More like why have you aroma backups in your instance? The pack has no aroma mods in it.
Holy ****, you're right! Why the hell do I have a folder for that mod... This laptop used a fresh ATL install of 3.4.4 back in like November. Strange...
This is a terrible idea, due to how much experience that method of smelting gives. The vacuum hopper is more than capable of handling the output of the furnace, and can be placed directly next to the front of the furnace to stop the spewing almost completely. At that range, it's not like it's missing any anyways. That said, use the Rotarycraft collector. Place it a couple blocks away from the furnaces opposite their front, and it grabs them all. You can watch Reika's Base Tour video for a demonstration of this, where it's collecting from 5 furnaces at max speed. If you've got orbs sitting around, quite frankly, your infrastructure can be improved.
- Make the Chromatic Enchanter require enchanted books created with other enchanting systems.
This will be impossible to implement, given the way the Enchanter is coded/it's GUI. Prime candidate for your recipe change idea though!
- Very WIP: consider slowing down midgame progression with a few well-placed tweaks... gating Casting Stands or the Ritual Table behind other magic mods.
The Ritual Table is required to get the Pylon immunity ability. The casting stand is also required for some other things. In reality, CrC is probably one of the most well-gated mods in the pack, and shouldn't really be messed with. Having it's own complex progression line will make fiddling with it incredibly difficult, outside of simply making the recipe changes you've suggested.
The fix actions are great though! Hope to see a lot of that stuff implemented!
Honestly, no idea how much the culling tweaks do, but it would be simple
enough to test for performance differences with and without that config
option. I'll have to do that a bit later.
It's pretty huge. Like, the difference I have with it off is that half my base won't render and I'll just see down through the world, or solid blue until I fly over things. Fastcraft does a lot.
Disappointing, because apparently that particular option HAS to be disabled in order to see a lot of the shiny things that Chromaticraft adds to the world particle-wise, including something absolutely mandatory for late-game.
Lumen Rivers in the Dimension to get out to the Far Lands.
Also renders CrC's "Matter Phase" ability (noclip/see underground) nigh unusable, since the culling is constantly trying to account for blocks you shouldn't be able to "see".
Also renders CrC's "Matter Phase" ability (noclip/see underground) nigh unusable, since the culling is constantly trying to account for blocks you shouldn't be able to "see".
If this is true, then its a CrC problem. Other mods easily bypass the culling problem.
Maybe CrC is 'hiding' the blocks so you can see trough them but since they are behind another block, FastCraft does not render them.
Other mods, like X-Ray, simply remove the 'invisible' blocks from the render pipe, so when you activate X-Ray, the blocks arent actually behind something and culling does not remove them. The con is that every time you enable/disable x-ray, a full render reset of the world is required, which might not be the most amazing thing for slow machines.
On another note, is there any way so solve the non-melting ice besides disabling seasons? It is starting to get annoying....
On another note, is there any way so solve the non-melting ice besides disabling seasons? It is starting to get annoying....
None. That's a well-documented problem with that mod across a few packs when I looked. It's also affecting your ambient temperatures to a point where you'll permanently be unable to heat/cool certain dependent blocks.
None. That's a well-documented problem with that mod across a few packs when I looked. It's also affecting your ambient temperatures to a point where you'll permanently be unable to heat/cool certain dependent blocks.
Ok, I disabled the seasons. Just to be sure, I did it while it was summer.
Dunno if by disabling seasons it reverts to vanilla or becomes stuck on the current season.
- Make the Chromatic Enchanter require enchanted books created with other enchanting systems.
This will be impossible to implement, given the way the Enchanter is coded/it's GUI. Prime candidate for your recipe change idea though!
Sorry, I should've been more clear - that's what I meant. Like, enchanted books in the recipe for the enchanter.
