1. 3wide prepped stairs down to y=12.
2. cavemine all the caves encountered on the way down.
3. Dig out a long 3x3 tunnel at y=12
4. branch mine out of that with 2x1 tunnels with 3block separation.
5. switch to automated mining using the quarry options available in my modpack.
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Now I want a a part of the alchemical distillation process to include a glass multiblock called a condensation chamber...
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It will mess with any generated biomes. There will be obvious issues where new terrain is generated, and existing terrain will have the wrong biome for the stuff that is there.
I do not understand why a texture pack will require biomes to be renumbered, especially as your existing config leaves all the biomes at their default ids.
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So far I have run /CraftingManager on the resulting dialog I disabled all mods except EndPlus, that I set to Ungenerate, and toggled "Regeneration" to enabled.
generationmanager.cfg was saved like this.
I have exited and re-entered Minecraft. I have flown 200m away from my base and back again (should be far enough for the chunks to unload) but the EndPlus CavernStone is still there.
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Apparently Ars Magica. The PnP role playing system. Not the other mod. Which is also, in fact, inspired by the pencil and paper roleplaying system of the same same - Allthough it seems that ironically @Mithion made up the name of his as yet incubating mod before learning of the system.
Who knows the truth really.
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Today I learned that Iron nuggets were not a vanilla feature...
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It is a bit of an iffy mod to pull out the pack. It does a *lot* of worldgen in the overworld with "cavern stone". Which is interesting as mining it has a chance to pop spiders, or ingots ore gems - the spiders are interesting, but dropping "processed" ingots makes the whole thing a bit lame. Oh - and its added an ore that can be used to make monster spawners - which I havn't taken advantage of yet so I don't know how I feel about it wrt balance.
EndPlus weirdness aside, my friends and I have moved to this pack and so far it is proving to be an absolute fantastic. Well, we did add Ars Magica to give ourselves a choice of magical pathways (ironically it, too, causes server crashes so we are LAN sharing SSP games for now). Something - probably BWG4 - is causing a lot of villages to spawn in ocean biomes.
I don't know how you are deciding which mods are too heavy to add. But, if the pack has headroom... have you looked at either Growthcraft or Natura? Growthcraft adds some crops and processing options to create alcoholic beverages that are really potions with effects. And Natura adds berry bushes to worldgen that can be scavenged for berries as a quick source of food while travelling - and it creates really REALLY big giant redwoods. So big you can build a house inside them.
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1
4 or more blocks of separation on each axis.
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Biome coloring was, iirc, a function of your graphics settings: Fancy vs Fast.
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It seems that the config has generated differently on the server and your client. Grab the twilightforest.cfg from the servers /config folder and copy it to your clients.
If that doesn't work, then it would seem that your TF config has somehow chosen biome id's that conflict with vanilla. Which should be fixable by deleting the config and allowing it to regenerate. Did you perhaps have a config folder from a very old install that had a twilightforest.cfg from a much earlier version? Any already generated terrain however will still have the old/wrong biome id's so your existing game might be a mess if you don't have backups.
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I found your magnificent collection of structures in your .sig
Question - have you looked at Recurrent Complex as an alternative to Ruins? It looks like it be way more capable...
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Wait - what?
I never saw anything but a silver sheen in portal gun. What version(s) were meant to render the other side? I wish iChun had actually implemented the lasers and other bits that are in, but have had the "not implemented" flavor text.
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Ive been playing various FTB packs and so I must admit that ive been using NEI rather than craftguide :/
I would far prefer to use CraftGuide however, as such:
* is there any possibility to simply implement the NEI api to inherit all the existing NEI integration support?
* It would really be nice to see items for which there are no recipes when browsing items.
* Likewise, forge dictionary equivalent items are difficult to find in Craftguide.
* Thaumcrafts shift-to-show-aspects feature doesn't work in Craftguide either.
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Good grief. I didn't know XCompWiz was like 5.
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* EndPlus is not in the pack, or in the list of things to add, but is in your mod list.
* Minepainter is not in the list but is in the pack. Also okutils, playerapi,dynamic lights
* You have included the 1.7.2 version of TreeCapitator?
* All the other mods seem up to date, but BattleGear2 is many versions behind.
* What is the intention with the inclusion of BWG4?
* DynamicLights can be a FPS hog. Optifine might not be so necessary if it was dropped.
* The only mods you provide config for are DLDungeons and luncanitesmobs?