Ben, first off; great job with the new towers I LOVE THEM! its so fun to keep right clicking the reappearing blocks. Second: I really like the new lich and druid building remodels. The birch works well with the stone Third: I still cannot figure out how to grow a mangrove sapling in the overworld guessing only in a swamp? Fourth: I hate you for adding mini ghasts and tower ghasts lol. I hate ghasts so much but it'll make a great challenge. (note not actual hate just sarcasm. I don't know how to word it lol) The king spider looks promising and oh man the Mist Wolf where can I find one of those??? Andddddd last but not least: Your mushglooms have extra black pixels on the texture. Just thought you might want to know about that.
Overall you blew my mind again, not that I expected any less from the ruler of the twillight forest Keep up the great work we love it and appreciate the work you do so you can share your creation with the world. Survival is so much fun in your mod.
Edit: I almost forgot, I can't wait to defeat a hydra and bring that trophy home. It's one awesome "skull" model. I was wondering if you planned on possibly implementing a trophy for all the bosses?
This is my first time downloading this mod and I must say this is the most deep, interesting, and amazing mod I've ever played since the (RIP) aether modification.
I have two questions, however.
Primarily, why did I spawn in a tree when I first went to the world? I was in a fairly tall tree, in the 'swamp' area (I don't know what to call it.) and my portal and everything was up there, too. Is this a mistake? I made it out fine and had no problems, but it was just very odd.
Secondarily, If I accidently update minecraft and I happen to be in the twilight world, what would happen?
This is my first time downloading this mod and I must say this is the most deep, interesting, and amazing mod I've ever played since the (RIP) aether modification.
I have two questions, however.
Primarily, why did I spawn in a tree when I first went to the world? I was in a fairly tall tree, in the 'swamp' area (I don't know what to call it.) and my portal and everything was up there, too. Is this a mistake? I made it out fine and had no problems, but it was just very odd.
Secondarily, If I accidently update minecraft and I happen to be in the twilight world, what would happen?
I remember seeing in the change log that spawning in trees was changed so I'm pretty sure that's a problem still then.
This is my first time downloading this mod and I must say this is the most deep, interesting, and amazing mod I've ever played since the (RIP) aether modification.
I have two questions, however.
Primarily, why did I spawn in a tree when I first went to the world? I was in a fairly tall tree, in the 'swamp' area (I don't know what to call it.) and my portal and everything was up there, too. Is this a mistake? I made it out fine and had no problems, but it was just very odd.
Secondarily, If I accidently update minecraft and I happen to be in the twilight world, what would happen?
I remember doing this once. You fall out of the world.
I tried to add this mod with the presence of Divine RPG mod. I did this once before and I'm sure it's Divine RPG causing the conflict, and I tried again today, it still won't work, I'm not sure it's a conflict with dimensions or it's a ID conflict.
Details:
Minecraft Version: 1.4.7
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 921990392 bytes (879 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xms1024m
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 Optifine OptiFine_1.4.6_HD_U_D5 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
TwilightForest [The Twilight Forest] (minecraft.jar) Unloaded->Errored
DivineRPG [DivineRPG] (DivineRPG1.2.8.jar) Unloaded->Constructed
FinderCompass [Finder Compass] (FinderCompass_1.4.6.zip) Unloaded->Constructed
MoreFurnaces [More Furnaces] (moreFurnaces_1.3.2_Universal.zip) Unloaded->Constructed
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: GeForce G100/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
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
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
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.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.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
--- END ERROR REPORT 910896be ----------
I tried to add this mod with the presence of Divine RPG mod. I did this once before and I'm sure it's Divine RPG causing the conflict, and I tried again today, it still won't work, I'm not sure it's a conflict with dimensions or it's a ID conflict.
Details:
Minecraft Version: 1.4.7
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 921990392 bytes (879 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xms1024m
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 Optifine OptiFine_1.4.6_HD_U_D5 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
TwilightForest [The Twilight Forest] (minecraft.jar) Unloaded->Errored
DivineRPG [DivineRPG] (DivineRPG1.2.8.jar) Unloaded->Constructed
FinderCompass [Finder Compass] (FinderCompass_1.4.6.zip) Unloaded->Constructed
MoreFurnaces [More Furnaces] (moreFurnaces_1.3.2_Universal.zip) Unloaded->Constructed
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: GeForce G100/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
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
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
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.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.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
--- END ERROR REPORT 910896be ----------
The twilight forest goes in the mods folder, not the jar.
