I have a not working portal. It's 2x2 and one block deep. Dirt at the bottom of the pool. Surrounded by yellow flowers. How to duplicate this, try it in the Yogbox mod pack. (Sorry, I don't know how to past a picture.)
I can check out the yogbox later, but make sure you have flowers at the corners of the pool as well. So there should be 12 total.
I'm sure someone has already mentioned this, but sometimes the portal within Twilight Forest is generated right inside the Naga snake arena or field. It's happened to me twice already.
Someone did mention it, and no, I don't try to prevent that right now. It's sort of a toss-up between how much I should try to 'design' away problems and how much I should let random stuff stay random.
I downloaded this and have been playing it with a couple of friends, and two problems stuck out to me.
One: Performance issues. Probably more on our end than anything but something in the forest is causing us to lag out something fierce.
Two: The forest feels strangely docile and empty for the most part. The hedge mazes and wizard towers are a lot of fun, but there's no real danger or sense of adventure wandering through the swamps and forests. Aside from the occasional house with a single druid spawner in it, the Forest feels far too safe.
Awesome mod though. We've been enjoying it despite these issues.
Thanks! Yeah, the forests are pretty safe right now. I had some ideas on how to change that, but a lot of them would require some comparatively large structural changes to the code and stuff. Right now, for the most part, monster spawning is either on or it's off in the game engine, and when it's on, the forest gets filled up with monsters under any scrap of shade, and they never burn away from sunlight. It is an issue I'm aware of, but I haven't found an easy solution.
When you add the new biomes and world gen related things will I have to regen my whole world file or just regen the twilight forest area.
Not sure how the whole world gen stuff works and i'd hate to lose the world I have on the server at the moment
Well, the world gen changes are just hypothetical right now, so they're still a while away from happening.
It's possible now to regenerate only the twilight forest dimension by deleting the "DIM7" folder in your save or world folder. I don't think that will change. Just keep in mind doing that deletes everything in the whole dimension.
To start off, I thank you for being an awesome artist and designer when it comes to modding. Few people can mod and design well. Thanks for putting your time aside to make this wonderful addition to Minecraft.
I've played your mod several times and enjoyed it. I love the idea, and I love how different it is from Minecraft Overworld. But, I have some observations and suggestions for future stuff.
<snip>
I just wanted to thank you for your wonderful and detailed suggestions. I'm pretty busy today IRL, but I'll try to respond in depth when I can.
I've been playing minecraft since 1.5, and I've also played around with almost every mod out there. An in my opinion, this mod is one of the best regarding artistic, concept, programming, and execution. Just sayin, this mod rocks.
To start off, I thank you for being an awesome artist and designer when it comes to modding. Few people can mod and design well. Thanks for putting your time aside to make this wonderful addition to Minecraft.
-snip-
That sir, is amazing.
edit: i must agree with what alot of others are saying, i find the twilight forest to be more of something i go to to just walk around looking at the scenery, since there is only a few exclusive rewards.
I noticed a bug with the server version of Twilight Forest.
It is impossible to change the value of: idBlockHedge=136 to anything else, no matter if you manage to change it in the file, it will still have id 136 assigned when you launch the server. This makes it impossible for me to use twilight forest because I use redpower and all the cables use id 136 and I don't want to damage my save.
Thanks a lot for the mod by the way! Its a masterpiece!
Let me try to respond point by point here. Some of the suggestions you have are similar to things I'm planning or working one, some are great ideas I'll try to implement ASAP, and a few I'm slightly leery about, but I'll explain.
Also, to be clear, when I talk about wanting to add things right way in my responses, I'm not talking about the upcoming update I want to release in the next few days. That one's mostly finished. It just needs some minor tweaks and testing and I don't want to hold it back.
1. Usually when I play Twilight Forest, I explore and explore, but eventually end up returning to the overworld. I'll be frank with you: it gets a little boring after a while. I feel this way because most of the world is pretty similar. Even with the new biomes, the vast expanses of the forest feel generic. Again, I think you did a wonderful job making a whole nother different dimension, but I think you should push it further; I think you should definitely invest making new materials too.