Thanks for your feedback, though! I rescind my suggestion about the friction heater. And rest assured that I've played through all of ChromatiCraft, so I am well aware of what the ritual table and casting stand do. I wouldn't ever suggest changing the internal gating methods of ChC, i.e. "do X ChC thing before you do Y ChC thing"; I was merely suggesting adding some additional gates from other magic mods, so that ChC doesn't overshadow everything else quite as hard. In other words, the ChC tech tree wouldn't be rearranged; it'd just have a few extra "locks" here and there from external sources, if that makes sense.
edit, to further explain my thought process if it wasn't obvious: My main beef with ChC in this pack is that while it's very well-balanced against itself, it renders most other magic mods largely obsolete. Why carefully set up and stabilize an altar for infusion enchanting if you can just dump some chroma in a Chromatic Enchanter? Why bust your **** getting the uber-endgame self-infusions from Thaumic Horizons when the midgame stuff from ChC is far better? And most importantly, why bother with any other combat-related stuff once you hit midgame ChromatiCraft and have ten different ways to avoid all danger?
This isn't a design flaw with ChC, as it's not a modder's job to try to fit in perfectly with any conceivable "ecosystem", but in the context of the pack it's something that could definitely use tweaking IMO.
Ok, I disabled the seasons. Just to be sure, I did it while it was summer.
Dunno if by disabling seasons it reverts to vanilla or becomes stuck on the current season.
Pretty sure it goes back to "normal." You should be alright though.
That's part of the problem with modpacks and ideas though: Opinions aplenty. I'm of the opinion that the pack is now bloating itself and losing it's identity with the 3.5 additions. Putting in Blood Magic and Witchery is going to create all sorts of balance issues that the pack caretakers will have to spend their time on, rather than polishing what's already present.
IMO what you suggest is basically forcing game play on people, and I'm not really a fan of that. Your end result is basically a list of chores to get to a point where the player can branch out, and the mod pack already has that with early-game production. Sure, gate some of the more powerful items and such behind other mods, but I personally would not be a fan of even more linear game play. This will be even more compounded by the Blood Magic/Witchery fiasco, since those mods are wildly out of control, unless the caretakers for the pack have seriously reined them back.
At the end of the day, it's player-choice coupled with what the modpack offers. If Thaumic Horizons self-infusions aren't as powerful as putting 16 CrC pendants into an Aura Pouch, then it doesn't matter where you put the progression points. The end result will be the same, unless the player specifically chooses to ignore.
That's also the nature of Reika's mods though, by his own design. When you're through them, you're drastically more OP than anything else, because other mod authors haven't powered the character up to that level by design. I mean hell, CrC let's you make Thaumcraft pretty silly with it's own constructs, but you still need to go through CrC, Thaumcraft, Botania, and EUtilities to even touch Draconic Evolution, lol.
Hey, the updates are back! This might be a good time to chime in with some stuff I've been working on. On and off, I've been working a list of tweaks I wanted to suggest for the pack, but it seemed kind of pointless to submit 'em if the pack wasn't being maintained. I'm just gonna plunk the document here, as I'm not sure what the best avenue would be for suggesting all this crap. Keep in mind that I've already tested most of the config changes, written most of the scripts, etc. in the document.
IDK who exactly is overseeing the pack now - the recent changes post seemed to imply it's Gwydion? - but I figured it'd help to put this in a public place where people could comment. I can stick this on the Github tracker instead if people would prefer, but it seems a bit large for a single issue.
Some good ideas, some bad, but i absolutely want to speak for Peaceful Surface.
I wasn't even familiar with this mod before Rev3 and now i will absolutely add it to every my pack, it's just great. The way it makes mobs spawn in dark unlit caves and dense forests and then pour out and march towards you from far away is so much better then retarded vanilla's "randomly materialize and dematerialize right under your nose" that i'm never going back. Your argument that spawning can be trivialized via Silver Iodide doesn't really stands since you can disable any kind of mob spawning absolutely anywhere in a gigantic radius via Elemental Lamp anyway, and the hardest fit it requires to unlock is surviving entrance into the Nether long enough to find your way unto the top layer, so as early as TC Harness or any Jetpack. Not to mention that i don't see how weather changes anything about caves anyway.
