How do you get Nether Quartz in this, there none I can see in the Nether
So started playing on the server today. It was a lot of fun, the only suggestion I have is to add reika's mods. Nothing like the challenge of making rotarycraft work.
Will it is generally a separate power type, there is cross mod interaction with rf. It is easy to use rf to create rotational energy, and visa versa.The issue with that is Rotarycraft uses its own power type, which is not what the tech portion of this pack is centralized around. We are focusing on making this modpack use RF and no other power type. That was the biggest reason why we removed IC2 and BC, because they use their own types of power, and, while there is Universal Electricity in this pack, having fragmentation of power is going against the intention of this pack. We are aiming to make each and every mod of this pack highly compatible with each other without too much fragmentation.
Fragmentation would be, say, setting up an entire factory using AE2, Mekanism, TE, and Big Reactors, then, having to create an entirely separate setup just for IC2. It feels weird and makes it difficult to make mods work together in fun, new, unique ways that are up to the player's imagination.
If you noticed, we have added several integration type mods such as Technomancy, Forbidden Magic, and Thaumic Energistics, which help a lot to tie together different major mods, allowing players to mix and match different mods in new and creative ways. You could, say, generate power with Botania mana if you really wanted to.
"quartz": {
"template": "uniform",
"block": "quartz_ore",
"material": "minecraft:netherrack",
"clusterSize": 13,
"numClusters": 16,
"minHeight": 10,
"maxHeight": 118,
"retrogen": "true",
"biomeRestriction": "whitelist",
"biomes": [
"hell"
],
"dimensionRestriction": "whitelist",
"dimensions": [
-1
]
}
"quartz": {
"template": "uniform",
"block": "quartz_ore",
"material": "minecraft:netherrack",
"clusterSize": 13,
"numClusters": 16,
"minHeight": 10,
"maxHeight": 118,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [
"all"
],
"dimensionRestriction": "whitelist",
"dimensions": [
-1
]
}
We will be doing extensive testing with these two mods to find a proper balance. For example, our intent with Hunger Overhaul is to gently coerce players to utilize Pam's Harvestcraft. We never want a player to feel like they are forced to use one particular mod or suffer the consequences, but rather, we want to nudge players in the direction of mods, period, and try to avoid vanilla methods of things when there are, well, mods.
Here's perhaps another example (again with food) - players *could* get into Pam's Harvestcraft and enjoy the plethora of foods available. Or... they could just skip out on easy mode and auto farm cows to make steaks.
We won't be disabling vanilla food. I personally was thinking of adjusting hunger values based on complexity and difficulty of making the food item. Still up in the air right now though.Vanilla food is used a lot in Harvestcraft.