Well, Dark Mage? I think the idea's fine, but I think it would be great to actually have a FLYING boss, since all the others are land mobs. The Naga is land based, he constantly slithers around. The Lich is land based, he walks, although he could teleport . The Hydra is land based, he could only stay in one spot! Probably your " Dark Mage" boss will be the exact copy of the Lich (but will be a livng mob) when Ben programs it, since the Lich is an undead wizard. I would like a flying boss! Not teleporting, flying! Ben, keep your Ghast boss!
Actually, you should rename the Dark Mage to __________ Mage and use him as a boss for the next structure that Ben might be making.
Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards
P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.
P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.
So Ben, I was wondering what you are planning for the Tree of Time, The Tree of Transformation, Miner's Tree, and the Sorting tree to do? Their names don't explain their intended function.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards
P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.
P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.
Your mage is a good idea though. I like it really much, it's just that maybe it should be in a possible structure (Druid Tower). And yes, Ben was going to make the Hydra blast water, but that never happened .
Your mage is a good idea though. I like it really much, it's just that maybe it should be in a possible structure (Druid Tower). And yes, Ben was going to make the Hydra blast water, but that never happened .
I understand, maybe it could be for a Druid Castle, or StoneHedge. In truth, if that happens, then my Shadow Mage would turn into an ArchDruid, and it would have CRAZY summoning and nature related spells (spawn spiders, shoot trees out of the floors, fire poison seeds in 3 directions). And why did Beni scrap the idea of water? Maybe because it would make the Hydra more of a nuisance than a challenge, maybe.
I understand, maybe it could be for a Druid Castle, or StoneHedge. In truth, if that happens, then my Shadow Mage would turn into an ArchDruid, and it would have CRAZY summoning and nature related spells (spawn spiders, shoot trees out of the floors, fire poison seeds in 3 directions). And why did Beni scrap the idea of water? Maybe because it would make the Hydra more of a nuisance than a challenge, maybe.
I've got an idea! What if Ben made another version of the wizard tower? The main enemies would be zombies, skeletons, spiders, creepers, endermen, slimes, silverfish and swarm spiders. The dark mage could be on top!
I have two lore questions about the Twilight Forest. The first is; What is the lore? The second is whether or not the realm has any connection to the Aether, Betweenlands, Tropical Realm, or vanilla dimensions.
I've got an idea! What if Ben made another version of the wizard tower? The main enemies would be zombies, skeletons, spiders, creepers, endermen, slimes, silverfish and swarm spiders. The dark mage could be on top!
if you wanted to fly the boss here are a few options: Griffin, a siren, a harpy.
Upon creating a twilight portal and entering, it spawned a nether portal nearby. An additional one was spawned in the overworld near the twilight portal also.
So far, so good with the Dark Tower! Are you gonna make the Tower Boss come out of a spawner (like the Naga, Lich, and Hydra)? I would like it if you did! Also, is it a bug that Iron Golems don't attack Hydras or is it intended? Along with that, I have some bugs to report...
TF-8: Carminite Reactor typo (spelled Carminie Reactor, as AlexTheDragonBorn says)
TF-9: Fire Beetles don't retaliate against Snow Golem attacks
TF-10: Pinch Beetles don't retaliate against Iron Golem attacks
TF-11: Hydra occasionally shakes his head when about to bite (possibly not a bug)
TF-12: You could walk through the Hydra, but mobs can't
TF-13: Dark Tower Ghasts only react to melee attacks from other mobs
That's it! Good luck!
Yes, the tower boss will probably come out of a spawner block. I like doing that so that the bosses don't wander off, and don't waste CPU power with their usually complicated AI if the player isn't anywhere near them yet.
And it's a bug, I guess, that iron golems don't attack the hydra. The hydra is made out of 5 or 6 separate entities and I never did get pets or other helper mobs properly attacking it.
And your TF-11 is a bug too. It's only the left head, isn't it? I have to restrict the head's turning radius when it's going to bite the player, and there's a bug with something about that particular angle that causes the the head to twitch sometimes.
