So I love twilight forest, but I've run into a problem with it and am looking for a way to solve it without removing twilight forest or mystcraft. I've made a void age in mystcraft, but this is what I've found:
I have problems much closer. It is a naga (or naga Segment Entities atleast) that is infinitely spawning at the bottom of the void age. Which is a mushroom island biome. The Entity isn't in the level file I checked. According to the server I'm on it doesn't exist, but it lags out my client and anyone who goes to the void age. Does anyone know the cause of this or how to fix it?
Curina, you may have a block id mismatch that slipped by without crashing or something? I don't really know...that's all I can think of and that's kind of odd tbh...
So I love twilight forest, but I've run into a problem with it and am looking for a way to solve it without removing twilight forest or mystcraft. I've made a void age in mystcraft, but this is what I've found:
I have problems much closer. It is a naga (or naga Segment Entities atleast) that is infinitely spawning at the bottom of the void age. Which is a mushroom island biome. The Entity isn't in the level file I checked. According to the server I'm on it doesn't exist, but it lags out my client and anyone who goes to the void age. Does anyone know the cause of this or how to fix it?
You should check biomes' ids.Twilight forestids conflict with more mods. I advise to use this config:
# Configuration file
####################
# biome
####################
biome {
I:biome.id.Clearing=79
I:biome.id.ClearingBorder=80
I:biome.id.DarkForest=81
I:biome.id.DeepMushrooms=82
I:biome.id.EnchantedForest=83
I:biome.id.FireSwamp=84
I:biome.id.Glacier=85
I:biome.id.Highlands=86
I:biome.id.Lake=87
I:biome.id.LakeBorder=88
I:biome.id.MajorFeature=89
I:biome.id.MinorFeature=90
I:biome.id.Mushrooms=78
I:biome.id.Snowfield=77
I:biome.id.Stream=76
I:biome.id.Swamp=75
I:biome.id.TwilightForest=74
I:biome.id.TwilightForestVariant=73
}
####################
# block
####################
block {
I:AuroraBrick=2186
I:BossSpawner=2167
I:Cicada=2171
I:Critter=2160
I:FireJet=2173
I:FireflyJar=2168
I:Hedge=2166
I:Leaves=2164
I:Log=2163
I:MagicLeaves=2177
I:MagicLog=2176
I:MagicLogSpecial=2179
I:Mazestone=2165
I:Moonworm=2178
I:Nagastone=2174
I:Plant=2169
I:Portal=2162
I:Roots=2170
I:Sapling=2175
I:Shield=2182
I:TowerDevice=2181
I:TowerTranslucent=2183
I:TowerWood=2180
I:Trophy=2184
I:TrophyPedestal=2185
I:UncraftingTable=2172
I:UnderBrick=2187
}
####################
# dimension
####################
dimension {
# What ID number to assign to the Twilight Forest dimension. Change if you are having conflicts with another mod.
I:dimensionID=7
}
####################
# enchantment
####################
enchantment {
I:enchantment.id.fieryaura=136
}
####################
# general
####################
general {
# Allow portals only for admins (ops). This severly reduces the range in which the mod usually scans for valid portal conditions, and it scans near ops only.
B:AdminOnlyPortals=false
# Allow portals to the Twilight Forest to be made outside of dimension 0. May be considered an exploit.
B:AllowPortalsInOtherDimensions=false
# Disable Twilight Forest portal creation entirely. Provided for server operators looking to restrict action to the dimension.
B:DisablePortalCreation=false
# Disable the uncrafting function of the uncrafting table. Provided as an option when interaction with other mods produces exploitable recipes.
