1.7.2 1.7.10

The Twilight Forest (v2.2.3: Domain of the Alpha Yeti)

  • #3123
    Quote from harley9699

    No. Those are two separate updates, by two separate authors.

    Thanks for the swift reply, Harley, though I should clarify my question: Is it the mod author's intent to update the mod once the forge authors have updated forge? (And therefore fix the 1.31 errors etc).

    Thanks again!

    (Edited for spelling)
    Last edited by owlbear: 8/7/2012 7:38:30 PM
  • #3124
    Quote from owlbear

    Thanks for the swift reply, Harley, though I should clarify my question: Is it the mod author's intent to update the mod once the forge authors have updated forge? (And therefore fix the 1.31 errors etc).

    Thanks again!

    (Edited for spelling)

    I would think/assume so, but only he would know for sure. He'll answer you when he gets a chance.
    Just for future reference, try not to ask about updates on any of these forums. It's against forum rules and some people will get very angry. Saving you some grief (or suspension or banning). :)

  • #3125
    Quote from harley9699

    I would think/assume so, but only he would know for sure. He'll answer you when he gets a chance.
    Just for future reference, try not to ask about updates on any of these forums. It's against forum rules and some people will get very angry. Saving you some grief (or suspension or banning). :)

    Ack! Thanks for the heads up Harley, you've been very helpful. :)
  • #3126
    Was going to use this in my next play through, but, well, this happened:

    http://puu.sh/PJbR
    http://puu.sh/PJbh
    http://puu.sh/PJbl
    http://puu.sh/PJdf

    The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.

    I am using this along side quite a few other mods, the most notable being Mystcraft and Thaumcraft. Opened the world up in MC Edit, it would seem those are indeed End Portal Frames (120:1).

    http://puu.sh/PJol (MC Edit w/ ID)

    Forge Version: 3.3.8.152
    Twilight Forst: 1.10.1
    Minecraft 1.2.5

    (Puush is just an easy to use image uploading service, all links should just be direct links to screenshots of what's going on)

    Quick dump of my mod folder and a list of my Jar mods (in order of installation)
    MinecraftForge-3.3.8.152-Client.zip
    mystcraft-client-1.2.5-0.8.6b-Forge-3.1.3.105.zip
    OptiFine_1.2.5_HD_C4.zip
    AudioMod.zip
    NotEnoughItems-Client 1.2.2.4.zip
    Sparrow110 Client.zip
    07/13/2012 11:33 PM 24,496 AdvancedMachinesClient v1.5.zip
    07/13/2012 11:32 PM 55,566 buildcraft-C-additionalbuildcraftobjects-latest.zip
    07/21/2012 09:04 PM 274,633 buildcraft-client-A-core-3.1.5.zip
    07/13/2012 11:36 PM 70,515 buildcraft-client-B-builders-3.1.5.zip
    07/13/2012 11:35 PM 50,598 buildcraft-client-B-energy-3.1.5.zip
    07/13/2012 11:36 PM 70,651 buildcraft-client-B-factory-3.1.5.zip
    07/13/2012 11:36 PM 131,544 buildcraft-client-B-transport-3.1.5.zip
    07/13/2012 11:35 PM 14,469 buildcraft-client-C-silicon-3.1.5.zip
    07/14/2012 08:13 PM 120,466 buildcraft-client-DA-additionalpipes-3.1.0.zip
    07/25/2012 08:44 AM 47,177 CodeChickenCore-Client 0.5.5.zip
    07/14/2012 07:43 PM 999,617 dustmod v0.6.1c [Client].zip
    07/13/2012 11:39 PM 46,964 EnderStorage-Client 1.1.3.zip
    07/13/2012 11:42 PM 41,953 forestry-api-1.4.8.0.zip
    07/13/2012 11:42 PM 1,480,689 forestry-client-A-1.4.8.4.jar
    07/13/2012 11:43 PM 5,214 forestry-client-B-IC2Crops_1.1.zip
    07/21/2012 09:03 PM 2,701,313 industrialcraft-2-client_1.97.jar
    07/14/2012 12:22 AM 132,870 InvTweaks-1.41b-1.2.4.zip
    07/14/2012 12:23 AM 365,956 LogisticsPipes-BC3-0.2.5B.zip
    07/14/2012 12:34 AM 90,678 mod_ironchests-client-3.8.0.40.zip
    07/13/2012 11:43 PM 41,278 NEI_ForestryPlugin 1.0.4.15.zip
    07/13/2012 11:15 PM 27,229 NEI_RedPowerPlugin 1.2.2.3.zip
    07/13/2012 11:17 PM 834,002 Railcraft_Client_5.4.3.zip
    07/14/2012 01:08 AM 93,628 RedPowerControl-2.0pr5b2.zip
    07/14/2012 01:06 AM 233,440 RedPowerCore-2.0pr5b2.zip
    07/14/2012 01:07 AM 12,780 RedPowerLighting-2.0pr5b2.zip
    07/14/2012 01:06 AM 112,454 RedPowerLogic-2.0pr5b2.zip
    07/14/2012 01:07 AM 289,920 RedPowerMachine-2.0pr5b2.zip
    07/14/2012 01:07 AM 43,693 RedPowerWiring-2.0pr5b2.zip
    07/14/2012 01:07 AM 72,788 RedPowerWorld-2.0pr5b2.zip
    08/08/2012 05:15 AM <DIR> rei_minimap
    08/08/2012 04:44 AM 98,574 SecretRoomsMod+Forge-latest.zip
    07/14/2012 01:58 AM 23,437 SneakyPipes-0.1.1.zip
    07/22/2012 10:47 PM 563,622 Steves Carts 1.5.0.zip
    07/14/2012 01:59 AM 3,921,691 ThaumCraft2.1.6d.zip
    08/04/2012 10:38 PM 1,212,755 twilightforest-1.10.1.zip
    07/25/2012 08:52 AM 229,172 WR-CBE Addons-Client 1.2.2.3.zip
    07/25/2012 08:50 AM 106,657 WR-CBE Core-Client 1.2.2.3.zip
    07/25/2012 08:44 AM 33,288 WR-CBE RedPower-Client 1.2.2.1.zip
    07/04/2012 06:16 PM 243,029 [1.2.5]ReiMinimap_v3.2_03.zip