Also, you'll have to suffer clearing endless packs of Techguns zombie miners every goddamn morning since they all have helmets. I also believe ESM will be horribly limiting in any kind of aesthetic building, and forcing players to live in functional obsidian cubes or something similar until around endgame would be absolutely disgusting. Rev3 already has Enviromine which adds absolutely nothing good, immersive, challenging or interesting to the game and basically just limits aesthetic building and destroys worldgen buildings.
The only hindrance i see from Peaceful Surface is that due limited spawn in non-densely forested biomes i haven't seen any mutant mobs ever
As for ChC "guns", i'd outright remove them altogether. IE, MO and Techguns adds so many really awesome long-range weapons that it's almost one of the major features of Rev3, while ChC "guns", with all due respect for the mod, are not only cheap, obscenely powerful, but also hideous in how they look and function, and make TG and some part of MO and IE obsolete.
Am i understanding correctly that i can't obtain Dilithium without cheating in current version? I haven't moved that far yet but that sounds awful.
The way it makes mobs spawn in dark unlit caves and dense forests and then pour out and march towards you from far away is so much better then retarded vanilla's "randomly materialize and dematerialize right under your nose" that i'm never going back.
Rev3 already has Enviromine which adds absolutely nothing good, immersive, challenging or interesting to the game and basically just limits aesthetic building and destroys worldgen buildings.
Actually, peaceful surface can endup in total peaceful mode! No mobs spawn on my surface since they are all spawned in deep caves, far away for zombie awareness to make them chase me but in range to limit mob cap and for some reason not wanting to despawn. I am not against it, I just wished this unintended behavior did not existed.
Then, Enviromine makes it even more peaceful, since some landscaping resulted in sliding blocks, that the mobs can pick allowing them to never despawn and also making caves that in times allowed mobs to go up to the surface become a pit where they cant leave. I already killed all entities on the server multiple times but... somehow, they endup pilled up in caves.
I actually disabled the physics system (I think I might just remove the mod, since I dont think I have anything enabled), since again, it is a pretty bad and simplistic copy of TFC and just ruins the world generation. Lets use RTG to have a nice world become a weird lot oh holes as with time everything caves in..... Their random physic checks on caves makes no sense causing this cave ins, the lack of some support beam block totally breaks immersion, not a single clue on how the physics work and how to prevent the cave ins while you mine... Enviromine had everything to be a great mod but just got rushed and never had the necessary polishment it required...
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Posts:
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Member Details
So, Fabricator needs Fabricator to be made.
Also did anyone else experienced their quests progression being wiped after update?
Actually, peaceful surface can endup in total peaceful mode!
I haven't experienced anything like that, going anywhere at night has hordes of zombies\skellies\bandits hounding me all over the place with guns and arms, anywhere.
Only around my base it's safe, something that without PS could be achieved by, again, Elemental Lamp or even just "good" ol' ugly fence all over the place.
You can always visit your nearest RL Dungeon for all kinds of suffering anyway, they're pretty frequent.
Am i understanding correctly that i can't obtain Dilithium without cheating in current version? I haven't moved that far yet but that sounds awful.
If it wasn't fixed in 3.5, then yes, that is still the case. It is very much the case in 3.4.4. Easiest way to "fix" it is to change it in the config for Adv. Rocketry to be a default ore spawn and then create random RFTools dimensions until you get one that it's spawned in. Fly around and generate a decent number of chunks and then either disable it again or leave it. Same can be done with the Overworld for genning a couple new chunks to mine.
You can use Chromaticraft's Matter Phase ability to phase through the ground to quickly check if it's spawned/mine it by hand.
Tech Demons in the Nether drop Cybernetic Parts. It's by design that you farm those/survive the Nether to build a TechGuns Fabricator.
