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I've been playing the pack and found that starting in Neolithic, I'm having trouble finding ways to get at haygrass or grass to sow. Starting in a temperate forest biome, I don't seem to have access to grass or haygrass to convert into seeds naturally. Am I missing a method to progress here? Or do you envision that I just keep researching forward to get out of neolithic first?
Hey, I'm gonna remove discussions/comments that approach my work in a non-constructive lens. Just a matter of principle. If you want to give me feedback, don't be an ass simple as. The discussions area is also not a place to debug stuff, I don't check there so I'm trying to discourage that. The discussions that were there were already resolved, as seen by the 4000 people not having those issues right now.
I thought we've been through this topic years ago.
But his mods are good.
A lot of people ungrateful in the comments. If you don't like the modpack or it dosen't work for you just move on, no need to be rude to someone putting hours into free content for us.
If I may ask, how long until this collection has finished it's 1.6 transition? Are there still any big mods that are not there yet?
@Bowa Read the workshop page
@Super-Sour Lymezz Your fault, you could look into troubleshooting it or just be grumpy
Thanks in advance and nice job with this pack!
Okay, I understand. I'd really love to play around with your collection. Could you recommend one for me?
I have done nothing but download both the packs and auto-sort them. And by bloat I'm talking about redundant textures update and variations, some mods even override eachother like the medial overhaul's Burn Pit overriding Dubs Hygien's Burn Pit (meaning if you build Dubs' it instantly transform into Medieval Overhaul's) This is the bloat I'm talking about that turns a 300 mods into a 600 mods mess that take 20 minutes to load up.