I'm surprised the hydra moves at all sometimes. I'm not particularly gifted with geometry and there is a lot of it.
Hey man I love this mod and for some reason it does not work in my server....but in single player it is perfectly fine with every other mod i have do you know why that is?
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 3/5/13 10:39 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: ModLoader.getMinecraftInstance()Lnet/minecraft/client/Minecraft;
at BlockTimberTree.a(BlockTimberTree.java:20)
at zz.a(Chunk.java:721)
at zz.a(Chunk.java:663)
at yc.b(World.java:591)
at abu.a(SourceFile:79)
at abb.a(ChunkProviderGenerate.java:548)
at im.a(ChunkProviderServer.java:258)
at zz.a(Chunk.java:1266)
at im.c(ChunkProviderServer.java:153)
at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:310)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
at ho.c(DedicatedServer.java:180)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
The update removed the tools and emeralds from chest underneath wells and half houses, but I'm okay with it. But I still have not found one Robust sapling ever...
I think it's even rarer then dugeion golden apple.
That was a typo that had them appearing there. The robust sapling should be in about 1/20 basement type chests. If I find a good place I will add more ways to get them.
Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards
P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.
P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.
I appreciate all the discussion about the dark tower boss. When I first started on the dark towers, I sort of intended them to be not that much different from the existing lich towers. Just some different decorations, different monsters, and a different lich-like boss at the top. But as I began changing the architecture, I began to have a bunch of different ideas, as you've seen.
I realize that the towers have become more "minecraft-themed-fantasy" than "fantasy-themed-minecraft", but I think that's fine. I have plans for future dungeons and adventure areas that have more traditional fantasy or mythology influences.
As for the hydra, I had ideas extremely similar to your two suggestions. Being a game designer, though, is as much about subtracting unnecessary things as it is about adding neat things. Both of those abilities are about pushing the player away, but in my testing, I thought it was better if the player is tempted to stay close to the hydra.
So Ben, I was wondering what you are planning for the Tree of Time, The Tree of Transformation, Miner's Tree, and the Sorting tree to do? Their names don't explain their intended function.
You plant them and they do things related to their names in a small area nearby. You can try them out now in single player, but there's still a few bugs in multiplayer, so don't do it there.
Hey guys,
i really love this mod and i am using it on my server. I am currently working on a new server setup and want to include twilight forest to a multiworld setup. is there any chance to edit the portal destinations and the ability to build a portal? so i want to have 2 twilight forest worlds for one pve and one pvp world group (world and nether), and keep them seperated.
In multiworld you can set the destinations of nether portals like netherportal: world_nether and back. would love to have something like forestportal: world.
Thank you.
I will probably add an option to disable creating new portals, but I'm not sure of an easy way to set up the different portal destinations.
I have two lore questions about the Twilight Forest. The first is; What is the lore? The second is whether or not the realm has any connection to the Aether, Betweenlands, Tropical Realm, or vanilla dimensions.
I appreciate your interest, but one of the design decisions I made when I first started the mod was not to tell the story using words. Essentially not to have written lore in the mod.
I have some ideas and stories I tell myself about the world and the creatures and structures in it, but I don't think they're worth sharing at this point. Besides, I'm not finished with everything I want to add, and I don't want to restrict myself from using any new great ideas I may have.
I've noticed that when using this mod in conjunction with the Biomes 'O Plenty mod, that mod pulls the Twilight Forest biomes and generates them in the overworld. Is there a fix for this or possible a work in progress?
Hey Benimatic, thank you for making such an awesome mod. I like almost everything in the mod. I am currently creating textures for your mod to be used with Dokucraft. The terrain is 50% done and items are 20%. I would like to point out that the newer mobs that you added like the tower golem are not that appealing mainly due to the similarity with vanilla mobs. I have created a quick drawing of how i would like to see the tower golem. Also I drew the beetles and how their body layout should be. Just check the image and see if there's anything to your liking. I know you have already created the mobs but, see what you can do.