I can't go into the portal i have it surrounded with natural stuff and i threw and a diamond but it doesn't turn into a portal
BTW i cant place mushrooms on grass
I can't go into the portal i have it surrounded with natural stuff and i threw and a diamond but it doesn't turn into a portal
BTW i cant place mushrooms on grass
Are you sure, you have to surround the 2x2 hole with plants like this
OOOO
O O
O O
OOOO
the corners need to be filled too
If that was the case, then it would affect the entire dimension, not just the areas around the Lich Towers, right?
I set up a test to try and figure out the size of the areas being reset, to at least give players a safe area where they can build near the towers without fear of things becoming reset. I set up a straight line of dirt from the center of the tower outward, each line roughly being 32 dirt blocks. I only had to log out to cause the chunks to reset, meaning that it happens whenever the Twilight Forest dimension is unloaded from memory.
Kinda hard to see, but you can see the edge where the chunk reset.
I see the problem. That's unique! I will look into it further, but it's not happening when I test it. I'll try checking with a full FTB server when I have a chance. Other than that, if you're not getting any error messages, I'm a little bit stumped.
ALL of the canopy trees are 2x2 base.
Most of the forest, even the dense forest, has little or none.
That sure is strange. I wonder. One of the changes I made for 1.15.3 was removing most of any stored data from the generator objects like trees. That would be one of the only things I could think of that would make them work differently on your copy than on mine. If you do get a chance to test 1.5.3, let me know if that fixes the problem.
Also, I've noticed that some trees generate with "unsupported leaves" that decay immediately. Bug? Intentional?
If you're talking about the trees that look like "large" vanilla trees, that algorithm does lead to some unsupported leaves sometimes. All of my unique-shaped trees, like the canopy trees, mangroves and twilight oaks, should have all their leaves supported.
No, not at all. I would love that. I can't find a way to upload an inline image with this editor, but here is a image that will last a few weeks from my dropbox, hope this works:
And that was the most canopy trees I could find in one place. Double thick ones only, no real canopy, and lots of areas filled with vanilla trees. And of course, I can't grow any myself since the saplings I put out a week ago are still saplings. And bone meal doesn't work on them anymore. Oh, and I should mention that canopy saplings used to turn into twilight oak ones, but now they just stay canopy saplings forever and never grow.
Yes, that works, thanks! Wow, that's not how I intend it to look. It sounds like something is causing the trees not to "grow", but I'm not sure what that would be.
It works perfectly, but I now can't stay as an op all the time as I initialise all portals I'm close to:D
On a side note. My admin commands won't work in the new world, any suggestions? I was planning to build a mini spawn there so would like world edit, and upon loading the world, several hundred saplings started falling causing lag that I couldn't remove.
Haha, I wondered if any players would abuse the ability of mods to create portals. The way I have the portals right now, it's the diamond that actually creates the portal, but there isn't an easy way to tell which player threw the diamond. I'll see if I can think of a better solution.
I don't know why your admin commands won't work though.
Ben, first off; great job with the new towers I LOVE THEM! its so fun to keep right clicking the reappearing blocks. Second: I really like the new lich and druid building remodels. The birch works well with the stone Third: I still cannot figure out how to grow a mangrove sapling in the overworld guessing only in a swamp? Fourth: I hate you for adding mini ghasts and tower ghasts lol. I hate ghasts so much but it'll make a great challenge. (note not actual hate just sarcasm. I don't know how to word it lol) The king spider looks promising and oh man the Mist Wolf where can I find one of those??? Andddddd last but not least: Your mushglooms have extra black pixels on the texture. Just thought you might want to know about that.
Overall you blew my mind again, not that I expected any less from the ruler of the twillight forest Keep up the great work we love it and appreciate the work you do so you can share your creation with the world. Survival is so much fun in your mod.
Edit: I almost forgot, I can't wait to defeat a hydra and bring that trophy home. It's one awesome "skull" model. I was wondering if you planned on possibly implementing a trophy for all the bosses?
Thanks! Let's see what I can answer there. I need to fix mangrove saplings. There's no current way to grow them, I think. The tree itself only grows over water, so there's no way to plant a sapling and have it grow, I think. I will fix the stray mushgloom pixel. And when I have time, I may add trophies for the other bosses, yes. In fact, I may have some of the tougher trophies act as a "key" to the next dungeon I design.
This is my first time downloading this mod and I must say this is the most deep, interesting, and amazing mod I've ever played since the (RIP) aether modification.
I have two questions, however.
Primarily, why did I spawn in a tree when I first went to the world? I was in a fairly tall tree, in the 'swamp' area (I don't know what to call it.) and my portal and everything was up there, too. Is this a mistake? I made it out fine and had no problems, but it was just very odd.
Secondarily, If I accidently update minecraft and I happen to be in the twilight world, what would happen?
