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LOTR Mod Compatibility [question / suggestion] #496

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andrewminer opened this issue Sep 4, 2019 · 0 comments
Open

LOTR Mod Compatibility [question / suggestion] #496

andrewminer opened this issue Sep 4, 2019 · 0 comments

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@andrewminer
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I'm playing around with a modpack which includes both the LOTR Mod and Thaumcraft 4 (since LOTR Mod requires MC 1.7.10). I'm finding, though, that the appearance of the two magical trees is very unpredictable and uneven. In fact, I haven't managed to find a single Silverwood tree in the Middle Earth dimension at all. Of course, the LOTR Mod pretty much goes out of its way to make this challenging by pretty much ignoring the native Minecraft biomes and creating its entirely own system. Nevertheless, I'd love to figure out a way to make this work.

Even if no new changes can / should be expected for Thaumcraft 4 (and I could hardly blame you), a little information about how Thaumcraft decides where to spawn trees might help me explain to my players where they should look. For example:

  • What biomes can spawn each of the different trees?
  • Can one influence how common they are via the existing configs (e.g., I:magical_forest_biome_weight)?
  • Are magical forest biomes limited to dimension 0?
  • What blocks are the trees permitted to spawn on?

Of course, if you might consider adding even a few minor changes, it may help a lot:

  • A whitelist of additional blocks where trees can spawn
  • Ability to tweak the spawn probability of each kind of tree
  • A whitelist of extra dimensions which can spawn magical forests
  • Explicit compatibility with the LOTR biome system, and a whitelist of where trees can appear

Thanks!

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