I've noticed that when using this mod in conjunction with the Biomes 'O Plenty mod, that mod pulls the Twilight Forest biomes and generates them in the overworld. Is there a fix for this or possible a work in progress?
It seems like I have to answer this question on every page of this thread. What you're experiencing is a result of a biome ID conflict. You can change the biome IDs this mod uses in the config file. More recent versions will print a list of conflicted IDs in the log file when they are detected.
You may contact the guys of multiworld and multiverse. I think this would be a great improvement to your awesome plugin as multiworldserver and cloudserver become more spreaded. On my server i enabled the twilight forest portals for admins only and created several hidden portals bei "transporter" to the twilight forest, so now someone who discovered the portal may enter twilight forest. keeping it a ittle special.
Am I correct in assuming that multiworld is the Bukkit plugin and that you're running this mod via MCPC? I haven't fully investigated, but I'm not sure the Forge-to-Bukkit interface is that sophisticated yet. Forge assigns dimensions only via numbers. I'm not quite sure how to access multiworld named dimensions, or the functions for them.
All of the entities for this mod are registered as mod-specific and not global. There's no way for the entity IDs to conflict with anything. So I don't think the list will be useful, but here it is.
Hey Benimatic, thank you for making such an awesome mod. I like almost everything in the mod. I am currently creating textures for your mod to be used with Dokucraft. The terrain is 50% done and items are 20%. I would like to point out that the newer mobs that you added like the tower golem are not that appealing mainly due to the similarity with vanilla mobs. I have created a quick drawing of how i would like to see the tower golem. Also I drew the beetles and how their body layout should be. Just check the image and see if there's anything to your liking. I know you have already created the mobs but, see what you can do.
Awaiting your reply.
How creative! But what will your Carminite Golem do? And please draw your Pinch Beetle model/texture so I could see it.
Hey Benimatic, thank you for making such an awesome mod. I like almost everything in the mod. I am currently creating textures for your mod to be used with Dokucraft. The terrain is 50% done and items are 20%. I would like to point out that the newer mobs that you added like the tower golem are not that appealing mainly due to the similarity with vanilla mobs. I have created a quick drawing of how i would like to see the tower golem. Also I drew the beetles and how their body layout should be. Just check the image and see if there's anything to your liking. I know you have already created the mobs but, see what you can do.
Awaiting your reply.
Those look great!
I should point out that my initial design for the beetles had them more like your picture with smaller heads and longer bodies. I changed the heads to be bigger as I was developing them both to look more "minecraft-y" and to make them more recognizable. I wanted big eyes that were visible from the front, but I also wanted to stick with the normal minecraft mob pixel scale, and I needed bigger heads in order to fit the details.
Then I compressed the bodies a little, partially because I thought they looked better that way from a first-person perspective. Also because mob bounding boxes are always square on the base (and axis-aligned, hit F3+b at the same time in the game to see what I mean). The farther a mob is away from square, the greater the risk of distracting things happening as a result. Either the box is too wide, and the mob can't corner well and gets hit by too many attacks, or else the box is too small and the mob clips through walls badly and doesn't get hit by attacks that visually should have.
It's worth noting that the fire beetle wing pattern and color is based off the Goldenrod Soldier Beetle, a beetle local to my area. Also the pinch beetle is based lightly off Grant's Rhinoceros Beetle, although the pincers are obviously more like a stag beetle's.
It seems like I have to answer this question on every page of this thread. What you're experiencing is a result of a biome ID conflict. You can change the biome IDs this mod uses in the config file. More recent versions will print a list of conflicted IDs in the log file when they are detected.
Am I correct in assuming that multiworld is the Bukkit plugin and that you're running this mod via MCPC? I haven't fully investigated, but I'm not sure the Forge-to-Bukkit interface is that sophisticated yet. Forge assigns dimensions only via numbers. I'm not quite sure how to access multiworld named dimensions, or the functions for them.
