i think there is some kind of incompatibility with this mod and mystcraft, because every time i install the two of them, (not and id problem) the maps of twilight forest crash the game :S
I have crashed my game about 76 times trying to installthis mod
When i finally got it working
IT F***ING CRASHED 760 TIMES
my favorite weopon is the Sceptre Of Life Draining
Using MC 1.3.2 with Twilight Forest [1.11.4] with Forge [4.0.0.249].
Played in the twilight for a while and tried to make a Goblin Tinkering Bench (or Uncrafting table as it seems to be now)
A maze map focus surrounded by crafting tables only seems to make a Firefly Jar for me, especially strange and no other mods are installed
I downloaded and installed your mod and played last night on LAN multiplayer with three other players.
Thanks for all the feedback! I'll try to answer a few specific questions.
I do have plans for a few developments to the glacier area, but I was thinking more like yetis, and not exactly a glacier penguin avenger. We'll see, maybe they could react badly to people going on a penguin killing spree.
There are no flying monsters because there's no good flying AI in minecraft. Jeb made a couple of good attempts with the ghasts and blazes, but they're meant to work in the wide-open nether, not dense caves or forests like I would need. For a while, I was holding out hope that Jon Kågström would come back to work on Minecraft and add a proper flying AI, but he seems to be working on Scrolls for the indefinite future. Anyhow, it's an example of something I'd like to do if I had infinite time to work on stuff, but I don't.
I will add the option to stop other mods from spawning in the Twilight Forest. I don't think I can do it on a mod-by-mod basis, but it will only affect mods ability to add blocks to the dimension, not things like minimaps.
And I have a lot of ideas for new monsters, don't worry. There will be new ones coming often, I hope.
Small question, is there a way into the "Mage Tower" style dungeons? or are you actually meant to break through the wall? Only found two of the towers so far, but neither had an entrance, unless it was burried underground perhaps.
There is no door. The towers are not made for you, they are made for wizards that can fly and teleport.
Alright, Got it working, but I want to report a bug where you lose your levels when you go in and out of the twilight realm
It's just a display bug, as far as I can tell. No levels are actually being lost, and it will display the proper number the next time you gain XP. But I have fixed the bug for the next release.
Hello!
I have been playing this wonderful mod for a bit now in 1.2.5 and have loved it very much so far. Now, I am trying to get it working in 1.3.2 so I can play with someone else and to get the super awesome new updates. I am having a bit of trouble, however, and am not tech savvy enough to fix it my self.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to /Users/thatsrealyme/Library/Application Support/minecraft/crash-reports/crash-2012-09-09_20.15.57-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT a4ddc537 --------
Generated 9/9/12 8:15 PM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (i386) version 10.6.8
- Java Version: 1.6.0_33, Apple Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
- Memory: 501968800 bytes (478 MB) / 550305792 bytes (524 MB) up to 1070399488 bytes (1020 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- LWJGL: 2.4.2
- OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: AwesomeV1.2.4.zip
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:106)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:423)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:308)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:127)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:85)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:422)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@c9f93f when adding twilightforest.BlockTFLog@aad0b
at aig.(Block.java:282)
at aip.(BlockLog.java:15)
at twilightforest.BlockTFLog.(BlockTFLog.java:31)
at twilightforest.TFBlocks.(TFBlocks.java:29)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:142)
... 30 more
--- END ERROR REPORT f6a93758 ----------
I think it has something to do with the block IDs. I've seen that that has been a common problem in the past. When I ran this the first time in 1.2.5, if I turned the sound up it would crash... so idk why that happened either. It would be nice to have sound this time around.
Holy crap guys use spoiler tags. Anyway, I always seem to get weird crashes in smp, I tried updating but it keeps happening. Says something about the swarm spider. hmm
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Luke\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-08_14.39.16-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 29c06c45 --------
Generated 9/8/12 2:39 PM
java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.client.FMLClientHandler.spawnEntityIntoClientWorld(FMLClientHandler.java:341)
at cpw.mods.fml.common.FMLCommonHandler.spawnEntityIntoClientWorld(FMLCommonHandler.java:339)
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:185)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:89)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:59)
at asv.a(NetClientHandler.java:1290)
at ce.a(SourceFile:56)
at bb.b(TcpConnection.java:438)
at asv.d(NetClientHandler.java:101)
at atd.b(SourceFile:51)
at net.minecraft.client.Minecraft.l(Minecraft.java:1777)
at net.minecraft.client.Minecraft.J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at cpw.mods.fml.client.FMLClientHandler.spawnEntityIntoClientWorld(FMLClientHandler.java:288)
... 13 more
Caused by: java.lang.IllegalArgumentException: Duplicate id value for 17!
at kc.a(SourceFile:66)
at twilightforest.EntityTFSwarmSpider.a(EntityTFSwarmSpider.java:85)
at jn.<init>(Entity.java:233)
at jw.<init>(EntityLiving.java:196)
at kb.<init>(SourceFile:13)
at nu.<init>(SourceFile:15)
at nz.<init>(EntitySpider.java:10)
at twilightforest.EntityTFSwarmSpider.<init>(EntityTFSwarmSpider.java:19)
at twilightforest.EntityTFSwarmSpider.<init>(EntityTFSwarmSpider.java:15)
... 18 more
--- END ERROR REPORT ccb98a07 ----------
Mods I'm running: Metallurgy 2.0.5b, Twilight Forest 1.11.4, Boss Mobs, Optifine B3, Farmcraftory, Too Many Items, Better World Generation 3, Rei's Minimap
Anybody have any idea what's causing this and how I can fix it? Please?
That is a weird crash. It seems like one of your mods is adding more parameters to all spiders and it's conflicting. I can't remember why I made the swarm spiders set a dataWatcher parameter in the first place, so I'll remove it, but really the other mod shouldn't modify stuff like that.
also, splash potions of harming will instantly destroy one of the lich's shields. i don't know if this was intended, just letting you know.
I was aware when I made the Lich that it would work. There's another, easier way to remove his shields that doesn't involve any extra brewing anyways, so I wouldn't consider the potions an exploit.
Is there any way to edit the forest biome colors? I'd like to make them a bit more vibrant and I can't find the file :/
There isn't a way. I intentionally muted them when I was creating the Magic Map, so that they would look more like the normal map colors. Maybe in the future I could read them from a file or something, but not now.
I have a question: when you build the portal and travel to the twilight forest, is there any relation between the coordinates of the portal in the overworld and the coordinates off the portal in the twilight? or the portal in the twilight is the center (0,0) of the new dimension?
I'm wondering this because I'm very lost xD
They should be roughly the same coordinates, aside from that the forest ground level is lower.
Erm excuse my idiocy but how do you find the right download on the forge page? and once you find it how do you install?
Try looking up a video on youtube on how to install Forge, or just how to install the Twilight Forest mod itself. There are some really straightforward ones that walk you right through the whole process.
Hope that helps!
just some misc feedback after trying it the last couple days:
Is there any way we could do something with bunnies or squirrels? I'd love to wear them on my head. <3 At the moment they seem useless, but they do add to the scenery.
the basilisk seems overtuned or I was doing it wrong. I couldn't hit it with my sword very well so I put down patches of lava to try to slow it down and light it on fire. it seemed to be taking damage, but kept teleporting around the whole fight which seemed to clear potion effects. After fighting it for who knows how long, two sets of armor later, IT STILL WASN'T DEAD. I resorted to creative mode and just spamming splash potions of harming, which killed it. It seems like unless you fight it in creative mode that way, the pieces of it don't come off and it never gets any smaller. Did I fight it wrong, or is this fight bugged?
Also I'm getting awful lag spikes fairly constantly, currently working with:
-toomanyitems
-optifine
-forge (most recent star version)
-this
I don't know if those other mods are problematic, shouldn't be, I got optifine to fix this.
Thanks for the feedback! Whenever the Naga disappears, it is because the game has detected that the player is doing something it can't handle, most commonly leaving the courtyard. It's how I designed the fight to begin with, but obviously that wasn't a great design. I intend to change it when I have a chance.
As for the performance, there's not too much I can do. The mod just generates a lot more things (mostly more and larger trees) than the overworld, and so it runs slower. I am sensitive to the performance issues, but there's only so much I can do without severely sacrificing the look of the forest.
i think there is some kind of incompatibility with this mod and mystcraft, because every time i install the two of them, (not and id problem) the maps of twilight forest crash the game :S
I think there is too. I am working out how to fix it.
Guys I could really do with some help here. I'm trying to set this AMAZING looking mod up on my hired server but can't even get it working on my own machine! I've followed the list of instructions and installed the second option in the forge download page (minecraftforge-universal-4.1.1.252.zip) as I wasn't too sure how to install the first!
However I'm getting this error after starting minecraft up (fresh install! 64bit). It seem to recognise and update forge but fail when trying to initialise the mod.
I think this error is caused by extracting the mod files and either putting them into the mods folder or into the jar. The mod is designed to be left in its own package. Just put the whole zip file into the mods folder.
The one and only Glimmar's Steampunk texture pack!
When i finally got it working
IT F***ING CRASHED 760 TIMES
my favorite weopon is the Sceptre Of Life Draining
Played in the twilight for a while and tried to make a Goblin Tinkering Bench (or Uncrafting table as it seems to be now)
A maze map focus surrounded by crafting tables only seems to make a Firefly Jar for me, especially strange and no other mods are installed
I'm just a Minecraft player that likes to give my opinion. Nothing special to see here.
Which twilight?
I just call them evil koalas. I think the miner things are goblins.
Anyway, more stuff after adventures in the wonderful land of the twilight forest mod. Directed at the mod maker, minor spoilers.
the uncrafting table recipe (map focus surrounded by crafting tables) makes a firefly in a jar instead. bwuh?
and my xp sometimes resets when going through the twilight portal
And some of the new items come out as normal textures.
Thanks for all the feedback! I'll try to answer a few specific questions.
I do have plans for a few developments to the glacier area, but I was thinking more like yetis, and not exactly a glacier penguin avenger. We'll see, maybe they could react badly to people going on a penguin killing spree.
There are no flying monsters because there's no good flying AI in minecraft. Jeb made a couple of good attempts with the ghasts and blazes, but they're meant to work in the wide-open nether, not dense caves or forests like I would need. For a while, I was holding out hope that Jon Kågström would come back to work on Minecraft and add a proper flying AI, but he seems to be working on Scrolls for the indefinite future. Anyhow, it's an example of something I'd like to do if I had infinite time to work on stuff, but I don't.
I will add the option to stop other mods from spawning in the Twilight Forest. I don't think I can do it on a mod-by-mod basis, but it will only affect mods ability to add blocks to the dimension, not things like minimaps.
And I have a lot of ideas for new monsters, don't worry. There will be new ones coming often, I hope.
There is no door. The towers are not made for you, they are made for wizards that can fly and teleport.
It's just a display bug, as far as I can tell. No levels are actually being lost, and it will display the proper number the next time you gain XP. But I have fixed the bug for the next release.
I have been playing this wonderful mod for a bit now in 1.2.5 and have loved it very much so far. Now, I am trying to get it working in 1.3.2 so I can play with someone else and to get the super awesome new updates. I am having a bit of trouble, however, and am not tech savvy enough to fix it my self.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to /Users/thatsrealyme/Library/Application Support/minecraft/crash-reports/crash-2012-09-09_20.15.57-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT a4ddc537 --------
Generated 9/9/12 8:15 PM
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (i386) version 10.6.8
- Java Version: 1.6.0_33, Apple Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
- Memory: 501968800 bytes (478 MB) / 550305792 bytes (524 MB) up to 1070399488 bytes (1020 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
- LWJGL: 2.4.2
- OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: AwesomeV1.2.4.zip
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:106)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:423)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192)
at net.minecraft.client.Minecraft.a(Minecraft.java:402)
at net.minecraft.client.Minecraft.run(Minecraft.java:734)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:308)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:127)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:85)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:422)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@c9f93f when adding twilightforest.BlockTFLog@aad0b
at aig.(Block.java:282)
at aip.(BlockLog.java:15)
at twilightforest.BlockTFLog.(BlockTFLog.java:31)
at twilightforest.TFBlocks.(TFBlocks.java:29)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:142)
... 30 more
--- END ERROR REPORT f6a93758 ----------
I think it has something to do with the block IDs. I've seen that that has been a common problem in the past. When I ran this the first time in 1.2.5, if I turned the sound up it would crash... so idk why that happened either. It would be nice to have sound this time around.
That is a weird crash. It seems like one of your mods is adding more parameters to all spiders and it's conflicting. I can't remember why I made the swarm spiders set a dataWatcher parameter in the first place, so I'll remove it, but really the other mod shouldn't modify stuff like that.
I was aware when I made the Lich that it would work. There's another, easier way to remove his shields that doesn't involve any extra brewing anyways, so I wouldn't consider the potions an exploit.
There isn't a way. I intentionally muted them when I was creating the Magic Map, so that they would look more like the normal map colors. Maybe in the future I could read them from a file or something, but not now.
I think there is a conflict with Mystcraft. I'm looking into it.
They should be roughly the same coordinates, aside from that the forest ground level is lower.
Try looking up a video on youtube on how to install Forge, or just how to install the Twilight Forest mod itself. There are some really straightforward ones that walk you right through the whole process.
Hope that helps!
Thanks for the feedback! Whenever the Naga disappears, it is because the game has detected that the player is doing something it can't handle, most commonly leaving the courtyard. It's how I designed the fight to begin with, but obviously that wasn't a great design. I intend to change it when I have a chance.
As for the performance, there's not too much I can do. The mod just generates a lot more things (mostly more and larger trees) than the overworld, and so it runs slower. I am sensitive to the performance issues, but there's only so much I can do without severely sacrificing the look of the forest.
I think there is too. I am working out how to fix it.
I think this error is caused by extracting the mod files and either putting them into the mods folder or into the jar. The mod is designed to be left in its own package. Just put the whole zip file into the mods folder.