If it wasn't fixed in 3.5, then yes, that is still the case. It is very much the case in 3.4.4. Easiest way to "fix" it is to change it in the config for Adv. Rocketry to be a default ore spawn and then create random RFTools dimensions until you get one that it's spawned in. Fly around and generate a decent number of chunks and then either disable it again or leave it. Same can be done with the Overworld for genning a couple new chunks to mine.
You can use Chromaticraft's Matter Phase ability to phase through the ground to quickly check if it's spawned/mine it by hand.
Wont farming Enderman for the Dilithium dimplet work?
Enviromine also provides the mining dimension for the pack; removing it should cause issues across multiple things. If you absolutely can't play with physics, you should disable them from the configs.
Most of us have just learned how to build with physics -- it's really not as limiting as it seems, except you can't build with plain dirt and cobble.
Enviromine also provides the mining dimension for the pack; removing it should cause issues across multiple things. If you absolutely can't play with physics, you should disable them from the configs.
Most of us have just learned how to build with physics -- it's really not as limiting as it seems, except you can't build with plain dirt and cobble.
Good point, forgot the mining dimension. I know I had to keep it for some reason, just didn't remembered why. That is why I still have it but with physics disabled.
And its not about not being able to build with the physics system, I can live and learn with that. Its more about situations like this that happen:
Enviromine does random physic checks on the loaded chunks and causes random cave-ins on naturaly generated unstable blocks ending up destroying the world when it shouldnt...
It should only do his job when a block actually changes, so it would make caving more dangerous. A wrong block mined and a whole unstable ceiling collapses. As it is now, the ceiling will collapse soon or later.
This also causes huge lag spikes when this happens somewhere on a loaded chunk or even worse, when generating new world making the generation much slower.
That is why I dont like his physic system. After playing with TFC, Enviromine just seems a bad, rushed and not finished copy(which it actually is, since they never finished it and abandoned the project)...
Wont farming Enderman for the Dilithium dimplet work?
It's a Rarity 3 apparently. Yes, yes it would...
@Haggle1996 - If able, since I know you and the other caretakers' intention is that Dilithium is gated behind outer space in some way, probably want to make this dimlet unable to be spawned when you fix getting the actual ore to spawn somewhere else (moon, etc).
Hey, the updates are back! This might be a good time to chime in with some stuff I've been working on. On and off, I've been working a list of tweaks I wanted to suggest for the pack, but it seemed kind of pointless to submit 'em if the pack wasn't being maintained. I'm just gonna plunk the document here, as I'm not sure what the best avenue would be for suggesting all this crap. Keep in mind that I've already tested most of the config changes, written most of the scripts, etc. in the document.
IDK who exactly is overseeing the pack now - the recent changes post seemed to imply it's Gwydion? - but I figured it'd help to put this in a public place where people could comment. I can stick this on the Github tracker instead if people would prefer, but it seems a bit large for a single issue.
While these are excellent suggestions, I'm trying not to maintain REV|3, in favor of work on REV|4. If Gwydion or someone else wants to update REV|3 configs with some of these suggestions, I'm happy to polish the update and release it.
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Probably there is a pretty obvious reason that I am totally missing but suddenly my game started to create some random flame particles when I break blocks with my pickaxe.
Its a normal manasteel pickaxe with fortune, unbreaking and efficiency 5.
Until yesterday this was not happening... Anyone know why I am getting this random flame effects?
Probably there is a pretty obvious reason that I am totally missing but suddenly my game started to create some random flame particles when I break blocks with my pickaxe.
Its a normal manasteel pickaxe with fortune, unbreaking and efficiency 5.
Until yesterday this was not happening... Anyone know why I am getting this random flame effects?
Have the same thing happen with a Bedrock Pickaxe that has Silk Touch on it by default. Not sure why.
In other news, another one to add to the CONFIG CHANGES for any upcoming updates
----RAILCRAFT----
trackingAura=true
Change that crap to false. The "Hidden Blocks" it creates cause nothing but problems.
Holy ****, you're right! Why the hell do I have a folder for that mod... This laptop used a fresh ATL install of 3.4.4 back in like November. Strange...