All of the entities for this mod are registered as mod-specific and not global. There's no way for the entity IDs to conflict with anything. So I don't think the list will be useful, but here it is.
So I am not getting the portal to work. I went through the guide, did the steps listed, and set up everything properly. However, when I toss the diamond in, it does nothing. Any help would be appreciated. Thank you.
Also, under the mods list it loads fine, and I have not had any conflicts that I'm aware of. Posted a pic of my portal set-up as well.
So I am not getting the portal to work. I went through the guide, did the steps listed, and set up everything properly. However, when I toss the diamond in, it does nothing. Any help would be appreciated. Thank you.
Also, under the mods list it loads fine, and I have not had any conflicts that I'm aware of. Posted a pic of my portal set-up as well.
Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards
P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.
P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Your mage is a good idea though. I like it really much, it's just that maybe it should be in a possible structure (Druid Tower). And yes, Ben was going to make the Hydra blast water, but that never happened .
I understand, maybe it could be for a Druid Castle, or StoneHedge. In truth, if that happens, then my Shadow Mage would turn into an ArchDruid, and it would have CRAZY summoning and nature related spells (spawn spiders, shoot trees out of the floors, fire poison seeds in 3 directions). And why did Beni scrap the idea of water? Maybe because it would make the Hydra more of a nuisance than a challenge, maybe.
I've got an idea! What if Ben made another version of the wizard tower? The main enemies would be zombies, skeletons, spiders, creepers, endermen, slimes, silverfish and swarm spiders. The dark mage could be on top!
if you wanted to fly the boss here are a few options: Griffin, a siren, a harpy.
That's interesting. I haven't seen that one before. I'm not quite sure what could be causing that.
Oops, well that's fixed for the next version. Thanks for the report. I apparently didn't think to test an unenchanted item.
Yes, the tower boss will probably come out of a spawner block. I like doing that so that the bosses don't wander off, and don't waste CPU power with their usually complicated AI if the player isn't anywhere near them yet.
And it's a bug, I guess, that iron golems don't attack the hydra. The hydra is made out of 5 or 6 separate entities and I never did get pets or other helper mobs properly attacking it.
And your TF-11 is a bug too. It's only the left head, isn't it? I have to restrict the head's turning radius when it's going to bite the player, and there's a bug with something about that particular angle that causes the the head to twitch sometimes.
I'm surprised the hydra moves at all sometimes. I'm not particularly gifted with geometry and there is a lot of it.
No I don't. Does that BlockTimberTree have something to do with the timber mod? In any case, it's not an error from my code or any I'm familiar with.
I'm glad that's working!
That was a typo that had them appearing there. The robust sapling should be in about 1/20 basement type chests. If I find a good place I will add more ways to get them.
I appreciate all the discussion about the dark tower boss. When I first started on the dark towers, I sort of intended them to be not that much different from the existing lich towers. Just some different decorations, different monsters, and a different lich-like boss at the top. But as I began changing the architecture, I began to have a bunch of different ideas, as you've seen.
I realize that the towers have become more "minecraft-themed-fantasy" than "fantasy-themed-minecraft", but I think that's fine. I have plans for future dungeons and adventure areas that have more traditional fantasy or mythology influences.
As for the hydra, I had ideas extremely similar to your two suggestions. Being a game designer, though, is as much about subtracting unnecessary things as it is about adding neat things. Both of those abilities are about pushing the player away, but in my testing, I thought it was better if the player is tempted to stay close to the hydra.
You plant them and they do things related to their names in a small area nearby. You can try them out now in single player, but there's still a few bugs in multiplayer, so don't do it there.
I will probably add an option to disable creating new portals, but I'm not sure of an easy way to set up the different portal destinations.
I appreciate your interest, but one of the design decisions I made when I first started the mod was not to tell the story using words. Essentially not to have written lore in the mod.
I have some ideas and stories I tell myself about the world and the creatures and structures in it, but I don't think they're worth sharing at this point. Besides, I'm not finished with everything I want to add, and I don't want to restrict myself from using any new great ideas I may have.
could someone please give me a list of
Entities ID list of Twilight Forest!