B:DisableUncrafting=false
# Enforced progression through Twilight Forest dungeons/areas. [NYI]
B:EnforcedProgression=false
# World generation changes, intended for release with the version of the mod that works with Minecraft 1.7. [NYI]
B:MapGenChanges=false
# Make cicadas silent for those having sound library problems, or otherwise finding them annoying
B:SilentCicadas=false
# If set, this will override the normal world seed when generating parts of the Twilight Forest Dimension.
S:TwilightForestSeed=
}
####################
# item
####################
item {
I:ArmorShards=27775
I:BorerEssence=27772
I:Carminite=27773
I:CharmOfKeeping1=27770
I:CharmOfKeeping2=27768
I:CharmOfKeeping3=27769
I:CharmOfLife1=27766
I:CharmOfLife2=27767
I:CrumbleHorn=27763
I:EmptyMagicMap=27759
I:EmptyMazeMap=27760
I:EmptyOreMap=27761
I:Experiment115=27774
I:Feather=27712
I:FieryBlood=27733
I:FieryBoots=27739
I:FieryHelm=27736
I:FieryIngot=27735
I:FieryLegs=27738
I:FieryPick=27741
I:FieryPlate=27737
I:FierySword=27740
I:HydraChops=27732
I:HydraTrophy=27734
I:IronwoodAxe=27726
I:IronwoodBoots=27722
I:IronwoodHelm=27719
I:IronwoodHoe=27727
I:IronwoodIngot=27718
I:IronwoodLegs=27721
I:IronwoodPick=27725
I:IronwoodPlate=27720
I:IronwoodRaw=27717
I:IronwoodShovel=27724
I:IronwoodSword=27723
I:KnightMetal=27776
I:KnightlyAxe=27784
I:KnightlyBoots=27781
I:KnightlyHelm=27778
I:KnightlyLegs=27780
I:KnightlyPick=27783
I:KnightlyPlate=27779
I:KnightlySword=27782
I:LegsNaga=27703
I:LiveRoot=27716
I:MagicMap=27709
I:MagicMapFocus=27713
I:MazeMap=27710
I:MazeMapFocus=27714
I:MazeWafer=27758
I:MazebreakerPick=27753
I:MeefRaw=27755
I:MeefSteak=27756
I:MeefStroganoff=27757
I:MinotaurAxe=27752
I:MoonwormQueen=27765
I:NagaScale=27701
I:OreMagnet=27762
I:OreMap=27711
I:OreMeter=27708
I:PeacockFan=27764
I:PhantomHelm=27785
I:PhantomPlate=27786
I:PlateNaga=27702
I:ScepterLifeDrain=27705
I:ScepterTwilight=27704
I:ScepterZombie=27706
I:ShardCluster=27777
I:SpawnEgg=27729
I:SteeleafAxe=27750
I:SteeleafBoots=27746
I:SteeleafHelm=27743
I:SteeleafHoe=27751
I:SteeleafIngot=27742
I:SteeleafLegs=27745
I:SteeleafPick=27749
I:SteeleafPlate=27744
I:SteeleafShovel=27748
I:SteeleafSword=27747
I:Torchberries=27728
I:TowerKey=27771
I:TransformPowder=27754
I:VenisonCooked=27731
I:VenisonRaw=27730
I:WandPacification=27707
}
####################
# performance
####################
performance {
# Amount of canopy coverage, from 0.0 on up. Lower numbers improve chunk generation speed at the cost of a thinner forest.
D:CanopyCoverage=1.7
# Chance that a chunk in the Twilight Forest will contain a twilight oak tree. Higher numbers reduce the number of trees, increasing performance.
