Thaumcraft

Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.
This is what this mod is all about - drawing magic from physical objects in the form of Essentia and reshaping it to perform miracles.

The first thing you will need to craft is a wand. The first one available to you is the Iron Capped Wooden Wand crafted as shown here (using a stick and iron nuggets):


You then place a bookshelf in the world and right click on it with the wand. This gives you the Thaumonomicon which explains almost everything else you will need to know about Thaumcraft.
Thanks to the following folks for their help with translations
Vexatos, jualme, crafteverywhere, Mexahoid, FrancescoDeSa, TheVikingWarrior, Hgmoa, VeryBigBro, avttrue, ferzrrn, RustyXXL, bgh251f2, Egor305, Zaltora, PlatonCraft, XuIIIHuK, Sternes, DancingPeral, GLaDTheresCake, BrunoLG, dmf444, aucunn, tyrope, m9731526
shadydeath created an IRC channel at irc.esper.net:#thaumcraft
I check it regularly so pop in if you want to chat.
Compatible / Add-on Mods
A friendly request to addon makers:
- Don't go too crazy when adding new aspects. If you do, drop me a PM. If it is something obvious or useful beyond your addon I might add it to vanilla TC. :)
- Try not to add more than one research tab
- Please try and keep your own researches on your own tab
- Please don't move my researches around. You can make copies if you wish to show dependendies on your tab, but the research should remain in its original location.
- Please don't alter any of my recipes. If you feel it is needed for the balance of your addon please drop me a PM. Partly to discuss if the change is required, but mostly since it might actually be a change that should be in vanilla TC.
Lastly, I've noticed some addons adding items from TC 3 or earlier. I don't have a problem with that, so go wild. However several of those items I have been planning to re-add myself. A lot of TC 2 stuff never made it into TC 3 simply due to time constraints. So don't come crying to me if and when I do that. :)
Note - I obviously won't just copy-paste someones elses code for those items or blocks - I will implement my own versions.
If you want access to beta version of my mod to make version update go a bit smoother, send me a PM with your dropbox user info and a link to your mod (so I can check if you are actually an addon dev :P )
- Thaumic Tinkerer
- Thaumcraft Mob Aspects
- Electric Magic Tools
Texture Packs
- Soartex
Mod Packs
As a habit I ignore every PM in regards to mod-packs - both private and public. Everything you need to know about them is listed here.
You want Thaumcraft in your mod pack? All you need to meet are five simple conditions:
1. Your mod pack needs a link back to this forum post.
2. You cannot make any money off of the mod pack.
3. You cannot claim that you made any part of the mod, and you must give credit to the author of the mod (Azanor).
4. If I ever ask you to remove my mod from your pack, for whatever reason, you do so.
5. Handle any queries and bug reports internally first. This is one of the main reasons I had such a strict anti-modpack policy for such a long time - people using modpacks would come here posting errors that have nothing to do with my mod or that have been fixed ages ago, but still occurs in the modpack because it is using an older version.
If these five conditions are met, then you have my permission to use it in a mod pack.
Special thanks to...
Lorc, creator of the icons I use for enchanting and other things
bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack.
chicken_bones for letting me base my lightning effect and deploader code from WRCBE
CovertJaguar for his custom biome spawning code.
Rorax for allowing me to use some of her models.
J. W. Bjerk (eleazzaar)for the use of his icons for certain research categories. Find this and other open art at: http://opengameart.org
BitterBusiness for the use of his Pech model.
Hi, I'm loving touching thaumcraft 6, but I have a question, in the previous versions the mod had a spell that we played bats, will it come back in that version?
In reply to gabistar18:
can you fix the description of how to get started i was stumped for about 40 minutes trying to figure out how to play this mod because you actually have to find crystals underground to start the mod
In reply to nyanminecrafter69314:
Hello I would have a question is what the final position of thaumcraft 6 will be in french
Really looking forward to more focus effects and the return of those red people and their portal to the magical treasure labyrinth from Doom. I definitely think you should increase the power of the bat focus. Or just more bats. And more bat customisation as well. Bats that spawn bats? Why not?
In reply to Druidofprawn:
this is a bad idea (because i have a pc that is slow af), but i'll try the mod
Apparently thaumcraft golems and other "non-living" entities suffocate in galacticraft space, pretty sure they didn't use to do that in past versions so guessing that's a bug.
Also since theres nowhere else to put bug reports im putting it here.. you don't even have a issue section on github despite curseforge having a link to one..
In reply to InsanityPie:
In reply to androshalforc:
Trust me: I looked for about 10-15 minutes to make sure.
I just assumed reporting issues was a patreon only feature now
more ppl need to donate.
In reply to DangerousDareDevil:
Long story short the dev is boned either way in the long run and only made things worse by trying to force people to pay for early access, they aren't steam nor is this a game.
hello there, i love this mod so much and have always loved this mod.
there is a problem on my modded server where the wands will not work the caps do not show up in the recipes. is this a common bug or just have something disabled? or what could be the problem?
Thank you for your time
-Allskeeper
Could I translate this mod? :)
And how could I give you lang file?
In reply to kKkristinahj:
Hi. It's great to see that one of my favorite mods was continued.
New Research system is great. Now forces you to go outside and do stuff and not just sit into a house and perform a minigame.
But piping system is still.. very confusing. It's harder to unlock, since now it requires Vitium (taint aspect). It's not possible to create automated system that breaks down ingredients and places them into jars, since pipes just don't perform logically (imho). So it's just easier to keep using jars to manually extract essence. I don't really know what should be changed to make the current system better, besides piping logic.
Is it possible to get a config option to enable research unlocked by experience point levels, like there was in Thaumcraft 5. Honestly don't like the new research system at all and neither does anyone on my server. any other config options for tweaking research for balance would be nice as well.
Hey! I have a problem that I've been encountering with (a lot). Playing on 1.12.2 forge (14.23.5.2768) server.
It's about research table - I use it few times, then my game gets exponentialy laggier (lag spike) and sometimes even kicks me out from server and rarely, crashes the game, but usualy when I get kicked out, i get this:
"java.io.ioexception an existing connection was forcibly closed by the remote host"
It's a server-side problem. On client it works perfectly.
Any help would be appreciated.
In reply to chulukabulu: