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Balthizarlucien

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Posts posted by Balthizarlucien


  1. This looks awesome. I had a small but popular server running once that used the Zombie Awareness mod as the basis for it, but I discontinued it as I was told that most of the ZA code had actually been incorporated into TFC already. Is that not really the case? Do you find the mob behavior to be much different with ZA installed compared to without? I'd love to play together on a server like this.

    I will need to run some testing but I have noticed that the number of zombies and their horsing behavior is quite distinct. I will run a few tests with za and without and get back to you :)
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  2. Incredibly detailed suggestion! The ideas almost suggest a game on its own where one can select animals and breed them to obtain certain traits. How do you envisage all of this in the framework that TFC already presents. I think in TFC you can already breed larger animals. Horses inherit features from MC: jump height and speed. All animals needs to be domesticated/ familiarized in TFC which is a time-consuming process. Furthermore, finding just a male and female animal of the same species is already tough in TFC, so you just take what you can get. Adding that list of certain traits to breed in animals requires a LOT of animals. I suggest simplifying your suggestion somewhat. Nonetheless, we need this, and perhaps with plants too which would be far easier to implement :) Can't ignore Mendel's peas he he

    I can see this plugging into the existing TFC framework quite easily especially because inheritance is already present. The idea of finding domesticated species already available in the wild doesn't make much sense to me and frankly breaks the immersion a bit IMO.

    Dunk has had a similar idea already as well which is evident in the wiki where it talks about inheritable traits but it seemed to me to be a sign of someone unsure of how to proceed with the traits concept. I am hoping this post will clear up some ideas of his own or he is of course welcome to this which is why it's here :)

    As far as plants are concerned, I think that would be fun but more difficult to implement visually. Not to mention, the plant aspects of farming feel very well rounded to me anyway.

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  3. I am hoping it is a rousing yes but I don't expect my idea will go very far at all though as it does pose a bit of a challenge. I have also made suggestions to other mod makers in the past simply to be ignored so I am used to being shot down lol. I just thought that a huge amount of work has already been put into TFC and animal husbandry felt extremely lacking.

    I will be adding more animals to the list as I finish their profiles and obtain images for them all so stay tuned as I hope I mention some which appeal to all of you guys. And the predator list... Very excited!

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  4. I thought I would share the current house I am building in my survival world as I am trying to keep it as real as possible. 

     

    Posted Image

     

    I have the basement done and will be posting a full home tour once it is entirely build and furnished the way I want :)

     

    Posted Image

     

    Let me know what you guys think as I would love to get some feedback and maybe some ideas for the layout upstairs :)

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  5. Domestication through Mendelian Inheritance

    The concept of Mendelian Inheritance is in fact a rather simple one, as it is actually commonly taught to most US students (I cannot speak for other countries as I do not live there, sorry) in roughly 7th grade. For those who do not know I will sum up the concept for you.

    Starting in 1856, a man by the name of Gregor Mendel began conducting experiments on his pea plant garden these experiments ran until 1863. During this time he discovered and recorded some remarkable things which apply to every order of animal and plant but for the sake of this post I will be discussing the base concept as it applies to animals.

    Every animal has a set of characteristics unique to that individual alone. Shared traits are the result of a single mutation becoming a desired or useful trait in the species which allows it to survive and reproduce. This is the theory of evolution by Charles Darwin. Mendel took this a bit farther by showing we can actively change organisms by artificially selecting a breeding partner which carries traits which we wish to have in our final animal, plant or otherwise.

    Mendel created the concept of recessive and dominant traits and worked out how these could be applied to breeding with a simple chart. You first need to know what will be dominant and what will be recessive before making the mate selection if you are going to get the outcome you are looking for but; the chart below shows an example of this with human eye color. In this example I need to tell you that blue eyes as well as green eyes are recessive genes and brown eyes are a dominant gene for the chart to make sense. On the side is the genes of the father and across the top is the mother:

    Brown Blue

    Blue Brown Blue

    Green Brown Green

    As you can clearly see there is a 50% chance of the offspring having Brown eyes, 25% chance of the offspring having blue eyes and a 25% chance of the offsprings having green eyes. This is of course simplified way beyond a reasonable level but you will note that there is no chance that the offspring of this pairing will produce hazel eyes or some other color as it is not represented here.