I generally agree. It's become clear to me lately that I need to add more long-term play to the forest. New materials could be a part of that, in one way or another. I've been reluctant so far to add new materials to my mod mostly for the same reasons as Jeb's been reluctant to add them to vanilla minecraft: what would they do that's different? But, I think I have a few ideas in that regard, and even if they're only slightly different, a new look is always fun.
Suggestions for Point 1:
-Perhaps new grass/flowers/shrubs that add more to the forest than the regular overworld ones would make the forest more unique. Though the tall trees are unique, the ground floor is not.
I'm going to add some new flowers and plants and stuff as soon as I can. What was holding me back so far was mostly block ID scarcity, but since I switched over to Forge recently, I'm learning techniques to get around that.
-You could also make fallen or rotting logs; perhaps a certain mob lives in logs, like strange glowing toads that can poison or paralyze you.
-Perhaps you could make a biome of really really dense trees that block out the sky completely for miles(well just a very long distance). These trees could be slightly shorter than the usual tall ones, and look scarier. In this biome, there would be no fireflies or glowing bugs-it would be haunting. But, these dark parts of the forest are home to certain glowing flowers that cast just enough light to make out the ground. This biome could be filled with all sorts of horrifying "followers" that lag behind you wherever you go. Their eyes slightly glow, but dim down as you look at them. As you tread in this dark forest, you can hear their footsteps but can never approach them.
Fallen logs are on my to-do list. A "dark forest" type biome is one I want to add. Shifting the illumination from the sky and fireflies to the ground is inspired. I hope the glitch-prone minecraft lighting engine can handle it, but there's only one way to find out. The glowing eyes are also a fun idea. I'll have to try that out. It might be slightly challenging to get it to work in multiplayer, but not impossible.
-another idea is to have these hidden caves where dead knights hid their treasures; if you stumble upon these caves, you might get assaulted by their angered spirits.
-According to the history of this forest, many civilizations flourished here. Perhaps you could make a biome that generates a fallen forest city. It's not just a ruins, but a huge one, where bandits and traders camp in. There could be underground tombs haunted by the dead, and filled with unique items or ancient weapons wielded by kings. Perhaps these ruins contain beautiful or elaborate blocks that could be mined for future house-making. You could even make two or more versions made with different blocks to show that there were different civilizations in this forest.
A ruined city is an idea I've had myself, and one that's been mentioned a few times. The main thing stopping me is that it's an intimidating amount of work to put into something that would have to be rare. Really rare things are difficult in Minecraft because it means that some people will just never see them.
Partially, that's why I wanted to add the new map, because I feel it gives the player better choices of where to focus their exploring. At least that's the idea. We'll see how it works in practice.
-Another ruin type would be ruin bridges and towers that were built into the ravines of the forests. Here is an example of what I mean. I used Eld's Eldpack: http://www.eldpack.com; I edited his cobblestone tiles to make a set of textures. This is just to show that maybe you can create all sorts of ruin blocks that are unique to an ancient fallen civilization.
Those look amazing! I'm not sure quite how possible it is to build structures into ravines with the world generation tech that exists, but I'll definitely try to make it happen.
-I think it would be a great idea to expand on the goblins. You could make goblin dwellings or small goblin tribes/villages. If you raid them, you could acquire some fine goblin armor and weaponry, potions, or other items. Perhaps there are goblin mages that drop spellbooks; acquiring the spellbook can provide valuable spells. A certain spell could be creating a temporary fixed light by using the spell on any solid block. Or maybe a spell to make goblin fire, greenish in color, it burns and poisons simultaneously.
I do want to add more goblins. I have a great idea for some goblin treasures too. I'm going to be secretive though until I know it will work.
-perhaps certain giant super tall trees contain small fairy villages at the top. If you catch fairies you can craft magical winged boots or helmet from their wings. These winged items allow you to hover and fly for a bit. Then the magic wears off, and you'll have to recharge it with fairy dust.
I was hoping to add things to the tops of the trees very soon. My ideas were revolving around bird nests and acorn/pinecones/stuff though. Villages/treehouses at the top of trees are somewhere on my long-term ideas list right now because if I do them, I want to do them right. But then again, as I think about it, little one-room things, similar to the vanilla minecraft one-room dungeons, just made of wood & leaves and placed in the treetops might work. Another thing to experiment with.
