Medieval Engineers

Medieval Engineers

Water in Medieval Engineers
Blaze1961 11 Jan, 2019 @ 7:24am
Wild Start
Yes I see a plain world is recommended, but has anyone tried this mod in a Wild Start if so what is different/glitched?
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Showing 1-6 of 6 comments
Firence 18 Jan, 2019 @ 9:02pm 
did that today. it does not load the water mod, but the orginal map.
Blaze1961 19 Jan, 2019 @ 6:25am 
Originally posted by Firence:
did that today. it does not load the water mod, but the orginal map.
I went ahead and tried it myself and so far it is working fine with this water mod. I don't know why yours isn't working.
peaceman  [developer] 19 Jan, 2019 @ 8:37am 
The wild start is the one with the custom voxel changes right? Like the caves and such. That world will give weird results. Like sandstone pillars sticking out the ground and such
Blaze1961 19 Jan, 2019 @ 8:57am 
Originally posted by peaceman:
The wild start is the one with the custom voxel changes right? Like the caves and such. That world will give weird results. Like sandstone pillars sticking out the ground and such
Yes I have seen a couple of those but they are so few and far between on my single player game it doesn't matter.
Thorian 25 Jan, 2019 @ 9:12pm 
I am running wild start, got about 20ish ingame days @ 2hr days(so maybe 40hrs in r/l), most research done, and just getting my build groove on, but its worked great so far.
TheBoot 3 Mar, 2019 @ 5:49pm 
I just tried it in a Wild Start world that I had built a small house in. When the game loaded, the house was waaaay underground, partially submerged. I tried digging to the surface but never made it as my brand new bronze pickaxe died along the way. I think best results are as stated... start a brand new world (no wonders)
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Showing 1-6 of 6 comments
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