    What I propose is a set of traits for the breeding of wild ancestors of livestock so that you are able to create breeds which are unique to your world and fit the outcome you are hoping for. These categories would have of course normal variation but within each category is recessive and dominant traits that, much like the eye color above, could be used to determine the way your individual livestock offspring turns out. This is how humans have been domesticating plants and animals for thousands of years and how we continue to do so even today.

    As for mod development, I understand that this can be a bit challenging to code, as I am also a professional programmer, however it is well within the realm of possible as it relies on simple programming practices such as switch case statements and basic genetic algorithms. I will try to steer clear (no pun intended lol) of talking about AI as I do not know if Minecraft actually uses the Finite State Machine model as I suspect it does so I will simply describe the animal’s appropriate behavior and leave the rest to Dunk ;)

    The traits I believe would be most useful are listed here:

    [*]Size

    [*]Color

    [*]Horn/ Tusk/ Antler/ Spur Size

    [*]Temperament

    [*]Number of Offspring and or Fertility Rate

    [*]Natural resistance to hot or cold climates

    [*]Strength

    [*]Intelligence

    [*]Perception

    [*]Volume of Production

    Each of these traits can be sub divided into recessive and dominant genes and because my Menagerie listed below are all real animals much of it already has been. Those which refer to purely game statistics of course would need to be determined to fit the proper desired game mechanics as wild animals should still breed amongst themselves but I will describe each trait below for you as I am sure some sound a bit vague.

    Size

    This one is fairly straight forward. Size typically is a trait in the wild which leads to either dwarfed or giant versions of animals and which allows humans to breed chihuahua dogs that fit into a tiny purse. Of course what part is dominant and what part is recessive in the wild is mostly based on living conditions. Island Dwarfism is the result of a limited amount of space, food and water. The megafauna of the late pleistocene was due to an over abundance of grass like foods. If you are looking for smaller animals then breed smaller mates but in the wild bigger is typically always better.

    Color

    This one plays into another feature further down the list but is very important when you think about it. Animal colorations all mean something. A white tailed deer is a soft brown so that it can blend into its forest surroundings without worrying about predators being able to pick the deer out but; they also have a striking white tail. This is a warning to the rest of the deer that there is danger and that the herd must flee. So, color could be a warning or camouflage depending on what it is used for. Essentially every mammal is also susceptible to albinism so if dunk sees fit he may add that in but remember that this would most definitely be a highly recessive gene.

    Horn/ Tusk/ Antler/ Spur Size

    Size is again important. If you wanted a boar as a guard animal (they are very dangerous animals for those who may not know) then you may wish to breed males with larger tusks so they can do more damage. For those of you who are tired of taking damage from a freshly domesticated Junglefowl may be looking to breed that annoying spur right off the rooster’s foot. Again is it entirely up to what you want. Now I know that spurs will not be able to be clearly rendered dunk, but you could simply vary the damage it does so that if someone wanted a flock of attack chickens they could breed them that way lol >:)

    Temperament

    This one is very important and we actually have a study to go from that took place in Russia where they eventually bred a tame fox species. [http://en.wikipedia.org/wiki/Domesticated_silver_fox] Temperament determines how aggressive or docile a species is. In the wild aggressive behavior can be a huge benefit, especially to solitary animals but on a farm, it can be highly dangerous. You can breed out aggressive tendencies by simply removing more aggressive animals out of the breeding pool and onto your dinner plate :) Eventually you will have yourself a docile, friendly version of the animal which will not attack you every time you walk by.

