I was in the process of setting up a mob arena where players could spawn and fight the various boss monsters in the game. The Naga seems to be able to break bedrock.
Additionally most of the boss mobs with explosive damage can also break ic2's reinforced glass which is designed primarily for reactor rooms to contain accidental nuclear explosions and has a hardness several times that of obsidian .... so .. yeah . Any chance you could possibly give these mobs hardness thresholds so they can't break heavily reinforced or indestructible blocks basically anything with a hardness greater than obsidian should be protected.
I had an idea for a type of tree that was actually an enemy.
If you cut into a tree, there would be a chance that the tree would dissapear and a Twilight Willow would spawn, a hostile tree creature with high health and fire weakness. It would be difficult to kill, and would probably scare the crap out of any adventurer who is fairly new to the forest.
Congratulations that tree you chopped down was Treebeards brother and he is Very Angry
I pm-ed you this as well as posting it here because I just read you aren't good with pms =P.
Firstly I want to say I am a huge fan of the this mod. It is fantastic and really fun to explore!
Now I was looking through the code in the MazeSlimes.class and I have a few questions seen as I don't have the source code =P.
1. I found a isValidLightLevel() function. Does this mean that the slimes only spawn at a certain light level? 2. Do they only spawn within a bounding box of the labyrinth? 3. What space do they need to spawn? Is it the same as slimes?
Thanks a bunch man!
Have you tried warded blocks from thaumcraft?
some of us don't care to pick up yet ANOTHER mod...plus I have a "danger room" setup that takes advantage of being able to put IC2 cables in construction foam to create a floor with electrified grids for an obstacle. It would be nice if I didn't have to worry about any monsters breaking the CF.
Is there a use for Carminite Reactors other than "give Dark Towers new skylights" and "make huge holes in things"? I tried snagging a diamond block from one before it blew, but the diamond block didn't even show a crack before I had to run for it. I was using a diamond pickaxe at the time.
Not really. They're just there as a story or atmosphere element in the towers.
1. Are the magic trees working in SMP yet?
2. If these magic trees are obtained by defeating a leaf dungeon in the large trees, then does this mean that TreeCapitator, because it can delete the entire large tree and leaves in one chop, is now unacceptable for this world? More to the point, is it possible to identify/separate the tree types that are safe to chop from those that are not?
1. The magic trees are working in SMP, yes.
2. I'm not sure I'm qualified to say what is and isn't acceptable. The leaf dungeons are made out of normal tree materials. If TreeCapitator works like I'd imagine, it would just remove all the tree and leaf parts, leaving the chest and spawner hanging in mid-air. That would reveal the dungeon fairly easily, but I'm not sure that's any more overpowered than chopping down a few thousand wood blocks instantly.
i have an idea, mandrake plants that you could farm and maybe keep as pets
I have wanted to add mandrake roots before. I just wasn't sure how to add an underground block that would be dirt, but still have a plant in it. I suppose I could just make them like carrots or potatoes, where the above ground leaf block does the work.
Can you make the antibuilder craftable? But debuff it so it can't break bedrock or obsidean and have the crafted version be able to specify which blocks to break?
It would take a lot of work in order to balance it and make sure it interacts well with blocks outside the tower.
If you go into the lich tower, then leave without dying or killing it, it just dissapears. I went into one, realized my sword was about to break, then went back home to restock. I returned... No lich.
Also, I think the Ur-Ghast isn't spawning smaller ghasts during the tantrum phase. I can sometimes see one fall out of his body, but immediatly afterwards it despawns.
Hmm, the lich is set not to despawn. I'm not sure why it would disappear. Did it just teleport somewhere strange?
The smaller ghasts don't usually appear by the ur-ghast, they appear near the traps. In fact, the ur-ghast absorbs smaller ghasts near it. Is that what you're seeing?
I am having an issue that when I am in caves and try to harvest torchberrys or vines they disappear before i can harvest them and come back after i go past. Is this normal or am I having a weird issue?
Also my magic maps are just a blank grey square.
