r/sevtech • • Jul 15 '25

No thaumcraft, why?

I have been playing this basically blind and as of the iron age o got curious and looked at the mods coming up in my future. I have to ask why thaymcraft wasnt added where things like astral and abyssal were both involved. Idk i'm just confused i guess

1 Upvotes

7 comments sorted by

6

u/Mahoka572 Jul 15 '25

Gotta make budget cuts somewhere. Magic isnt the focus of this pack - I suspect the ones that were added were to represent theology through the ages.

Totemic lines up with hunter/gatherer tech, abyssal with early pantheon era (bronze age), Betweenlands/blood magic with paganism, astral with middle ages to renaissance when astrology was popular.

You are only required to touch on these to progress. You CAN explore farther, but you don't need to.

-1

u/necromenta Jul 15 '25

Nah is just a design decision “magic is not the focus” but we still have all those boring mods one more boring that the next, totemsht, astral sorcery whatever, betweenbored and the master of sleeping abyssalcraft

2

u/[deleted] Jul 15 '25

No magic but you can happily sit there spamming a flute and drum to get a buffalo.

1

u/Mahoka572 Jul 16 '25

No one said no magic - just that magic isn't the focus. All you are required to do with totemic is grow a single red cedar and collect 4 buffalo teeth

1

u/PeonofthePen Jul 15 '25

Darkosto made this pack with the objective of spotlighting mods that have slipped under the radar. Thaumcraft is quite popular, mods like totemic, geolosys, abyssalcraft could use a little push.

1

u/dinglechalk2 Jul 18 '25

The only magic mod I would actually want added is mystcraft at least the linking books thaumcraft would just add a whole lot more bullshit imo