    Number of offspring and or fertility rate

    I have played and watched enough terrafirmacraft to think that I may want a pig that does not cause a pig-splosion every time she gives birth… and having a few extra cows would be nice. With this trait you can breed towards a high chance of producing less or more offspring simply by continuing to breed a line that produces at the rate you wish. In the wild having more babies is beneficial to more aggressive animals but for herds of grazers, having less is better as it permits the herd to protect their young better.

    Natural resistance to cold or heat

    This one would be a fun feature to play around with because you could breed shaggy cows or hairless dogs! It really depends on what you are looking for. This gene would be climate specific in the wild and would control fat and hair production so if you are planning on breeding larder pigs then you are going to want to get them from colder areas but if you would rather produce mutton and milk as opposed to producing wool then you would need to find yourself some warmer climate sheep.

    Strength

    Right now there is no way for you to hook up a cart to an animal or to use an animal to pull a plow but you can use donkeys to carry things for you. If you wanted to add carts and plows dunk I am sure lots of people would be behind you but otherwise this gene may be useless by itself. Strength is self explanatory and could be used to improve an animal’s carrying capacity.

    Intelligence

    I know I promised not to talk about AI but it is a bit hard to avoid. The reason this one is so important is because “smart” farm animals are typically harder to contain but are excellent students when trying to teach them how to perform certain actions such as riding or truffle hunting. This would be something that would allow you to fine tune your animals a bit easier for the jobs they are to do and would come into real play when dealing with any of the animals you would like for pets.

    Perception

    This is a gene that would be exceptionally useful in the wild. It has three main components: Sight, Hearing and Smell. This is how we took a wolf and created the bloodhound from it. If you are planning on hunting truffles then you will want to take your docile pig line and breed the ones who have the higher success rates when finding truffles in the ground with their snout. If you want a falcon to be your hunting partner then you will need to breed those which are good hunters (they rely on sight). These features are the ones we typically breed our pets for but could apply to a bunch of different breeds and can be effected indirectly by things like longer hair length.

    Volume of Production

    This one is one which I actually saw a mod for a long time ago. This is the set of genes which determines output of meat, wool, milk etc from your animals. By using this gene correctly you can increase your yields or create varied sources for certain products like milk. I am sure that many people know about cow and goats milk but were you aware that sheep are also used for milk production? If you said yes then the chances are relatively high you are not from the United States as sheep milk is exceptionally rare here. But wouldn't it be cool to have a dual purpose animal on your farm that gave you two renewable products? I sure think it would be.

    As for player GUI implementation, I was not thinking that very much would be necessary. simply a skill that can increase with different interactions with animals such as feeding, breeding etc. This would be similar to the existent system for seeds which have them displaying a specific nutrient when your agricultural skill is high enough, you could tooltip the gene data of the animal at a certain husbandry level. This would of course be difficult to exploit but would give people a way to see where their animals are within the genes and breed accordingly.

    My Plan is to list 10 prey animals (Livestock) and 10 predatory animals (mostly for pets and population balance) I am slowly working on populating these two lists as I think that these animals would truly round out the natural world as well as the Animal Husbandry aspects of Terrafirmacraft.

    Hopefully you all both understood my ramblings and enjoy the idea enough to comment but Thank you for at least reading this.

    Prey animals

    Species name Aurochs

    Posted Image

    Male

    Height 160 - 180 cm

    Weight 700-1500 kg

    Distinct feature Large pronounced horns which curve toward the front

    Color black-brown with a small light eel stripe

    Product Beef, Work Animal (plowing, pulling etc), Leather

    Female

    Height 135-150 cm

    Weight 500-1000 kg

    Distinct feature udder (barely visible), reduced horn size but still pronounced

    Color reddish brown

    Product Milk, Beef, Leather

    Fertility 40-60% chance

    # of Offspring typically 1, twins 1 in 7 births

    Gestation 270 days

    Eyesight bad depth perception (will stop at shadows to check for hole)

    normal color perception (better at seeing short wavelength i.e. green, blue)

    good movement acuity and 300 deg vision

    Hearing 23-35,000 hz frequencies

    Smell Excellent, can detect orders from up to five miles away (obviously needs some scaling lol)

    Social behavior Unisexual Herds. Males fight for mating rights during spring, occasionally leading to death or injury. The Aurochs are grazers that feeds on bushes and tree branches during winter.