-I think the Twilight Forest is lacking heavily in things to mine. I definitely would not want to be mining the same ores or blocks I do in the overworld. Perhaps players might not need to be mining new ores, but rather different kinds of roots from trees that can accomplish all sorts of things. Certain roots might be crafted to build powerful and sturdy wood planks, or to make powerful concoctions. Or these roots could be ground down and crafted with other roots and materials to make weapons and armor. Or they could make these springy long leg attachments that allows you to jump slightly higher and walk over 3 blocks high. Perhaps certain rare roots must be crafted into magical or enchanted keys that open stone doors into certain ruins. These ruins are built of unbreakable stones, and contain strong and worthy foes or bosses.
Here are some examples I made for Root Mining. I used sugar canes as one example, but instead of growing from ground up, it should grow down from up (but I can't do that with sugar cane ). I also used railtracks and redstone trails to look like roots. Usually, these roots inhabit dirt areas underground, and not stone.
<snip pictures & stuff>
The idea of roots as a mining resource holder is sort of blowing my mind right now. And I love your ideas for the implementation!
Like I said earlier, one use of mining roots is to temporarily open large magical doors. Behind them could be all sorts of things, from treasure, to boss dungeons and battles, or resources. Either way, I think it would be cool if the doors only stay open for a bit, and then lock up again. When you use a key, it consumes it, so if you want to fight whatever boss is inside, you will have to make new keys from root mining. Why would an ancient civilization make root keys? Perhaps because the roots are magical...who knows? Anyways, the ruins are once again, Eld's EldPack modified for this concept.
I've always been reluctant to add locked doors or unbreakable stone. It's a great game concept but it always seems somehow un-minecraft. I may try it out though. I have several great ideas for doors or other openings that I've never added because why even bother with doors when you can pickaxe through the wall?
Okay...I know that was a long suggestion, but here's number 2.
2. The forest is way too safe. I feel like I am only surrounded by deer, and no enemies. Suggestion 1 has some ideas, such as the glowing toad, goblin tribes, knight spirits, and undead tombs from ancient city ruins. Other ideas could be mobs that lurk in that super dark biome I mentioned; perhaps the "followers" do attack after a while.
I agree, and you can see by some of the stuff I've been adding that I'm moving in that direction. I've only fairly recently figured out location-based spawning that doesn't use spawners. I'm a little scared of tipping the balance too far, away from "always safe" towards "there is always a monster moving towards you from any direction", so I've been taking baby steps, but I'm figuring out how to better control it recently.
-Another idea could be traps on the ground. Certain tiles that appear very grass-like are actually harmful weeds or vines that poison you.
-With such a large forest, snakes would definitely be a part of it. You already have the Naga, but some regular or smaller, yet mythical snakes would be a nice addition. DrZhark's Mo'Creatures mod recently added snakes and they would fit in nicely.
-I think birds need to fill the air. There should be small harmless birds, and then maybe larger predator birds that have been warped by druid magic.
I just added some birds, but they don't fly yet. The pathfinding AI is just not ready for flying creatures yet. I think I may have some ideas on how to add it, but it will take some more coding and experimenting. I don't want to make out that I'm like the Wright brothers here, but I just haven't seen a flying AI in minecraft or any mod that can successfully navigate around obstacles like trees. Is there one?
-The swamps were quite empty. Perhaps these bog raiders or bog zombies should surface from the waters. They should appear mossy and be covered with water weeds and green muck.
-I think a cool idea is to have pixies or imps that are mischievous. They could shoot some sort of projectile such as darts or little rocks.
-Perhaps these old nasty witches make their homes at the base of large trees. If you bother them, they will consume you in flames and brimstone...and then eat you up.
I love adding monsters! I may work on a carnivorous plant or two soon too.
Wow number one was for Somnixer, wow number two was for Benimatic!
Somnixer- those were some brilliant ideas. I expecially love the root "mining" concept. I think you could even make it so you have to use hoes, shovels, and shears so those three tools actually matter.
