Learn how to use Andor’s Mods

We want you to quickly understand how to get started using the mods in Andor. These guides are aimed at doing just that. They’re definitely not comprehensive, but will get you moving. We also try to provide links out to where you dive a bit deeper. Let us know if there’s something missing here, and we’ll add it.

Thaumcraft

“Thaumaturgy… which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at.” – Mathematical Preface to Euclid’s Elements (1570)

Thaumcraft brings magic to the world. It’s the primary content mod we included in Andor. 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.

Thaumcraft is a big source of content for the world, so we’re not going to do a comprehensive guide on how to do everything. We’re going to teach you, humble Andorian, how to begin learning the magical arts.

Why learn? If you want to become some kind of Wizard, you will need to master this mod. If you want to learn defense against the dark arts, you will need to gain proficiency in this mod. Be careful though, dabbling in magic too deeply has consequences. One does not simply alter the very fabric of Andor, harness its energy, and wield it irresponsibly.

So you want to get started?

Creating your wand

To get started in Thaumcraft 4 you will need to craft your first wand. To do this, all you need is a stick and 10 Iron Nuggets.

After you have gathered the necessary ingredients, make your way to the nearest (or any other) Crafting Table. Upon the table, craft your Iron Nuggets into two Iron Caps (to make such a cap, line 3 nuggets in the top slots of the crafting interface, with the fourth in the left middle slot and the fifth one in the right middle slot—in other words, place them in a helmet shape.

Then place one cap in one of the bottom corners, the other in the opposite top corner, and the stick in the center.

Concentrate your mind, and grab your very own Iron Capped Wooden Wand!

Thaumonomicon

Now that you have your first magic wand, you will need arguably the most important item in your over concepts in the book you have never heard of, and will mostly likely only accidentally stumble upon these. To create this book you have never heard of, The [Thaumonomicon], craft or find a bookshelf, then right-click with your wand upon it. The magical tome will then replace the shelf and you have your first Thaumonomicon. Now we can start diving into the realm of Thaumcraft. To start researching, craft a Research Table, which is crafted when you use Scribing Tools on the left of two Tables (you remember how to make those right?) placed side-by-side. To create Scribing Tools, you just need to acquire a feather, a glass jar, and a sac of ink. Place these items in your crafting table to receive what any good scholar should keep with them at all times (really). Once you have your Research Table decorated the way you want (I usually put a Skeleton Skull on mine), pull up a chair and familiarize yourself with the layout.

Arcane Worktable

Once you have the two basic tools of any good thaumaturge, you will need to begin your ascent to magical kingship. But first, where to start? Generally, the best place to start is with an Arcane Worktable. To do this, you first need another table. Place the table on the ground then right click it with your wand.

The Thaumometer

The next important step is to craft yourself a Thaumometer. Without this potent magical lens, you shall not be able to examine the world around you closely enough to understand what kind of Aspect every item, plant and animal is made of—and without knowledge and understanding, how could you even attempt at thorough research, right? Thanks to this tool, you will be able to discover other Aspects than the six primal ones you start with.

The Thaumometer is crafted on your Arcane Worktable with two Gold Ingots, one block of Glass, and two of any of the six types of Shards (Aqua, Ignis, Ordo, Terra, Aer, and Perditio).

To use it, simply hold it in your hand and peer through it at whatever item you wish to examine (keep your finger on the right button of your mouse for a few seconds with the Thaumometer selected in your hotbar).

Now, it’s time to have a closer look at whatever surrounds you. But keep in mind that the more complicated Aspects may elude you at first: you can only properly read what is made of the primal Aspects, or of Aspects whose combination is that of Aspects you already know. You may want to start with the easiest things to understand, such as soil and stone. You may also want to always carry a set of Scribing Tools and a few sheets of paper with you, for sometimes, examining the world will allow you to directly record findings that will immediately point you towards what you can research.

Only once you have discovered a few more Aspects is it time to get to the actual Research.

Basic Mechanics

In Thaumcraft every item, in addition to being composed of ordinary matter, is formed from magical aspects, invisible to those without the correct equipment.

There are 6 basic primal aspects in the world:

  • Aer (air)
  • Terra (earth)
  • Ignis (fire)
  • Aqua (water)
  • Ordo (order)
  • Perdito (chaos)

By using the Thaumometer, the player will be able to scan, by holding and right clicking on blocks and entities they are currently looking at, and learn about the aspects that compose it. In the scanning process player will discover combinations of aspects and learn that primal aspects can combine together to create more complex aspects, which in turn combine, presenting 7 tiers of aspect beyond the base “primal” aspects. There are 51 aspects in total.
After the player unlocks enough complex aspects, they are ready to start researching. In order to do so, the player must construct the Thaumonomicon, paper and Scribing Tools. After right clicking their Thaumonomicon, the player will be able to select one of many research topics to explore. As long as the player has paper and Scribing Tools in their inventory, left-clicking a research objective will consume one paper, reduce the Scribing Tools’ durability, and produce a Research Note. (It is worth noting that not all the research is available to the player immediately, and some advanced topics have to be unlocked by doing more basic research).

Next, the player will have to craft a research table. This is done by putting 2 Tables next to each other and placing Scribing Tools on one of them. The tables will then join into one Research Table. After right clicking research table player will have access to its GUI. The research table allows player to combine simpler aspects into more complex aspects, and complete the research provided by notes. By placing the research note in the table player will start mini-game. Solving it will complete the research and update the Thaumonomicon, allowing the player to access their newly discovered knowledge.

Research

The layout of the Research Table may look daunting at first, but it is really quite simple and if your eyesight is good enough, easy to read. In the very first slot of its upper left part, you will see your Scribing Tools. In the slot right next to it, place some of Research Notes, to record your progress. Under those slots, another part will show you the Aspects you have discovered so far.

The research table allows you to do two kinds of research:

  • Combining two Aspects in the hopes of discovering a new one (purple button).
  • Activating Runes to start researching a specific kind of knowledge (green button).

When you want to use an Aspect just place your hand on it on the left side of your table (left-click). However, every time you combine or use Aspects, the amount you had gathered fades (you may see a small number next to an Aspect: this is how many Research attempts you have left in the Aspect). Once they’re gone, you will have to gain more of them by exploring the world or combining other Aspects… so you may want to be careful about how you go about doing your research.

Now that you have your paper in the correct spot and a few Aspects to study, simply select an Aspect (and click the green button). If it is liable to lead you to a new kind of knowledge, a parchment will appear in the third top slot, next to your stack of paper. This parchment will be impossible to read at first, except for its title (the name of the research you’re attempting to find, when hovering your mouse); all you will see are various runes, as well as nodes (dots). One of those will be a very shiny blue: this is your starting point. Your aim is to link it to the other nodes, the dull purple ones, and to do so, you need to decipher enough of the other runes. To discover which Aspects these runes hold, repeat the process with another Aspect. A rune associated to an Aspect will suddenly start to glow; for instance, Ignis runes will glow red. This kind of rune is called “active”. The ones that won’t glow are “inactive.”

If an Aspect pertains your research, mark it with a green tick; if it doesn’t, with a red cross (the mod does that for you automatically). If by chance you see a “red herring” appear on an Aspect, it means that the latter might have been a logical step in your research, but was just a false lead; nevertheless, you can choose to use it to cause several useless runes out of your parchment, and makes things a little clearer.

Move inactive runes out of the way of your nodes by scratching them with your inked feather, for they will only interfere with your research (when left-clicking a rune, several small circles will appear: left-click one of them to move your rune there; bis repetita to move it even further). As for active runes, you cannot move them without deactivating them, which is done by selecting their Aspect (and using the green button, too); activate them again once you have moved them, just repeat the same process (this consumes Aspect points each time, though).

When all the nodes on your sheet are linked the proper way, the parchment will fold itself into a nice roll. Place this new discovery in your hand and transcribe your notes into your Thaumonomicon (right-click). Now open your Thaumonomicon and review your notes—the book even adds a magical glow to the tab that contains your new findings. You will have most likely found a full description of your discovery, what it can do, and how to craft it.

Crafting

To craft something you have discovered you will need one of three different vessels, your notes should tell you which needs to be used.

The first being the most simplistic, and one we have already crafted, the Arcane Workbench. To use the Workbench just place the necessary items in their place, set your wand onto the table in the top-right corner of the workspace and begin your construction.

The second and more advanced vessel is a Crucible. To create this iron juggernaut is quite simple if you are familiar with basic crafting; simply place an ordinary cauldron on the floor and infuse it with your magical essence (use your wand). Now that you have a Crucible, there are a few more things that need to be done before it is usable. Any apprentice chef will tell you hot water dissolves things faster than cold, so we need some heat. Either place some fire under the Crucible, or some lava. It doesn’t matter which, it just needs to burn hot and burn long. Now that the Crucible is heated, simply displace some water from a local reservoir or pond into the Crucible. After a few seconds you will notice that the water begins to boil. Now that it’s prepared for crafting, all you need to do at this point is toss some items into the boiling water and they will be broken down into its contained Aspects. Once you feel you have enough magical energy for crafting just use your wand on the Crucible and you will craft an item, if one exists from the magical energies you have gathered. Be warned however, any unused Essentia in the Crucible after crafting will dissipate into the atmosphere, large amounts of this energy can begin to clump together and sometimes have nasty effects on the surrounding environment. If your Crucible starts spewing a foul purple goo onto the ground, it is not a good sign…

The third and most advanced process for crafting is that of Infusion. This large structure, better built outdoors both due to its size and sheer majestic aspect, may only be crafted once you have mastered some basic concepts however, so refer back to your notes to see if you are able to make one of these.