    Temperament Neutral but highly aggressive if threatened

    Species name Bezoar Ibex

    Posted Image

    Male

    Height 80-120 cm

    Weight 85-100 kg

    Distinct feature Large Scimitar shaped horns on top of the head as long as 144 cm also has a pronounced beard

    Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine.

    Product Meat, Horns (could be used as tool material or a weapon) Leather, Pack Animal

    Female

    Height 50 - 80 cm

    Weight 25 - 35 kg

    Distinct feature Teats for milking, Less pronounced horns and little to no beard

    Color grayish to brown coat often with redish tint and dark brown or black stripes on the face, anterior leg surfaces and along the spine.

    Product Meat, Milk, Leather, Pack Animal

    Fertility 75%-80%

    # of Offspring 1-3 normally

    Gestation 147-180 days

    Eyesight Excellent depth perception (can easily jump 6 feet across a gap in a mountain and land on a tiny flat spot)

    Excellent Color Perception (can distinguish all colors and have exceptional night vision)

    Excellent movement acuity and 340 deg vision

    Hearing 78 - 37,000 hz

    Smell Excellent sense of smell (helps with feeding to prevent eating poisonous plants etc)

    Social behavior Unisex Herds, rutting similar to Aurochs.

    Temperament Neutral (Will flee if they sense danger and will only fight if cornered)

    Species name Eurasian Wild Boar

    Posted Image

    Male

    Height 110 - 125 cm

    Weight 300–350 kg

    Distinct feature Large Tusks, Mane that runs along their back, thick subcutaneous tissue comprised mainly of dense fat that acts as armor against mating challenges, predators etc.

    Color Highly Varied, white to black through the red and brown ranges

    Product Meat, Hunting Companion (truffles or big game) Leather, Mount?(they are big enough…)

    Female

    Height 80-90 cm

    Weight 80-100 kg

    Distinct feature no visible tusks, much smaller than males, no mane

    Color Highly Varied, white to black through the red and brown ranges

    Product Meat, Hunting Companion (truffles or big game) Leather

    Fertility 80-85%

    # of Offspring 5-6 piglets and litters up to twice a year

    Gestation 108 to 120 days

    Eyesight terrible. cannot distinguish human figures at ranges of 15 meters

    Hearing 42-40,500hz

    Smell Excellent sense of smell. can detect truffles below 1 meter of dirt. will dig up dirt to reach food as well.

    Social behavior males are independent but females live in very closely related herds between 20-100 individuals

    Temperament Aggressive

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  6. If you want to bug me in about a month, I should be on break from school and would be willing to work with you to help create something easier for people to use that shows how climate is actually mapped out in a world.

    Sounds good to me! I will set myself a reminder right now :) by the way, the -15,000 range seems to work a bit better than where I was before but I have my year set to 336 days (7 day weeks, 4 week months for a 12 month year = 336 days ;) ) so I will have to see what the winter snow is like but so far so good.Thought I might also mention that if you were to grant me editing access to the wiki I would be more than happy to work on creating user friendly layouts / infographics etc as well as act as a second set of eyes in proofreading for you. I have spent a huge amount of time on the wiki just reading it all already so I would love the chance to be a bit more proactive on there.
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  7. Maine is a coastal state, your weather is very heavily influenced by the ocean, meaning that throughout the year weather is a bit more mild.The climate system in TFC does not take ocean currents into consideration. I'd suggest you try travelling to closer to the 15,000 range and see if that is a better fit.

    Ahhh I see :) that makes sense now. So 20277 is more like weather for the Dakotas then? I wish I had a chart that laid out specifically how much temperature shift there was and how the rainfall is figured because I would totally create an overlay of North America for people. It would actually be very easy because I could use the USDA hardiness zone map and fill in the appropriate coords for each zone :P of course that accounts for temperature and not rainfall but... Ehhh details lol
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  8. I am trying to setup a world in which the climate mimics the state of Maine, which is where I grew up. I have found the formula in the wiki which is used to determine the z coordinates but when I arrive there the climate is not right at all.