I think the disappearing torchberries is an issue with some sort of better tooltips mod, but I don't remember the details. As for the magic maps, there's been problems with optifine before, but I know it's working properly for Minecraft 1.5.1.
It seems when i open a portal, the world leaks for some reason.
2013-04-08 15:01:41 [SEVERE] [ForgeModLoader] Detected leaking worlds in memory. There are 2 worlds that appear to be persisting. A mod is likely caching the world incorrectly
2013-04-08 15:01:41 [SEVERE] [ForgeModLoader] The world 58242e79 (Test!) has leaked
I tracked down any of the leaks I could find in my code, but there's still an uncleared reference to the world object in WorldGenBigTree, which is a vanilla class. I don't think there's anything I can change about it at this point. The message will appear occasionally.
I can't get the portal to work. I checked and the mod is installed correctly. I have the square surrounded by mushrooms and flowers. Does it just take a long time to open?
No, it should take a second or less for the portal to generate. The only known reason it doesn't generate at this point is that you're making the pool incorrectly. It should be a 4 square (2x2) pool of water, one block deep, surrounded by dirt or grass with 14 flower or plant type blocks around the edge.
I had an idea for a type of tree that was actually an enemy.
If you cut into a tree, there would be a chance that the tree would dissapear and a Twilight Willow would spawn, a hostile tree creature with high health and fire weakness. It would be difficult to kill, and would probably scare the crap out of any adventurer who is fairly new to the forest.
I've tried to make this kind of thing work before, but I could never get a creature that looked convincingly like a tree at rest, but would animate and move properly. I suppose it might work if the tree just vanished and was replaced by a creature when you cut the blocks. I'll think about it, thanks.
People are saying that Twilight is still causing lag when used with Millenaire? I thought this got fixed... I was going to update my FTB Tech World and Millenaire server to FTB Ultimate and Millenaire because I heard the issues got fixed but I just saw someone posting that they were having the old issue.
Is there anyone else having this issue?
Is there any chance a fix will ever be made? Optifine changed its coding when people using it in conjunction with Millenaire had issues so it isn't unheard of...
I just don't want to have to wipe my new server once the 1.5 version of FTB Ultimate comes out and I upgrade to that... if not I can always just remove it from the modpack of course... I guess... /:
If I have time, I can try to look into it, but I can't give cross-mod compatibility issues a very high priority. There's so many other mods out there, and often they change quickly.
I was in the process of setting up a mob arena where players could spawn and fight the various boss monsters in the game. The Naga seems to be able to break bedrock.
Additionally most of the boss mobs with explosive damage can also break ic2's reinforced glass which is designed primarily for reactor rooms to contain accidental nuclear explosions and has a hardness several times that of obsidian .... so .. yeah . Any chance you could possibly give these mobs hardness thresholds so they can't break heavily reinforced or indestructible blocks basically anything with a hardness greater than obsidian should be protected.
The bosses that break blocks do so because their concepts don't work if they can be stopped by player placed blocks. In the hydra's case, it can be defeated fairly trivially if the player can hide behind an obstacle and use ranged attacks. That's why it destroys obstacles with a special attack. In the naga's case, it is designed to be unstoppable, so there is no AI for pathing around obstacles or walls. I could have the naga not break bedrock, but the AI would basically break down if it ever stopped moving.
I design the bosses specifically to be fought in the environment where they're encountered. That's difficult enough as is. I don't think I can realistically design them to deal with arbitrary obstacles or environments.
I pm-ed you this as well as posting it here because I just read you aren't good with pms =P.
Firstly I want to say I am a huge fan of the this mod. It is fantastic and really fun to explore!
Now I was looking through the code in the MazeSlimes.class and I have a few questions seen as I don't have the source code =P.
1. I found a isValidLightLevel() function. Does this mean that the slimes only spawn at a certain light level? 2. Do they only spawn within a bounding box of the labyrinth? 3. What space do they need to spawn? Is it the same as slimes?
Thanks a bunch man!
