Just thought I would point out that Computercraft seems newly imcompatible with both this mod and Tinker's Construct. Having either TC or this mod installed with CC results in this error being spammed in the console:
########### GL ERROR ############ @ Pre render 1281: Invalid Value
Resulting in extreme lag and some texture weirdness with items. Removing either just ComputerCraft, or both Twilight Forest and Tinker's Construct, stops the spam. Posting this in all 3 threads since I have no idea which one causes it for sure, though I suspect it's CC since TC and TF work together fine.
To everyone: Is there somewhere I can read specifically and ONLY about these infraction things. I keep having the illusion that I have some (but when I mouse over it I don't), it's driving me insane...
Have a look at the MCF Rules, (specifically the section on Infractions), which can be found here: http://rules.mcf.li
Rollback Post to RevisionRollBack
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
Hey, I'm currently trying out the new version, and everything seems to be working fine! I only have one problem, and that is that in the dark forests, the mist wolves spawn in fine, but King Spiders do not. The druids will spawn, but without their 8 legged buddies. I'm not sure if this is a spawning issue or what, as the King Spider spawn egg works fine, but in the actual biome, only the druids spawn.
Can you make the large features not generate in a grid-like pattern, and make it more random? Maybe just have a maximum/minimum amount of blocks for them to be spaced, if that makes sense. Right now they're too easy to find, and a magic map really isn't necessary. If they were more randomized, than that would increase the difficulty and make magic maps more useful.
Can you make the mayappes be shaded biome-wise like grass blocks and tall grass? It looks a little weird in the swamps, and especially fire swamps.
Misa's Texture Pack is glitching when it comes to the Twilight Swamps. It makes the grass a reddish purple (no, these aren't fire swamps, I know the difference!). I may just post this on the texture pack thread, because Misa's Pack has a few problems with vanilla swamps, like if you install it wrong it turns the foliage this color. But if you can do anything, that would be nice. I love the mayapples anywah though.
Also, on the day-by-day changelog, the most recent entries say "March". They should say "May".
I had a few more suggestions, but for now I'll just stick to these. I don't recall what the other ones were, either....
Not sure about the portal, but the "respawn" sounds like it respawned you at the same Y location as the overworld's spawn -- and you probably fell a good distance from there.
(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?
Hi, I have come up with an issue that the maze map or the maze/ore map isn't working, like, if i craft it, i get a blank map but it doesn't do anything, if i use the map given by TMI the map just stays blank. Is there something i'm doing wrong? Or is there another mod that includes a mapping feature like it?
The Meaning of Life, the Universe, and Everything.
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Really cool update I really like the the goblin knight and how its two mobs put together! I know it's a little early but, are you planning on adding horses to the dimension once 1.6 comes out?
The first poster was asking about the hollow hills special stalactites. Did you see ores from other mods there?
I haven't seen any indication of mod ores spawning differently in the normal ground of the forest.
And this is what I was referring to. I've had XyCraft, Thaumcraft, build/ic/thermal/etc and other ores appear on the stalagmites/tites. I usually try to find and use an ore magnet to get them down so I don't risk killing myself with fall damage and mobs attacking me.
Just thought I would point out that Computercraft seems newly imcompatible with both this mod and Tinker's Construct. Having either TC or this mod installed with CC results in this error being spammed in the console:
########### GL ERROR ############ @ Pre render 1281: Invalid Value
Resulting in extreme lag and some texture weirdness with items. Removing either just ComputerCraft, or both Twilight Forest and Tinker's Construct, stops the spam. Posting this in all 3 threads since I have no idea which one causes it for sure, though I suspect it's CC since TC and TF work together fine.
ComputerCraft also has incompatibility (the same I believe) with ID Resolver.
Have a look at the MCF Rules, (specifically the section on Infractions), which can be found here: http://rules.mcf.li
Thank you, thank you, thank you. I wasn't sure where to read the rules-as I've already read the ones here a couple of times, and either missed it or simply didn't see it.
Not sure about the portal, but the "respawn" sounds like it respawned you at the same Y location as the overworld's spawn -- and you probably fell a good distance from there.
