So, I'm going to get back into FTB (or the DW20 pack, more specific) as soon as Thaumcraft 4 is added, but other than TC4, I'm only really interested in a fourth of the mods from the list:
Bibliocraft, BiomesOPlenty, ChickenChunks, Enderstorage, EE3, Gravity/Portal gun, Iron chest, Mystcraft, Natura, Soul Shards, Translocators, and Twilight Forest.
I've never been fond of tech-based mods like buildcraft as I can never seem to grasp how to do anything cool with them.
Last time I played, I deactivated some of the tech mods, which caused some ores needed in desired mods not to spawn at all because they were replaced with an alternative ore from a mod I had deactivated.
I'm just asking now, you people who're familiar with FTB in and out; are there any world gen features required in any of these mods that will be turned off because they are alternative variants of features in any of the other mods in the DW20 pack?
If that's the case, which config file do I need to alter to get them to spawn again?
Thanks for your time
Bibliocraft, BiomesOPlenty, ChickenChunks, Enderstorage, EE3, Gravity/Portal gun, Iron chest, Mystcraft, Natura, Soul Shards, Translocators, and Twilight Forest.
I've never been fond of tech-based mods like buildcraft as I can never seem to grasp how to do anything cool with them.
Last time I played, I deactivated some of the tech mods, which caused some ores needed in desired mods not to spawn at all because they were replaced with an alternative ore from a mod I had deactivated.
I'm just asking now, you people who're familiar with FTB in and out; are there any world gen features required in any of these mods that will be turned off because they are alternative variants of features in any of the other mods in the DW20 pack?
If that's the case, which config file do I need to alter to get them to spawn again?
Thanks for your time