Maze slimes have their spawning essentially restored to the normal mob spawning conditions.
1. So yes, they need to be at light level 8 or lower.
2. They'll spawn anywhere, but they're only on a spawn list in the labyrinths.
3. They need a clear bounding box of their size to spawn.
You know what makes this one of the greatest MC mods on the planet?
My pet penguin.
Are there any plans to add more functionality to them? Like say collars and naming? Probably not high up on list of to dos if at all but those penguins are so freaking adorable they deserve a lot more attention!
Also ever thought about an Emperor Penguin quest mob like the Quest Ram? It could give penguin/wintry related stuff perhaps? Just throwing that out there.
I don't have any immediate plans for the penguins, but I'm glad you like them!
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Could owls be added to twilight forest? They could have some kind of magical aspect to them or they can have some kind of special drop to them or be a decoration like the firefly.
If I have time, I can try to look into it, but I can't give cross-mod compatibility issues a very high priority. There's so many other mods out there, and often they change quickly.
The bosses that break blocks do so because their concepts don't work if they can be stopped by player placed blocks. In the hydra's case, it can be defeated fairly trivially if the player can hide behind an obstacle and use ranged attacks. That's why it destroys obstacles with a special attack. In the naga's case, it is designed to be unstoppable, so there is no AI for pathing around obstacles or walls. I could have the naga not break bedrock, but the AI would basically break down if it ever stopped moving.
I design the bosses specifically to be fought in the environment where they're encountered. That's difficult enough as is. I don't think I can realistically design them to deal with arbitrary obstacles or environments.
whats the maximum distance the naga can travel from it's point of origin i could just make the arena floor large enough that it would never move far enough to hit the stands
Rollback Post to RevisionRollBack
Every time a mod author makes a new "TOOL" God Kills a Kitten. Think of the Kittens, ADD Omniwrench Support To Your Mods !!!
can you tell us what you're thinking of expanding in this amazing mod?
In my honest opinion, I think you need to expand the Glacier Biome. I know it's been suggested a few times (sometimes by me), but I really think that of all the biomes in the Twilight Forest, the Glacier Biome is the lease featured, and I consider it a waste of Chunk Space :/
Here are a few ideas that would be cool to add into a Glacier Biome:
1. Yetis: These mobs wonder around the Glacier Biome, and when they see you, charge at you and try to punch your face off. They drop Yeti Fur which is used in making Yeti Fur Armor that resists *Frost* effect (slow down, and maybe can freeze you solid), and is as strong as leather armor (maybe a little better)
2. Penguins drop Black and White feathers, which are just for fun and work as regular feathers.
And now, the boss:
Ice Titan: This monster resides in a giant Ice cave in the Glacier Biome. When you enter the cave, a battle starts. Here are it's attacks:
1. The Ice Titan raises it's fist and slams it into the ground, trying to hurt you
2. The Ice Titan summons a Blizzard that causes a *Frost* effect on all living creatures in a 25-30 block radius
3. The Ice Titan fires Ice Shrapnel onto you
4. The Ice Titan is susceptible to Fire, so fire-based Enchanted Equipment can help
When you manage to beat the Ice Titan, it will drop Icy Blood (The opposite of Firey Blood), Ice Blocks (or something cold-like), and an Ice Titan Statue (the Trophy)
If you don't want to add these mobs into the Glacier Biome, then add them somewhere else, but please tell me you're going to consider adding Icy Blood, and the Ice Titan Boss (Or something equally scary) to gather Icy Blood, because I've always wanted Frost-Base Equipment in the Twilight Forest, and I never installed any other mod (besides this one) to add Frost equipment.
You can make the Frost Effect be like Slow 1 potion effect, but instead of particle effect, it instead colors the victim slightly teal to make it look like he or she is really cold.
