I read you wanted to add more mythology to your Mod, Beni. I have a good idea for one, if you're interested, I was hoping we could add more into the Lore of the Druids that live in the Twilight Forest:
A Forest Temple :o. This Temple was once home to the ArchDruid, a powerful Druid that was part of the Twilight Wizards. He was more "Nature" Related than the other wizards. But due to the same reasons that mutated the Druids to what they are now, the ArchDruid stays in his area in the Temple, waiting for someone to liberate him from this torture through epic combat!
The Entrance would look like A Neat-looking cave, with a Leaf or Seed symbol on the top
The Temple would be built like a Lich Tower, but it's underground, it would have catacombs for storing Druid Bodies. An Alchemy Room for the Druids to work on various goodies, and other Druid-related rooms.
The Boss Room, I feel, could look like an Underground Forest, and the ArchDruid is down there, and he uses a special hoe that only ArchDruids can carry.Here are it's attacks
-He fies magical seeds in 3 directions that can maybe poison AND nausiate the adventurer
-It can spawn leaf blocks in a 3x3 Fashion, but the center is a hole, thus it feels like an "entangle" ability, and it traps the adventurer
-It would obviously call Druids to aid it in battle, so be prepared!
-It sprouts grass and flowers wherever it walks, just for design
When you finally beat it, it will drop 1 of 3 different kinds of equipment, and the special saplings for growing those unique trees (tree of time, etc.)
1. ArchDruid Hoe: Magical Hoe that fires natural energy that poisons foes, it can even turn blocks into leaves.
2. ArchDruid Necklace: When worn, gives you a chance to get double materials when harvesting "nature" Blocks (Tree wood, saplings, seeds, etc.)
3. ArchDruid Boots: Magical Boots that can act as a Bonemeal, but it's automatic and it works when you walk with them on grass blocks, food plants, and even saplings (Although it would hurt)
All these equipment have a set charge limit, and must be re-charged with "nature" Items (seeds, grass, flowers, etc.)
I think this would be a great and fun addition to an amazing and well made mod. Keep up the good work
That was a typo that had them appearing there. The robust sapling should be in about 1/20 basement type chests. If I find a good place I will add more ways to get them.
If you mean the ruins of houses with wood plank floors? I have dug up every one I've come across, because you have said on the wiki that they have a secret. I've never found anything underneath them. What's the trick?
(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?
That's interesting. I haven't seen that one before. I'm not quite sure what could be causing that.
Have more info about the nether portal spawning, it seems to only happen when using the portalgun mod to transport entities through. iChun believes it is on his side.
I read you wanted to add more mythology to your Mod, Beni. I have a good idea for one, if you're interested, I was hoping we could add more into the Lore of the Druids that live in the Twilight Forest:
A Forest Temple . This Temple was once home to the ArchDruid, a powerful Druid that was part of the Twilight Wizards. He was more "Nature" Related than the other wizards. But due to the same reasons that mutated the Druids to what they are now, the ArchDruid stays in his area in the Temple, waiting for someone to liberate him from this torture through epic combat!
The Entrance would look like A Neat-looking cave, with a Leaf or Seed symbol on the top
The Temple would be built like a Lich Tower, but it's underground, it would have catacombs for storing Druid Bodies. An Alchemy Room for the Druids to work on various goodies, and other Druid-related rooms.
The Boss Room, I feel, could look like an Underground Forest, and the ArchDruid is down there, and he uses a special hoe that only ArchDruids can carry.Here are it's attacks
-He fies magical seeds in 3 directions that can maybe poison AND nausiate the adventurer
-It can spawn leaf blocks in a 3x3 Fashion, but the center is a hole, thus it feels like an "entangle" ability, and it traps the adventurer
-It would obviously call Druids to aid it in battle, so be prepared!
-It sprouts grass and flowers wherever it walks, just for design
When you finally beat it, it will drop 1 of 3 different kinds of equipment, and the special saplings for growing those unique trees (tree of time, etc.)
1. ArchDruid Hoe: Magical Hoe that fires natural energy that poisons foes, it can even turn blocks into leaves.
2. ArchDruid Necklace: When worn, gives you a chance to get double materials when harvesting "nature" Blocks (Tree wood, saplings, seeds, etc.)
3. ArchDruid Boots: Magical Boots that can act as a Bonemeal, but it's automatic and it works when you walk with them on grass blocks, food plants, and even saplings (Although it would hurt)
All these equipment have a set charge limit, and must be re-charged with "nature" Items (seeds, grass, flowers, etc.)
