I'm not sure if it's from this mod, but I'm getting blocks, mobs, and items not mentioned in the mod anywhere. Such things include Timewood, the King Spider, the Wolf of the Mists, Vanishing block (the name is actually Vanishing block; I'm not experiencing any disappearing blocks), and a bunch of other things. Like I said, I'm not sure if it's from this mod, but it's the only mod I have installed that adds brand new items and blocks to the game. Please reply if this is actually part of the mod.
it is however all that stuff is work in progress.....
Rollback Post to RevisionRollBack
Help save my poor eggs...you wouldn't just let them die would you?
Depressed Walrus- Mangrove saplings currently cannot grow on their own. They are not bugged, but have to grow in the water, which is currently impossible with minecraft growing options. There's probably a better explanation of this, but that's what I understand it to be. The other saplings should all grow just fine.
Yes but I'm trying to make an arboretum (a garden of trees sit of) and It is incomplete as of now and I need a fix ......
Rollback Post to RevisionRollBack
Help save my poor eggs...you wouldn't just let them die would you?
Reporting a bug. Magic maps will over-write each other, IE a map created as Magic Map #0 will be over-written by the next map to be created, which will also be Magic Map #0.
Withminersmazemapdoes not fall,but ifusingmazemapcrafteduncraftingtable it will becalled theUnnamedand if you takeitout ofthe creativewill havethe correct name!
This is on a server, I do not have the exact log as I don't own it, therefore cannot give you the error log. But what had happened, I decided to mine the fire jets, and I took them back to the overworld. I then placed them down, which immediately caused the server to crash.
The server itself was an FTB mindcrack server, hopefully you could deduce what could be causing the error.
No, without any more information, I can't guess what's causing it off the top of my head. I'll look out for that error though.
I don't know what XCompWiz does with item frames, but he manages to get his new symbol pages to display in them.
Interesting. Looking into it, there is a Forge hook for overriding EntityItem rendering, which seems to be what the item frame uses to draw the items. I wonder if I can insert the map rendering through there or not.
What I want is to get COG's normal behavior -- either layered veins or scattered clouds -- in the twilight forest. However, step one that it does is to remove all the vanilla ore deposits -- and it can't tell hollow hill deposits from normal.
So, there would need to be (unless you can think of something I'm not) a way for that mod to ask your mod to redo the special ore placements for the hills.
In other words, the flow would be:
1. Generate the stone map for the chunk.
2. Add the normal ore deposits (randomly scattered clusters)
3. Add the special hollow hill stuff.
4. COG wipes all the ores, and places veins/clouds
5. COG asks you to replace the special hollow hill stuff
I see. That still seems pretty complex. Is there a simpler solution, like limiting COGs behavior to below a certain y-level?
Can anyone tell me the names of the biomes in the coding?
What set of names do you mean? Do you mean the class names? You can just open up the twilight forest zip file and look in the twilightforest/biomes folder. If you mean what the game displays as the biome name on the F3 screen, they're Twilight Lake, Twilight Forest, Dense Twilight Forest, Highlands, Mushrooms, Twilight Swamp, Twilight Stream, Snowy Forest, Glacier, Twilight Clearing, Clearing Border, Lake Border, Lots of Mushroom, Major Feature, Minor Feature, Dark Forest, Enchanted Forest, and Fire Swamp.
Description: Failed to start game
java.lang.IllegalArgumentException: Failed to register dimension for id 7, One is already registered
That's the important part. Both this mod and Divine RPG are trying to use dimension #7. You can change what dimension this mod uses in the config file.
Hey Benimatic, have you ever considered adding tree sap as a resource? Perhaps certain trees could produce it, and when put in a furnace it's hardened, and can be used to make tools or armor.
Pardon my quickly done textures, but I was imagining something kind of like this
Actually I have considered it, quite a bit. I'm not sure why I never added it. Perhaps it never seemed like a complete idea. Thanks for sharing your take on it. Perhaps I'll revisit my old notes sometime soon.
