I have the error report right here, not sure what you mean by stack trace but this is what I have.
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at xd.n(World.java:2067)
at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 86ae4384 ----------
That's the stack trace right there, although the rest of the info was useful too. The stack trace just shows where the error occurred, and some of what else was happening in the code at the time (what other code led to the code that caused the error.)
The problem is that the error is not happening in any of my code. In fact, it's happening in a part of the code that was modified by the Forge code specifically to stop that error from happening. It's possible (in fact likely) that my code is indirectly causing some of the vanilla code to go into an error-generating state, but that's difficult to debug. I'll keep trying to find the cause though.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7e17b8cd --------
Generated 6/4/12 11:51 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.3
OpenGL: GeForce GTX 460 v2/PCI/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.ClassCastException: vq cannot be cast to ahv
at yf.d(SourceFile:159)
at yf.a(SourceFile:58)
at vp.j(SourceFile:136)
at vp.i(SourceFile:114)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ad8c8bf9 ----------
That has to be one of the weirdest errors I've seen to date. Anyone have any ideas? >.<
Edit: I got back in and it started to lag hardcore, down around 1 to 5 fps. I used a Single Player Command of '/killall' and it reported it killed some 3500 entities and my lag cleared up. Got so far and it started to lag again, another '/killall' and another 700 entities and lag-be-gone. Unless I need to delete the dimension files and let it regenerate a new Twilight Forest?
700 entities is normal. In fact, up to twice that is pretty normal, even in vanilla minecraft. 3500 is probably too many though. I've seen screenshots of bugs (in normal unmodded minecraft) where through some error in saving or loading a small pack of animals turns into like 500. I wonder if something like that is happening.
Of course, I never seem to encounter these bugs myself.
To answer your question, if you're loading a world created in 1.9.0, there will still be about twice as many animals in all the areas you created in 1.9.0. Version 1.9.1 reduces the spawn rate, but it can't retroactively unspawn stuff. So yes, you would have to regenerate the twilight forest files with 1.9.1 if you want to reduce the number of animals.
Greetings. I love Twilight Forest, and I've been using it in its various iterations since 1.8, and never had a problem. I installed the 1.2.5 version and there are no mod conflicts and each individual block, mob and entity works (I tested this by artificially spawning them using too many items and custom mob spawner)
However, there is a big problem; I cannot successfully enter the Twilight Forest. I can make a portal, but when I enter it, it shows the loading screen, says "Entering Twilight Forest" "Building Terrain" then "Simulating world a bit", but then immediately says "Leaving Twilight Forest" "Building Terrain" "Simulating world a bit" and cycles between entering and leaving until I get a black screen and the "Minecraft has run out of memory" bug.
When I reload my game I'm at my spawn point on the regular world and the portal is still there, still unusable.
To make sure it wasn't a rendering issue or other incompatibility I then used a clean minecraft.jar, but got the same result.
I tried allocating more memory to minecraft using a BATCH but all that did was extend the cycling time before finally getting the run out of memory bug.
I've looked all over for an answer but no one appears to have come across this problem.
Everything else works and this bug doesn't affect any of my other mods, worlds or saves, but I really want to be able to use this mod as it was designed, instead of just setting Nagas on Testificate villages.
It sounds like you're having the bug that occurs with this mod version 1.9.0 (or probably earlier versions too) and Forge version 3.2 or higher. 1.9.1 was released to fix this bug.
Okay, added some instructions on the front page (in the items spoiler box) for how to craft the new stuff. I need to make a lot of that front page into like a wiki or something.
I am particularly curious about the goblin tinkering bench. I'd love to hear feedback about any of the new things, but especially that.