I'm glad you like it!
To answer your questions: you spawned in a tree because the code for finding an exit portal location is not that great. It found a solid surface with air above it, and decided that was the best spot.
If you are in the Twilight Forest dimension, and then the mod stops working, you'll probably be stuck. You might have to change your dimension with NBTEdit or something to be able to play that save.
Is there a way to make a nether portal in the twilight ?
Not easily. Nether portals don't work in any dimension numbered above 0. The usual dimension number the mod uses is 7. If you change that to a negative number, you might get it to work.
I see the problem. That's unique! I will look into it further, but it's not happening when I test it. I'll try checking with a full FTB server when I have a chance. Other than that, if you're not getting any error messages, I'm a little bit stumped.
That sure is strange. I wonder. One of the changes I made for 1.15.3 was removing most of any stored data from the generator objects like trees. That would be one of the only things I could think of that would make them work differently on your copy than on mine. If you do get a chance to test 1.5.3, let me know if that fixes the problem.
If you're talking about the trees that look like "large" vanilla trees, that algorithm does lead to some unsupported leaves sometimes. All of my unique-shaped trees, like the canopy trees, mangroves and twilight oaks, should have all their leaves supported.
Yes, that works, thanks! Wow, that's not how I intend it to look. It sounds like something is causing the trees not to "grow", but I'm not sure what that would be.
Haha, I wondered if any players would abuse the ability of mods to create portals. The way I have the portals right now, it's the diamond that actually creates the portal, but there isn't an easy way to tell which player threw the diamond. I'll see if I can think of a better solution.
I don't know why your admin commands won't work though.
Thanks! Let's see what I can answer there. I need to fix mangrove saplings. There's no current way to grow them, I think. The tree itself only grows over water, so there's no way to plant a sapling and have it grow, I think. I will fix the stray mushgloom pixel. And when I have time, I may add trophies for the other bosses, yes. In fact, I may have some of the tougher trophies act as a "key" to the next dungeon I design.
I'm glad you like it!
To answer your questions: you spawned in a tree because the code for finding an exit portal location is not that great. It found a solid surface with air above it, and decided that was the best spot.
If you are in the Twilight Forest dimension, and then the mod stops working, you'll probably be stuck. You might have to change your dimension with NBTEdit or something to be able to play that save.
Not easily. Nether portals don't work in any dimension numbered above 0. The usual dimension number the mod uses is 7. If you change that to a negative number, you might get it to work.
I saw a few bugs in my translation, and translated articles corrected! If you can siphon the file! (thanks) http://yadi.sk/d/FVm3AveX2n_N3
Also found a bug - for some reason nothing is transferred though the file name correctly! This course is removed by replacing the original file en_US, other ways I have not found ... Why?
The Meaning of Life, the Universe, and Everything.
Join Date:
1/15/2013
Posts:
189
Minecraft:
wagon153
Member Details
I'd love to play this mod, but I can't. I first tried it with FeedTheBeast Direwolf20 modpack. Couldn't even move, the lag was so bad. Much of the same happens if I just use regular vanilla minecraft with it. I also tried it with both of the operating systems on my computer (Lubuntu 12.10 and Windows 7 Home Professional.)
Without the mod in, I get around 40-50 fps in FeedTheBeast, and closer to 60 in vanilla Minecraft.
Hi. on my server I get this mode version 1.15.3 and do not know how but it did crash the server.
with the error: http://www.hastebin....fucesese.coffee
Please help
portal gunconflict withthis mod, and manyadd-onsto industrial, too!
This is for anyone downloading this mod with a biomes adder mod. I'm not sure if this happens with other biomes mods but I have plenty of biomes downloaded. In the over world twilight woods biomes appear including twilight canopy forests, dark woods forests, mangroves, swamps, etc. with mobs from the twilight woods. The only generated structures I have found are the cottages with the magic skeleton spawners, no bosses so far and the cottages only spawn in the twilight biomes. I don't know if this is supposed to happen or if its a glitch with one of my mods or what but I don't mind it happening and think its kinda cool. This is just an FYI for other people.
This is for anyone downloading this mod with a biomes adder mod. I'm not sure if this happens with other biomes mods but I have plenty of biomes downloaded. In the over world twilight woods biomes appear including twilight canopy forests, dark woods forests, mangroves, swamps, etc. with mobs from the twilight woods. The only generated structures I have found are the cottages with the magic skeleton spawners, no bosses so far and the cottages only spawn in the twilight biomes. I don't know if this is supposed to happen or if its a glitch with one of my mods or what but I don't mind it happening and think its kinda cool. This is just an FYI for other people.