I like pretty much everything in here, with a couple little tweaks:
- Disable RoC friction heated furnaces spewing experience, purely for optimization’s sake.
This is a terrible idea, due to how much experience that method of smelting gives. The vacuum hopper is more than capable of handling the output of the furnace, and can be placed directly next to the front of the furnace to stop the spewing almost completely. At that range, it's not like it's missing any anyways. That said, use the Rotarycraft collector. Place it a couple blocks away from the furnaces opposite their front, and it grabs them all. You can watch Reika's Base Tour video for a demonstration of this, where it's collecting from 5 furnaces at max speed. If you've got orbs sitting around, quite frankly, your infrastructure can be improved.
- Make the Chromatic Enchanter require enchanted books created with other enchanting systems.
This will be impossible to implement, given the way the Enchanter is coded/it's GUI. Prime candidate for your recipe change idea though!
- Very WIP: consider slowing down midgame progression with a few well-placed tweaks... gating Casting Stands or the Ritual Table behind other magic mods.
The Ritual Table is required to get the Pylon immunity ability. The casting stand is also required for some other things. In reality, CrC is probably one of the most well-gated mods in the pack, and shouldn't really be messed with. Having it's own complex progression line will make fiddling with it incredibly difficult, outside of simply making the recipe changes you've suggested.
The fix actions are great though! Hope to see a lot of that stuff implemented!
It's pretty huge. Like, the difference I have with it off is that half my base won't render and I'll just see down through the world, or solid blue until I fly over things. Fastcraft does a lot.
Disappointing, because apparently that particular option HAS to be disabled in order to see a lot of the shiny things that Chromaticraft adds to the world particle-wise, including something absolutely mandatory for late-game.
Lumen Rivers in the Dimension to get out to the Far Lands.
Also renders CrC's "Matter Phase" ability (noclip/see underground) nigh unusable, since the culling is constantly trying to account for blocks you shouldn't be able to "see".
If this is true, then its a CrC problem. Other mods easily bypass the culling problem.
Maybe CrC is 'hiding' the blocks so you can see trough them but since they are behind another block, FastCraft does not render them.
Other mods, like X-Ray, simply remove the 'invisible' blocks from the render pipe, so when you activate X-Ray, the blocks arent actually behind something and culling does not remove them. The con is that every time you enable/disable x-ray, a full render reset of the world is required, which might not be the most amazing thing for slow machines.
On another note, is there any way so solve the non-melting ice besides disabling seasons? It is starting to get annoying....
None. That's a well-documented problem with that mod across a few packs when I looked. It's also affecting your ambient temperatures to a point where you'll permanently be unable to heat/cool certain dependent blocks.
Ok, I disabled the seasons. Just to be sure, I did it while it was summer.
Dunno if by disabling seasons it reverts to vanilla or becomes stuck on the current season.
Sorry, I should've been more clear - that's what I meant. Like, enchanted books in the recipe for the enchanter.
Thanks for your feedback, though! I rescind my suggestion about the friction heater. And rest assured that I've played through all of ChromatiCraft, so I am well aware of what the ritual table and casting stand do. I wouldn't ever suggest changing the internal gating methods of ChC, i.e. "do X ChC thing before you do Y ChC thing"; I was merely suggesting adding some additional gates from other magic mods, so that ChC doesn't overshadow everything else quite as hard. In other words, the ChC tech tree wouldn't be rearranged; it'd just have a few extra "locks" here and there from external sources, if that makes sense.
edit, to further explain my thought process if it wasn't obvious: My main beef with ChC in this pack is that while it's very well-balanced against itself, it renders most other magic mods largely obsolete. Why carefully set up and stabilize an altar for infusion enchanting if you can just dump some chroma in a Chromatic Enchanter? Why bust your **** getting the uber-endgame self-infusions from Thaumic Horizons when the midgame stuff from ChC is far better? And most importantly, why bother with any other combat-related stuff once you hit midgame ChromatiCraft and have ten different ways to avoid all danger?