I tried the the portal to twilight forest surrounded it with yellow flowers threw a diamond in and nothing, checked modloader didn't see any error reports. If someone else had this problem please tell ^^
I tried the the portal to twilight forest surrounded it with yellow flowers threw a diamond in and nothing, checked modloader didn't see any error reports. If someone else had this problem please tell ^^
corners need to be covered too, and i found that it usually works more often if i use more then 1 type of natural thing, i usually have an alternating pattern between yellow and red.
corners need to be covered too, and i found that it usually works more often if i use more then 1 type of natural thing, i usually have an alternating pattern between yellow and red.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT deee17cf --------
Generated 6/5/12 5:51 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.8.3
OpenGL: ATI Radeon HD 4800 Series version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at twilightforest.BlockTFPlant.canPlaceRootBelow(BlockTFPlant.java:199)
at twilightforest.TFGenPlantRoots.a(TFGenPlantRoots.java:18)
at twilightforest.TFBiomeDecorator.decorateUnderground(TFBiomeDecorator.java:162)
at twilightforest.TFBiomeDecorator.a(TFBiomeDecorator.java:80)
at abn.a(SourceFile:215)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:835)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at dv.<init>(SourceFile:30)
at xd.a(World.java:3882)
at rh.a(SourceFile:72)
at rh.a(SourceFile:76)
at acu.c(SourceFile:41)
at nb.a(SourceFile:49)
at acq.s_(EntityLiving.java:1533)
at acq.e(EntityLiving.java:1382)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4a4db5f9 ----------
OH NOOOOO
java.lang.NullPointerException
at yg.a(BiomeDecorator.java:239)
at yg.a(BiomeDecorator.java:186)
at twilightforest.TFBiomeDecorator.a(TFBiomeDecorator.java:148)
at abn.a(SourceFile:215)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:835)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at dv.<init>(SourceFile:30)
at xd.a(World.java:3882)
at rh.a(SourceFile:72)
at rh.a(SourceFile:76)
at acu.c(SourceFile:41)
at nb.a(SourceFile:49)
at acq.s_(EntityLiving.java:1533)
at acq.e(EntityLiving.java:1382)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c5205802 ----------
EDIT :also lava pools are forming on top of the dark forest canopy
That's the stack trace right there, although the rest of the info was useful too. The stack trace just shows where the error occurred, and some of what else was happening in the code at the time (what other code led to the code that caused the error.)
The problem is that the error is not happening in any of my code. In fact, it's happening in a part of the code that was modified by the Forge code specifically to stop that error from happening. It's possible (in fact likely) that my code is indirectly causing some of the vanilla code to go into an error-generating state, but that's difficult to debug. I'll keep trying to find the cause though.
700 entities is normal. In fact, up to twice that is pretty normal, even in vanilla minecraft. 3500 is probably too many though. I've seen screenshots of bugs (in normal unmodded minecraft) where through some error in saving or loading a small pack of animals turns into like 500. I wonder if something like that is happening.
Of course, I never seem to encounter these bugs myself.
To answer your question, if you're loading a world created in 1.9.0, there will still be about twice as many animals in all the areas you created in 1.9.0. Version 1.9.1 reduces the spawn rate, but it can't retroactively unspawn stuff. So yes, you would have to regenerate the twilight forest files with 1.9.1 if you want to reduce the number of animals.
It sounds like you're having the bug that occurs with this mod version 1.9.0 (or probably earlier versions too) and Forge version 3.2 or higher. 1.9.1 was released to fix this bug.
Bingo, yeah I was running 1.9. That fixed the problem, 1.10 works great. The tinkering table is pretty cool, was it influenced by Terraria?
Oh, sweet, an update. I'll let you know how it goes, but I have the same question as Nukularpower (I'm working on a kinda adventure-y map with a twilight forest section, haven't done anything significant in there but did explore a bit), and I'd rather not have it all messed up, aha. I'll try to work it out on my own as I normally do, but it'd be cool to let others know/have a word from you on it/save some time.
In terms of the version I'm playing (1.9.0), little more to say than I haven't already but that I'm still getting massive enjoyment out of it, and in wanting to have a lich tower of my own, I realised I could just copy the structure with worldedit (replacing the spawners with other blocks to prevent a schematic save bug and replacing the silverfish stone with regular stone), so I'm happy there, and am currently setting one up as a home. It's a real handyman's delight (the undead show a startling lack of appreciation for proper staircase maintenance), but this is minecraft so my usual disdain for anything resembling work doesn't apply!