Is there a way to disable certain items in this mod pack? I would like to disable a few items like the ore magnet from being used on my server and didnt see anything in the config except the id value. Is there a value i can set there to disable the item?
whats the maximum distance the naga can travel from it's point of origin i could just make the arena floor large enough that it would never move far enough to hit the stands
I'll have to check that when I'm back by the code. I think you may also be able to edit it with one of those NBT editors.
should the encased fire jet/smoker blocks not cause a block update in some cases?
for example. place redstone item (torch, block) first, then place the encased block on/next to it. it'll remain inactive until you cause a block update nearby, by placing something on the smoker/jet.
it works the other way around (place smoker, then a torch/block by it).
edit: the smoker/fire jet's particles also appear behind some mobs that are far behind them, like for example hydra.
I'll look into it. I'm new to making redstone things, and I may have done some things wrong.
If TreeCapitator works like I'd imagine, it would just remove all the tree and leaf parts, leaving the chest and spawner hanging in mid-air. That would reveal the dungeon fairly easily, but I'm not sure that's any more overpowered than chopping down a few thousand wood blocks instantly.
Good point. On my system, I've tried to only enable it for the trees that come in single-trunk / moderately small size.
A future version will have "tree chop" as an enchantment instead of an automatic property of axes.
(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?
can you tell us what you're thinking of expanding in this amazing mod?
In my honest opinion, I think you need to expand the Glacier Biome. I know it's been suggested a few times (sometimes by me), but I really think that of all the biomes in the Twilight Forest, the Glacier Biome is the lease featured, and I consider it a waste of Chunk Space :/
Here are a few ideas that would be cool to add into a Glacier Biome:
1. Yetis: These mobs wonder around the Glacier Biome, and when they see you, charge at you and try to punch your face off. They drop Yeti Fur which is used in making Yeti Fur Armor that resists *Frost* effect (slow down, and maybe can freeze you solid), and is as strong as leather armor (maybe a little better)
2. Penguins drop Black and White feathers, which are just for fun and work as regular feathers.
And now, the boss:
Ice Titan: This monster resides in a giant Ice cave in the Glacier Biome. When you enter the cave, a battle starts. Here are it's attacks:
1. The Ice Titan raises it's fist and slams it into the ground, trying to hurt you
2. The Ice Titan summons a Blizzard that causes a *Frost* effect on all living creatures in a 25-30 block radius
3. The Ice Titan fires Ice Shrapnel onto you
4. The Ice Titan is susceptible to Fire, so fire-based Enchanted Equipment can help
When you manage to beat the Ice Titan, it will drop Icy Blood (The opposite of Firey Blood), Ice Blocks (or something cold-like), and an Ice Titan Statue (the Trophy)
If you don't want to add these mobs into the Glacier Biome, then add them somewhere else, but please tell me you're going to consider adding Icy Blood, and the Ice Titan Boss (Or something equally scary) to gather Icy Blood, because I've always wanted Frost-Base Equipment in the Twilight Forest, and I never installed any other mod (besides this one) to add Frost equipment.
You can make the Frost Effect be like Slow 1 potion effect, but instead of particle effect, it instead colors the victim slightly teal to make it look like he or she is really cold.
What do you think?
-Dragonspitter
Right now I'm working on a stronghold, infested by various types of goblins. I do have plans for the glacier and the surrounding snow biomes, but I may not get to them for a while.
I think your ideas are very creative, but I don't really take full-blown monster suggestions from people normally. I also don't think you have to make armor out of everything.
Is there a way to disable certain items in this mod pack? I would like to disable a few items like the ore magnet from being used on my server and didnt see anything in the config except the id value. Is there a value i can set there to disable the item?
Could owls be added to twilight forest? They could have some kind of magical aspect to them or they can have some kind of special drop to them or be a decoration like the firefly.
So between reading the log and this post, I'd like to 2nd it. Birds are hard enough, and making owls would be even more obnoxious coding, but I feel like they would give that extra realistic push for the woods. Something besides the cicadas that exists to make atmosphere sounds and movements in the corner of your vision high in the canopy. If it would make coding any easier, would having owls only fly from the side of a tree to another side of a tree, stopping for minutes, then flying off again work? I'd love if there were burrows or knots in the trees for birds/owls to hide out in.