Have the Lich tower become much rarer? Before i easily found one, and now it's only hydra's lair (I FOUND IT IN A HOLLOW HILL IN A FIRE BIOME) and naga's courtyard. Lich is the only boss i have yet to kill!
No, there haven't been any significant changes to how common they are.
I tried to search the thread for this but the search function on this forum is truly sucky.
No error message, no crash. When I go through the portal all i get is the vast emptiness of space, with a sky above.
I'm running client/server 1.46 and forge 1.4.6-6.5.0.489.
Also tested with forge .471
Also tested it by itself, removing all other mods with the exception of forge
Do you have allow-nether turned off on the server, like the post below yours? Otherwise, if the mod is loaded, and it's not crashed, there's no good reason why you shouldn't get a dimension around you.
I get this when I try to connect to my server. Works fine in single player.
03.01 13:19:04 [Server] INFO at di.a(SourceFile:59)
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] WARNING [Minecraft] Failed to handle packet for Doughboy [/184.8.67.162:60669]: java.lang.IllegalArgumentException: 32000 > 1551
03.01 13:19:04 [Server] INFO at fy.run(SourceFile:849)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
03.01 13:19:04 [Server] INFO at ho.r(DedicatedServer.java:270)
03.01 13:19:04 [Server] INFO at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:702)
03.01 13:19:04 [Server] INFO at ht.b(SourceFile:29)
03.01 13:19:04 [Server] INFO at hu.a(ServerListenThread.java:56)
03.01 13:19:04 [Server] INFO at it.c(NetLoginHandler.java:81)
03.01 13:19:04 [Server] INFO at cg.b(TcpConnection.java:454)
03.01 13:19:04 [Server] INFO at di.a(SourceFile:59)
03.01 13:19:04 [Server] INFO at it.a(NetLoginHandler.java:324)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.ModListResponsePacket.execute(ModListResponsePacket.java:130)
03.01 13:19:04 [Server] INFO at cpw.mods.fml.common.network.FMLPacket.makePacketSet(FMLPacket.java:113)
03.01 13:19:04 [Server] INFO at java.util.Arrays.copyOfRange(Arrays.java:2549)
03.01 13:19:04 [Server] INFO java.lang.IllegalArgumentException: 32000 > 1551
From the crash log, I'm not sure it has anything to do with this mod at all. Seems to be crashing from a mod or packet handler called "Doughboy"?
I'm not sure if it's from this mod, but I'm getting blocks, mobs, and items not mentioned in the mod anywhere. Such things include Timewood, the King Spider, the Wolf of the Mists, Vanishing block (the name is actually Vanishing block; I'm not experiencing any disappearing blocks), and a bunch of other things. Like I said, I'm not sure if it's from this mod, but it's the only mod I have installed that adds brand new items and blocks to the game. Please reply if this is actually part of the mod.
Yes, they're part of the mod, but for the most part they're incomplete things I'm working on. If something is tagged with [WIP], that's what I use to indicate it's a work in progress.
finally, Benimatic- The vanishing blocks are incredibly brilliant. Thank you for making magic walls possible. I can't wait to see how the dark tower works with them. Without lights or openings initially, I thought I was sealed in the tower with all the mobs until I hit one on accident. Best passageway ideas ever.
Thanks! I have some other devices planned for the tower, but I'm not sure if I should wait until after Mojang finishes adding new stuff for the Redstone Update or not. I'll probably get back to work on the tower soon, I've been trying to finish some new magic trees lately.
Reporting a bug. Magic maps will over-write each other, IE a map created as Magic Map #0 will be over-written by the next map to be created, which will also be Magic Map #0.
I can't replicate this bug. When I create maps, either in single player or on a server, they get numbered correctly.
Do you have any more information that seems relevant?
Withminersmazemapdoes not fall,but ifusingmazemapcrafteduncraftingtable it will becalled theUnnamedand if you takeitout ofthe creativewill havethe correct name!