There was one other thing, perhaps in future, either removing the nether-ish sounds from the portal or replacing them with something else would make the portal fit better with the twilight forest as a whole (having a relatively peaceful overworld). Maybe it's just because I find the regular portal sounds really, really irritating though.
Can't wait to try out the new features, so I'mma head off and do that in a new world, thanks again for making such a wonderful mod.
Bingo, yeah I was running 1.9. That fixed the problem, 1.10 works great. The tinkering table is pretty cool, was it influenced by Terraria?
Not really. I didn't even really fully realize that the goblin guy in Terarria was called the Goblin Tinkerer until you asked. I think there's just a generic fantasy stereotype of goblins being crafty.
Just curious, is the SMP version still being worked on? I can't wait to play this with my friend
Aaaah, I stopped working on it to answer your question! No more answers!
Anyways, yes, I'll have the SMP version up once I work out a few bugs. No progress on stopping the dreaded ConcurrentModificationException though. I've spent hours looking at the code, only to determine that it's not actually possible for that error to happen. Unless another mod is doing something fishy. Then the question becomes why does it only happen in the twilight forest dimension.
On another note, which DIM directory does Twilight Forest use? I would like to delete my current one out of my save file to avoid any problems.
It uses DIM7. You can just delete that whole folder and it'll delete the whole twilight forest and make a new one next time you visit. Just make sure you don't delete anything important.
First off, let me tell you that I've been following the development of this mod almost since the very beginning... and I love it to death. You've done a great work, especially considering you're on your own. But I thought I should leave some feedback on some things that could be improved, and drop a few questions while I'm at it.
I'll start with the bosses. The naga is a challenging fight, even with good armor, especially after you gave his attack a larger vertical range to prevet attacking from above or underground. His speed is good as it is, but the problem stems from how he can strike you and knock you away, and then turn and strike once more before you are able to move out of the way or even turn to face him. If the AI decides to do this more than three or four times in a row and you're wearing iron armor, you're dead. Perhaps you could make him move in wider arcs?
Thanks for all the feedback. Yeah, during my initial naga design the game was just switching to regenerating health, and I think I decided to deal with that by including several basically unavoidable attacks in his routine. I still think that idea is sound, but it starts to feel like bullying when he hits and then runs you over several more times while you're trying to get your bearings.
I have a few revisions I want to make to the naga at some point, and one of them will probably be to have some sort of hit detection in the charging portion of his AI where he will give you more of a chance to dodge if he's hitting you a lot (and conversely possibly less of a chance to dodge if he's missing too much.)
The reason I mentioned the naga (who, apart from that single issue, is rather well-balanced IMO) is because, at the moment, he is a much harder fight than the Lich. I know you intended the naga as the first boss and the Lich as the second, but at the moment the Lich's "difficulty" relies solely on how quickly the player figures out that you have to reflect his projectiles to defeat his shields. I understand that you wanted to make a less straight-forward boss than the naga, but as it is right now he is almost laughably easy to beat after the first time. Don't get me wrong: I love how you've created a boss with several phases who isn't just hack-slash-hack, but he just isn't challenging enough as it is.
Why? Well, since both of his shadows/summons also shoot one projectile each, one can, with the right positioning and some luck, remove up to three of his shields almost instantly and without taking any damage. The only possible threat in the fight, as long as you know what you're doing, is the zombie summon he pulls out once his shields are down. But even they are easily outran, and since the Lich at this point is just standing around in the same spot, meekly shooting the occasional projectile, it's not at all hard to strike him down, even wearing just iron armor. I'm not sure how you could improve this fight, though. Perhaps more (standard) summons during the first phase, and keeping the teleportation in the second?
I'm pretty happy with how the lich turned out. My main issues with the fight at the moment are how easy it is to win by standing in one place (particularly in the corners of the room.) My ideas were to have a random chance in phase 1 for him or one of his clones to throw a projectile that you don't want to hit. Perhaps something slow that homes in on the player but explodes if attacked with a sword. I'm not quite sure how to get the player moving when he's summoning zombies though. Maybe projectiles that travel along the walls? Maybe you have to hit the lich occasionally during this part or he charges up some ridiculous attack? That might be unfair if you don't know what's coming though.