You could make roots that grow underground that need the shovel, flowers/herbs above ground that need a hoe, and strange leaves or shrubs that need the shears to harvest. You could make special stuff like weapons and armor from certain items like Somnixer suggested, but I also suggest you go even further and implement a potions system. The brewing stand in the game is pretty much useless right now- giving us a use for it for more different potions would be AWESOME. At the least, it makes a lot of sense for a massive forest to be full of magical herbs and roots that can be made into potions and items.
Benimatic- I don't know what's more awesome, your dedication to your mod or your dedication to talking and responding with everyone in your thread!
This mod is very good, you just need to remove creepers and endermen from there...
There should be a herb which produces colourful lights around it, making it easy to find, find a rare tree which has leaves as hard as obsidian, and mix them to make armour! There, you'll stand a chance against the Lich.
There should be another kind of castle, but ruined and animals have made it its home. You'll find trapdoor spider spawners outside the grounds in a small tunnel filled with cobwebs, where it's dirt brown and is medium sized (smaller than the regular spider). There should also be some kind of luminous grass around the place which can drop itself with shears or a shovel.
In mushroom fields, there should be small mushroom houses to replace the skeleton houses there, as well as incredibly rare grey mushrooms that can't grow without the help of the player.
And some kind of mushroom cake. It glows as well as having colourful lights.
Naga shrines all over the place surrounded by the new skeletons... makes it incredibly hard... there should be small flowers and herbs which can be highly beneficial.
There should be another boss, which is like the Lich, but bigger, stronger, and has six arms, and can only be summoned on some special block shrine (probably Lapis Lazuli Blocks). After building the shrine, you have to get back (assuming there is a timer) before it appears, as it will explode, destroying the blocks for it in the process. It shoots the same projectiles as the Lich, but they have a small chance to send you flying, making armour pretty useless against him, he shoots faster, and spawns plenty of normal and twilight skeletons. After defeating the guy, you get some special crown you can wear which doesn't break and gives some armour points, and particles come from you.
...floating islands with native herbs and plants as well as a shrine of gold blocks.
Boars will attack you when provoked, as boars are dangerous.
Some kind of skeleton or zombie which uses swords. Shouldn't need more info here.
There should be a native kind of creeper here, it is darker and more greyish than the overworld one... it does not damage the landscape, looks more cheerful, and makes rare plants and flowers in a small area.
Underground crystals that are similar to glowstone, but are stronger than it and are blue. It can be used for some herb recipes.
A giant flower which appears randomly, and is hard to get, as you got these angry trapdoor spiders after you.
An incredibly hard spawner block which takes about a minute to get, and spawns annoying monsters.
Venus-fly-trap-like plants that damage you when you're nearby. Not sure where this would spawn.
Some kind of spiky tall grass which hurts you. Probably appears around the mushroomy areas.
A potion that lowers your falling speed so you can't get hurt. Probably from the herbs.
Defensive archers which spawn in castles, and are stationary skeletons which shoot fast.
A hard silk from some spiders which can be used to make powerful bows, which can help.
Twilight Armour/Tools, which could be bright pink/purple and very efficient, as hoes instantly water the ground and swords inflict burning on zombies and skeletons. The armour sparkles.
Sometimes, portals may bring unwanted visitors to the overworld, such as twilight skeletons, hedge spiders, angry wolves, etc.
Plus, like what Somnixer, have a Twilight counterpart to the silverfish which resides in wood... a twilight termite?
That's about all the probably-bad ideas I can think of.
I just added some birds, but they don't fly yet. The pathfinding AI is just not ready for flying creatures yet. I think I may have some ideas on how to add it, but it will take some more coding and experimenting. I don't want to make out that I'm like the Wright brothers here, but I just haven't seen a flying AI in minecraft or any mod that can successfully navigate around obstacles like trees. Is there one?
I know that Mo' Creatures has birds that will fly off if you get too close, and also wraiths (although I don't know if they "fly" per se or just do some sort of hovering/floating stuff). Perhaps ask DrZhark for some tips?
The config file option just enables the ModLoader.generateSurface() function in the Twilight Forest dimension. It doesn't do anything special like make them appear in hollow hills. Though, now that I'm thinking of it, I wonder if I could use the Forge ore dictionary to make other mods ores appear...
Is this what lets mods generate ores normally in the overworld? But it seems to me that wouldn't work for some ores in the TF dimension since you halved the base (average) world height.
