So I'm guesing with removeale of BOP a world reset is enforced or can RWG carry over the world?
Realistic world generation mod , which is quite stunning, especially when you findyourself in a valley and around you are those huge mountains with snow on top. But obviously biomes o'plenty has it's pluses aswell.Sorry if this was asked before, but what mod will replace it?
Nope, its not required, but you might end up with some biomes empty of a grass layer (like the flower field biome). If your house/base was made of BoP wood, it will also be gone.So I'm guesing with removeale of BOP a world reset is enforced or can RWG carry over the world?
I haven't encountered and nobody doing the testing has reported requiring an HQM reset. If that changes, I"ll let everyone know.Is anyone able to confirm if in 0.1.1 wether the quest progesssion bug from the previous version has been fixed. Specifically on multiplayer/server start?
Hm thats odd, I could have sworn I disabled Forestry ore gen quite a while back.Is it intended that both TE and Forestry ores are generated? I kinda doubt it, it's weird that there's multiple types of same ore in the ground.
AFAIK, the 'smaller build' thing with mekanism/enderIO isn't as much of a problem anymore as it used to be, due to updates to both mods. I could be wrong though.Thought about adding in power converters? as a way to convert eu / joules / rf?
Currently there is only mekanism or EnderIO but that only support smaller builds
Hm thats odd, I could have sworn I disabled Forestry ore gen quite a while back.
AFAIK, the 'smaller build' thing with mekanism/enderIO isn't as much of a problem anymore as it used to be, due to updates to both mods. I could be wrong though.
the ultimate energy cable can do 320k J/t this means the amount of eu u can push through it is 32k eu/t to supply that much the drain in rf would be 128k rf/t the the big reactor ud need to supply that much would be massive (for scope a 5*5*20 reactor with 5 fuel rod columns soaked in ender is around 43k rf/t )I'm thinking the amount of power both mods cables can transfer is nothing compared to what like ic2 can generate or the other way around the amount of power lets say mass fabs use and big reactors output can't be combined
Yet Mekanism Cables have it with bug out and disable them self and needs to be replaced, every single one of themthe ultimate energy cable can do 320k J/t this means the amount of eu u can push through it is 32k eu/t to supply that much the drain in rf would be 128k rf/t the the big reactor ud need to supply that much would be massive (for scope a 5*5*20 reactor with 5 fuel rod columns soaked in ender is around 43k rf/t )
the point i was saying is that they do have more then enough capacity to handle giant lvls of power i was not talking what so ever about something else,Yet Mekanism Cables have it with bug out and disable them self and needs to be replaced, every single one of them
I'm thinking it's just me somehow since no one else is reporting that. I did got a fresh copy of 0.1.1., added Optifine and disabled Morph, nothing else to note. But I'll investigate.Hm thats odd, I could have sworn I disabled Forestry ore gen quite a while back.
I think I know what might be going on here. For forestry 4, the config file format was changed from .conf to .cfg. It's probably a safe bet that updating the mod was made to autoconvert existing config files to the .cfg format, and as such, if @Caigan tried to update to forestry 4, the configs would've been converted. However, based on what you're saying, it looks like the version in the release is still using the .conf files, which makes me think that some issue (probably some other mod not yet supporting forestry 4 and crashing on startup or somesuch) led to the decision to revert to the latest forestry 3. This version would of course be unable to read the now converted .cfg files, and as such would generate fresh copies of the .conf files to use, with no tweaks made whatsoever, resulting in the oregen being enabled, something that would be very easy to not notice happening.I'm thinking it's just me somehow since no one else is reporting that. I did got a fresh copy of 0.1.1., added Optifine and disabled Morph, nothing else to note. But I'll investigate.
EDIT: Yeah don't know why, but config/forestry has almost duplicate configs for common and fluids, .cfg and .conf. The one with .cfg had ore gen false but .conf had it true. Go figure.
EDIT2: Removed everything and trying from scratch one more time...
I'll consider power converters, not sure though.I'm thinking the amount of power both mods cables can transfer is nothing compared to what like ic2 can generate or the other way around the amount of power lets say mass fabs use and big reactors output can't be combined
This is indeed what happened, thank you for the information!This version would of course be unable to read the now converted .cfg files, and as such would generate fresh copies of the .conf files to use, with no tweaks made whatsoever, resulting in the oregen being enabled, something that would be very easy to not notice happening.
For some reason the title screen gui won't work for me.
How do I disable the (although epic) title screen custom gui?
- by titlescreen I mean after you load up the modpack, with the singleplayer, multiplayer, settings, etc.