Thanks for the swift reply, Harley, though I should clarify my question: Is it the mod author's intent to update the mod once the forge authors have updated forge? (And therefore fix the 1.31 errors etc).
Thanks again!
(Edited for spelling)
I would think/assume so, but only he would know for sure. He'll answer you when he gets a chance.
Just for future reference, try not to ask about updates on any of these forums. It's against forum rules and some people will get very angry. Saving you some grief (or suspension or banning).
The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.
I am using this along side quite a few other mods, the most notable being Mystcraft and Thaumcraft. Opened the world up in MC Edit, it would seem those are indeed End Portal Frames (120:1).
EDIT2: Reading through the thread seems to indicate this is because my block ID for the Hedge (which is shared with the Dark Leaves) is too high.
EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)
Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.
Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.
Pretty sure it does not work with this mod----never has for me.
Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.
I haven't tested the timber mod itself. If it works like the Thaumcraft item, you may have to cut the tree twice. Once to cut into the tree and generate a cut log, and then cutting the cut log from below may work.
The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.
<snip>
EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)
The actual default for the hedge block is something low, perhaps in the 130ish range. Possibly, that id was taken and Forge or another mod auto-reassigned it in the 400s? I'm not sure, I don't have much experience with that.
BTW, this issue (that blocks used during an early step of terrain generation need IDs below 255) doesn't look like it's fixed in 1.3.1, unless Forge patches it. Maybe I'll have to add like an error or warning message for that issue.
Thanks for the swift reply, Harley, though I should clarify my question: Is it the mod author's intent to update the mod once the forge authors have updated forge? (And therefore fix the 1.31 errors etc).
Yes, I plan to start updating the mod to 1.3.1 as soon as Forge is updated.
I haven't tested the timber mod itself. If it works like the Thaumcraft item, you may have to cut the tree twice. Once to cut into the tree and generate a cut log, and then cutting the cut log from below may work.
Thanks for the suggestion, but it didn't work :/. Oh well, it's a great mod
Could we get a config option to add other nature/plants to the list of acceptable ones for portal making? I run this with extrabiomesXL and would like to have a portal with every different flower around it.
Could we get a config option to add other nature/plants to the list of acceptable ones for portal making? I run this with extrabiomesXL and would like to have a portal with every different flower around it.
I'm working on changing the portal logic so that instead of looking for specific block ids for the plants, it just checks if the material is "Material.plants". That should allow properly-coded mod plants to work.
Ah, I see. A warning on world load or maybe a forced error message through Forge would probably be sufficient. Really nice mod otherwise though. Not sure how plausible it would be, but you might want to try talking to the Forge guys about this particular issue. If Minecraft does have issues with blocks above 255 on world gen it would seem logical to have a flag or something in Forge for block ids that need to be below 255.
Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.
Timber needs to be configured for new wood Block IDs. Theory says that it should work once fiddled with.
I'm working on changing the portal logic so that instead of looking for specific block ids for the plants, it just checks if the material is "Material.plants". That should allow properly-coded mod plants to work.
Do you think this change might fix the issue with SMP portals not working for some people?
I have been having issues with minecraft loading after installing the mod. It gets to the point of almost being loaded, but then sticks and freezes. I don't even get to the title screen.
Can't wait for 1.3.1 and all of the mods on it to function. I have a long wait, although I can cut out a few, but this? This isn't one of them.
Great mod, dude. I would say, because the world high is 255, you could probably move ground level up a bit. It is sorta funny/annoying to stumble across a stronghold from the overworld that broke through the world surface just because of how low it is. On that note, could you potentially get rid of the strongholds, and prevent them from showing up in this dimension? This isn't the overworld, I don't want overworld structures in it.
Can't wait for 1.3.1 and all of the mods on it to function. I have a long wait, although I can cut out a few, but this? This isn't one of them.
Great mod, dude. I would say, because the world high is 255, you could probably move ground level up a bit. It is sorta funny/annoying to stumble across a stronghold from the overworld that broke through the world surface just because of how low it is. On that note, could you potentially get rid of the strongholds, and prevent them from showing up in this dimension? This isn't the overworld, I don't want overworld structures in it.