I'm not sure what you mean. Can you rephrase that?
I see. That still seems pretty complex. Is there a simpler solution, like limiting COGs behavior to below a certain y-level?
In the future, substitute will be able to limit itself to a certain Y range. So, if it's the case that hollow hills only do their stuff at Y=30 and above, I can restrict that.
But then the naturally occurring coal and iron above that stays as little bitty vanilla cluster deposits. So attempting to get the rest of the ore veins put in has to work around that.
(The next thing is to deal with "sea level". COG defaults to scaling by the dimension's idea of sea level, so that iron, for example, is only found below sea level, not just "below 64". You, of course, have iron "high up" in the highlands.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
From the crash log, I'm not sure it has anything to do with this mod at all. Seems to be crashing from a mod or packet handler called "Doughboy"?
I'll try updating forge to the latest for 1.4.6/1.4.7 and give it a go then. Doughboy is my player account so the only thing I know to try would be to update forge and see if it has something to do with their 6.5.0.486 build and I may just update to 1.4.7 and use the latest for it and see.
@Benimatic: I'm using Twilight forest version 1.14 in the Direwolf20 modpack. I added it myself. I'm not sure what else to say. It's only occurred with one world. I've tested it with magic maps in the overworld on separate worlds without a repeat. I'll try it in the Twilight forest in a moment and let you know the results.
I've tried it, and I cannot replicate the bug in any world except the world I found the bug in. Quite strange. Should I post a screenshot of my magic maps with the same # ?
EDIT: I fixed it, but I still don't know what caused it in the first place. All the times I tried to use the magic map were in the Twilight Forest Realm. I returned to the overworld and used another blank map, which created map #1, then went back to the TFR and created another magic map, which was map #2. The problem is fixed, but I don't know what caused it.
It would be nice if the blocks from Twilight Forest didn't disappear every time there is an update for Minecraft and i have to update TF. Is there anyway to prevent this?
It would be nice if the blocks from Twilight Forest didn't disappear every time there is an update for Minecraft and i have to update TF. Is there anyway to prevent this?
Keep your config file.
If you erase your config file, and restart, all the TF special blocks may go poof if they are given new block ID's
Beyond that? I've never had things go poof, but I started TF after the last big change (was it 11?) where the recommendation was to start over because of the big changes at that time.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I was playing the mod in hardcore, going through a wizard tower. I found a charm of life and looked it up, the wiki said it would bring the player back to life if they died. I figured this was actually mostly meant for hardcore players, but when I went to kill the Lich, I died and it was final. :\
I'm doing what I can to salvage the save where it was so I can see if I can escape, since the charm of life was supposed to bring me back to life anyway, but obviously it's cheating and I really don't like doing it.
Figured I'd report it, maybe it was accidental and easy to fix, maybe it was accidental and impossible to fix, maybe it was intentional....
Yes but I'm trying to make an arboretum (a garden of trees sit of) and It is incomplete as of now and I need a fix ......
If grown with bonemeal it will become a Canopy tree, but if it is left to grow over time, it becomes the nifty Rainbow tree.
Bug or feature?
No, without any more information, I can't guess what's causing it off the top of my head. I'll look out for that error though.
Interesting. Looking into it, there is a Forge hook for overriding EntityItem rendering, which seems to be what the item frame uses to draw the items. I wonder if I can insert the map rendering through there or not.
I see. That still seems pretty complex. Is there a simpler solution, like limiting COGs behavior to below a certain y-level?
They appear rarely in treasure chests in the largest hollow hills, or also sometimes in the "basement" treasure chests hidden in ruins.
What set of names do you mean? Do you mean the class names? You can just open up the twilight forest zip file and look in the twilightforest/biomes folder. If you mean what the game displays as the biome name on the F3 screen, they're Twilight Lake, Twilight Forest, Dense Twilight Forest, Highlands, Mushrooms, Twilight Swamp, Twilight Stream, Snowy Forest, Glacier, Twilight Clearing, Clearing Border, Lake Border, Lots of Mushroom, Major Feature, Minor Feature, Dark Forest, Enchanted Forest, and Fire Swamp.