    EDIT2: Reading through the thread seems to indicate this is because my block ID for the Hedge (which is shared with the Dark Leaves) is too high.

    EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)
    Last edited by Orcao: 8/8/2012 7:47:25 AM
  • #3127
    Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.
  • #3128
    Quote from BRWroses

    Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.

    Pretty sure it does not work with this mod----never has for me.

  • #3129
    Quote from BRWroses

    Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.

    I haven't tested the timber mod itself. If it works like the Thaumcraft item, you may have to cut the tree twice. Once to cut into the tree and generate a cut log, and then cutting the cut log from below may work.

    Quote from Orcao

    Was going to use this in my next play through, but, well, this happened:

    http://puu.sh/PJbR
    http://puu.sh/PJbh
    http://puu.sh/PJbl
    http://puu.sh/PJdf

    The canopy of the Dark Forest is being constructed out of End Portal Frames. Dark Forest Leaves still spawn around the trees, and the item id seems fine. Just, I'm not sure why this is happening.

    <snip>

    EDIT3: Resolved. Is there any particular reason why the hedge block defaults to such a high ID despite requiring a lower one? I'm assuming it just asks Forge for any old ID... (I had unused below 255, yet it was assigning itself in the 400s, I even had to lower some of the IDs due to conflicts with other mods though)

    The actual default for the hedge block is something low, perhaps in the 130ish range. Possibly, that id was taken and Forge or another mod auto-reassigned it in the 400s? I'm not sure, I don't have much experience with that.

    BTW, this issue (that blocks used during an early step of terrain generation need IDs below 255) doesn't look like it's fixed in 1.3.1, unless Forge patches it. Maybe I'll have to add like an error or warning message for that issue.

    Quote from owlbear

    Thanks for the swift reply, Harley, though I should clarify my question: Is it the mod author's intent to update the mod once the forge authors have updated forge? (And therefore fix the 1.31 errors etc).

    Yes, I plan to start updating the mod to 1.3.1 as soon as Forge is updated.
  • #3130
    Quote from Benimatic

    I haven't tested the timber mod itself. If it works like the Thaumcraft item, you may have to cut the tree twice. Once to cut into the tree and generate a cut log, and then cutting the cut log from below may work.