This isn't a design flaw with ChC, as it's not a modder's job to try to fit in perfectly with any conceivable "ecosystem", but in the context of the pack it's something that could definitely use tweaking IMO.
Pretty sure it goes back to "normal." You should be alright though.
That's part of the problem with modpacks and ideas though: Opinions aplenty. I'm of the opinion that the pack is now bloating itself and losing it's identity with the 3.5 additions. Putting in Blood Magic and Witchery is going to create all sorts of balance issues that the pack caretakers will have to spend their time on, rather than polishing what's already present.
IMO what you suggest is basically forcing game play on people, and I'm not really a fan of that. Your end result is basically a list of chores to get to a point where the player can branch out, and the mod pack already has that with early-game production. Sure, gate some of the more powerful items and such behind other mods, but I personally would not be a fan of even more linear game play. This will be even more compounded by the Blood Magic/Witchery fiasco, since those mods are wildly out of control, unless the caretakers for the pack have seriously reined them back.
At the end of the day, it's player-choice coupled with what the modpack offers. If Thaumic Horizons self-infusions aren't as powerful as putting 16 CrC pendants into an Aura Pouch, then it doesn't matter where you put the progression points. The end result will be the same, unless the player specifically chooses to ignore.
That's also the nature of Reika's mods though, by his own design. When you're through them, you're drastically more OP than anything else, because other mod authors haven't powered the character up to that level by design. I mean hell, CrC let's you make Thaumcraft pretty silly with it's own constructs, but you still need to go through CrC, Thaumcraft, Botania, and EUtilities to even touch Draconic Evolution, lol.
Some good ideas, some bad, but i absolutely want to speak for Peaceful Surface.
I wasn't even familiar with this mod before Rev3 and now i will absolutely add it to every my pack, it's just great. The way it makes mobs spawn in dark unlit caves and dense forests and then pour out and march towards you from far away is so much better then retarded vanilla's "randomly materialize and dematerialize right under your nose" that i'm never going back. Your argument that spawning can be trivialized via Silver Iodide doesn't really stands since you can disable any kind of mob spawning absolutely anywhere in a gigantic radius via Elemental Lamp anyway, and the hardest fit it requires to unlock is surviving entrance into the Nether long enough to find your way unto the top layer, so as early as TC Harness or any Jetpack. Not to mention that i don't see how weather changes anything about caves anyway.
Also, you'll have to suffer clearing endless packs of Techguns zombie miners every goddamn morning since they all have helmets. I also believe ESM will be horribly limiting in any kind of aesthetic building, and forcing players to live in functional obsidian cubes or something similar until around endgame would be absolutely disgusting. Rev3 already has Enviromine which adds absolutely nothing good, immersive, challenging or interesting to the game and basically just limits aesthetic building and destroys worldgen buildings.
The only hindrance i see from Peaceful Surface is that due limited spawn in non-densely forested biomes i haven't seen any mutant mobs ever
As for ChC "guns", i'd outright remove them altogether. IE, MO and Techguns adds so many really awesome long-range weapons that it's almost one of the major features of Rev3, while ChC "guns", with all due respect for the mod, are not only cheap, obscenely powerful, but also hideous in how they look and function, and make TG and some part of MO and IE obsolete.
Am i understanding correctly that i can't obtain Dilithium without cheating in current version? I haven't moved that far yet but that sounds awful.
Actually, peaceful surface can endup in total peaceful mode! No mobs spawn on my surface since they are all spawned in deep caves, far away for zombie awareness to make them chase me but in range to limit mob cap and for some reason not wanting to despawn. I am not against it, I just wished this unintended behavior did not existed.
Then, Enviromine makes it even more peaceful, since some landscaping resulted in sliding blocks, that the mobs can pick allowing them to never despawn and also making caves that in times allowed mobs to go up to the surface become a pit where they cant leave. I already killed all entities on the server multiple times but... somehow, they endup pilled up in caves.