(While this is, still, for 1.4.7, it may be relevant) When, in my last world, I died in the Forest, I respawned 1k+ blocks away from the portal. I'm not exactly sure, but it is likely that it was in the overworld spawn point (I think it was near 0,0 so, yeah...) but it was on the ground, rather than in the air.
I've never seen mod ores in my 1.4.7 version in the stalactites. there might be a few around them but never hanging down.
And if you have IC2 why aren't you using a mining laser or quantum boots or even a jet pack.
Could the Ore Magnet have netherrack added to the list of things that it is allowed to displace? I'd like to be able to use it to hunt for nether ores. (Which it currently recognizes fine, it just can't pull them to the surface unless you slap down a layer of dirt first)
I've never seen mod ores in my 1.4.7 version in the stalactites. there might be a few around them but never hanging down.
And if you have IC2 why aren't you using a mining laser or quantum boots or even a jet pack.
Why are you assuming that I'm waiting so long to go into the Twilight Forest?
Getting a mining laser is difficult (at least in Feed the Beast with GregTech), Quantum Boots are... well, I may as well go back to 1.2.5 and have Equivalent Exchange-as an example of the difficulty to get those...
I'll check again next time I get into the game and take a screen shot (although I may have to find another hill). How small does the pic have to be to post it here? (as I have yet to succeed in doing so)
Why are you assuming that I'm waiting so long to go into the Twilight Forest?
Getting a mining laser is difficult (at least in Feed the Beast with GregTech), Quantum Boots are... well, I may as well go back to 1.2.5 and have Equivalent Exchange-as an example of the difficulty to get those...
I'll check again next time I get into the game and take a screen shot (although I may have to find another hill). How small does the pic have to be to post it here? (as I have yet to succeed in doing so)
I've not had any problems with posting pics in here
I don't use FTB/G-tech. I frankly don't like G-techs changes to IC2 and I use a custom made mod set so I don't get mods that I don't like.
I've not had any problems with posting pics in here
I don't use FTB/G-tech. I frankly don't like G-techs changes to IC2 and I use a custom made mod set so I don't get mods that I don't like.
I completely agree with disliking the GregTech changes... I'd prefer to just have the 'more advanced' tech that is "added", rather than the stuff changed... but I do understand the 'logic' behind most of the changes... (Realism, HAH, since when did zombies exist in realism? Since when did skeletons and giant spiders... never mind, I'm not going into it.)
I use Thaumcraft, Tinkers Construct, Ars Magica and Forestry, and I have never seen ores from those mods spawn as stalactites in the hollow hills.
They spawn all over the inside of the hills, but not as actual stalactites.
I know that Thaumcraft, (what are they, elemental gems?) spawn on the overhanging rock... not the 'domed walls' of the hollow, but of the actual 'drips'. Those were a pain to get... I also know for a fact that XyCraft stuff spawn on them as I'm always annoyed by them when I'm not actually looking for them...
Ultimately, though, we will have to have the developer confirm or deny whether other stuff spawn on these parts... Frankly, I could be wrong. They could be spawning on random rock hovering in the air around the stalagtites (tites are the roof, mites are the floor, right?). I just know that I have had semi-isolated patches of ores hanging from the roof... whether these were coded as stalagtites or not... only the dev can tell us.
(Yes, I do know I am misspelling that word, likely differently each time)
Hello,
Im having a problem on my server with this mod. When a player goes through a portal to the Twilight Forest, it disconnects them before attempting to generate it. It doesn't let them join back in until the portal block they're on gets destroyed. Other players are fine though.
Hello,
Im having a problem on my server with this mod. When a player goes through a portal to the Twilight Forest, it disconnects them before attempting to generate it. It doesn't let them join back in until the portal block they're on gets destroyed. Other players are fine though.
need more Information: what mods do you have, what version of forge, what version of MC, can you get the FML-client-0.log file from the person that tries to go through?
Nope spoke too soon - the world build problem is back even without Twilight and Atum - and I dont have any other dimension adding mods.
Don't you have Better Dungeons installed? It was causing my worlds to load up very slowly and made my game shortly freeze every few seconds.
It was fine after I removed it again though I don't know if your issue is caused by it too. Maybe you have too many generator mods running at once.