Next Steps

Watch this complete guide to Thaumcraft 4

Thaumcraft Cheat Sheet 

Thaumcraft Research Helper

Introduction

Towny allows you to claim land that you want to own. Owning comes with responsibility, like upkeep costs. You get currency from a number of things like crafting goods, fighting monsters, and just signing in each day. Towns consist of a minimum of one chunk or a 16×16 square of blocks, from sky to bedrock.

Prices

  • Founding a new town costs: $1000 (1 chunk)
  • Expanding a town: $25 (per chunk)
  • Upkeep Tax: $10 (per day)

When you found a town, you start with one chunk. As a solo player you may buy up to 30 additional chunks for $25 a piece. Since towny encourages team play, the more people you are in a town, the more discounts you get. At two people in a town, you may buy up to 32 chunks, with three players you can buy up to 64 chunks and so on. So it definitely pays off building in teams.

Getting Started

Everyone is an explorer at the beginning. After you get your starter kit, take one of the open portals out into Andor. Start exploring the land! When you find a place you’d like to start building on, you should claim it. You start with a total of $5000.

Type: /town new {town name}

So to unpack that you’re creating a new town with /town new, and then you’re including the name of your town. For example “/town new Atlantis”

Congratulations, you have a space that is completely yours. No one else can build on it, unless you invite them to.  No one else can destroy it. There are some rules to remember though. If you want to keep what you build, you need to have enough money in your bank to afford the maintenance. If you run out of money,  your space will revert back to its original state. Once you have your new town you will want to add money to its treasury.

Type: /town deposit {#} # being the amount you want to deposit.

Naturally, we understand your interest in a game ebbs and flows. In order to keep things in a pristine state, we don’t keep inactive players creations on server. It’s a living breathing world.

Tip: There must be 7 chunks of wilderness between you and another town.

If you don’t want to worry about upkeep of a space, head to one of the world capitals and ask to join the nation. You will get a home there, free of upkeep.

You can always check how much money you have and how many chunks you can claim by simply typing /town. Every single player can claim up to 35 chunks for themselves. Each chunk does not cost extra upkeep. We may adjust this number as we see how things play out.

Expanding

So you have some space, and you’re ready to expand! Awesome. Make sure you have deposited enough money into the town treasury first. Each claim costs $25.  All new land you claim must be adjacent to your original chunk. You can check where you are by typing /towny map.

Command Type
Create a new town /town new 'town name'
Set Town Name /town set name 'town name'
See what things you can toggle /town toggle
Turn on/off PVP in your town /town toggle pvp
See your town screen /town
See available commands /town ?
See the town screen of the town you're in now. /town here
Leave a town /town leave
List all towns /town list
Mayor's command to claim a chunk for your town. /town claim
Claims an area of chunks around you for your town. /town claim [<# radius around current position>]
Claims as many townblocks around you as is possible given money in townbank and available townblocks. /town claim auto
Mayor command to unclaim the townblock in which you stand. /town unclaim
Mayor command to unclaim all townblocks. /town unclaim all
Sets the town spawn, must be done inside the homeblock. /town set spawn
Create an outpost /town set outpost
(Up to 4 characters e.g., NQLN) Sets the town’s tag, which is sometimes used on that chat line. /town set tag
Clear the tag /town set tag clear
Turn on/off public joining to your town. /town toggle open
Add a player to your town /town add 'playername'
Remove a resident /town kick 'resident'
Shows players in your town which are online. /town online
Sets message seen by residents upon logging in. /town set board 'message'
Mayor command to give mayor status to another resident. /town set mayor 'resident'
Deposit funds to your town /town deposit '$'
Check your balance /bal

Bibliocraft adds craftable specialized containers and more to the world. These can range from a stand for your armor to bookcases that actually display individual books you put on them. We added this mod because it gives players a high degree of customization to the things they build and everything in this mod just seems like common sense. You can check this mod out at its official website here. All of the recipes and how-to’s are there.