    The average biome temperature appears to be far too low for Maine as the trees turn brown over night and occasionally stay that way during the day because it's too cold. The z coord I used was 20277 which is supposed to mimic Naples Maine's climate because that sits at 45.6 deg lat.

    Is there a factor I am not getting? Why is the early summer still fridgid?

    The daytime temps on June first through June 5th were hovering around 1.95 - 2.4 Celsius when that same period in Maine sits at a much warmer range of 10-23 degrees Celsius.

    Can anyone suggest a z value that would match the climate I am looking for? Winters still need to get bitter cold (as low as -12 to -1 degrees Celsius) but the summer should get warmer than where I am now...

    Any help will be greatly appreciated!

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  9. no, no, No, NO, NO.We've been over this a milliondy-billion times - magic, if it's ever even added at all, is on the absolute backmost of all possible burners. There are already like 7-10 threads on this, and the largest (mine) reached something like 12 pages. It's been discussed to death, resurrected, then taken several more fatal shots to the head afterward. Leave. Magic. Alone.Besides, even if it WAS up for discussion, emulating AM/TC is right out; it would be more like Visitor's post - old paegan rites that did not very much noticable, and had pseudorandom elements in them. Like... I can see TFC allowing to you build some kind of blockhenge, sacrifice a livestock animal on it, and the drops and xp get deleted right away (which would be your ONLY cue that the ritual even worked) - then for the next calendar year growth ticks for plants happen between 5-15% more often in a circular X-chunk area around the site.I deeply and sincerely doubt there will EVER be anything so flashy as spells.

    I agree that adding this to the core mod would seem out of place; BUT as an actual practicing pagan myself, a way to hold ritual and perform rites would be very cool! Besides, some ancient rites had real scientific application. For example, blood or sacrificial rites did really work because when the shaman spread the blood onto the soil he was inadvertently adding massive amounts of nitrogen to the soil :) I would love to code this as a separate mod that will tie into TFC but would also act as a stand alone mod as well. Now if I could just figure out how to get forge setup to eclipse on my iMac..... Grrr.
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  10. There are other topics that discuss real Adobe like bricks. Please do not hijack this thread, especially since there are other places to have that discussion.My request was a simple one. I love the earthy look of TFC, but at times I want some real colour options in building. I have a strong affinity for aboriginal art from the Americas and Australia as well as art from Africa. Part of my love for many of the pieces of art is the vibrant colours that contrast the earthy tones of the environment.The blocks themselves are not realistic or especially believable. A believable solution would be the ability to add colour to the blocks of your build. However that involves a lot of coding and fancy renders etc. and the end result would be much the same. I feel that a suspension of belief to allow the injection of some colour with a luxury item, since there is no Mesa, is worth it.

     

    I am not trying to hijack the thread at all, when I searched for Adobe in the forums, this was one of the only ones not flagged with [Duplicate]. this tells me that this should be the primary place in which to discuss the concept of adding adobe materials. I apologize that this was how my post was interpreted. 

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  11. The Decorations addon is great but to see true adobe bricks, ovens etc added into the core TFC would provide a great expansion to the stone age and would round out early gameplay nicely instead of everyone rushing to the end to be able to get some expanded cooking out of the way. I would actually love it if you could build adobe ovens because they are one of those things which are temperamental and a pain to build correctly in the first place. if the adobe is too wet when you take the molding sand out of it it will collapse. If it is too wet when you fire it for the first time or gets to hot during normal use it will crack and possibly explode into tiny bits. 

     

    adobe bricks are similar in the sense that they can easily crack when they are done drying, need to be fired to reach full strength but could be used raw for a weaker but functional wall, it is susceptible to rain damage if it is left un-coated with hydrophobic materials too long (which already exist in TFC in some of the plants, animals and minerals).