I think this would be a great and fun addition to an amazing and well made mod. Keep up the good work
How's my idea?
Really good this time! May I ask what the main enemies are?
Just wanted to say, I've been a fan of this mod almost since first release, and it has only gotten better! My most generous compliments to an interesting and original dimension mod.
My other favorite thing about this is the way that it looks so different from the overworld while still preserving the overall minecraft aesthetic. Never could stand those dimension mods with their neon-colored tools and other such nonsense...
small but big bug the enchanted books that you find in the dark towers dont work when put in a anvil dont know if intended or what but its sorta annoying
Is there any way to prevent the wights from spawning in the huge barrow hills? I'd like to convert the interior of one into a base, and I'd like to get them to stop spawning.
They're not really a threat to me, though, given my armor. Just a bit of a nuisance.
Hmm, well right now they spawn in midair if there is a dark enough midair area. You could light everything up. Maybe in the future I'll see if there's a better solution.
I read you wanted to add more mythology to your Mod, Beni. I have a good idea for one, if you're interested, I was hoping we could add more into the Lore of the Druids that live in the Twilight Forest:
A Forest Temple :o. This Temple was once home to the ArchDruid, a powerful Druid that was part of the Twilight Wizards. He was more "Nature" Related than the other wizards. But due to the same reasons that mutated the Druids to what they are now, the ArchDruid stays in his area in the Temple, waiting for someone to liberate him from this torture through epic combat!
The Entrance would look like A Neat-looking cave, with a Leaf or Seed symbol on the top
The Temple would be built like a Lich Tower, but it's underground, it would have catacombs for storing Druid Bodies. An Alchemy Room for the Druids to work on various goodies, and other Druid-related rooms.
The Boss Room, I feel, could look like an Underground Forest, and the ArchDruid is down there, and he uses a special hoe that only ArchDruids can carry.Here are it's attacks
-He fies magical seeds in 3 directions that can maybe poison AND nausiate the adventurer
-It can spawn leaf blocks in a 3x3 Fashion, but the center is a hole, thus it feels like an "entangle" ability, and it traps the adventurer
-It would obviously call Druids to aid it in battle, so be prepared!
-It sprouts grass and flowers wherever it walks, just for design
When you finally beat it, it will drop 1 of 3 different kinds of equipment, and the special saplings for growing those unique trees (tree of time, etc.)
1. ArchDruid Hoe: Magical Hoe that fires natural energy that poisons foes, it can even turn blocks into leaves.
2. ArchDruid Necklace: When worn, gives you a chance to get double materials when harvesting "nature" Blocks (Tree wood, saplings, seeds, etc.)
3. ArchDruid Boots: Magical Boots that can act as a Bonemeal, but it's automatic and it works when you walk with them on grass blocks, food plants, and even saplings (Although it would hurt)
All these equipment have a set charge limit, and must be re-charged with "nature" Items (seeds, grass, flowers, etc.)
I think this would be a great and fun addition to an amazing and well made mod. Keep up the good work
How's my idea?
I do have a dark forest location planned for the druids, and I like some of your ideas. I was planning on having it be a slightly smaller area though. Similar in scale to the small hollow hills. More of a single grove or building.
I like some of the item ideas, particularly the amulet. I wonder how I could implement something like that...
Have more info about the nether portal spawning, it seems to only happen when using the portalgun mod to transport entities through. iChun believes it is on his side.
Interesting. I may know the section of code that's being called. When I get time, I'll look to see if there's anything I can do.
Just wanted to say, I've been a fan of this mod almost since first release, and it has only gotten better! My most generous compliments to an interesting and original dimension mod.
My other favorite thing about this is the way that it looks so different from the overworld while still preserving the overall minecraft aesthetic. Never could stand those dimension mods with their neon-colored tools and other such nonsense...
small but big bug the enchanted books that you find in the dark towers dont work when put in a anvil dont know if intended or what but its sorta annoying
I did notice that. I should figure out what's wrong.
You are right i am using mcpc+ but for me its working at the moment. i am currently trying to build a quest around the transporter portals to access twilight forest after finishing the quest.
That sounds fun! Yes, I'm amazed at the amount of work that must have gone into MCPC+.
I do have a dark forest location planned for the druids, and I like some of your ideas. I was planning on having it be a slightly smaller area though. Similar in scale to the small hollow hills. More of a single grove or building.+.
Dark Forest? You sure? I mean, I don't feel like the Druids really belong there. Mainly because they don't spawn there . Could you possibly add the Temple in the middle of the Biome where we find the Druid's hut, and the buildings they left (Obsidian Spike, Stonehedge, etc.). I fully agree with the idea that the area should be smaller. I just said the idea for Wizard tower-like size because I didn't think of anything else at the moment. I'm only asking that if you're confirming if you want the arena where we find the ArchDruid to look like Grass and flowers in the center, trees and other natural things as wall-like Decoration, shaping the arena.
Really good this time! May I ask what the main enemies are?
As for the Foes, I was thinking that the Druids would be the Primary foes in the dungeon area. Sometimes, you could find opponents that the druid summoned using powerful magic before they were mutated, such as Ents, or those tiny purple spiders that attack you in droves. And sometimes, you might find those King Spiders with Druid Riders patrolling the Catacombs, ready to battle you!
As for the Borer Esscense and the carminite, are they going to be weapon materials, or they're just going to be materials to build blocks to construct buildings? I'm just asking because I've realized among your awesome and inspiring mod's items, i have not seen a Unique bow anywhere (the Sceptre from the Lich doesn't count, since you don't need to charge it before firing), could you add the possibility of a Carminite Crossbow that fires Bolts built from Iron, Steelleaf, and any other Unique metal found in the Twilight Forest?
just my ideas, feel free to use any of them or none at all, and please keep working on this amazing mod. I'm eagerly awaiting the Dark Tower and it's scary boss at the top (as long as it's not an oversized Ghast)
small but big bug the enchanted books that you find in the dark towers dont work when put in a anvil dont know if intended or what but its sorta annoying
(author)==> I did notice that. I should figure out what's wrong.
how about you make tower anvils that work with a custom book like that that would be cool
My Minecraft is crashing and I have no clue what I did wrong. I followed the install instructions word for word. Could someone take a look at my crash report and tell me whats wrong?
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 325063024 bytes (310 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore [bspkrsCore] ([1.4.7]bspkrsCorev1.01.zip) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_treecapitator [TreeCapitator] ([1.4.6]Treecapitator.ML.1.4.6.r07.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.15.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
CampCraft [CampCraftMod] (xCampCraft v4.3 v1.4.7.zip) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 2162 is already occupied by twilightforest.block.BlockTFPortal@3ee8b1 when adding CampCraft.FlowerPart.BlockDesertFlower2@1edb5d
at amq.<init>(Block.java:326)
at aje.<init>(BlockFlower.java:18)
at CampCraft.FlowerPart.BlockDesertFlower2.<init>(BlockDesertFlower2.java:24)
at CampCraft.CampCraft.loadPlantsAndTrees(CampCraft.java:2408)
at CampCraft.CampCraft.load(CampCraft.java:138)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fbbbe451 ----------
Beni, I just gotta say... great job here. I have enjoyed this Mod on my local server for months now. It is AWESOME!! The only issue I have even noticed is when we almost killed our first litch, and all his shields were gone, he tried to do something(not sure what but it *sounded* tough) the server crashed.... and kept crashing any time one of us tried to get close to him again. No biggie, we just stay away from him now...lol. Everything else is great!
P.S. Now with this latest update(along with several other mod updates, we are going to head back to one of the litches and see if its ok to try and kill one. I'll let ya know.
I love this mod, and I wanna share some boss ideas and stuff.
First idea: You got a hydra, why not add an orthrus. (Two headed, serpent tailed dog.) The orthrus could be in a dark forest in a hideout. You could make it so its neutral and possible to tame, but once tamed it shrinks down to 1/4 its size or whatever suits it. The only way to tame it is with hydra porkchops, if you hold a bone, a sword, or any weapon or other meat he will rush out attacking.
Second: You could add a place sort of like the greek underworld, with cerberus guarding a mansion. To get in you kill cerberus and he will drop a "Key Collarbone" used to unlock and you'll get lots of loot.
Third: Polyphemus, the strongest cyclops (I am a fan of percy jackson XD), he could be hidden in a large cave and when you stare into it a giant eye will open and polyphemus comes out. Polyphemus is blind so, make his accuracy low but his attack high. When you kill him you'll get a item called "The Giant's Eye" and for effect when he dies a bunch of sheep come flying out XD.
The Giant's Eye would be a crafting material, you take two blaze rods and put the eye on the end. (Make it diaganol, not like a sword) When you right click, it will shoot out a small beam, if you put it in a crafting table with certain things, Idk what but anything, you can change its properties and abilities.
Finally: A phoenix, it is tamable with The Giants Eye and is completely neutral. It is found in the red forests but are only seen at the top of large trees. If you hold The Giants Eye the phoenix will come down, there is a 100% chance he will drop a phoenix feather (Or any kind of feather) and a 10% chance he will get tamed. When tamed, he is also rideable, but he has his limits. If you ride him for too long, dont take care of him and/or dont feed him another eye for too long he will rage and try to kill you. If you kill a phoenix, they will drop a Phoenix Beak, you can wear this like a pumpkin and when you right click you can breath fire like the Hydra, but only if you have blaze powder, every 2 seconds it takes 1 blaze powder away from your inventory. If you dont have any you lose 1/2 a heart every 10 seconds if you still hold it/get burned. In other words its useless without any.
Anyway I hoped you like my idea, I do hope at least the orthrus gets put in. Thanks!
All monster info from here: http://en.wikipedia.org/wiki/List_of_Greek_mythological_creatures
So I have an idea too add to your mod. Emerald lakes
What is it you ask?
1 A Large deep lake with treasure in boats from previous adventures.
2. Has a sunken tower barely above water in the center
3. Has new hostile aquatic creatures like nessie, thing from the black lagoon, as well as hositile fish swarm and plants (think lily pads that are sticky and drag player to bottom.)
4. The water in area is emerald green.
5 give Benny a place to toy around with water creatures since 1.6 minecraft will be the critter update.
As i install Twilight forest and mo"creatures the spawning of creatures related to the twilight forest ceases. I have tried changing the options on the spawning settings of Mo'Creatures with no success, and some other creatures from the overworld also despawn and no longer appear. Could you please give me a hint on what to do? Regards!
My Minecraft is crashing and I have no clue what I did wrong. I followed the install instructions word for word. Could someone take a look at my crash report and tell me whats wrong?
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 325063024 bytes (310 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore [bspkrsCore] ([1.4.7]bspkrsCorev1.01.zip) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_treecapitator [TreeCapitator] ([1.4.6]Treecapitator.ML.1.4.6.r07.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.15.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
CampCraft [CampCraftMod] (xCampCraft v4.3 v1.4.7.zip) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 2162 is already occupied by twilightforest.block.BlockTFPortal@3ee8b1 when adding CampCraft.FlowerPart.BlockDesertFlower2@1edb5d
at amq.<init>(Block.java:326)
at aje.<init>(BlockFlower.java:18)
at CampCraft.FlowerPart.BlockDesertFlower2.<init>(BlockDesertFlower2.java:24)
at CampCraft.CampCraft.loadPlantsAndTrees(CampCraft.java:2408)
at CampCraft.CampCraft.load(CampCraft.java:138)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fbbbe451 ----------
java.lang.IllegalArgumentException: Slot 2162 is already occupied by twilightforest.block.BlockTFPortal@3ee8b1 when adding CampCraft.FlowerPart.BlockDesertFlower2@1edb5d
thats the problem just go to the config and change the id if it happens agian for the same stuff then change agian till it works try ids that arnt in othert mods or vannila mc
java.lang.IllegalArgumentException: Slot 2162 is already occupied by twilightforest.block.BlockTFPortal@3ee8b1 when adding CampCraft.FlowerPart.BlockDesertFlower2@1edb5d
thats the problem just go to the config and change the id if it happens agian for the same stuff then change agian till it works try ids that arnt in othert mods or vannila mc
I'm sorry I really don't understand what you mean. I see CampCraft.cfg, and I'm guessing thats what file you mean. But how do I change the id?
So I have an idea too add to your mod. Emerald lakes
What is it you ask?
1 A Large deep lake with treasure in boats from previous adventures.
2. Has a sunken tower barely above water in the center
3. Has new hostile aquatic creatures like nessie, thing from the black lagoon, as well as hositile fish swarm and plants (think lily pads that are sticky and drag player to bottom.)
4. The water in area is emerald green.
5 give Benny a place to toy around with water creatures since 1.6 minecraft will be the critter update.
A Forest Temple :o. This Temple was once home to the ArchDruid, a powerful Druid that was part of the Twilight Wizards. He was more "Nature" Related than the other wizards. But due to the same reasons that mutated the Druids to what they are now, the ArchDruid stays in his area in the Temple, waiting for someone to liberate him from this torture through epic combat!