I'll probably run some tests on the ground levels as I update to 1.3.1, since that's a good time to do that. Right now though, I think the ground levels will probably stay low. A lot of the point of the mod is to emphasize above-ground structures, and having less actual ground for caves and construction is part of that.
And yes, the plan is to replace the strongholds with my own take on them. Not quite sure when that will happen, but it's on the roadmap.
Can you tell us when its going to be updated to 1.3.1 ?
cuz im doing a lets play of this ****ING AWESOME MOD and i have lags
and what will be new in this update
PLEASE I LOVE THAT MOD
Busy working on the update. Most of the world and monster code works fine, but I'm rewriting some of the "glue" code, like portal opening, and how map data gets transmitted.
So it'll be a little while longer, but I'm working on it.
I would think/assume so, but only he would know for sure. He'll answer you when he gets a chance.
Just for future reference, try not to ask about updates on any of these forums. It's against forum rules and some people will get very angry. Saving you some grief (or suspension or banning).
http://puu.sh/PJbR
http://puu.sh/PJbh
http://puu.sh/PJbl
http://puu.sh/PJdf
The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.
I am using this along side quite a few other mods, the most notable being Mystcraft and Thaumcraft. Opened the world up in MC Edit, it would seem those are indeed End Portal Frames (120:1).
http://puu.sh/PJol (MC Edit w/ ID)
Forge Version: 3.3.8.152
Twilight Forst: 1.10.1
Minecraft 1.2.5
(Puush is just an easy to use image uploading service, all links should just be direct links to screenshots of what's going on)
Quick dump of my mod folder and a list of my Jar mods (in order of installation)
EDIT2: Reading through the thread seems to indicate this is because my block ID for the Hedge (which is shared with the Dark Leaves) is too high.
EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)
Pretty sure it does not work with this mod----never has for me.
I haven't tested the timber mod itself. If it works like the Thaumcraft item, you may have to cut the tree twice. Once to cut into the tree and generate a cut log, and then cutting the cut log from below may work.
The actual default for the hedge block is something low, perhaps in the 130ish range. Possibly, that id was taken and Forge or another mod auto-reassigned it in the 400s? I'm not sure, I don't have much experience with that.
BTW, this issue (that blocks used during an early step of terrain generation need IDs below 255) doesn't look like it's fixed in 1.3.1, unless Forge patches it. Maybe I'll have to add like an error or warning message for that issue.
Yes, I plan to start updating the mod to 1.3.1 as soon as Forge is updated.
Thanks for the suggestion, but it didn't work :/. Oh well, it's a great mod
I'm working on changing the portal logic so that instead of looking for specific block ids for the plants, it just checks if the material is "Material.plants". That should allow properly-coded mod plants to work.
Timber needs to be configured for new wood Block IDs. Theory says that it should work once fiddled with.
Do you think this change might fix the issue with SMP portals not working for some people?
Haha Yes
Great mod, dude. I would say, because the world high is 255, you could probably move ground level up a bit. It is sorta funny/annoying to stumble across a stronghold from the overworld that broke through the world surface just because of how low it is. On that note, could you potentially get rid of the strongholds, and prevent them from showing up in this dimension? This isn't the overworld, I don't want overworld structures in it.
Hopefully the update to 1.3.1 will fix any lingering issues where something happens one way in SMP and another way in single player.
I'll probably run some tests on the ground levels as I update to 1.3.1, since that's a good time to do that. Right now though, I think the ground levels will probably stay low. A lot of the point of the mod is to emphasize above-ground structures, and having less actual ground for caves and construction is part of that.
And yes, the plan is to replace the strongholds with my own take on them. Not quite sure when that will happen, but it's on the roadmap.
cuz im doing a lets play of this ****ING AWESOME MOD and i have lags
and what will be new in this update
PLEASE I LOVE THAT MOD
So it'll be a little while longer, but I'm working on it.