That's the important part. Both this mod and Divine RPG are trying to use dimension #7. You can change what dimension this mod uses in the config file.
Actually I have considered it, quite a bit. I'm not sure why I never added it. Perhaps it never seemed like a complete idea. Thanks for sharing your take on it. Perhaps I'll revisit my old notes sometime soon.
No, there haven't been any significant changes to how common they are.
Do you have allow-nether turned off on the server, like the post below yours? Otherwise, if the mod is loaded, and it's not crashed, there's no good reason why you shouldn't get a dimension around you.
Yeah, I should see if there's a way to make the mangrove trees to grow on dirt from a sapling, but only over water during terrain generation.
From the crash log, I'm not sure it has anything to do with this mod at all. Seems to be crashing from a mod or packet handler called "Doughboy"?
Yes, they're part of the mod, but for the most part they're incomplete things I'm working on. If something is tagged with [WIP], that's what I use to indicate it's a work in progress.
Thanks! I have some other devices planned for the tower, but I'm not sure if I should wait until after Mojang finishes adding new stuff for the Redstone Update or not. I'll probably get back to work on the tower soon, I've been trying to finish some new magic trees lately.
I can't replicate this bug. When I create maps, either in single player or on a server, they get numbered correctly.
Do you have any more information that seems relevant?
I'm not sure what you mean. Can you rephrase that?
Seems to be a bug! I'll fix that for the next version, although it will mean saplings grow faster.
In the future, substitute will be able to limit itself to a certain Y range. So, if it's the case that hollow hills only do their stuff at Y=30 and above, I can restrict that.
But then the naturally occurring coal and iron above that stays as little bitty vanilla cluster deposits. So attempting to get the rest of the ore veins put in has to work around that.
(The next thing is to deal with "sea level". COG defaults to scaling by the dimension's idea of sea level, so that iron, for example, is only found below sea level, not just "below 64". You, of course, have iron "high up" in the highlands.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'll try updating forge to the latest for 1.4.6/1.4.7 and give it a go then. Doughboy is my player account so the only thing I know to try would be to update forge and see if it has something to do with their 6.5.0.486 build and I may just update to 1.4.7 and use the latest for it and see.
The ores only spawn in the Twilight Forest. They're more of roots, really. Sort of a 'live' ore.
I've tried it, and I cannot replicate the bug in any world except the world I found the bug in. Quite strange. Should I post a screenshot of my magic maps with the same # ?
EDIT: I fixed it, but I still don't know what caused it in the first place. All the times I tried to use the magic map were in the Twilight Forest Realm. I returned to the overworld and used another blank map, which created map #1, then went back to the TFR and created another magic map, which was map #2. The problem is fixed, but I don't know what caused it.
Keep your config file.
If you erase your config file, and restart, all the TF special blocks may go poof if they are given new block ID's
Beyond that? I've never had things go poof, but I started TF after the last big change (was it 11?) where the recommendation was to start over because of the big changes at that time.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I was playing the mod in hardcore, going through a wizard tower. I found a charm of life and looked it up, the wiki said it would bring the player back to life if they died. I figured this was actually mostly meant for hardcore players, but when I went to kill the Lich, I died and it was final. :\
I'm doing what I can to salvage the save where it was so I can see if I can escape, since the charm of life was supposed to bring me back to life anyway, but obviously it's cheating and I really don't like doing it.
Figured I'd report it, maybe it was accidental and easy to fix, maybe it was accidental and impossible to fix, maybe it was intentional....
I do stuff.
here's the link to the mod: http://www.minecraftforum.net/topic/1553186-146forgemodloader-mob-spawn-controls-control-spawning-increase-spawncaps-spawn-attempts-mocreaturesextrabiomes-support-updated/