I remember reading somewhere that Thaumcraft's retrogen (at least in Thaumcraft 3; I see no reason why Azanor would've changed it) works by marking chunks internally somehow after Thaumcraft's terrain generation has been applied, and not adding new ores and trees to chunks that have already been flagged. So, if you enable retrogen, Thaumcraft will put stuff in all the chunks that don't already have Thaumcraft stuff in them. There's really no reason to turn it off, and the mod won't do it automatically. At the worst, you'll get a bit more lag than usual when loading old chunks for the first time after installing the mod, but not nearly as much lag as generating new chunks.I think it generally works like this:
1. Set the option in the mod's config
2. Enter the world, and move around in it
3. As chunks are loaded, they are retro-generated
4. Log off, and the mod turns the option back off automatically
So you have one chance to visit as much of your generated world as you wish, and those areas will have retrogen applied. Of course different mods can do this differently, I guess they could store a matrix of retro-generated chunks or tag the chunks themselves in the NBT so you could do retrogen over a number of sessions.
Oh the irony!X, Y, and other things are taken straight from Z.
No need to point it out.
Can mobs spawn on MFR conveyors? I know previously they couldn't, but on my new map F7 shows that they can.
They can't spawn directly on them. Extra Utilities conveyors however, I believe they can spawn on those.
I can't play the Agrarian skies:Hardcore Quest because i don't appear on the island and i cant find it.
This worked. Thank you.IIRC there's a tab on the launcher called "Maps". Look in there for it, and re-download it.
I think something like that becomes impossible to manage in todays modding world. There are simply too many popular mods doing each their own unique power production and many seem to somewhat want to outmatch each other in output/efficiency so there are really no uniform guideline to how much power a certain amount of fuel should be worth(like there sort of seemed to be earlier).If I remember when hovering the mouse over some items like coal, charcoal, lava etc that can be turned to fuel in ftb pack (I don't remember which one) there is a tooltip showing how much EU / power the items can provide. but looks like in the Monster there is no option like this. Is there anyway I can turn it on maybe?
If I remember when hovering the mouse over some items like coal, charcoal, lava etc that can be turned to fuel in ftb pack (I don't remember which one) there is a tooltip showing how much EU / power the items can provide. but looks like in the Monster there is no option like this. Is there anyway I can turn it on maybe?
I think something like that becomes impossible to manage in todays modding world. There are simply too many popular mods doing each their own unique power production and many seem to somewhat want to outmatch each other in output/efficiency so there are really no uniform guideline to how much power a certain amount of fuel should be worth(like there sort of seemed to be earlier).
So you would have to make tooltip lists for every single mod, keep it up to date for balance changes and take into account balance changes made through configs etc.
Ahh cool. Doesn't seem to work with a whole lot of stuff though. Mostly only information about BC/forestry/IC2 machines are displayed. Occasionally TE dynamos, but not always.That is all done by reading the settings given in code and displaying them in a readable format. It's pretty much an automated system, so it is far easier to maintain than one would think.
Ahh cool. Doesn't seem to work with a whole lot of stuff though. Mostly only information about BC/forestry/IC2 machines are displayed. Occasionally TE dynamos, but not always.
I noticed that the filler won't run off of RF is this suppose to happen?
It runs on BC MJ. If you want it to run of RF, use a TE conduit to transmit the power as it will automatically convert RF->MJ.I noticed that the filler won't run off of RF is this suppose to happen?
Yes. Run a conduit to it, that will auto convert the power.
thank you for that clear upIt runs on BC MJ. If you want it to run of RF, use a TE conduit to transmit the power as it will automatically convert RF->MJ.
Do you have a conduit, energy cell, or dynamo hooked up to it? Only conduits can convert to MJ IIRC.I noticed that the filler won't run off of RF is this suppose to happen?