I came to this thread for this same very reason, with biomes o plenty... I initially thought the problem was the biomes one, till I realized that I also have divinerpg installed and I'm not seeing any biomes from that one.
Also, there are some biomes from biomes o plenty that won't appear because of the twilight ones, as if they are replaced
So I kinda feel like I have to choose between twilight and the rest...
[EDIT]
After searching for the problem I finally found out that the biome IDs of this mod and biomes o plenty were the same ID, so those biomes took over those that were supposed to generate instead..
Miner99j, you might want to look into the config files and make sure every biome has a unique ID, that there is no conflict, that fixed it for me!
Hello. I was looking for a bit of help on a problem I am having. I would like to add Twilight Forest into an existing saved world. The mods work together when I start a blank slate world, and everything is dandy. I try to open the already saved world and the loading page gets frozen on "Building Terrain". How could I go about fixing this? Any help is appreciated.
Hello, I have a simple decorating question, is it possible or simple enough to allow your saplings and other plants from the twilight to be placed in flower pots?
I saw a few bugs in his translation, and translated articles corrected! If you can siphon the file! (thanks) http://yadi.sk/d/FVm3AveX2n_N3
Also found a bug - for some reason nothing is transferred though the file name correctly! This course is removed by replacing the original file en_US, other ways I have not found ... Why?
Yes, I'll update it. As to why you can't just add the file, I have to tell the code to look for a certain language before it will add it. In the next update, I'll include Russian.
Hi. on my server I get this mode version 1.15.3 and do not know how but it did crash the server.
with the error: http://www.hastebin.com/pefucesese.coffee
Please help
The sorting tree currently does not work properly on a server, sorry.
should the reappearing blocks be destroyed by flowing water? i tried to place them in a wall inside a well to act as some sort of secret entry, but once i right click them the small red block replacements get destroyed.
Hmm, there is a slight problem with the uncrafting table, it permit me to "uncraft" forcicium for instance (mffs mod) into UU matter (ic2) that kinda overpowered XD
Is there a way to avoid that or is this in your "bug to fix" list ?
Hmm, no I wasn't aware of that. I'll have to think about a solution.
After searching for the problem I finally found out that the biome IDs of this mod and biomes o plenty were the same ID, so those biomes took over those that were supposed to generate instead..
Miner99j, you might want to look into the config files and make sure every biome has a unique ID, that there is no conflict, that fixed it for me!
I'm glad you figured it out. Maybe I should make a more obvious warning when a conflict is detected. In the longer term, I wonder if I can get some sort of biome ID reassignment thing working.
Hello. I was looking for a bit of help on a problem I am having. I would like to add Twilight Forest into an existing saved world. The mods work together when I start a blank slate world, and everything is dandy. I try to open the already saved world and the loading page gets frozen on "Building Terrain". How could I go about fixing this? Any help is appreciated.
It sounds like something crashed. Are there any errors in the log?
Hello, I have a simple decorating question, is it possible or simple enough to allow your saplings and other plants from the twilight to be placed in flower pots?
Not really, no. I looked into it, and the possible plants for the flower pot are pretty much hardcoded. I would have to make an entirely different flower pot item just for my plants.
How long does it take for a Canopy Tree in the Overworld to grow? I tried a single sapling, and I tried one in a 2x2 pattern.
Are you using version 1.15.3 or an earlier version? There may be a bug in earlier versions that makes them never grow. I'm looking into it right now, but it may be fixed in 1.15.3.
Overall you blew my mind again, not that I expected any less from the ruler of the twillight forest Keep up the great work we love it and appreciate the work you do so you can share your creation with the world. Survival is so much fun in your mod.
Edit: I almost forgot, I can't wait to defeat a hydra and bring that trophy home. It's one awesome "skull" model. I was wondering if you planned on possibly implementing a trophy for all the bosses?
I have two questions, however.
Primarily, why did I spawn in a tree when I first went to the world? I was in a fairly tall tree, in the 'swamp' area (I don't know what to call it.) and my portal and everything was up there, too. Is this a mistake? I made it out fine and had no problems, but it was just very odd.
Secondarily, If I accidently update minecraft and I happen to be in the twilight world, what would happen?
I remember seeing in the change log that spawning in trees was changed so I'm pretty sure that's a problem still then.
I remember doing this once. You fall out of the world.
Don't do it!