Also, I know Industrialcraft2 does something to let you macerate Redpower's silver ore, and also to use silver ingots in one of the IC2 recipes, so I guess there's hope!
Ello there. I was wondering if there is at all a way to make ores from other mods spawn in the twilight forest. I play with Thaumcraft and Industrialcraft, and would love to know if there's anyway to get my crystals or copper or the like to spawn either underground or in a hollow hill or anything like that. I dont nessesarily expect there to be a way to, but i thought it might be worth asking. I find the whole forest aesthetically outstanding, and would love to be able to play in it with my other mods.
I noticed a bug with the server version of Twilight Forest.
It is impossible to change the value of: idBlockHedge=136 to anything else, no matter if you manage to change it in the file, it will still have id 136 assigned when you launch the server. This makes it impossible for me to use twilight forest because I use redpower and all the cables use id 136 and I don't want to damage my save.
Thanks a lot for the mod by the way! Its a masterpiece!
Thanks for your support! The server config thing is a known bug. The upcoming next version will have a new config file that should work properly on the server.
That's about all the probably-bad ideas I can think of.
I think some of your ideas are pretty good. I'll probably add the termites as soon as I add rotten logs, for example. But some of them, like with the obsidian leaf armor and incredibly hard skeletons, and super-efficient tools, seem to be heading down a path I'm not sure I want to head down. You know, if I make all the twilight forest monsters so hard that you need special twilight armor and weapons to fight them, then you may as well throw out all the stuff you got in vanilla minecraft as soon as you get there.
And that philosophy, of making all-new, better stuff in a mod isn't bad in and of itself. I'm played mods like that and had a lot of fun. I just want this mod to be relatively balanced with vanilla minecraft. Both to stay grounded, and to make it easier to set a baseline balance that works with other mods.
I know that Mo' Creatures has birds that will fly off if you get too close, and also wraiths (although I don't know if they "fly" per se or just do some sort of hovering/floating stuff). Perhaps ask DrZhark for some tips?
I'll have to take a look at them. I actually have some wraiths too, which have a flying AI similar to ghasts. But that's more of a "floating" than the "flying" I'm looking for.
Ello there. I was wondering if there is at all a way to make ores from other mods spawn in the twilight forest. I play with Thaumcraft and Industrialcraft, and would love to know if there's anyway to get my crystals or copper or the like to spawn either underground or in a hollow hill or anything like that. I dont nessesarily expect there to be a way to, but i thought it might be worth asking. I find the whole forest aesthetically outstanding, and would love to be able to play in it with my other mods.
There's no current way to bring other mods ores in, aside from the config option (marked "shouldOtherModsGenerateInTwlightForest"), which only works with extremely simple generation methods. It's an acknowledged problem with the way terrain generation and mods interact in general. I have some ideas on how to add other mods' minerals to stuff like the hollow hills, but right now they're just ideas and not in the game yet.
I think some of your ideas are pretty good. I'll probably add the termites as soon as I add rotten logs, for example. But some of them, like with the obsidian leaf armor and incredibly hard skeletons, and super-efficient tools, seem to be heading down a path I'm not sure I want to head down. You know, if I make all the twilight forest monsters so hard that you need special twilight armor and weapons to fight them, then you may as well throw out all the stuff you got in vanilla minecraft as soon as you get there.
And that philosophy, of making all-new, better stuff in a mod isn't bad in and of itself. I'm played mods like that and had a lot of fun. I just want this mod to be relatively balanced with vanilla minecraft. Both to stay grounded, and to make it easier to set a baseline balance that works with other mods.
Makes sense, although I'm of the opinion that it would be cool that vanilla items kinda become less useful in the forest- makes it feel like the forest really is a different dimension if you have to have a chest basically near your portal where you leave your twilight forest goodies and then swap to those items every time you come to the forest.
Perhaps you could make it so that rather than OP'ed stuff that negates vanilla Minecraft items against hostile mobs, you could possibly make it so that certain items are useful against the big bosses? Something that slows down the Naga, something weakens the Lich, etc.
Looking forward to checking out the new update, whoohoo!