They only spawn in fire swamps
########### GL ERROR ############
@ Pre render
1281: Invalid Value
Resulting in extreme lag and some texture weirdness with items. Removing either just ComputerCraft, or both Twilight Forest and Tinker's Construct, stops the spam. Posting this in all 3 threads since I have no idea which one causes it for sure, though I suspect it's CC since TC and TF work together fine.
Have a look at the MCF Rules, (specifically the section on Infractions), which can be found here: http://rules.mcf.li
Angels are bright, though the brightest fell. Though all things foul would wear the brows of grace; Still grace must look so.
And by the way; Who is John Galt?
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(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?
Thanks mate
MINECRAFT needs World-edit like tools in the creative mode.
Shears (give you the leaf block, but axes can as well if you have 'silk touch' on them)
And this is what I was referring to. I've had XyCraft, Thaumcraft, build/ic/thermal/etc and other ores appear on the stalagmites/tites. I usually try to find and use an ore magnet to get them down so I don't risk killing myself with fall damage and mobs attacking me.
ComputerCraft also has incompatibility (the same I believe) with ID Resolver.
Thank you, thank you, thank you. I wasn't sure where to read the rules-as I've already read the ones here a couple of times, and either missed it or simply didn't see it.
(While this is, still, for 1.4.7, it may be relevant) When, in my last world, I died in the Forest, I respawned 1k+ blocks away from the portal. I'm not exactly sure, but it is likely that it was in the overworld spawn point (I think it was near 0,0 so, yeah...) but it was on the ground, rather than in the air.
And if you have IC2 why aren't you using a mining laser or quantum boots or even a jet pack.
Could the Ore Magnet have netherrack added to the list of things that it is allowed to displace? I'd like to be able to use it to hunt for nether ores. (Which it currently recognizes fine, it just can't pull them to the surface unless you slap down a layer of dirt first)
Why are you assuming that I'm waiting so long to go into the Twilight Forest?
Getting a mining laser is difficult (at least in Feed the Beast with GregTech), Quantum Boots are... well, I may as well go back to 1.2.5 and have Equivalent Exchange-as an example of the difficulty to get those...
I'll check again next time I get into the game and take a screen shot (although I may have to find another hill). How small does the pic have to be to post it here? (as I have yet to succeed in doing so)
I've not had any problems with posting pics in here
I don't use FTB/G-tech. I frankly don't like G-techs changes to IC2 and I use a custom made mod set so I don't get mods that I don't like.
Source: http://www.cublikefo...ic.php?f=4&t=90
I completely agree with disliking the GregTech changes... I'd prefer to just have the 'more advanced' tech that is "added", rather than the stuff changed... but I do understand the 'logic' behind most of the changes... (Realism, HAH, since when did zombies exist in realism? Since when did skeletons and giant spiders... never mind, I'm not going into it.)
I know that Thaumcraft, (what are they, elemental gems?) spawn on the overhanging rock... not the 'domed walls' of the hollow, but of the actual 'drips'. Those were a pain to get... I also know for a fact that XyCraft stuff spawn on them as I'm always annoyed by them when I'm not actually looking for them...
Ultimately, though, we will have to have the developer confirm or deny whether other stuff spawn on these parts... Frankly, I could be wrong. They could be spawning on random rock hovering in the air around the stalagtites (tites are the roof, mites are the floor, right?). I just know that I have had semi-isolated patches of ores hanging from the roof... whether these were coded as stalagtites or not... only the dev can tell us.
(Yes, I do know I am misspelling that word, likely differently each time)
Im having a problem on my server with this mod. When a player goes through a portal to the Twilight Forest, it disconnects them before attempting to generate it. It doesn't let them join back in until the portal block they're on gets destroyed. Other players are fine though.
need more Information: what mods do you have, what version of forge, what version of MC, can you get the FML-client-0.log file from the person that tries to go through?
Don't you have Better Dungeons installed? It was causing my worlds to load up very slowly and made my game shortly freeze every few seconds.
It was fine after I removed it again though I don't know if your issue is caused by it too. Maybe you have too many generator mods running at once.