Hello. I posted a comment I was expecting a reply but i guess no one saw it. So I am posting in again : "I was wondering if it is going to be hard to make the Ironwood Armor and the Fiery Armor use different icons(textures) because they are using the same one(ironwood_1 and ironwood_2) and I am trying to make a retexture and this makes it really hard for me. I am not a modder so I don't know to change that. So please could you make them use different textures(icons). Also awesome mod ! Keep up the great work ! "
Benimatic sail he'll update that in the next version.
This mod is so good it should be in the yogbox because it has awesome bosses!
I think I usually see this one when Forge is either not installed correctly, or is too old. Make sure you have a more recent Forge version, and that it's running properly.
The link to the latest forge isnt working properly. Do you know why?
Hello. I posted a comment I was expecting a reply but i guess no one saw it. So I am posting in again : "I was wondering if it is going to be hard to make the Ironwood Armor and the Fiery Armor use different icons(textures) because they are using the same one(ironwood_1 and ironwood_2) and I am trying to make a retexture and this makes it really hard for me. I am not a modder so I don't know to change that. So please could you make them use different textures(icons). Also awesome mod ! Keep up the great work ! "
There's no way to do that at the moment. I'll fix it in the next update.
Hey Benimatic. I'd like to thank you first for making such an amazing mod that breaths new life into the game for me and all of my friends that play on my server. This mod is absolutely brilliant! Now, for the second part of me posting here...
I got this error after jumping in the Twilight portal tonight:
2012-10-13 00:46:24 [INFO] [STDOUT] Wrong location! EntityTFHydraHead['Hydra Hea
d'/205003, l='world', x=-246.00, y=37.49, z=253.42]
2012-10-13 00:46:24 [INFO] [STDERR] java.lang.Exception: Stack trace
2012-10-13 00:46:24 [INFO] [STDERR] at java.lang.Thread.dumpStack(Unknown So
urce)
2012-10-13 00:46:24 [INFO] [STDERR] at wl.a(Chunk.java:849)
2012-10-13 00:46:24 [INFO] [STDERR] at wy.a(AnvilChunkLoader.java:358)
2012-10-13 00:46:24 [INFO] [STDERR] at wy.a(AnvilChunkLoader.java:90)
2012-10-13 00:46:24 [INFO] [STDERR] at wy.a(AnvilChunkLoader.java:70)
2012-10-13 00:46:24 [INFO] [STDERR] at gq.e(ChunkProviderServer.java:154)
2012-10-13 00:46:24 [INFO] [STDERR] at gq.c(ChunkProviderServer.java:102)
2012-10-13 00:46:24 [INFO] [STDERR] at gq.d(ChunkProviderServer.java:138)
2012-10-13 00:46:24 [INFO] [STDERR] at up.e(World.java:394)
2012-10-13 00:46:24 [INFO] [STDERR] at up.a(World.java:299)
2012-10-13 00:46:24 [INFO] [STDERR] at twilightforest.TFTeleporter.isBlockPo
rtal(TFTeleporter.java:89)
2012-10-13 00:46:24 [INFO] [STDERR] at twilightforest.TFTeleporter.b(TFTelep
orter.java:31)
2012-10-13 00:46:24 [INFO] [STDERR] at vd.a(SourceFile:39)
2012-10-13 00:46:24 [INFO] [STDERR] at et.transferPlayerToDimension(ServerCo
nfigurationManager.java:420)
2012-10-13 00:46:24 [INFO] [STDERR] at twilightforest.BlockTFPortal.a(BlockT
FPortal.java:283)
2012-10-13 00:46:24 [INFO] [STDERR] at jn.D(Entity.java:909)
2012-10-13 00:46:24 [INFO] [STDERR] at jn.d(Entity.java:853)
2012-10-13 00:46:24 [INFO] [STDERR] at jw.e(EntityLiving.java:1356)
2012-10-13 00:46:24 [INFO] [STDERR] at og.e(EntityPlayer.java:1653)
2012-10-13 00:46:24 [INFO] [STDERR] at jw.d(EntityLiving.java:1578)
2012-10-13 00:46:24 [INFO] [STDERR] at og.d(EntityPlayer.java:516)
2012-10-13 00:46:24 [INFO] [STDERR] at jw.h_(EntityLiving.java:692)
2012-10-13 00:46:24 [INFO] [STDERR] at og.h_(EntityPlayer.java:289)
2012-10-13 00:46:24 [INFO] [STDERR] at gu.g(EntityPlayerMP.java:231)
2012-10-13 00:46:24 [INFO] [STDERR] at gz.a(NetServerHandler.java:265)
2012-10-13 00:46:24 [INFO] [STDERR] at cx.a(SourceFile:136)
2012-10-13 00:46:24 [INFO] [STDERR] at bb.b(TcpConnection.java:441)
2012-10-13 00:46:24 [INFO] [STDERR] at gz.d(NetServerHandler.java:80)
2012-10-13 00:46:24 [INFO] [STDERR] at ha.b(NetworkListenThread.java:55)
2012-10-13 00:46:24 [INFO] [STDERR] at fx.b(SourceFile:30)
2012-10-13 00:46:24 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.
q(MinecraftServer.java:650)
2012-10-13 00:46:24 [INFO] [STDERR] at ft.q(DedicatedServer.java:241)
2012-10-13 00:46:24 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.
p(MinecraftServer.java:565)
2012-10-13 00:46:24 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.
run(MinecraftServer.java:471)
2012-10-13 00:46:24 [INFO] [STDERR] at ep.run(SourceFile:539)
I haven't noticed this to affect the game (yet). Thanks for your help.