EDIT: The new update crashed for me, something about the achievements. I couldn't get the normal crash report nor the text string that I place in "run" to stay up, but this is from the Modloader doc:
May 02, 2012 12:47:21 PM ModLoader addMod
FINE: Failed to load mod from "mod_TwilightForest.class"
May 02, 2012 12:47:21 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: forge/AchievementPage
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.AchievementPage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
hey i tryed to make the portal like it says but nothing happens im using the latest version of yogbox what do i do?
Checking on this, it looks like Twilight Forest isn't in the latest version of the YogBox due to being unstable. Hopefully a future YogBox update will include it again.
EDIT: The new update crashed for me, something about the achievements. I couldn't get the normal crash report nor the text string that I place in "run" to stay up, but this is from the Modloader doc:
May 02, 2012 12:47:21 PM ModLoader addMod
FINE: Failed to load mod from "mod_TwilightForest.class"
May 02, 2012 12:47:21 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: forge/AchievementPage
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.AchievementPage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
Oh shoot, it looks like maybe the new update requires a more recent Forge version? Hmm, looking into it, it seems like it requires Forge 3.1 or higher.
I can check out the yogbox later, but make sure you have flowers at the corners of the pool as well. So there should be 12 total.
Someone did mention it, and no, I don't try to prevent that right now. It's sort of a toss-up between how much I should try to 'design' away problems and how much I should let random stuff stay random.
Thanks! Yeah, the forests are pretty safe right now. I had some ideas on how to change that, but a lot of them would require some comparatively large structural changes to the code and stuff. Right now, for the most part, monster spawning is either on or it's off in the game engine, and when it's on, the forest gets filled up with monsters under any scrap of shade, and they never burn away from sunlight. It is an issue I'm aware of, but I haven't found an easy solution.
Well, the world gen changes are just hypothetical right now, so they're still a while away from happening.
It's possible now to regenerate only the twilight forest dimension by deleting the "DIM7" folder in your save or world folder. I don't think that will change. Just keep in mind doing that deletes everything in the whole dimension.
I just wanted to thank you for your wonderful and detailed suggestions. I'm pretty busy today IRL, but I'll try to respond in depth when I can.
thanks!
That sir, is amazing.
edit: i must agree with what alot of others are saying, i find the twilight forest to be more of something i go to to just walk around looking at the scenery, since there is only a few exclusive rewards.
It is impossible to change the value of: idBlockHedge=136 to anything else, no matter if you manage to change it in the file, it will still have id 136 assigned when you launch the server. This makes it impossible for me to use twilight forest because I use redpower and all the cables use id 136 and I don't want to damage my save.
Thanks a lot for the mod by the way! Its a masterpiece!
Also, to be clear, when I talk about wanting to add things right way in my responses, I'm not talking about the upcoming update I want to release in the next few days. That one's mostly finished. It just needs some minor tweaks and testing and I don't want to hold it back.
I generally agree. It's become clear to me lately that I need to add more long-term play to the forest. New materials could be a part of that, in one way or another. I've been reluctant so far to add new materials to my mod mostly for the same reasons as Jeb's been reluctant to add them to vanilla minecraft: what would they do that's different? But, I think I have a few ideas in that regard, and even if they're only slightly different, a new look is always fun.
I'm going to add some new flowers and plants and stuff as soon as I can. What was holding me back so far was mostly block ID scarcity, but since I switched over to Forge recently, I'm learning techniques to get around that.
Fallen logs are on my to-do list. A "dark forest" type biome is one I want to add. Shifting the illumination from the sky and fireflies to the ground is inspired. I hope the glitch-prone minecraft lighting engine can handle it, but there's only one way to find out. The glowing eyes are also a fun idea. I'll have to try that out. It might be slightly challenging to get it to work in multiplayer, but not impossible.
A ruined city is an idea I've had myself, and one that's been mentioned a few times. The main thing stopping me is that it's an intimidating amount of work to put into something that would have to be rare. Really rare things are difficult in Minecraft because it means that some people will just never see them.
Partially, that's why I wanted to add the new map, because I feel it gives the player better choices of where to focus their exploring. At least that's the idea. We'll see how it works in practice.
Those look amazing! I'm not sure quite how possible it is to build structures into ravines with the world generation tech that exists, but I'll definitely try to make it happen.