Thank you in advance.
Awaiting your reply.
It seems like I have to answer this question on every page of this thread. What you're experiencing is a result of a biome ID conflict. You can change the biome IDs this mod uses in the config file. More recent versions will print a list of conflicted IDs in the log file when they are detected.
Am I correct in assuming that multiworld is the Bukkit plugin and that you're running this mod via MCPC? I haven't fully investigated, but I'm not sure the Forge-to-Bukkit interface is that sophisticated yet. Forge assigns dimensions only via numbers. I'm not quite sure how to access multiworld named dimensions, or the functions for them.
All of the entities for this mod are registered as mod-specific and not global. There's no way for the entity IDs to conflict with anything. So I don't think the list will be useful, but here it is.
idMobWildBoar = 177;
idMobBighornSheep = 178;
idMobWildDeer = 179;
idMobRedcap = 180;
idMobSwarmSpider = 181;
idMobNaga = 182;
idMobNagaSegment = 183;
idMobSkeletonDruid = 184;
idMobHostileWolf = 185;
idMobTwilightWraith = 186;
idMobHedgeSpider = 187;
idMobHydra = 189;
idMobLich = 190;
idMobPenguin = 191;
idMobLichMinion = 192;
idMobLoyalZombie = 193;
idMobTinyBird = 194;
idMobSquirrel = 195;
idMobBunny = 196;
idMobRaven = 197;
idMobQuestRam = 198;
idMobKobold = 199;
idMobBoggard = 201;
idMobMosquitoSwarm = 202;
idMobDeathTome = 203;
idMobMinotaur = 204;
idMobMinoshroom = 205;
idMobFireBeetle = 206;
idMobSlimeBeetle = 207;
idMobPinchBeetle = 208;
idMobMazeSlime = 209;
idMobRedcapSapper = 210;
idMobMistWolf = 211;
idMobKingSpider = 212;
idMobFirefly = 213;
idMobMiniGhast = 214;
idMobTowerGhast = 215;
idMobTowerGolem = 216;
idMobTowerTermite = 218;
idMobTowerBroodling = 219;
idMobTowerBoss = 217;
How creative! But what will your Carminite Golem do? And please draw your Pinch Beetle model/texture so I could see it.
Those look great!
I should point out that my initial design for the beetles had them more like your picture with smaller heads and longer bodies. I changed the heads to be bigger as I was developing them both to look more "minecraft-y" and to make them more recognizable. I wanted big eyes that were visible from the front, but I also wanted to stick with the normal minecraft mob pixel scale, and I needed bigger heads in order to fit the details.
Then I compressed the bodies a little, partially because I thought they looked better that way from a first-person perspective. Also because mob bounding boxes are always square on the base (and axis-aligned, hit F3+b at the same time in the game to see what I mean). The farther a mob is away from square, the greater the risk of distracting things happening as a result. Either the box is too wide, and the mob can't corner well and gets hit by too many attacks, or else the box is too small and the mob clips through walls badly and doesn't get hit by attacks that visually should have.
It's worth noting that the fire beetle wing pattern and color is based off the Goldenrod Soldier Beetle, a beetle local to my area. Also the pinch beetle is based lightly off Grant's Rhinoceros Beetle, although the pincers are obviously more like a stag beetle's.
Well thank you anyway =P
I'm having an issue with some Entities IDs from (Arcane Ascencion and Better Dungeons)
and no metter what number from -176 to 256 I put it still crashing my game as soon as I get near a Spawner from Better Dungeon =(
it's not your mod but maybe you could help me solver this (SEVERE) errors from de Forge_0 File
https://www.dropbox....er-client-0.log
Thank you in advance.
Also, under the mods list it loads fine, and I have not had any conflicts that I'm aware of. Posted a pic of my portal set-up as well.
Have you filled the hole with water?
yeah.... totally missed the water part >.> <.< >.>
anyways...