Consider separating the mod into two mods under a modpack, one for swamp_worldgen (name as an example) and the other which should retain the "swamp" modname under the modpack to add the nodes and do all the other stuff.
Specifically the idea is, that with the worldgeneration separate from the registering of nodes and other features, this allows other mods to use the mangrove trees, mud and other nodes as dependencies, without actually adding the swamp biome into the world. The user will thus have the option when selecting mods for a worldsave whether to enable the swamp biome worldgen or not, in case the swamp biome got pulled as a dependency for another mod that relies on the mangrove trees etc, that the user installed.
If you want the latest feautes you should install Mineclonia https://content.luanti.org/packages/ryvnf/mineclonia/ or alternatively if someone wants to make mods for CloneCraft;Libre that add those stated items to the game, that is also possible, but those features will not be added to CloneCraft;Libre itself as features as the targeted 1.8 version experience did not come with those stated items. The purpose of CloneCraft;Libre is to intentionally omit newer features that Mineclonia adds and adhere to the "oldschool" 1.8 experience. Third party mods which new ones could be made to add those stated items are not officially a part of CloneCraft;Libre but the project does encourage the use of mods for players who wish to use them. So if you have developer friends or other community members, suggest to them the idea of developing mods for the CloneCraft;Libre game to add the features you would like that are not a part of the 1.8 version experience.
I like everything about it, the style and aesthetic are unmatched from others I've seen. The colors are nice and vibrant and the contrast in the textures is good so they aren't blurry or washed out. The patterns in the textures are nice and interesting, overall the entire texturepack is pleasant to look at.
This will make the zinc mod more usable as a dependency for other mods to make use of zinc, without needing to pull unnecessary dependencies like "basic_materials", for mods which only want the zinc. Also while at it, it is possible to make the mod compatible with Mineclonia / VoxeLibre, as the only times "default" occurs in this mod is in "wherein default:stone" as well as "default:copper_ingot" for the recipe for brass, both of which could be checked against the presence of the Mineclonia / VoxeLibre mods which include those two items, copper, and stone. Thus making this mod compatible with Mineclonia / VoxeLibre also. Otherwise the mod is good, it does as advertised.
Of course. All I've done is just some hue adjustments among other things, the real credit goes to the original REFI Textures. As the pack is licensed under CC-BY-SA-4.0 it is our contribution to Free Culture, in that anyone not only has the right, but is very much welcomed to copy, share and to share modified copies.
Best wishes
Consider separating the mod into two mods under a modpack, one for swamp_worldgen (name as an example) and the other which should retain the "swamp" modname under the modpack to add the nodes and do all the other stuff.
Specifically the idea is, that with the worldgeneration separate from the registering of nodes and other features, this allows other mods to use the mangrove trees, mud and other nodes as dependencies, without actually adding the swamp biome into the world. The user will thus have the option when selecting mods for a worldsave whether to enable the swamp biome worldgen or not, in case the swamp biome got pulled as a dependency for another mod that relies on the mangrove trees etc, that the user installed.
If you want the latest feautes you should install Mineclonia https://content.luanti.org/packages/ryvnf/mineclonia/ or alternatively if someone wants to make mods for CloneCraft;Libre that add those stated items to the game, that is also possible, but those features will not be added to CloneCraft;Libre itself as features as the targeted 1.8 version experience did not come with those stated items. The purpose of CloneCraft;Libre is to intentionally omit newer features that Mineclonia adds and adhere to the "oldschool" 1.8 experience. Third party mods which new ones could be made to add those stated items are not officially a part of CloneCraft;Libre but the project does encourage the use of mods for players who wish to use them. So if you have developer friends or other community members, suggest to them the idea of developing mods for the CloneCraft;Libre game to add the features you would like that are not a part of the 1.8 version experience.
I like everything about it, the style and aesthetic are unmatched from others I've seen. The colors are nice and vibrant and the contrast in the textures is good so they aren't blurry or washed out. The patterns in the textures are nice and interesting, overall the entire texturepack is pleasant to look at.
Please patch the mod to include:
This will make the zinc mod more usable as a dependency for other mods to make use of zinc, without needing to pull unnecessary dependencies like "basic_materials", for mods which only want the zinc. Also while at it, it is possible to make the mod compatible with Mineclonia / VoxeLibre, as the only times "default" occurs in this mod is in "wherein default:stone" as well as "default:copper_ingot" for the recipe for brass, both of which could be checked against the presence of the Mineclonia / VoxeLibre mods which include those two items, copper, and stone. Thus making this mod compatible with Mineclonia / VoxeLibre also. Otherwise the mod is good, it does as advertised.
Of course. All I've done is just some hue adjustments among other things, the real credit goes to the original REFI Textures. As the pack is licensed under CC-BY-SA-4.0 it is our contribution to Free Culture, in that anyone not only has the right, but is very much welcomed to copy, share and to share modified copies. Best wishes