any they should be reported.



Immersion:

The entire modpack has taken a Botania approach to the HUD. Numbers are hidden except in cases where it cannot be avoided. Your WAILA is much more limited than usual, as far as being disabled in exceptionally dark areas. You cannot see numerical HP, and you cannot see other player's HP at all. Most WAILA modules are force disabled. Entity HP is displayed by Neat, only using the bar, without percentages or numerical health.



Pack Information



Spoiler: Modlist AgriCraft

Apple Core

Applied Energistics 2

Arcane Engineering

Arcane Arteries

Armor Status HUD

Attained Drops

Aura Cascade

Automagy

Avaritia

Baubles

BDLib

Bee Better at Bees

Better Achievements

Big Trees

Binnie Patcher

Binnie's Mods

Biomes OP

Blood Arsenal

Blood Magic

Botania

Botanical Addons

Bspkrs Core

Carpenter's Blocks

Catwalks

CaveControl

Chisel

ChromatiCraft

Climate Control

CodeChickenCore

CodeChickenLib

CoFH Core

CoFH Lib

Cooking for Blockheads

Crafting Craft

Crafting Tweaks

Custom Stuff 3

Dragon API

Dynamic Surroundings

Ender Core

Ender Zoo

Et Futurum

Expanded Industry

Extra Utilities

Farseek

Fastcraft

Floating Ruins

Forbidden Magic

Forestry

Forge Multipart

FTBLib

FTBTweaks

FTBUtilities

Gadomancy

Garden Stuff

GeoStrata

GrowthCraft

Hardcore Darkness

Hardcore Ender Expansion

Hardcore Wither

Hunger Overhaul

Immersive Engineering

Immersive Integration

Inventory Tweaks

Iron Chests

JABBA

Journeymap

Lib Sandstone

Magic Bees

Mantle

MeteorCraft

Minetweaker3

ModLister

ModTweaker2

Morpheus

Natural Absorbtion

Neat

NEI Addons

NEI Integration

Nether Ores

Nether Portal Fix

Nodal Mechanics

No Mob Spawning on Trees

Not Enough Items

Not Enough Resources

Not Enough Thaumcraft Tabs

OpenBlocks

OpenMods Lib

Pam's Harvestcraft

Railcraft

Reliquary

Roguelike Dungeons

Realistic Terrain Generator

Storage Drawers

Streams

Tabula Rasa

Tainted Magic

TCBotaniaExoflame

TC Inventory Scan

TC Node Tracker

Thaumcraft

Thaumcraft Mob Aspects

Thaumcraft NEI Plugin

Thaumic Exploration

Thaumic Horizons

Thaumic Tinkerer

Twilight Forest

Waila

Waila Blacklist

Waila Events

Waila Harvestability

Waila Inhibitors

Witchery

On Bugs, Exploits, and other issues:

I do not have any personal beta testers to help test the pack. Yes, there will be issues. I will be playing through the pack on Frozen Nations, and I will be actively trying to fix any issues that are reported through Github.

If you plan on reporting an issue, upload your crash report or fml-client-latest.log if you do not have a crash report. Without these files, it is impossible to diagnose any issues that exist.

FAQ and Survival Tips



Currently, the guide book is empty. Eventually, it should be filled with this section and some additional details to help you get on your way. The only important note that I will leave here for now is the most important one about wand progression. In order to craft the next tier wand, you need a full wand of the previous tier. In order to make a Greatwood wand, your Treated Wood Wand must contain 45 vis of all aspects. That is possible, but I won't directly say how.



Update News



Version 3.0.0 worlds are incompatable with V2.2.0 and below. It is advised to use a new world on this version. Your previous saves may be usable, but will not be desirable.

Magic Theory 2 is a now public pack that centers around the use of magic, but includes technology mods that will be or are integrated to the magical tier system. Through mods like ChromatiCraft, Thaumcraft (and numerous addons), Witchery, Blood Magic, and Aura Cascade, the world is no longer akin to the same old style of other modpacks. Using Climate Control and RTG, a landscape like no other is formed.These wands should are crafted in a Vanilla crafting table, using a full wand of the previous tier and the components to make the next wand. The only exceptions is between T6 and T7 you cannot swap between Blood Magic and Botania versions of the wands.AE2 is a keystone mod for storage. I honestly was fine with adding it, but felt that it required major changes to fully integrated into a magical society. A number of changes have been applied to crafting for Applied Energistics. The mod was separated into nine tiers, each tier requiring more complex materials from other mods to advance to. A rough estimation of the tier list is below.There are also another number of notable changes. Most of AE2 World Generation is fully disabled. Meteors and Charged Certus Quartz do not spawn. All of their products were integrated into the tier system.A number of other changes were applied for consistency or integration. They vary from minor changes, like removing the AE2 Grindstone, to semi-major changes like replacing the majority of Redstone in recipes with Redcrystal. Power generation is also different, since large power mods like Thermal Expansion do not exist. The full list of changes can be found by either playing the pack or by browsing the Github . These were so frequent and minor that I did not note them down. It is intentional to not interrupt the progression of the magic mods. Other mods like Forestry, Immersive Engineering, and Railcraft may be overhauled like Applied Energistics, but they are much less powerful, so it is unlikely.FTB Code: FNMagicT2Official Whitelist Server: FrozenNations.PlayAt.CH(This server can be accessed through being accepted in Discord)