    Thanks for the suggestion, but it didn't work :/. Oh well, it's a great mod :)
  • #3131
    Could we get a config option to add other nature/plants to the list of acceptable ones for portal making? I run this with extrabiomesXL and would like to have a portal with every different flower around it.
  • #3133
    Quote from SoundLogic

    Could we get a config option to add other nature/plants to the list of acceptable ones for portal making? I run this with extrabiomesXL and would like to have a portal with every different flower around it.

    I'm working on changing the portal logic so that instead of looking for specific block ids for the plants, it just checks if the material is "Material.plants". That should allow properly-coded mod plants to work.
  • #3134
    Ah, I see. A warning on world load or maybe a forced error message through Forge would probably be sufficient. Really nice mod otherwise though. Not sure how plausible it would be, but you might want to try talking to the Forge guys about this particular issue. If Minecraft does have issues with blocks above 255 on world gen it would seem logical to have a flag or something in Forge for block ids that need to be below 255.
  • #3135
    Quote from BRWroses

    Just a quick question: Does the timber mod not work with the twilight forest trees? I've tried cutting them down with an ax, but it only gives only one block of wood opposed to the usual whole-tree-disappearing jig.

    Timber needs to be configured for new wood Block IDs. Theory says that it should work once fiddled with.
  • #3136
    Quote from Benimatic

    I'm working on changing the portal logic so that instead of looking for specific block ids for the plants, it just checks if the material is "Material.plants". That should allow properly-coded mod plants to work.


    Do you think this change might fix the issue with SMP portals not working for some people?
  • #3137
    Quote from DJArtO

    two words "bad idea" cuz I hate Twilight, but still good luck
    this mod has absolutely NOTHING to do with twilight
  • #3138
    I have been having issues with minecraft loading after installing the mod. It gets to the point of almost being loaded, but then sticks and freezes. I don't even get to the title screen.
    Last edited by Cameriot: 8/10/2012 10:13:46 AM
  • #3139
    cool man,if only it was for 1.3.1
    URL=http://doctorwho.ikingssgc.com/][/URL]
  • #3140
    Can't wait for 1.3.1 and all of the mods on it to function. I have a long wait, although I can cut out a few, but this? This isn't one of them.

    Great mod, dude. I would say, because the world high is 255, you could probably move ground level up a bit. It is sorta funny/annoying to stumble across a stronghold from the overworld that broke through the world surface just because of how low it is. On that note, could you potentially get rid of the strongholds, and prevent them from showing up in this dimension? This isn't the overworld, I don't want overworld structures in it.
    Last edited by Steelflame: 8/11/2012 11:57:35 PM
    Warning : This user is prone to doing sporadic edits of recent comments to further expand upon old ideas. This is a very common thing especially right after posting. Keep this in mind when talking to me over these forums.
    I run a small magic focused private server. If you are interested in joining us, click the banner below to find out more.
  • #3141
    The first comment is "This looks ok?" What the... THIS LOOKS AMAZING!!!
  • #3142
    Quote from Pantheis

    Do you think this change might fix the issue with SMP portals not working for some people?

    Hopefully the update to 1.3.1 will fix any lingering issues where something happens one way in SMP and another way in single player.

    Quote from Steelflame

    Can't wait for 1.3.1 and all of the mods on it to function. I have a long wait, although I can cut out a few, but this? This isn't one of them.

    Great mod, dude. I would say, because the world high is 255, you could probably move ground level up a bit. It is sorta funny/annoying to stumble across a stronghold from the overworld that broke through the world surface just because of how low it is. On that note, could you potentially get rid of the strongholds, and prevent them from showing up in this dimension? This isn't the overworld, I don't want overworld structures in it.

    I'll probably run some tests on the ground levels as I update to 1.3.1, since that's a good time to do that. Right now though, I think the ground levels will probably stay low. A lot of the point of the mod is to emphasize above-ground structures, and having less actual ground for caves and construction is part of that.

    And yes, the plan is to replace the strongholds with my own take on them. Not quite sure when that will happen, but it's on the roadmap.
  • #3143
    Can you tell us when its going to be updated to 1.3.1 ?
    cuz im doing a lets play of this ****ING AWESOME MOD and i have lags
    and what will be new in this update
    PLEASE I LOVE THAT MOD
  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes