The changelog on the 21st says
> Disabled nonexistant dark forest features from trying to generate
Does this mean that we should not be seeing these non-enterable towers? These "not yet ready mobs"?
Ok, so based on today's posts, it looks like those empty WIP towers are being generated.
If I make a new forest today, and leave those towers alone, will they be fixed/regenerated/populated as you improve them, or will they be permanent empty space consumers?
(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've been reading the wiki, and I have a few questions.
1. What is a treasure table?
2. Do deer drop venison or beef?
3. I've seen weird mushroom things in screenshots of the dark forest. What are they?
4. Are there any special structures/mobs in lakes? Cause on the wiki, it said something about an island rising out of it.
5. Can you get enchanted leaves/vines/ferns/etc. from using shears in enchanted forests?
I was wondering if someone could tell me how hard/easy it is to find the enchanted forest biome. Since I've never seen one and they look really pretty.
Okay, I'm POSITIVE there used to be a config option for allowing/preventing ores/structures from other mods from generating in the Twilight Forest. I miss it terribly! Is it possible to re-add this feature?
...or has it been present all along and my config is just being sneaky.
Didn't there used to be a config option for allowing preventing ores/structures from other mods from generating in the Twilight Forest? If there was, I miss it terribly. If there wasn't, it would certainly be a nice feature
There used to be, but it is no longer possible, due to changes in Forge.
Ok, so based on today's posts, it looks like those empty WIP towers are being generated.
If I make a new forest today, and leave those towers alone, will they be fixed/regenerated/populated as you improve them, or will they be permanent empty space consumers?
Monsters are spawned dynamically, but the actual structure will not change once it is generated.
I've been reading the wiki, and I have a few questions.
1. What is a treasure table?
2. Do deer drop venison or beef?
3. I've seen weird mushroom things in screenshots of the dark forest. What are they?
4. Are there any special structures/mobs in lakes? Cause on the wiki, it said something about an island rising out of it.
5. Can you get enchanted leaves/vines/ferns/etc. from using shears in enchanted forests?
1. It is a table of what items can appear in a treasure chest and how likely they are to appear.
2. Venison.
3. At the moment, they are just decorative weird mushrooms.
4. There are some planned, but nothing special is implemented right now.
5. They're just regular vines and leaves. The effect comes from the area.
I was wondering if someone could tell me how hard/easy it is to find the enchanted forest biome. Since I've never seen one and they look really pretty.
Since they generate randomly, it depends on the world. They're fairly rare, appearing in around 1 in 75 biomes generated.
Monsters are spawned dynamically, but the actual structure will not change once it is generated.
Foo. In that case:
1. Can the previous 1.13.2 work with forge 495/497 and 1.4.7, or
2: If not, can you release a 1.14.1 without the WIP structures?
I'm not sure which I'd prefer, WIP structures that could be regenerated in the future, or older existing structures (probably ones that could be regenerated in the future). But I hate seeing something that will be out of place in the future.
Idea: Can you tag the meta data of the bedrock at level 1, and give a command to "delete and regenerate chunks marked by that metarock"? Tag the meta data of any chunk the WIP towers run into, and when we reach one of them, we can just say "/chunk-regen", and let the game delete (and regenerate) the chunks near us.
Simple Ores
Mo Creatures
TreeCapitator
Twilight Forest
and found that Twilight forest conflicts with Mo Creatures.
GuiAPI-1.4.6-TEMP
twilightforest-1.14.0
mcmod.info
Only the files from twilightforest-1.14.0 will be used.
That's what MCPatcher tells me.
Is there any way to fix it? We really want to use both mods.
Don't use MCPatcher. That is (or was, last I played with it) for generating a modified jar file, and not for use with forge mods that go into the mods folder. Just put the entire zip file, untouched, into the mods folder, for each of your mods and let forge handle it all.
(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 was wondering if anyone knows who to change the dimension Twilight Forest is on, I would like to have DivineRPG with this mod but it takes up dimension 7 (which twilight forest is currently using)
(By the way i am using multi mc if that even matter)
EDIT :
Never mind i found it looking for the config file
Is the Mob Amputation mod compatible with Twilight Forest ?
I installed it and amputated some mobs in the overworld with no problem but once i tried to do the same in the twilight dimension my minecraft crashed
i tried it several times with the same results
I think this mod is just beautiful! The night sky, the tall trees, and even flat structures are awesome! However, I have 3 suggestions for you. You don't have to do the 3rd suggestion. First, you should add sounds to penguins. Second, please remove fall damage from mosquito swarms and death tomes. Last, you should make it so the Hydra could walk (optional). Other than that, this mod's good.
I just got Minecraft a few weeks ago and I saw a spotlight video for Twilight Forest and decided to get it. I followed a video on how to install mods for windows 8 and followed the directions exactly. When I checked to see if it worked everything was textured wrong. Dirt was wood and my house was made of fireflies. What happened and is there a way I can fix it?
and found that Twilight forest conflicts with Mo Creatures.
GuiAPI-1.4.6-TEMP
twilightforest-1.14.0
mcmod.info
Only the files from twilightforest-1.14.0 will be used.
That's what MCPatcher tells me.
Is there any way to fix it? We really want to use both mods.
Um, it sounds like it's telling you that the file that's conflicting is "mcmod.info", which is just a file that tells forge about the mod. It's not strictly necessary. You can either delete the file out of the zip, or as the other poster suggested, just drop the twilightforest-1.14.0.zip file into the minecraft mods folder and not use MCPatcher to install it.
1. Can the previous 1.13.2 work with forge 495/497 and 1.4.7, or
2: If not, can you release a 1.14.1 without the WIP structures?
I'm not sure which I'd prefer, WIP structures that could be regenerated in the future, or older existing structures (probably ones that could be regenerated in the future). But I hate seeing something that will be out of place in the future.
Idea: Can you tag the meta data of the bedrock at level 1, and give a command to "delete and regenerate chunks marked by that metarock"? Tag the meta data of any chunk the WIP towers run into, and when we reach one of them, we can just say "/chunk-regen", and let the game delete (and regenerate) the chunks near us.
An intriguing idea. The game should already know what chunks any of the structures are in from the feature cache or several other methods. I've never done anything to delete a chunk from in the game before. I wonder if it's possible.
Is the Mob Amputation mod compatible with Twilight Forest ?
I installed it and amputated some mobs in the overworld with no problem but once i tried to do the same in the twilight dimension my minecraft crashed
i tried it several times with the same results
It sounds like it's incompatible then. If you could get a crash log, you could post it here and in the Mob Amputation thread.
Updated to the 1.4.6 version, and I'm still having the most bizzare problem with the waypoints for Rei's Minimap not working that I mentioned some pages (weeks?) ago.
Bizzare, in that they WILL work with Mystcraft ages, Tropicraft's dimension, and DivineRPG's dimensions with my current mod setup.
I'd love to know why the waypoints seem to just spontaneously wipe after quitting the game, but only for the Twilight Forest dimension.
Oh, that is a wonderful idea -- CoL and hardcore. I hate the idea of "one mistake and you're dead", and the ultra defensive play it brings out in me. But being able to spawn 4 "extra lives" when I start, with the ability to get more by exploring the forest ... makes it a real video game at that point :-).
Yeah, though I'll not be spawning them in to start, they'll purely be rewards for navigating the incredible risk that is the Twilight Forest on hardcore.
I tested several hundred charms of life, and they saved me from death in all circumstances. To be clear on how they operate, they don't bring you back to life. Instead, they prevent what would be a fatal blow and briefly heal you. But the effect is instantaneous.
When they activate they make a sound, and there is an effect where the item spins around you for a few seconds.
Yeah, that wording is why I thought they'd work. I'll play around with a few and see if I can track down exactly why it didn't work, or see if it was a fluke. I'd really like to use them, they sound like a fair reward for exploration in hardcore.
Will ravens ever be tame able ? (it gets loneley in the dark with only a firefly for company you know)
And no I don't intend for them to attack as much as alert you to danger or does this seem like a horrible idea....
Rollback Post to RevisionRollBack
Help save my poor eggs...you wouldn't just let them die would you?
Will ravens ever be tame able ? (it gets loneley in the dark with only a firefly for company you know)
And no I don't intend for them to attack as much as alert you to danger or does this seem like a horrible idea....
I fully admit to trapping catching then forcing luring a bat into my house in the Overworld, then vehemently clicking out gently pouring transformation dust over the balcony until some landed on him, making it into a raven. I have a fence outside the house, so I don't worry if he gets out. I simply nudge him back inside.
I fully admit to trapping catching then forcing luring a bat into my house in the Overworld, then vehemently clicking out gently pouring transformation dust over the balcony until some landed on him, making it into a raven. I have a fence outside the house, so I don't worry if he gets out. I simply nudge him back inside.
well then I will try.(with frustration)
Rollback Post to RevisionRollBack
Help save my poor eggs...you wouldn't just let them die would you?
Ok, so based on today's posts, it looks like those empty WIP towers are being generated.
If I make a new forest today, and leave those towers alone, will they be fixed/regenerated/populated as you improve them, or will they be permanent empty space consumers?
* 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?
1. What is a treasure table?
2. Do deer drop venison or beef?
3. I've seen weird mushroom things in screenshots of the dark forest. What are they?
4. Are there any special structures/mobs in lakes? Cause on the wiki, it said something about an island rising out of it.
5. Can you get enchanted leaves/vines/ferns/etc. from using shears in enchanted forests?
Okay, I'm POSITIVE there used to be a config option for allowing/preventing ores/structures from other mods from generating in the Twilight Forest. I miss it terribly! Is it possible to re-add this feature?
...or has it been present all along and my config is just being sneaky.
Edit: Answered by Benimatic.
There used to be, but it is no longer possible, due to changes in Forge.
Is this with the most recent version? I thought I fixed a few crashes related to spawned nagas. If you could post a crash log, that would be helpful.
It is, yes.
Monsters are spawned dynamically, but the actual structure will not change once it is generated.
1. It is a table of what items can appear in a treasure chest and how likely they are to appear.
2. Venison.
3. At the moment, they are just decorative weird mushrooms.
4. There are some planned, but nothing special is implemented right now.
5. They're just regular vines and leaves. The effect comes from the area.
Since they generate randomly, it depends on the world. They're fairly rare, appearing in around 1 in 75 biomes generated.
Simple Ores
Mo Creatures
TreeCapitator
Twilight Forest
and found that Twilight forest conflicts with Mo Creatures.
GuiAPI-1.4.6-TEMP
twilightforest-1.14.0
mcmod.info
Only the files from twilightforest-1.14.0 will be used.
That's what MCPatcher tells me.
Is there any way to fix it? We really want to use both mods.
1. Can the previous 1.13.2 work with forge 495/497 and 1.4.7, or
2: If not, can you release a 1.14.1 without the WIP structures?
I'm not sure which I'd prefer, WIP structures that could be regenerated in the future, or older existing structures (probably ones that could be regenerated in the future). But I hate seeing something that will be out of place in the future.
Idea: Can you tag the meta data of the bedrock at level 1, and give a command to "delete and regenerate chunks marked by that metarock"? Tag the meta data of any chunk the WIP towers run into, and when we reach one of them, we can just say "/chunk-regen", and let the game delete (and regenerate) the chunks near us.
Don't use MCPatcher. That is (or was, last I played with it) for generating a modified jar file, and not for use with forge mods that go into the mods folder. Just put the entire zip file, untouched, into the mods folder, for each of your mods and let forge handle it all.
* 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?
(By the way i am using multi mc if that even matter)
EDIT :
Never mind i found it looking for the config file
I installed it and amputated some mobs in the overworld with no problem but once i tried to do the same in the twilight dimension my minecraft crashed
i tried it several times with the same results
Um, it sounds like it's telling you that the file that's conflicting is "mcmod.info", which is just a file that tells forge about the mod. It's not strictly necessary. You can either delete the file out of the zip, or as the other poster suggested, just drop the twilightforest-1.14.0.zip file into the minecraft mods folder and not use MCPatcher to install it.
An intriguing idea. The game should already know what chunks any of the structures are in from the feature cache or several other methods. I've never done anything to delete a chunk from in the game before. I wonder if it's possible.
It sounds like it's incompatible then. If you could get a crash log, you could post it here and in the Mob Amputation thread.
Bizzare, in that they WILL work with Mystcraft ages, Tropicraft's dimension, and DivineRPG's dimensions with my current mod setup.
I'd love to know why the waypoints seem to just spontaneously wipe after quitting the game, but only for the Twilight Forest dimension.
Yeah, though I'll not be spawning them in to start, they'll purely be rewards for navigating the incredible risk that is the Twilight Forest on hardcore.
Yeah, that wording is why I thought they'd work. I'll play around with a few and see if I can track down exactly why it didn't work, or see if it was a fluke. I'd really like to use them, they sound like a fair reward for exploration in hardcore.
I do stuff.
And no I don't intend for them to attack as much as alert you to danger or does this seem like a horrible idea....
I fully admit to
trappingcatching thenforcingluring a bat into my house in the Overworld, thenvehemently clicking outgently pouring transformation dust over the balcony until some landed on him, making it into a raven. I have a fence outside the house, so I don't worry if he gets out. I simply nudge him back inside.