Anything on this issue yet?
Rollback Post to RevisionRollBack
Quote from Yeti »
Minecraft is only going to use one of those cores at a time, no matter what until Notch finally realizes that people aren't just requesting he make the server software multithreaded because we think it would be worth the lulz.
There's something about this mod that just makes Minecraft crawl. Even when I'm not in the twilight forest I get no more than 10 FPS, which is a far cry from the 30 FPS I'm used to getting. It looks nice and all, but being that slow makes me not want to play at all.
did you try turning your graphics to fast? it was the sugesstion given in the main post
I'm a big fan of this mod. How long do you think it will take you to fully implement things like the Hydra Trophy and the Wand of Pacification? Even if it's a guess I'd like to know!
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Crash reports are almost useless -- information that is needed is almost always not in those logs. Please post your entire ForgeModloader log (should be named ForgeModLoader-client-0.log), either in spoilers or on pastebin with a link back here.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, I don't see anyone else reporting this exact problem, though there was a similar a bit ago. I was exploring the Twilight Forest and got tired of climbing over things. I turned on Creative Mode and flew over a fairly large area. When I landed I died! from fall damage. Now, I assure you that I landed gently with the shift key. I was also playing on peaceful.
I'm running 1.11.10 on Forge 312.
It's not like this is an 'end of the world' issue. It was just a bit annoying, but I figure that there's something odd going on you might want to check out, since switching modes in the regular minecraft world and using fly doesn't kill you.
The error shown just indicates that the hydra head has its coordinates set to a different location than the chunk file that had the data for that head saved in it. There's a couple reasons why that could have happened for an instant, but I think they'd all be corrected quickly.
The few seconds right after the world is loaded can be a difficult time for the hydra. Its heads and body are stored as separate creatures, and linked together only when they're all loaded, which can take up to a few seconds.
So, as long as it didn't crash the server, which it doesn't seem like it did, the error report was just from a brief period of panic during a complicated loading process, and nothing serious.
I am using the mod Mob Spawn Controls to manually add all the Elemental Creepers to our ExtraBiomes world.
It works absolutely fine for those mobs. However, Twilight Forest's Creatures don't spawn in the overworld when added this way. They do spawn in Mystcraft ages when added this way, though.
Is there any way around this, so to make TF's creatures spawnable in the overworld?
There's no code that stops Twilight Forest creatures from spawning in the overworld. I'm not sure what methods Mob Spawn Controls uses to spawn creatures, so I can't tell you why it works in one situation and not in another.
I'm a big fan of this mod. How long do you think it will take you to fully implement things like the Hydra Trophy and the Wand of Pacification? Even if it's a guess I'd like to know!
Thanks! The hydra trophy I was going to wait until after the 1.4 minecraft update. I'm fairly certain that I want the trophy to work similarly to the mob heads in that update, so I want to see that code first. That way I can try to make them as similar and compatible as possible.
The wand of pacification may never be implemented in the form I had originally planned it (a way for server to turn mob spawning off in a tower or hollow hill.) That might make more sense as a more general-purpose command or something. I should just take the item out of there.
But in general, I can't give release dates or even guesses. I work on the mod in my spare time, not on a schedule or anything.
Bug: Naga can get outside of his area.
I dont know if this is known, im just submitting it.
In the most recent release, the naga's behavior is changed so that it doesn't despawn at the borders of the courtyard. The naga is now allowed to make brief trips outside the courtyard, but it should not pursue players who move outside the area. Let me know if this is causing any problems.
I can't wait for the fairy mod to be updated to go along with this. (Given if they work together, should though.) But I believe that is getting a whole code overhaul first, so... that will be awesome though, being able to jump up these massive trees and not die horribly.
Either way, this looks amazing, not too sure about torches being in places over more natural light sources like glowing mushrooms, but what do you do?
Edit: Doesn't seem to work with Swords+, it just hangs at a black screen like I've seen other people talk about Forge recently.
"2012-10-17 22:43:32 [INFO] [STDERR] Caused by: java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.craftAlchemicalInfuser" at id 5249881"
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Wait, are you saying that we should be seeing these guys in the overworld?