The Wizard/Lich towers are fantastic. Once again, the main issue is the spawn rate, which often borders on ridiculous. The scepters are a great and fitting reward for beating the Lich (even if the Zombie scepter could use a few more charges), but the main issue is the lack of any armor or materials above the gold armor dropped by the Lich. I'm not sure what your plans are, but I would like to see at least a diamond item or two inside.
Have you tried them in the most recent update? With caves full of monsters distracting the minecraft monster spawning algorithm, my last few tower excursions have almost been lonely. I was thinking of putting some mob spawners along the main staircase so you'd face a little more opposition going up.
And in regard to the treasure, for some reason giving out treasures fills me with fear and loathing. Now that I've added the new goblin tinkering table, the idea kind of is that the enchantments themselves are the the treasure and that you can transfer them on to diamond items if you wish. It would be fun to add some custom enchantments, if I ever had some good ideas.
Last but not least, the latest update. I haven't ran into any bugs, thankfully.
I saw your preview video of the dark woods, or whatever you've decided to call them, and I was excited. This also meant that I knew what I was getting when I found one. As with most other things in this mod, they are stunning. Pitch-black, with just the occasional bunch of glowing mushrooms for lighting the place up? Amazing, and with all the mobs found inside, shivery and slightly nerve-wrecking, However, I don't like the fact that they are their own biomes, mostly due to how other features spawn within. Not only did a wizard tower break the thick canopy and let some sunlight in, but I also found a Naga courtyard, almost completely shrouded in darkness and overrun by aggressive mobs. Both of these looked incredibly out-of-place when seen from above (the courtyard was cool while inside the forest, but made a weird square submersion in the leaves), While they look awesomely ominous when you approach them from the ground, seeing them from a higher ground is almost depressing. The ones I've seen are so completely vast and void, with only a few puddles of water spread about; very much like the glaciers, but without the penguins and the see-through ice. I think a few trees towering over the others, very much like in the rest of the forest, would do wonders.
Yeah, I need to add some unique features in there, in place of the regular ones. I have some ideas, and I need to experiment with them a little.
As for the overhead view, I ended up using a generation routine very similar to the glacier to generate most of the overhead canopy in the dark forest. I started with a tree-by-tree generation routine, but the performance was atrocious, and I had to use some severe hacks to make the lighting engine cooperate.
Let me see if I can find an old screenshot...
There we go, gorgeous, right? But like I said, the performance was terribad. Maybe even horribad. And the new forest is almost indistinguishable from inside, it's just the overhead view that suffers. I'll probably work on it a little more sometime but it's not a major priority.
However, since I gave you all this feedback and, I'm gonna go ahead and ask a few questions about the future of this mod apart from those you have in the op, and probably drop a few suggestions. I don't expect you to answer all of them, and some of them might not be set in stone, so you answer what you feel like.
First, are you thinking of adding some equivalent to the villages? While there is always the risk of the forest becoming *too* inhabited, I would love to see your spin on the houses and villagers. (If it was my decision to make, I would have satyrs/fauns for villagers. Just sayin' cough cough)
I've had a lot of ideas for villagers, but none have been so compelling that I've actually gone through with them. Maybe one day, but for now, no immediate plans.
What are your plans for the dark forests? I know there have been suggestions for a new "creepy" mob, but are you thinking of them just being new biomes or are we going to find unique treasures, mobs or even a boss inside?
Yeah, I want to add some unique things. Probably not a boss immediately, but other things yes. My tentative goals for the next update (once I get SMP running again) were to add some new monsters and new small and medium-sized structures, and the dark forest will hopefully get some love there.
I know there's some mobs found in the files which aren't in-game, such as the "skeleton witch" and the "wraith"/"ghost" (as far as I can tell, the "ghost" is the Wraith sprite?). Are they just leftovers, or are you thinking of using them?
