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.
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?
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.
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.
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.