I do want to add more goblins. I have a great idea for some goblin treasures too. I'm going to be secretive though until I know it will work.
I was hoping to add things to the tops of the trees very soon. My ideas were revolving around bird nests and acorn/pinecones/stuff though. Villages/treehouses at the top of trees are somewhere on my long-term ideas list right now because if I do them, I want to do them right. But then again, as I think about it, little one-room things, similar to the vanilla minecraft one-room dungeons, just made of wood & leaves and placed in the treetops might work. Another thing to experiment with.
The idea of roots as a mining resource holder is sort of blowing my mind right now. And I love your ideas for the implementation!
I've always been reluctant to add locked doors or unbreakable stone. It's a great game concept but it always seems somehow un-minecraft. I may try it out though. I have several great ideas for doors or other openings that I've never added because why even bother with doors when you can pickaxe through the wall?
I agree, and you can see by some of the stuff I've been adding that I'm moving in that direction. I've only fairly recently figured out location-based spawning that doesn't use spawners. I'm a little scared of tipping the balance too far, away from "always safe" towards "there is always a monster moving towards you from any direction", so I've been taking baby steps, but I'm figuring out how to better control it recently.
I just added some birds, but they don't fly yet. The pathfinding AI is just not ready for flying creatures yet. I think I may have some ideas on how to add it, but it will take some more coding and experimenting. I don't want to make out that I'm like the Wright brothers here, but I just haven't seen a flying AI in minecraft or any mod that can successfully navigate around obstacles like trees. Is there one?
I love adding monsters! I may work on a carnivorous plant or two soon too.
Thanks again for all your enthusiasm and ideas!
Wow number one was for Somnixer, wow number two was for Benimatic!
Somnixer- those were some brilliant ideas. I expecially love the root "mining" concept. I think you could even make it so you have to use hoes, shovels, and shears so those three tools actually matter.
You could make roots that grow underground that need the shovel, flowers/herbs above ground that need a hoe, and strange leaves or shrubs that need the shears to harvest. You could make special stuff like weapons and armor from certain items like Somnixer suggested, but I also suggest you go even further and implement a potions system. The brewing stand in the game is pretty much useless right now- giving us a use for it for more different potions would be AWESOME. At the least, it makes a lot of sense for a massive forest to be full of magical herbs and roots that can be made into potions and items.
Benimatic- I don't know what's more awesome, your dedication to your mod or your dedication to talking and responding with everyone in your thread!
There should be a herb which produces colourful lights around it, making it easy to find, find a rare tree which has leaves as hard as obsidian, and mix them to make armour! There, you'll stand a chance against the Lich.
There should be another kind of castle, but ruined and animals have made it its home. You'll find trapdoor spider spawners outside the grounds in a small tunnel filled with cobwebs, where it's dirt brown and is medium sized (smaller than the regular spider). There should also be some kind of luminous grass around the place which can drop itself with shears or a shovel.
In mushroom fields, there should be small mushroom houses to replace the skeleton houses there, as well as incredibly rare grey mushrooms that can't grow without the help of the player.
And some kind of mushroom cake. It glows as well as having colourful lights.
Naga shrines all over the place surrounded by the new skeletons... makes it incredibly hard... there should be small flowers and herbs which can be highly beneficial.
There should be another boss, which is like the Lich, but bigger, stronger, and has six arms, and can only be summoned on some special block shrine (probably Lapis Lazuli Blocks). After building the shrine, you have to get back (assuming there is a timer) before it appears, as it will explode, destroying the blocks for it in the process. It shoots the same projectiles as the Lich, but they have a small chance to send you flying, making armour pretty useless against him, he shoots faster, and spawns plenty of normal and twilight skeletons. After defeating the guy, you get some special crown you can wear which doesn't break and gives some armour points, and particles come from you.
...floating islands with native herbs and plants as well as a shrine of gold blocks.
Boars will attack you when provoked, as boars are dangerous.
Some kind of skeleton or zombie which uses swords. Shouldn't need more info here.
There should be a native kind of creeper here, it is darker and more greyish than the overworld one... it does not damage the landscape, looks more cheerful, and makes rare plants and flowers in a small area.
Underground crystals that are similar to glowstone, but are stronger than it and are blue. It can be used for some herb recipes.