The Entrance would look like A Neat-looking cave, with a Leaf or Seed symbol on the top
The Temple would be built like a Lich Tower, but it's underground, it would have catacombs for storing Druid Bodies. An Alchemy Room for the Druids to work on various goodies, and other Druid-related rooms.
The Boss Room, I feel, could look like an Underground Forest, and the ArchDruid is down there, and he uses a special hoe that only ArchDruids can carry.Here are it's attacks
-He fies magical seeds in 3 directions that can maybe poison AND nausiate the adventurer
-It can spawn leaf blocks in a 3x3 Fashion, but the center is a hole, thus it feels like an "entangle" ability, and it traps the adventurer
-It would obviously call Druids to aid it in battle, so be prepared!
-It sprouts grass and flowers wherever it walks, just for design
When you finally beat it, it will drop 1 of 3 different kinds of equipment, and the special saplings for growing those unique trees (tree of time, etc.)
1. ArchDruid Hoe: Magical Hoe that fires natural energy that poisons foes, it can even turn blocks into leaves.
2. ArchDruid Necklace: When worn, gives you a chance to get double materials when harvesting "nature" Blocks (Tree wood, saplings, seeds, etc.)
3. ArchDruid Boots: Magical Boots that can act as a Bonemeal, but it's automatic and it works when you walk with them on grass blocks, food plants, and even saplings (Although it would hurt)
All these equipment have a set charge limit, and must be re-charged with "nature" Items (seeds, grass, flowers, etc.)
I think this would be a great and fun addition to an amazing and well made mod. Keep up the good work
How's my idea?
If you mean the ruins of houses with wood plank floors? I have dug up every one I've come across, because you have said on the wiki that they have a secret. I've never found anything underneath them. What's the trick?
* 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?
Guys u all hav 2 look at the wiki to see how greatly amazing it is
GREAT JOB!!!
Have more info about the nether portal spawning, it seems to only happen when using the portalgun mod to transport entities through. iChun believes it is on his side.
Really good this time! May I ask what the main enemies are?
My other favorite thing about this is the way that it looks so different from the overworld while still preserving the overall minecraft aesthetic. Never could stand those dimension mods with their neon-colored tools and other such nonsense...
I don't see any errors in that log, much less severe ones. Sorry I can't help.
They are intended to eventually be materials in recipes for the various tower blocks.
Hmm, well right now they spawn in midair if there is a dark enough midair area. You could light everything up. Maybe in the future I'll see if there's a better solution.
I do have a dark forest location planned for the druids, and I like some of your ideas. I was planning on having it be a slightly smaller area though. Similar in scale to the small hollow hills. More of a single grove or building.
I like some of the item ideas, particularly the amulet. I wonder how I could implement something like that...
Interesting. I may know the section of code that's being called. When I get time, I'll look to see if there's anything I can do.
I think they should work, as long as the block material setting for them is similar to overworld flowers.
Thanks!
I did notice that. I should figure out what's wrong.
That sounds fun! Yes, I'm amazed at the amount of work that must have gone into MCPC+.
Dark Forest? You sure? I mean, I don't feel like the Druids really belong there. Mainly because they don't spawn there . Could you possibly add the Temple in the middle of the Biome where we find the Druid's hut, and the buildings they left (Obsidian Spike, Stonehedge, etc.). I fully agree with the idea that the area should be smaller. I just said the idea for Wizard tower-like size because I didn't think of anything else at the moment. I'm only asking that if you're confirming if you want the arena where we find the ArchDruid to look like Grass and flowers in the center, trees and other natural things as wall-like Decoration, shaping the arena.
As for the Foes, I was thinking that the Druids would be the Primary foes in the dungeon area. Sometimes, you could find opponents that the druid summoned using powerful magic before they were mutated, such as Ents, or those tiny purple spiders that attack you in droves. And sometimes, you might find those King Spiders with Druid Riders patrolling the Catacombs, ready to battle you!