The skeleton witch was a scrapped version of what became the skeletal druid (which may explain why he appears in a house more suitable for a witch.) I need to revise those at some point. But anyways yes, they're leftovers.
Thanks for all your great comments. If I didn't reply to a specific point, trust me I did read it, I just may not have found anything articulate or interesting to say.
That's the stack trace right there, although the rest of the info was useful too. The stack trace just shows where the error occurred, and some of what else was happening in the code at the time (what other code led to the code that caused the error.)
The problem is that the error is not happening in any of my code. In fact, it's happening in a part of the code that was modified by the Forge code specifically to stop that error from happening. It's possible (in fact likely) that my code is indirectly causing some of the vanilla code to go into an error-generating state, but that's difficult to debug. I'll keep trying to find the cause though.
700 entities is normal. In fact, up to twice that is pretty normal, even in vanilla minecraft. 3500 is probably too many though. I've seen screenshots of bugs (in normal unmodded minecraft) where through some error in saving or loading a small pack of animals turns into like 500. I wonder if something like that is happening.
Of course, I never seem to encounter these bugs myself.
To answer your question, if you're loading a world created in 1.9.0, there will still be about twice as many animals in all the areas you created in 1.9.0. Version 1.9.1 reduces the spawn rate, but it can't retroactively unspawn stuff. So yes, you would have to regenerate the twilight forest files with 1.9.1 if you want to reduce the number of animals.
It sounds like you're having the bug that occurs with this mod version 1.9.0 (or probably earlier versions too) and Forge version 3.2 or higher. 1.9.1 was released to fix this bug.
Go check the front page. There's new caves, new ores, new biomes, and the goblin tinkering table.
Yes, shouldn't be an issue. If there's nothing generated yet, then it will all be new when you visit.
Even if you had already started a map, the main problem would be a potentially ugly-looking change from the old terrain to the new parts.
When you finish updating the SMP files, will this possibly fix the crash issues my friends and I have been experiencing?
I am particularly curious about the goblin tinkering bench. I'd love to hear feedback about any of the new things, but especially that.
corners need to be covered too, and i found that it usually works more often if i use more then 1 type of natural thing, i usually have an alternating pattern between yellow and red.
I tried that, corners and all, and still nothing
ModLoader 1.2.5
mod_CodeChickenCore 0.5.2
mod_4096Fix v4 for 1.2.5
mod_Invasion 0.9.4
mod_MinecraftForge 3.2.3.108
mod_ModLoaderMp 1.2.5v1
mod_moreHealthEnhanced V1.0 MC 1.2.5
mod_NotEnoughItems 1.2.2
mod_SmartMoving 9.1
mod_Somnia v24 [1.2.5]
mod_IRCMod 1.0.0.0
Mine & Blade: Battlegear - 2.7.7.1 Mine & Blade: Battlegear - 2.7.7.1 [1.2.5]
mod_UpdateManager by Vazkii. Version 1.2
mod_ReiMinimap v3.0_06 [1.2.5]
mod_AS_BattleTowers 1.1.0 @ MC 1.2.5
mod_BetterFarming 1.2.5
mod_AdditionalBuildcraftObjects 0.9.1-100 (MC 1.2.5, BC 3.1.5)
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_SneakyPipes 0.1.1 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.0.1.75)
mod_LogisticsPipes 0.2.5B (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.2.90)
mod_AdditionalPipes 3.1.0 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.3.103)
mod_BuildcraftAPS 0.2.315 (MC1.2.5 F3.1.2+ BC3.1.5)