A giant flower which appears randomly, and is hard to get, as you got these angry trapdoor spiders after you.
An incredibly hard spawner block which takes about a minute to get, and spawns annoying monsters.
Venus-fly-trap-like plants that damage you when you're nearby. Not sure where this would spawn.
Some kind of spiky tall grass which hurts you. Probably appears around the mushroomy areas.
A potion that lowers your falling speed so you can't get hurt. Probably from the herbs.
Defensive archers which spawn in castles, and are stationary skeletons which shoot fast.
A hard silk from some spiders which can be used to make powerful bows, which can help.
Twilight Armour/Tools, which could be bright pink/purple and very efficient, as hoes instantly water the ground and swords inflict burning on zombies and skeletons. The armour sparkles.
Sometimes, portals may bring unwanted visitors to the overworld, such as twilight skeletons, hedge spiders, angry wolves, etc.
Plus, like what Somnixer, have a Twilight counterpart to the silverfish which resides in wood... a twilight termite?
That's about all the probably-bad ideas I can think of.
Is this what lets mods generate ores normally in the overworld? But it seems to me that wouldn't work for some ores in the TF dimension since you halved the base (average) world height.
Also, I know Industrialcraft2 does something to let you macerate Redpower's silver ore, and also to use silver ingots in one of the IC2 recipes, so I guess there's hope!
Not yet. Lat time I went to go look, the MCP mappings weren't updated for 1.2.5 yet. I'll try again after this next release.
There's some info on the main page, in a spoiler block labelled "Items".
Thanks for your support! The server config thing is a known bug. The upcoming next version will have a new config file that should work properly on the server.
I think some of your ideas are pretty good. I'll probably add the termites as soon as I add rotten logs, for example. But some of them, like with the obsidian leaf armor and incredibly hard skeletons, and super-efficient tools, seem to be heading down a path I'm not sure I want to head down. You know, if I make all the twilight forest monsters so hard that you need special twilight armor and weapons to fight them, then you may as well throw out all the stuff you got in vanilla minecraft as soon as you get there.
And that philosophy, of making all-new, better stuff in a mod isn't bad in and of itself. I'm played mods like that and had a lot of fun. I just want this mod to be relatively balanced with vanilla minecraft. Both to stay grounded, and to make it easier to set a baseline balance that works with other mods.
I'll have to take a look at them. I actually have some wraiths too, which have a flying AI similar to ghasts. But that's more of a "floating" than the "flying" I'm looking for.
There's no current way to bring other mods ores in, aside from the config option (marked "shouldOtherModsGenerateInTwlightForest"), which only works with extremely simple generation methods. It's an acknowledged problem with the way terrain generation and mods interact in general. I have some ideas on how to add other mods' minerals to stuff like the hollow hills, but right now they're just ideas and not in the game yet.
This version adds animals, maps, achievements, sounds and more.
Makes sense, although I'm of the opinion that it would be cool that vanilla items kinda become less useful in the forest- makes it feel like the forest really is a different dimension if you have to have a chest basically near your portal where you leave your twilight forest goodies and then swap to those items every time you come to the forest.
Perhaps you could make it so that rather than OP'ed stuff that negates vanilla Minecraft items against hostile mobs, you could possibly make it so that certain items are useful against the big bosses? Something that slows down the Naga, something weakens the Lich, etc.
Looking forward to checking out the new update, whoohoo!
EDIT: The new update crashed for me, something about the achievements. I couldn't get the normal crash report nor the text string that I place in "run" to stay up, but this is from the Modloader doc:
FINE: Failed to load mod from "mod_TwilightForest.class"
May 02, 2012 12:47:21 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: forge/AchievementPage
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at ModLoader.setupProperties(ModLoader.java:1763)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromModFolder(ModLoader.java:1276)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.AchievementPage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
I'm planning on staying with Forge for the near future, as it makes things easier and more compatible. Why would you want it without Forge?
Checking on this, it looks like Twilight Forest isn't in the latest version of the YogBox due to being unstable. Hopefully a future YogBox update will include it again.
Oh shoot, it looks like maybe the new update requires a more recent Forge version? Hmm, looking into it, it seems like it requires Forge 3.1 or higher.