Between client loads for scripts I've been on and off coding a 'warmth system' into our pack the definite principles are:
Warmth has 10 points
Being in certain biome or dimension will result in warmth being stable (no loss or add), some has huge loss, some has huge add (too little or too much is not good!)
Blocks affect warmth too
However, perks do happen when you have the right warmth balance, or even if you are too cold or too hot different perks still happen
Armor values correspond to warmth, don't worry having armor on will always keep your warmth at a steady level (just depending on its durability)
Infrastructure Era (Ferrous Metallurgy+ Bronze Alloying + chiselling)
3b. Mechanical Era (Harvesting simple mechanical power to automate early things)
3c. Apprentice Era (Knowledge of the stars and Thaumaturgy)
Early Electricity Era (GT Bronze Machinery + Coke Ovens)
Preventing a lack of certain ores in 1 dimension. Overworld should contain the likes of copper, tin, iron etc. Beneath should contain unexamined minerals, rarer gems and metals. etc
GT will respect GameStages in terms of recipes + accessibility heavily controlled. But GregTech will serve as a main stem of all stages, such as Bronze being Early Electricity Era shown here: #27
I'll log all the difficulty we have if we integrate with CC right now. I will work closely with Archengius and Barteks with this. This is very experimental and hence I will create another instance and will only dive deeper if I think its necessary and worth it.
Worldgen heavily will rely on GregTech, as it hooks into CC fully. Planned soon(tm)
Applied Energistics spatial dimension crashes upon worldgen [URGENT]:: OpenCubicChunks/CubicChunks#374 (Turned off Spatial Dimension works...)
Twilight Forest taking long time to prepare when going through portal [URGENT]: OpenCubicChunks/CubicChunks#355 (Turning off Cubic ability here)
Not explained well at all, but towards the bottom of the comments it sounds like a fix for the mod is either on the way or already released, just have to use the most updated version ¯_(ツ)_/¯
Issue information in sevtech/blood magic - "if you place a lava crystal inside the alloy kiln as a fuel source, the alloy kiln eats the lava crystal instead of behaving like the lava crystal should and draining lp" DarkPacks/SevTech-Ages#2033
Climate Control (making sure similar biomes are next to each other, no drastic differences like jungles and tundras being together; or would it be better to have drastic temperature differences?)
Ore:
@domi1819 idea: Have large ore nodes which compose of:
Rich ores (ones that yield two units worth of mineral) in the center
Normal ores (ones that yield one unit worth of mineral) surrounding the center
Poor ores (ones that yield less than one unit, maybe 3-5 nuggets of mineral) encasing the whole
node.
Input from me: to have scarse 1-2 blocks of ores around the place, this would not interfere with whatever prospecting mod we are going with (whether that be GregTech when its out, OreFlowers or Prospects), large amounts of ores yields more 'prospecting data' than little 1-2 blocks of ores. So implementing it this way would be great, so you'd still find pockets of ore that would not interfere your time.
Issue information in sevtech/Immersive Engineering, also seems like it's related to game stages? DarkPacks/SevTech-Ages#1999
Despite supposedly having the necessary things unlocked for conveyor belts, user is spammed with messages when trying to rotate a conveyor belt with an IE hammer.
It's entirely possible this bug is a result of sevtech's specific configs of stages/unlockables.
Carbonate Stone Worldgen (MAKE SURE TO IMPLEMENT EXTRA DROPS FOR LIMESTONE FROM MAGNETICRAFT/CHISEL)
Earthwax
Eroded End Stone
Ferro Stone
Gallagher Plate Recipes
Other Dimension Worldgens
Magnetite
Salts! (Moved over to rockhounding for processing)
Terracotta
Diamond Primal Tools (Emerald for replacement -> to mine Diamond Ore)
//sidenote: basically diamond is now a tool-less tier, but still higher than emerald.
Opal
Changes:
Primal Bottle Stacksizes = 4
All Flake Chance = 30%
Mortar Recipe Yield = 16
Rocks Stack = 32
Charcoal Pit Tickrate = 2400
Charcoal Pit Output Amount = Min: 5, Max: 11
Rush Movement Speed Decreased from 0.8 to 0.3 (Better Movement)