Minecraft Version: 1.4.7
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_15, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 921990392 bytes (879 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xms1024m
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 Optifine OptiFine_1.4.6_HD_U_D5 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
TwilightForest [The Twilight Forest] (minecraft.jar) Unloaded->Errored
DivineRPG [DivineRPG] (DivineRPG1.2.8.jar) Unloaded->Constructed
FinderCompass [Finder Compass] (FinderCompass_1.4.6.zip) Unloaded->Constructed
MoreFurnaces [More Furnaces] (moreFurnaces_1.3.2_Universal.zip) Unloaded->Constructed
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed
LWJGL: 2.4.2
OpenGL: GeForce G100/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
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
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: twilightforest.TwilightForestMod
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:416)
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.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.loadMods(Loader.java:479)
... 5 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at net.minecraftforge.transformers.EventTransformer.transform(EventTransformer.java:29)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 32 more
--- END ERROR REPORT 910896be ----------
The twilight forest goes in the mods folder, not the jar.
BTW i cant place mushrooms on grass
Thanks for the tip man
Are you sure, you have to surround the 2x2 hole with plants like this
OOOO
O O
O O
OOOO
the corners need to be filled too
i would be careful with that
I see the problem. That's unique! I will look into it further, but it's not happening when I test it. I'll try checking with a full FTB server when I have a chance. Other than that, if you're not getting any error messages, I'm a little bit stumped.
That sure is strange. I wonder. One of the changes I made for 1.15.3 was removing most of any stored data from the generator objects like trees. That would be one of the only things I could think of that would make them work differently on your copy than on mine. If you do get a chance to test 1.5.3, let me know if that fixes the problem.
If you're talking about the trees that look like "large" vanilla trees, that algorithm does lead to some unsupported leaves sometimes. All of my unique-shaped trees, like the canopy trees, mangroves and twilight oaks, should have all their leaves supported.
Yes, that works, thanks! Wow, that's not how I intend it to look. It sounds like something is causing the trees not to "grow", but I'm not sure what that would be.
Haha, I wondered if any players would abuse the ability of mods to create portals. The way I have the portals right now, it's the diamond that actually creates the portal, but there isn't an easy way to tell which player threw the diamond. I'll see if I can think of a better solution.
I don't know why your admin commands won't work though.
Thanks! Let's see what I can answer there. I need to fix mangrove saplings. There's no current way to grow them, I think. The tree itself only grows over water, so there's no way to plant a sapling and have it grow, I think. I will fix the stray mushgloom pixel. And when I have time, I may add trophies for the other bosses, yes. In fact, I may have some of the tougher trophies act as a "key" to the next dungeon I design.
I'm glad you like it!
To answer your questions: you spawned in a tree because the code for finding an exit portal location is not that great. It found a solid surface with air above it, and decided that was the best spot.
If you are in the Twilight Forest dimension, and then the mod stops working, you'll probably be stuck. You might have to change your dimension with NBTEdit or something to be able to play that save.
Not easily. Nether portals don't work in any dimension numbered above 0. The usual dimension number the mod uses is 7. If you change that to a negative number, you might get it to work.
Looking forward to more of your creativity
Also found a bug - for some reason nothing is transferred though the file name correctly! This course is removed by replacing the original file en_US, other ways I have not found ... Why?
Without the mod in, I get around 40-50 fps in FeedTheBeast, and closer to 60 in vanilla Minecraft.
portal gun conflict with this mod, and many add-ons to industrial, too!
I came to this thread for this same very reason, with biomes o plenty... I initially thought the problem was the biomes one, till I realized that I also have divinerpg installed and I'm not seeing any biomes from that one.
Also, there are some biomes from biomes o plenty that won't appear because of the twilight ones, as if they are replaced
So I kinda feel like I have to choose between twilight and the rest...
[EDIT]
After searching for the problem I finally found out that the biome IDs of this mod and biomes o plenty were the same ID, so those biomes took over those that were supposed to generate instead..
Miner99j, you might want to look into the config files and make sure every biome has a unique ID, that there is no conflict, that fixed it for me!
http://www.minecraftforum.net/topic/642151-building-guide-tips-and-help/
Yes, I'll update it. As to why you can't just add the file, I have to tell the code to look for a certain language before it will add it. In the next update, I'll include Russian.
The sorting tree currently does not work properly on a server, sorry.
Thanks for the report. That's a bug.
Hmm, no I wasn't aware of that. I'll have to think about a solution.
I'm glad you figured it out. Maybe I should make a more obvious warning when a conflict is detected. In the longer term, I wonder if I can get some sort of biome ID reassignment thing working.
It sounds like something crashed. Are there any errors in the log?
Not really, no. I looked into it, and the possible plants for the flower pot are pretty much hardcoded. I would have to make an entirely different flower pot item just for my plants.
Are you using version 1.15.3 or an earlier version? There may be a bug in earlier versions that makes them never grow. I'm looking into it right now, but it may be fixed in 1.15.3.