Spartangamers Posted August 6, 2013 Posted August 6, 2013 I think ars magica should be added to the hexxit modpack since the mod is compatible with the hexxit and it would put a cool addition into hexxit making it feel more like the way it is with magic and things like that, i'm just wondering if the technic people who made the modpack could add ars magica into hexxit. Quote
DungeonGrind Posted August 6, 2013 Posted August 6, 2013 i think it would be a great addition to but i also think they should add mystcraft and thaumcraft but thats just me and it wouldnt make alot of sence if they added those 2 Quote
Maximus930 Posted August 6, 2013 Posted August 6, 2013 Ars Magica is very much in keeping with the spirit of Hexxit, encouraging exploration to find spells, and even has a unique tower guarded by tough bosses that is necessary to unlock the highest tier of casting. Mystcraft is an ok fit, but it really would serve no useful purpose in an adventure mudpack, aside from creating linking books to places. Thaumcraft would, surprisingly, be a terrible fit for Hexxit (in my opinion, feel free to have your own), because it encourages settling down to research all those technologies, go mining to get more stuff to throw into your research table, and offers no way to progress through adventure. For all intents and purposes it is a tech mod. What I do think would add a lot useful features is the camping mod, because it offers bags and on site crafting through the special items, has a nice GUI to put those in and use them (pressing r opens your bag and crafting, you don't need to keep your camping tools on your hotbar or even in your normal inventory), and offers the ability to put down a temporary bed and furnace (tent and campfire). You can even have tents store things like a chest for you. Although tent functionality could be achieved through other means, the bags are truly useful, and neither overpriced nor overpowered. Quote
Xenathode Posted August 7, 2013 Posted August 7, 2013 Like Maximus930 said: Hexxit isn't about enchanting wood and recharging crystals, it's about fighting in battle towers and adventure. Not mining for some crystals to enchant wood. Ars magica would be a excellent edition, but I think Mystcraft might not be the best choice. Quote
TokiWartooth Posted August 8, 2013 Posted August 8, 2013 BTW ars magica will not be added by the pack, as its author does not wish it to be so, if you want it do it yourself. full stop. Quote
Punisher Posted August 8, 2013 Posted August 8, 2013 BTW ars magica will not be added by the pack, as its author does not wish it to be so, if you want it do it yourself. full stop. Wellthat makes the mod maker a real prude, don't you agree? Quote
TokiWartooth Posted August 8, 2013 Posted August 8, 2013 eh it's kinda there stuff, there technically is nothing they could do but give stink eye about it but the tekkit modders have recognized that it would behoove them to respect the wishes of those involved lest they rile up a good old fashioned shitstorm. Quote
bhsgoclub Posted August 9, 2013 Posted August 9, 2013 TokiWartooth your actually wrong about that, This is taken from the Ars Magicka thread on MC Fourms. So here's the deal. You want Ars Magica in your mod pack? All you need to meet are three simple conditions: Your mod pack needs a link back to this forum post You cannot make any money off of the mod pack You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Mithion) If these three conditions are met, then you have my permission to use it in a mod pack. Have fun! Quote
DungeonGrind Posted August 9, 2013 Posted August 9, 2013 Ars Magica is very much in keeping with the spirit of Hexxit, encouraging exploration to find spells, and even has a unique tower guarded by tough bosses that is necessary to unlock the highest tier of casting. Mystcraft is an ok fit, but it really would serve no useful purpose in an adventure mudpack, aside from creating linking books to places. Thaumcraft would, surprisingly, be a terrible fit for Hexxit (in my opinion, feel free to have your own), because it encourages settling down to research all those technologies, go mining to get more stuff to throw into your research table, and offers no way to progress through adventure. For all intents and purposes it is a tech mod. What I do think would add a lot useful features is the camping mod, because it offers bags and on site crafting through the special items, has a nice GUI to put those in and use them (pressing r opens your bag and crafting, you don't need to keep your camping tools on your hotbar or even in your normal inventory), and offers the ability to put down a temporary bed and furnace (tent and campfire). You can even have tents store things like a chest for you. Although tent functionality could be achieved through other means, the bags are truly useful, and neither overpriced nor overpowered. i 100 percent agree with wat you said i was only thinking that mystcraft would be good for finding new dungeons and stuff and thaumcraft i just really like lol Quote
DungeonGrind Posted August 9, 2013 Posted August 9, 2013 TokiWartooth your actually wrong about that, This is taken from the Ars Magicka thread on MC Fourms. tekkit does make money though so.... Quote
Neowulf Posted August 9, 2013 Posted August 9, 2013 tekkit does make money though so.... Where did you get that idea? Quote
Teraku Posted August 10, 2013 Posted August 10, 2013 TokiWartooth your actually wrong about that, This is taken from the Ars Magicka thread on MC Fourms. Yeah, I was just about to post that. It could easily be included in Hexxit, and would make a very nice addition. Quote
TokiWartooth Posted August 10, 2013 Posted August 10, 2013 eh i know one of the magic mods is like that, guess i remembered the wrong one, either way if you like it add it i don't really see the issue. Quote
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