     

    I am all for an Adobe Expansion for TFC and would even help Bioxx, Dunk and Kitty however I can to achieve this.

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  12. Is there a way to disable HerdCraft breeding-from-herds?

    I'm not sure. I will have to dig through the config file but I seem to remember that there was something like that in there somewhere. The question is why though? It allows your animals to breed normally and if you separate them male and female once they are on your farm they should stop breeding until you pair them up again...
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  13. I can't change decay behavior of the existing barrels, but I can create new barrels (with oak wood texture)

     

    That would be good :) If i can store things like fruit in them or perhaps wine? (havent gotten that far in TFC to know if wine exists) then I will be quite happy :) I wish I could use them to make pickles though.... but that would require cukes to be added and then seasonings etc.... a project for a later date me thinks! lol (I bet an expanded cooking mod would be fun. I will have to see what I can whip up hehe)

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  14. You should include the cellars mod that was just made.

     

    I have Just finished testing this mod and have decided to green light it for the pack as it is actually something that I was looking to include. I am hoping the modder will include my suggestions and it sounded like he would try to in his reply to me so this will be cool when it is released.

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  15. Ok so this is officially awesome! I have been trying to build a working cold cellar with the base mechanics of terrafirmacraft but I hadn't been able to get it to work. I will definitely be testing then adding it to my TFC++ modpack as soon as I can green light it as a release safe mod that has no conflicts. Very good work! Small suggestion, perhaps make this register 5x5 internal spaces as well as barrels as valid storage units? barrels have long been a valid means of storage for many things in cold rooms.

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  16. There's really no way for you to include JVM arguments in a modpack, it's something that each player has to individually set on their launcher, as it is something that has to be recognized before the game starts, instead of after it has loaded mods and configs. As for a good string of arguments, this usually covers all the bases, but should be tweaked to fit your system: ...

     

    Thank you Kitty! This will be exceptionally helpful :) I am going to try this out on my system here at work as it is terrible on memory lol. I figured that I would have no way of including it within the modpack but It is good to have listed here somewhere anyway so if it is ok this will be listed in the main post as an option for people if they choose to use it.

     

    I had a question for you btw, to make the torches work with dynamic lights i need to input the correct ID, you wouldn't happen to know what that id is would you? if so, thank you! otherwise, still thank you because honestly you are amazing :)

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  17. I'd suggest not using the Memory Cleaner Mod, all it is doing is looping the GC. It is usually the GC that causes the lag spikes for most clients. Basically you can accomplish the better heap space management with proper JVM arguments, this mod is likely going to make clients worse not better.

     

    I will have to run some tests when I get home to see if it helps or hurts performance. Currently the computer I am on does not have any decent memory management and reporting software so I cannot do that now. as far as JVM statements, I do not know those well enough to be able to construct a good config for minecraft though I do agree that this would be a far better approach to use. you wouldnt happen to know JVM statment syntax would you?

     

    Some of these mods look pretty cool :D

     

    I particularly like the way these mods interact though as this is still in a beta pack it has some bugs and tweaks I am still making to the configs etc. Also, I am in contact with a few of the modders to see if I can get them to hook into TFC a bit better to help improve the way they work together as well. 

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  18. Does the flat bedrock not mess with TFC terrain. If you use the debug mode and clear an area that has mountains you'll notice that the bedrock has the same relief as the mountains. So you may loose a great deal of the height and relief that TFC provides.I did not have good luck with Special AI and TFC mobs. It caused a crash. If you have found a way to make it work I'd love advice on how. Currently I'm looking to use his other mod Mob Properties to impliment some of the Special AI NBT data.

     

    I have had no issues with any of my AI mods crashing because of interactions with TFC. Maybe the issue you are getting is coming from another mod? all I did is install both mods and was good to go from there. I did have to install terrafirmacraft and run minecraft first before anything else would load properly though.... just a thought.

     

    as far as the flat bedrock is concerned, no it simply does as advertised. it flattens the bedrock to a single smooth layer and lets any other world gen mod do as it wishes.

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