As for the Borer Esscense and the carminite, are they going to be weapon materials, or they're just going to be materials to build blocks to construct buildings? I'm just asking because I've realized among your awesome and inspiring mod's items, i have not seen a Unique bow anywhere (the Sceptre from the Lich doesn't count, since you don't need to charge it before firing), could you add the possibility of a Carminite Crossbow that fires Bolts built from Iron, Steelleaf, and any other Unique metal found in the Twilight Forest?
just my ideas, feel free to use any of them or none at all, and please keep working on this amazing mod. I'm eagerly awaiting the Dark Tower and it's scary boss at the top (as long as it's not an oversized Ghast)
small but big bug the enchanted books that you find in the dark towers dont work when put in a anvil dont know if intended or what but its sorta annoying
(author)==> I did notice that. I should figure out what's wrong.
how about you make tower anvils that work with a custom book like that that would be cool
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_07, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 325063024 bytes (310 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore [bspkrsCore] ([1.4.7]bspkrsCorev1.01.zip) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_treecapitator [TreeCapitator] ([1.4.6]Treecapitator.ML.1.4.6.r07.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.15.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
CampCraft [CampCraftMod] (xCampCraft v4.3 v1.4.7.zip) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 2162 is already occupied by twilightforest.block.BlockTFPortal@3ee8b1 when adding CampCraft.FlowerPart.BlockDesertFlower2@1edb5d
at amq.<init>(Block.java:326)
at aje.<init>(BlockFlower.java:18)
at CampCraft.FlowerPart.BlockDesertFlower2.<init>(BlockDesertFlower2.java:24)
at CampCraft.CampCraft.loadPlantsAndTrees(CampCraft.java:2408)
at CampCraft.CampCraft.load(CampCraft.java:138)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fbbbe451 ----------
P.S. Now with this latest update(along with several other mod updates, we are going to head back to one of the litches and see if its ok to try and kill one. I'll let ya know.
First idea: You got a hydra, why not add an orthrus. (Two headed, serpent tailed dog.) The orthrus could be in a dark forest in a hideout. You could make it so its neutral and possible to tame, but once tamed it shrinks down to 1/4 its size or whatever suits it. The only way to tame it is with hydra porkchops, if you hold a bone, a sword, or any weapon or other meat he will rush out attacking.
Second: You could add a place sort of like the greek underworld, with cerberus guarding a mansion. To get in you kill cerberus and he will drop a "Key Collarbone" used to unlock and you'll get lots of loot.
Third: Polyphemus, the strongest cyclops (I am a fan of percy jackson XD), he could be hidden in a large cave and when you stare into it a giant eye will open and polyphemus comes out. Polyphemus is blind so, make his accuracy low but his attack high. When you kill him you'll get a item called "The Giant's Eye" and for effect when he dies a bunch of sheep come flying out XD.
The Giant's Eye would be a crafting material, you take two blaze rods and put the eye on the end. (Make it diaganol, not like a sword) When you right click, it will shoot out a small beam, if you put it in a crafting table with certain things, Idk what but anything, you can change its properties and abilities.
Finally: A phoenix, it is tamable with The Giants Eye and is completely neutral. It is found in the red forests but are only seen at the top of large trees. If you hold The Giants Eye the phoenix will come down, there is a 100% chance he will drop a phoenix feather (Or any kind of feather) and a 10% chance he will get tamed. When tamed, he is also rideable, but he has his limits. If you ride him for too long, dont take care of him and/or dont feed him another eye for too long he will rage and try to kill you. If you kill a phoenix, they will drop a Phoenix Beak, you can wear this like a pumpkin and when you right click you can breath fire like the Hydra, but only if you have blaze powder, every 2 seconds it takes 1 blaze powder away from your inventory. If you dont have any you lose 1/2 a heart every 10 seconds if you still hold it/get burned. In other words its useless without any.
Anyway I hoped you like my idea, I do hope at least the orthrus gets put in. Thanks!
All monster info from here:
http://en.wikipedia.org/wiki/List_of_Greek_mythological_creatures
What is it you ask?
1 A Large deep lake with treasure in boats from previous adventures.
2. Has a sunken tower barely above water in the center
3. Has new hostile aquatic creatures like nessie, thing from the black lagoon, as well as hositile fish swarm and plants (think lily pads that are sticky and drag player to bottom.)
4. The water in area is emerald green.
5 give Benny a place to toy around with water creatures since 1.6 minecraft will be the critter update.
As i install Twilight forest and mo"creatures the spawning of creatures related to the twilight forest ceases. I have tried changing the options on the spawning settings of Mo'Creatures with no success, and some other creatures from the overworld also despawn and no longer appear. Could you please give me a hint on what to do? Regards!
thats the problem just go to the config and change the id if it happens agian for the same stuff then change agian till it works try ids that arnt in othert mods or vannila mc
I'm sorry I really don't understand what you mean. I see CampCraft.cfg, and I'm guessing thats what file you mean. But how do I change the id?
That actually is a great idea!