![]() In Mana & Artifice (man i'm using this example a lot, probably because I'm actually playing through it now) you instantly unlock all 7 tabs of magic and a thingy that shows you exactly where you cap off. If I play a big mod, I expect to slowly find more, more, more and just more stuff. Like absolute METRIC FRICKIN TANKERS FULL. Don't take this suggestion too seriously however since even I myself find it kind of hard to implement.Īdd TONS of stuff. ![]() But maybe try and deviate from the regular path of "magic book" and "magic = cast physical effects", since experiencing something unique is bound to lock someone on to a mod (actually how I came to love TC). Try and be a bit unique, this one's kind of shaky since it's a bit hard to make a magic mod without some kind of place to store all the knowledge. It just kind of adds to the mystery and immersion of it all and if you plan on making it in a newer version you have plenty of stuff to play around with (mainly nether update, if you wait til this summer you could get some of that deep dark action). Basically, add more lore to minecraft.Ĭombine modded features with vanilla features, like how Thaumic Augments interacts with the end update to gain levitation. "Craft this with that and do this to get that", which I personally didn't enjoy. Again taking Mana & Artifice as an example, many of the entries in their magic spell book just give you instructions. Make sure your player feels like they're a part of the mod, the world and story. ![]() You don't find an ore or buy a book or find a structure, it's just crystals you find in the ground that then guide you down the path.Īnother important aspect I feel is immersion. I also love the way you discover thaumaturgy. I love how, instead of just like yeeting you into a book full of random magic (lookin at you mana & artifice), it had a really simple beginning, literally starting you off with ONE thing to do, first steps.
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