You won't get the same terrain gen/ biomes as vanilla. If you have mods that add biomes (Biomes O Plenty, Natura, ExraBiomesXL) don't you want to have the new biomes? Also, new ores and other assorted blocks and structures are added, all changing how the world is generated.
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Jun 16, 2015Posted in: Creative Mode
Really like the updated test castle design.
May 2, 2015Posted in: Recent Updates and Snapshots
Try editing the original post and you won't have to keep answering people that say 'armor stands'. Just select everything on line 4 and press the
S(strikethrough button) to cross it out and put a note next to it.
May 1, 2015Posted in: Recent Updates and Snapshots
They don't think it added anything because they don't know about the bugfixes and/or don't know how to use some of the changes.
Apr 26, 2015jtqmopar posted a message on CreativeCore v1.6.14 - (Required by RandomAdditions, LittleTiles, ItemPhysic, CraftingManager)Posted in: Minecraft Mods
It's a core mod for his other mods. Like codechickenlib is required to use any chickenbones mods (like that nice NEI menu you get in pretty much all modpacks).
Also, CreativeMD, could you link your other mods either in this thread or your sig maybe? It's kinda useless to only link here from other pages. I saw this before other mod threads you may have made, and don't know what mods this supports (would just be nice to easily go to your other mods instead of searching your profile for created threads)
Apr 25, 2015Posted in: Survival Mode
Proper Way to link Nether Portals:
1) From Town A, make a nether portal and go through it.
2) Leave the nether.
3) Go to Town B via the overworld and make another nether portal *DO NOT GO INTO THIS ONE
4) Record the coordinates of Town B portal
5) Divide both numbers by 8
6) Go back to Town A via overworld
7) Enter first nether portal
8) Go to coordinates you got from step 5
9) Make a nether portal, light it and go through. You should come out of the one you made in Town B
Apr 24, 2015jtqmopar posted a message on [Forge, 1.7.10, BETA_0.3] Material Evolution - Minerals, Ores, Evolution, Survival and more! Texturer wanted!Posted in: WIP Mods
Not Enough Items mod that (when inventory is opened) shows all items in the game (modded included). And if craftable, it can show you the recipe.
Apr 22, 2015jtqmopar posted a message on [Forge, 1.7.10, BETA_0.3] Material Evolution - Minerals, Ores, Evolution, Survival and more! Texturer wanted!Posted in: WIP Mods
Would that mod happen to be NEI?
Apr 21, 2015jtqmopar posted a message on [Forge, 1.7.10, BETA_0.3] Material Evolution - Minerals, Ores, Evolution, Survival and more! Texturer wanted!Posted in: WIP Mods
This looks like a great mod, I'm gonna play with it and some of your recommended mods that I like (along with a few others).
Mar 24, 2015Posted in: Creative Mode
For the way the map works, you might need to build each zone side-scroll style. How much detail are you planning on putting into it? Inside the shops (especially the mall in Kerning City?) This would take a decent amount of planning and time to complete.
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