mod_BuildCraftSilicon 3.1.5
mod_ClayMan 1.2.5 v.7
mod_CraftingTableIII (Beta1.8, MC1.2.5)
mod_DoggyTalents 1.2.5
mod_mocreatures v3.6.0 (MC 1.2.5)
mod_EE 1.4.5.1
mod_ElementalCreepers 1.2.5
mod_EnderStorage 1.1.1
mod_ExtraBiomesXL 2.1.1
mod_Forestry 1.4.6.2c
mod_BuildCraftZFP (Forestry Package)
mod_fusrodah V1 - 1.2.5
mod_IC2 v1.95
mod_BCIC2Crossover IBv0.08 for MC 1.2.5, BC 3.1.5, IC2 1.95b
mod_IC2AdvancedMachines v4.0
mod_InvTweaks 1.41b (1.2.4)
mod_MAtmos_forModLoader r12 for 1.1.x
mod_CompactSolars 2.2
mod_IronChest 3.3
mod_Thx Minecraft THX Helicopter Mod - mod_thx-mc125_v018
mod_ParticleMan Version 1.4 for MC 1.2.5
mod_PortalGun 1.2.5v1
mod_Railcraft 5.2.4
mod_RedPowerControl 2.0pr5b2
mod_RedPowerCore 2.0pr5b2
mod_NetherOres 1.2.5R1.2.2
mod_RedPowerLighting 2.0pr5b2
mod_RedPowerLogic 2.0pr5b2
mod_RedPowerMachine 2.0pr5b2
mod_RedPowerWiring 2.0pr5b2
mod_RedPowerWorld 2.0pr5b2
mod_Ruins v7.4 @ 1.2.5
mod_stevescarts 1.2.0
mod_Timer 1.2.5v1
mod_Titans V1 - 1.2.5
mod_TwilightForest 1.10.0
Balkon's WeaponMod 1.2.5 v8.6.0
mod_WirelessRedstoneCore 1.2.1
mod_WirelessRedstoneRedPower 1.2.1.1
mod_WirelessRedstoneAddons 1.2.1
mod_EMC v1.0 for EE 2 v1+
mod_ThaumCraft 2.1.6b
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT deee17cf --------
Generated 6/5/12 5:51 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.8.3
OpenGL: ATI Radeon HD 4800 Series version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at twilightforest.BlockTFPlant.canPlaceRootBelow(BlockTFPlant.java:199)
at twilightforest.TFGenPlantRoots.a(TFGenPlantRoots.java:18)
at twilightforest.TFBiomeDecorator.decorateUnderground(TFBiomeDecorator.java:162)
at twilightforest.TFBiomeDecorator.a(TFBiomeDecorator.java:80)
at abn.a(SourceFile:215)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:835)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at dv.<init>(SourceFile:30)
at xd.a(World.java:3882)
at rh.a(SourceFile:72)
at rh.a(SourceFile:76)
at acu.c(SourceFile:41)
at nb.a(SourceFile:49)
at acq.s_(EntityLiving.java:1533)
at acq.e(EntityLiving.java:1382)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4a4db5f9 ----------
java.lang.NullPointerException
at yg.a(BiomeDecorator.java:239)
at yg.a(BiomeDecorator.java:186)
at twilightforest.TFBiomeDecorator.a(TFBiomeDecorator.java:148)
at abn.a(SourceFile:215)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:835)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at dv.<init>(SourceFile:30)
at xd.a(World.java:3882)
at rh.a(SourceFile:72)
at rh.a(SourceFile:76)
at acu.c(SourceFile:41)
at nb.a(SourceFile:49)
at acq.s_(EntityLiving.java:1533)
at acq.e(EntityLiving.java:1382)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c5205802 ----------
EDIT :also lava pools are forming on top of the dark forest canopy
Bingo, yeah I was running 1.9. That fixed the problem, 1.10 works great. The tinkering table is pretty cool, was it influenced by Terraria?
On another note, which DIM directory does Twilight Forest use? I would like to delete my current one out of my save file to avoid any problems.
In terms of the version I'm playing (1.9.0), little more to say than I haven't already but that I'm still getting massive enjoyment out of it, and in wanting to have a lich tower of my own, I realised I could just copy the structure with worldedit (replacing the spawners with other blocks to prevent a schematic save bug and replacing the silverfish stone with regular stone), so I'm happy there, and am currently setting one up as a home. It's a real handyman's delight (the undead show a startling lack of appreciation for proper staircase maintenance), but this is minecraft so my usual disdain for anything resembling work doesn't apply!