I actually disabled the physics system (I think I might just remove the mod, since I dont think I have anything enabled), since again, it is a pretty bad and simplistic copy of TFC and just ruins the world generation. Lets use RTG to have a nice world become a weird lot oh holes as with time everything caves in..... Their random physic checks on caves makes no sense causing this cave ins, the lack of some support beam block totally breaks immersion, not a single clue on how the physics work and how to prevent the cave ins while you mine... Enviromine had everything to be a great mod but just got rushed and never had the necessary polishment it required...
So, Fabricator needs Fabricator to be made.
Also did anyone else experienced their quests progression being wiped after update?
I haven't experienced anything like that, going anywhere at night has hordes of zombies\skellies\bandits hounding me all over the place with guns and arms, anywhere.
Only around my base it's safe, something that without PS could be achieved by, again, Elemental Lamp or even just "good" ol' ugly fence all over the place.
You can always visit your nearest RL Dungeon for all kinds of suffering anyway, they're pretty frequent.
Tech Demons in the Nether drop Cybernetic Parts. It's by design that you farm those/survive the Nether to build a TechGuns Fabricator.
If it wasn't fixed in 3.5, then yes, that is still the case. It is very much the case in 3.4.4. Easiest way to "fix" it is to change it in the config for Adv. Rocketry to be a default ore spawn and then create random RFTools dimensions until you get one that it's spawned in. Fly around and generate a decent number of chunks and then either disable it again or leave it. Same can be done with the Overworld for genning a couple new chunks to mine.
You can use Chromaticraft's Matter Phase ability to phase through the ground to quickly check if it's spawned/mine it by hand.
Wont farming Enderman for the Dilithium dimplet work?
Enviromine also provides the mining dimension for the pack; removing it should cause issues across multiple things. If you absolutely can't play with physics, you should disable them from the configs.
Most of us have just learned how to build with physics -- it's really not as limiting as it seems, except you can't build with plain dirt and cobble.
This will get fixed in the next update.
Good point, forgot the mining dimension. I know I had to keep it for some reason, just didn't remembered why. That is why I still have it but with physics disabled.
And its not about not being able to build with the physics system, I can live and learn with that. Its more about situations like this that happen:
Enviromine does random physic checks on the loaded chunks and causes random cave-ins on naturaly generated unstable blocks ending up destroying the world when it shouldnt...
It should only do his job when a block actually changes, so it would make caving more dangerous. A wrong block mined and a whole unstable ceiling collapses. As it is now, the ceiling will collapse soon or later.
This also causes huge lag spikes when this happens somewhere on a loaded chunk or even worse, when generating new world making the generation much slower.
That is why I dont like his physic system. After playing with TFC, Enviromine just seems a bad, rushed and not finished copy(which it actually is, since they never finished it and abandoned the project)...
It's a Rarity 3 apparently. Yes, yes it would...
@Haggle1996 - If able, since I know you and the other caretakers' intention is that Dilithium is gated behind outer space in some way, probably want to make this dimlet unable to be spawned when you fix getting the actual ore to spawn somewhere else (moon, etc).
-removed-
My modpacks:
A Farewell To Magic, Adventure Awaits, SetGameDifficulty Reika
While these are excellent suggestions, I'm trying not to maintain REV|3, in favor of work on REV|4. If Gwydion or someone else wants to update REV|3 configs with some of these suggestions, I'm happy to polish the update and release it.
HYPE TRAIN IS LEAVIN' THE STATION.
Probably there is a pretty obvious reason that I am totally missing but suddenly my game started to create some random flame particles when I break blocks with my pickaxe.
Its a normal manasteel pickaxe with fortune, unbreaking and efficiency 5.
Until yesterday this was not happening... Anyone know why I am getting this random flame effects?
Have the same thing happen with a Bedrock Pickaxe that has Silk Touch on it by default. Not sure why.
In other news, another one to add to the CONFIG CHANGES for any upcoming updates
----RAILCRAFT----
trackingAura=true
Change that crap to false. The "Hidden Blocks" it creates cause nothing but problems.