No. They would have to be added to overworld spawn lists for that to happen. What I meant was, that if the mod "Mob Spawn Controls" modifies the spawn listings (I'm guessing based on the description, I haven't seen the mod or its code) that it seems like it should work.
Do you mind if I create a series of videos that are trying to defeat all of the bosses in the Twilight forest if I link it to the forums. My channel is located at http://www.youtube.com/user/Iceinfly.
Can anybody tell me what mods are compatible with this and railcraft? I would want to add another one just to make it fun.
Just about every other mod is. As long as a mod uses Forge it should be compatible, and if it uses RML but doesn't edit base classes, it should still be compatible. Will probably have to change block and item IDs in the configs, but that's to be expected the more mods you have.
Only "incompatibilities" I'm aware of thus are are some biome generating issues between this and Trees++ (now renamed into Forgotten Nautre?) that should now be fixable in the configs, an achievementID conflict with Swords+ that should be configurable in the next Swords+ update, and I think there is a dimensional ID conflict with the new DivineRPG, but I'm not positive.
Do you mind if I create a series of videos that are trying to defeat all of the bosses in the Twilight forest if I link it to the forums. My channel is located at http://www.youtube.com/user/Iceinfly.
Not at all. In general, I approve of any and all videos using this mod.
This mod is so good it should be in the yogbox because it has awesome bosses!
The link to the latest forge isnt working properly. Do you know why?
There's no way to do that at the moment. I'll fix it in the next update.
Anything on this issue yet?
I wanna see what it looks like.
Edit: Nevermind, I checked the mod's wiki.
Coming soon: Nintendo World Resource Pack
did you try turning your graphics to fast? it was the sugesstion given in the main post
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Crash reports are almost useless -- information that is needed is almost always not in those logs. Please post your entire ForgeModloader log (should be named ForgeModLoader-client-0.log), either in spoilers or on pastebin with a link back here.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm running 1.11.10 on Forge 312.
It's not like this is an 'end of the world' issue. It was just a bit annoying, but I figure that there's something odd going on you might want to check out, since switching modes in the regular minecraft world and using fly doesn't kill you.
I dont know if this is known, im just submitting it.
The error shown just indicates that the hydra head has its coordinates set to a different location than the chunk file that had the data for that head saved in it. There's a couple reasons why that could have happened for an instant, but I think they'd all be corrected quickly.
The few seconds right after the world is loaded can be a difficult time for the hydra. Its heads and body are stored as separate creatures, and linked together only when they're all loaded, which can take up to a few seconds.
So, as long as it didn't crash the server, which it doesn't seem like it did, the error report was just from a brief period of panic during a complicated loading process, and nothing serious.
There's no code that stops Twilight Forest creatures from spawning in the overworld. I'm not sure what methods Mob Spawn Controls uses to spawn creatures, so I can't tell you why it works in one situation and not in another.
Thanks! The hydra trophy I was going to wait until after the 1.4 minecraft update. I'm fairly certain that I want the trophy to work similarly to the mob heads in that update, so I want to see that code first. That way I can try to make them as similar and compatible as possible.
The wand of pacification may never be implemented in the form I had originally planned it (a way for server to turn mob spawning off in a tower or hollow hill.) That might make more sense as a more general-purpose command or something. I should just take the item out of there.
But in general, I can't give release dates or even guesses. I work on the mod in my spare time, not on a schedule or anything.
In the most recent release, the naga's behavior is changed so that it doesn't despawn at the borders of the courtyard. The naga is now allowed to make brief trips outside the courtyard, but it should not pursue players who move outside the area. Let me know if this is causing any problems.
Either way, this looks amazing, not too sure about torches being in places over more natural light sources like glowing mushrooms, but what do you do?
Edit: Doesn't seem to work with Swords+, it just hangs at a black screen like I've seen other people talk about Forge recently.
"2012-10-17 22:43:32 [INFO] [STDERR] Caused by: java.lang.RuntimeException: Duplicate stat id: "achievement.twilightPortal" and "achievement.craftAlchemicalInfuser" at id 5249881"
Seems relevant.
Wait, are you saying that we should be seeing these guys in the overworld?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No. They would have to be added to overworld spawn lists for that to happen. What I meant was, that if the mod "Mob Spawn Controls" modifies the spawn listings (I'm guessing based on the description, I haven't seen the mod or its code) that it seems like it should work.
Just about every other mod is. As long as a mod uses Forge it should be compatible, and if it uses RML but doesn't edit base classes, it should still be compatible. Will probably have to change block and item IDs in the configs, but that's to be expected the more mods you have.
Only "incompatibilities" I'm aware of thus are are some biome generating issues between this and Trees++ (now renamed into Forgotten Nautre?) that should now be fixable in the configs, an achievementID conflict with Swords+ that should be configurable in the next Swords+ update, and I think there is a dimensional ID conflict with the new DivineRPG, but I'm not positive.
Not at all. In general, I approve of any and all videos using this mod.
I know this is obvious, but are you on peaceful difficulty?