Let us know what's impossible and what's impractical so we don't keep bugging you over something you're not interested in.
If I have time, I can try to look into it, but I can't give cross-mod compatibility issues a very high priority. There's so many other mods out there, and often they change quickly.
But it is so unusual, why would there even be an issue? The two mods don't do anything the other does...
Also whenever I travel to Twilight Forest and come back then the villages won't recognize me and will tell me that I am a stranger, but when I sell the village at least one item then the village will recgonize me.
^Someone commenting on a different issue perhaps caused by the same thing.
Additionally most of the boss mobs with explosive damage can also break ic2's reinforced glass which is designed primarily for reactor rooms to contain accidental nuclear explosions and has a hardness several times that of obsidian .... so .. yeah . Any chance you could possibly give these mobs hardness thresholds so they can't break heavily reinforced or indestructible blocks basically anything with a hardness greater than obsidian should be protected.
Congratulations that tree you chopped down was Treebeards brother and he is Very Angry
yeah that would be a fun battle
some of us don't care to pick up yet ANOTHER mod...plus I have a "danger room" setup that takes advantage of being able to put IC2 cables in construction foam to create a floor with electrified grids for an obstacle. It would be nice if I didn't have to worry about any monsters breaking the CF.
Not really. They're just there as a story or atmosphere element in the towers.
1. The magic trees are working in SMP, yes.
2. I'm not sure I'm qualified to say what is and isn't acceptable. The leaf dungeons are made out of normal tree materials. If TreeCapitator works like I'd imagine, it would just remove all the tree and leaf parts, leaving the chest and spawner hanging in mid-air. That would reveal the dungeon fairly easily, but I'm not sure that's any more overpowered than chopping down a few thousand wood blocks instantly.
I have wanted to add mandrake roots before. I just wasn't sure how to add an underground block that would be dirt, but still have a plant in it. I suppose I could just make them like carrots or potatoes, where the above ground leaf block does the work.
It would take a lot of work in order to balance it and make sure it interacts well with blocks outside the tower.
Hmm, the lich is set not to despawn. I'm not sure why it would disappear. Did it just teleport somewhere strange?
The smaller ghasts don't usually appear by the ur-ghast, they appear near the traps. In fact, the ur-ghast absorbs smaller ghasts near it. Is that what you're seeing?
pfff, not offended at all. Just not interested in more mods...(I have 64 in my FML list of active mods)
I think the disappearing torchberries is an issue with some sort of better tooltips mod, but I don't remember the details. As for the magic maps, there's been problems with optifine before, but I know it's working properly for Minecraft 1.5.1.
I tracked down any of the leaks I could find in my code, but there's still an uncleared reference to the world object in WorldGenBigTree, which is a vanilla class. I don't think there's anything I can change about it at this point. The message will appear occasionally.
No, it should take a second or less for the portal to generate. The only known reason it doesn't generate at this point is that you're making the pool incorrectly. It should be a 4 square (2x2) pool of water, one block deep, surrounded by dirt or grass with 14 flower or plant type blocks around the edge.
Looks great, thank you!
I've tried to make this kind of thing work before, but I could never get a creature that looked convincingly like a tree at rest, but would animate and move properly. I suppose it might work if the tree just vanished and was replaced by a creature when you cut the blocks. I'll think about it, thanks.
If I have time, I can try to look into it, but I can't give cross-mod compatibility issues a very high priority. There's so many other mods out there, and often they change quickly.
The bosses that break blocks do so because their concepts don't work if they can be stopped by player placed blocks. In the hydra's case, it can be defeated fairly trivially if the player can hide behind an obstacle and use ranged attacks. That's why it destroys obstacles with a special attack. In the naga's case, it is designed to be unstoppable, so there is no AI for pathing around obstacles or walls. I could have the naga not break bedrock, but the AI would basically break down if it ever stopped moving.
I design the bosses specifically to be fought in the environment where they're encountered. That's difficult enough as is. I don't think I can realistically design them to deal with arbitrary obstacles or environments.
