New Mods & Worldgen

NillerMedDild
Posts: 410
Joined: 02 Nov 2015, 00:58

New Mods & Worldgen

Postby NillerMedDild » 08 Feb 2017, 10:56

Hai everyone!

I've realized that new biomes added by mods we're getting later on, won't be compatible with our world - Meaning Magical Forest and Tainted Land biomes from Thaumcraft, and Witchwood Forest from Ars Magica 2 won't generate on the server.The ressources will still generate in new terrain however. I hope everyone is okay with this, as the only good way to get them to generate, is to remake the world, and I'd really like to avoid that. If we were to add them regardless, the ugly chunk borders would start generating.

I'd love some feedback on this, a simple cool/shit would suffice :b
Modpack Developer & OP

Das_Auto
Posts: 30
Joined: 02 Oct 2016, 12:32

Re: New Mods & Worldgen

Postby Das_Auto » 08 Feb 2017, 14:36

This is fine as long as I get my ship (Don't care about anything else at this point). Yamato > ME System
Mein panzer ich kaput!

DoomPriest
Posts: 21
Joined: 20 Dec 2015, 14:36

Re: New Mods & Worldgen

Postby DoomPriest » 08 Feb 2017, 15:11

Im fine with a new world as long as i can keep a double chest full of mats or something.
(I got the flying ring which i really like and a good tinker hammer and pick)

Not sure if deepy checks this alot but he might want to take his setup which he worked hard on.

NillerMedDild
Posts: 410
Joined: 02 Nov 2015, 00:58

Re: New Mods & Worldgen

Postby NillerMedDild » 08 Feb 2017, 21:22

So... You guys want to reset? I'm against resetting tbh, but majority rules.
Modpack Developer & OP

Das_Auto
Posts: 30
Joined: 02 Oct 2016, 12:32

Re: New Mods & Worldgen

Postby Das_Auto » 08 Feb 2017, 22:00

I'd try to get everyone's inputs before concluding... For example Disco, Deepy, Pirate, etc.
Mein panzer ich kaput!


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