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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from CaerMaster

    Update to the current NEI and CodeChickenCore.


    I am at the latest release of NEI.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    With NEI installed, placing items in the cyclic assembler recipe tab throws them. Is there a way to move that tab to the left so the two don't interfere?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    I seem to be having a lot of trouble with keeping conduits connected over chunk boundaries. I even have Railcraft chunk loaders in place, thus the chunks have remained loaded in the time that they have disconnected. This requires me to break and replace both conduits on either side of a boundary to fix it temporarily. Suggestions? This did not happen in the beta.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Another deal- I'm updating a world, and of course am redoing the plumbing. Previously, if fluiducts contained liquid and I placed a new duct next to it, they would not connect. I could then choose to join them using the wrench. In the update, new ducts get connected to whatever pipes they touch first. This makes running parallel lines tough (sometimes impossible) to make as I do not have microblocks to prevent their connection. Would it be possible to return this mechanic to the previous method where empty pipes only connect to other empty pipes, instead of affiliating with the first liquid they find?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    I would like to submit my request that custom dynamo fuels be possible in the config. Much like the existing config where it lists the fuels and their energy densities. It could then be as easy as adding a new line or deleting an existing fuel to change its behavior. The same goes for alchemic reagents.
    Posted in: Minecraft Mods
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    posted a message on Worldgen Sliders - Get the map you want! [Partially Implemented!]
    There should be a slider to specify the average ground elevation, lowest valley elevation, highest peak elevation, and sea level. So much unused sky, so much time underground.
    Posted in: Suggestions
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    posted a message on Native Detailed World Generator
    My idea would allow the user more control over generation. It would not necessarily change the generation code, though it may be beneficial to revise it. What this would do is spit out variables that are then used by the engine to create new terrain as a predictable alternative to seeds. At the same time, it allows modifications such as sea level changes that are not currently supported. If left at default values, a player wouldn't even notice there had been a change to the engine.

    Also, I've seen some people wanting single-biome maps. That would be possible by simply setting all other biome frequencies to zero.
    Posted in: Suggestions
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    posted a message on Native Detailed World Generator
    I have seen several mods available for terrain generation, but as a sandbox game, it seems only appropriate that Minecraft should have a reasonably detailed native generator configuration. One particularly useful addition would be to change ground and sea level to make better use of the full 255 block altitudes. A user might also want to change biome creation rates, ore richness, or cave frequency. Below is my starting example, so feel free to add items to the list! There should, of course, be a "Default" button to reset all the values.

    World Generator Configuration

    Biome Frequency
    [##%] Forest
    [##%] Desert
    [##%] Plains
    [##%] Swamp
    …etc.

    Terrain Options
    World Type: [normal/large biomes/Superflat]
    *Superflat Options ...
    Seed: [##########]
    Sea Level: [###]
    Ground Level: [###]
    Highest Peak: [###]
    Lowest Valley: [###]
    Ore Distribution: [Poor/Normal/Rich]
    Cave Frequency: [None/Infrequent/Normal/Ratsnest]
    Generate Mines: [Y/N]
    Generate Villages/Temples: [Y/N]
    Generate Dungeons: [Y/N]
    Generate Strongholds: [Y/N]
    Bonus Chest: [Y/N]

    General Options
    Difficulty: [Peaceful/Easy/Medium/Hard]
    Game Mode: [Survival/Creative/Adventure/Hardcore]
    Allow Cheats: [Y/N]
    Posted in: Suggestions
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