Maze slimes have their spawning essentially restored to the normal mob spawning conditions.
1. So yes, they need to be at light level 8 or lower.
2. They'll spawn anywhere, but they're only on a spawn list in the labyrinths.
3. They need a clear bounding box of their size to spawn.
I don't have any immediate plans for the penguins, but I'm glad you like them!
Not at the moment. It's sort of on my to-do list, but not a high priority.
Thanks alot for doing that. Been wondering what those trees all do.
Also, gotta say, the tree of transformation is pretty radical looking.
whats the maximum distance the naga can travel from it's point of origin i could just make the arena floor large enough that it would never move far enough to hit the stands
can you tell us what you're thinking of expanding in this amazing mod?
In my honest opinion, I think you need to expand the Glacier Biome. I know it's been suggested a few times (sometimes by me), but I really think that of all the biomes in the Twilight Forest, the Glacier Biome is the lease featured, and I consider it a waste of Chunk Space :/
Here are a few ideas that would be cool to add into a Glacier Biome:
1. Yetis: These mobs wonder around the Glacier Biome, and when they see you, charge at you and try to punch your face off. They drop Yeti Fur which is used in making Yeti Fur Armor that resists *Frost* effect (slow down, and maybe can freeze you solid), and is as strong as leather armor (maybe a little better)
2. Penguins drop Black and White feathers, which are just for fun and work as regular feathers.
And now, the boss:
Ice Titan: This monster resides in a giant Ice cave in the Glacier Biome. When you enter the cave, a battle starts. Here are it's attacks:
1. The Ice Titan raises it's fist and slams it into the ground, trying to hurt you
2. The Ice Titan summons a Blizzard that causes a *Frost* effect on all living creatures in a 25-30 block radius
3. The Ice Titan fires Ice Shrapnel onto you
4. The Ice Titan is susceptible to Fire, so fire-based Enchanted Equipment can help
When you manage to beat the Ice Titan, it will drop Icy Blood (The opposite of Firey Blood), Ice Blocks (or something cold-like), and an Ice Titan Statue (the Trophy)
If you don't want to add these mobs into the Glacier Biome, then add them somewhere else, but please tell me you're going to consider adding Icy Blood, and the Ice Titan Boss (Or something equally scary) to gather Icy Blood, because I've always wanted Frost-Base Equipment in the Twilight Forest, and I never installed any other mod (besides this one) to add Frost equipment.
You can make the Frost Effect be like Slow 1 potion effect, but instead of particle effect, it instead colors the victim slightly teal to make it look like he or she is really cold.
What do you think?
-Dragonspitter
I'll have to check that when I'm back by the code. I think you may also be able to edit it with one of those NBT editors.
I'll look into it. I'm new to making redstone things, and I may have done some things wrong.
Good point. On my system, I've tried to only enable it for the trees that come in single-trunk / moderately small size.
A future version will have "tree chop" as an enchantment instead of an automatic property of axes.
You can tame penguins? Breed them?
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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?
Right now I'm working on a stronghold, infested by various types of goblins. I do have plans for the glacier and the surrounding snow biomes, but I may not get to them for a while.
I think your ideas are very creative, but I don't really take full-blown monster suggestions from people normally. I also don't think you have to make armor out of everything.
There is not. Do any mods do that kind of thing?
So between reading the log and this post, I'd like to 2nd it. Birds are hard enough, and making owls would be even more obnoxious coding, but I feel like they would give that extra realistic push for the woods. Something besides the cicadas that exists to make atmosphere sounds and movements in the corner of your vision high in the canopy. If it would make coding any easier, would having owls only fly from the side of a tree to another side of a tree, stopping for minutes, then flying off again work? I'd love if there were burrows or knots in the trees for birds/owls to hide out in.
Let us know what's impossible and what's impractical so we don't keep bugging you over something you're not interested in.
But it is so unusual, why would there even be an issue? The two mods don't do anything the other does...
^Someone commenting on a different issue perhaps caused by the same thing.
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