There was one other thing, perhaps in future, either removing the nether-ish sounds from the portal or replacing them with something else would make the portal fit better with the twilight forest as a whole (having a relatively peaceful overworld). Maybe it's just because I find the regular portal sounds really, really irritating though.
Can't wait to try out the new features, so I'mma head off and do that in a new world, thanks again for making such a wonderful mod.
Not really. I didn't even really fully realize that the goblin guy in Terarria was called the Goblin Tinkerer until you asked. I think there's just a generic fantasy stereotype of goblins being crafty.
Aaaah, I stopped working on it to answer your question! No more answers!
Anyways, yes, I'll have the SMP version up once I work out a few bugs. No progress on stopping the dreaded ConcurrentModificationException though. I've spent hours looking at the code, only to determine that it's not actually possible for that error to happen. Unless another mod is doing something fishy. Then the question becomes why does it only happen in the twilight forest dimension.
It uses DIM7. You can just delete that whole folder and it'll delete the whole twilight forest and make a new one next time you visit. Just make sure you don't delete anything important.
Thanks for all the feedback. Yeah, during my initial naga design the game was just switching to regenerating health, and I think I decided to deal with that by including several basically unavoidable attacks in his routine. I still think that idea is sound, but it starts to feel like bullying when he hits and then runs you over several more times while you're trying to get your bearings.
I have a few revisions I want to make to the naga at some point, and one of them will probably be to have some sort of hit detection in the charging portion of his AI where he will give you more of a chance to dodge if he's hitting you a lot (and conversely possibly less of a chance to dodge if he's missing too much.)
I'm pretty happy with how the lich turned out. My main issues with the fight at the moment are how easy it is to win by standing in one place (particularly in the corners of the room.) My ideas were to have a random chance in phase 1 for him or one of his clones to throw a projectile that you don't want to hit. Perhaps something slow that homes in on the player but explodes if attacked with a sword. I'm not quite sure how to get the player moving when he's summoning zombies though. Maybe projectiles that travel along the walls? Maybe you have to hit the lich occasionally during this part or he charges up some ridiculous attack? That might be unfair if you don't know what's coming though.
Thanks for giving me something to think about.
Have you tried them in the most recent update? With caves full of monsters distracting the minecraft monster spawning algorithm, my last few tower excursions have almost been lonely. I was thinking of putting some mob spawners along the main staircase so you'd face a little more opposition going up.
And in regard to the treasure, for some reason giving out treasures fills me with fear and loathing. Now that I've added the new goblin tinkering table, the idea kind of is that the enchantments themselves are the the treasure and that you can transfer them on to diamond items if you wish. It would be fun to add some custom enchantments, if I ever had some good ideas.
Yeah, I need to add some unique features in there, in place of the regular ones. I have some ideas, and I need to experiment with them a little.
As for the overhead view, I ended up using a generation routine very similar to the glacier to generate most of the overhead canopy in the dark forest. I started with a tree-by-tree generation routine, but the performance was atrocious, and I had to use some severe hacks to make the lighting engine cooperate.
Let me see if I can find an old screenshot...
There we go, gorgeous, right? But like I said, the performance was terribad. Maybe even horribad. And the new forest is almost indistinguishable from inside, it's just the overhead view that suffers. I'll probably work on it a little more sometime but it's not a major priority.
I've had a lot of ideas for villagers, but none have been so compelling that I've actually gone through with them. Maybe one day, but for now, no immediate plans.
Yeah, I want to add some unique things. Probably not a boss immediately, but other things yes. My tentative goals for the next update (once I get SMP running again) were to add some new monsters and new small and medium-sized structures, and the dark forest will hopefully get some love there.
For now they're just there. Eventually I want to make unique ones, but that may be a ways off.
The skeleton witch was a scrapped version of what became the skeletal druid (which may explain why he appears in a house more suitable for a witch.) I need to revise those at some point. But anyways yes, they're leftovers.
Thanks for all your great comments. If I didn't reply to a specific point, trust me I did read it, I just may not have found anything articulate or interesting to say.