I:TwilightOakChance=48
}
You should check biomes' ids.Twilight forestids conflict with more mods. I advise to use this config:
# Configuration file
####################
# biome
####################
biome {
I:biome.id.Clearing=79
I:biome.id.ClearingBorder=80
I:biome.id.DarkForest=81
I:biome.id.DeepMushrooms=82
I:biome.id.EnchantedForest=83
I:biome.id.FireSwamp=84
I:biome.id.Glacier=85
I:biome.id.Highlands=86
I:biome.id.Lake=87
I:biome.id.LakeBorder=88
I:biome.id.MajorFeature=89
I:biome.id.MinorFeature=90
I:biome.id.Mushrooms=78
I:biome.id.Snowfield=77
I:biome.id.Stream=76
I:biome.id.Swamp=75
I:biome.id.TwilightForest=74
I:biome.id.TwilightForestVariant=73
}
####################
# block
####################
block {
I:AuroraBrick=2186
I:BossSpawner=2167
I:Cicada=2171
I:Critter=2160
I:FireJet=2173
I:FireflyJar=2168
I:Hedge=2166
I:Leaves=2164
I:Log=2163
I:MagicLeaves=2177
I:MagicLog=2176
I:MagicLogSpecial=2179
I:Mazestone=2165
I:Moonworm=2178
I:Nagastone=2174
I:Plant=2169
I:Portal=2162
I:Roots=2170
I:Sapling=2175
I:Shield=2182
I:TowerDevice=2181
I:TowerTranslucent=2183
I:TowerWood=2180
I:Trophy=2184
I:TrophyPedestal=2185
I:UncraftingTable=2172
I:UnderBrick=2187
}
####################
# dimension
####################
dimension {
# What ID number to assign to the Twilight Forest dimension. Change if you are having conflicts with another mod.
I:dimensionID=7
}
####################
# enchantment
####################
enchantment {
I:enchantment.id.fieryaura=136
}
####################
# general
####################
general {
# Allow portals only for admins (ops). This severly reduces the range in which the mod usually scans for valid portal conditions, and it scans near ops only.
B:AdminOnlyPortals=false
# Allow portals to the Twilight Forest to be made outside of dimension 0. May be considered an exploit.
B:AllowPortalsInOtherDimensions=false
# Disable Twilight Forest portal creation entirely. Provided for server operators looking to restrict action to the dimension.
B:DisablePortalCreation=false
# Disable the uncrafting function of the uncrafting table. Provided as an option when interaction with other mods produces exploitable recipes.
B:DisableUncrafting=false
# Enforced progression through Twilight Forest dungeons/areas. [NYI]
B:EnforcedProgression=false
# World generation changes, intended for release with the version of the mod that works with Minecraft 1.7. [NYI]
B:MapGenChanges=false
# Make cicadas silent for those having sound library problems, or otherwise finding them annoying
B:SilentCicadas=false
# If set, this will override the normal world seed when generating parts of the Twilight Forest Dimension.
S:TwilightForestSeed=
}
####################
# item
####################
item {
I:ArmorShards=27775
I:BorerEssence=27772
I:Carminite=27773
I:CharmOfKeeping1=27770
I:CharmOfKeeping2=27768
I:CharmOfKeeping3=27769
I:CharmOfLife1=27766
I:CharmOfLife2=27767
I:CrumbleHorn=27763
I:EmptyMagicMap=27759
I:EmptyMazeMap=27760
I:EmptyOreMap=27761
I:Experiment115=27774
I:Feather=27712
I:FieryBlood=27733
I:FieryBoots=27739
I:FieryHelm=27736
I:FieryIngot=27735
I:FieryLegs=27738
I:FieryPick=27741
I:FieryPlate=27737
I:FierySword=27740
I:HydraChops=27732
I:HydraTrophy=27734
I:IronwoodAxe=27726
I:IronwoodBoots=27722
I:IronwoodHelm=27719
I:IronwoodHoe=27727
I:IronwoodIngot=27718
I:IronwoodLegs=27721
I:IronwoodPick=27725
I:IronwoodPlate=27720
I:IronwoodRaw=27717
I:IronwoodShovel=27724
I:IronwoodSword=27723
I:KnightMetal=27776
I:KnightlyAxe=27784
I:KnightlyBoots=27781
I:KnightlyHelm=27778
I:KnightlyLegs=27780
I:KnightlyPick=27783
I:KnightlyPlate=27779
I:KnightlySword=27782
I:LegsNaga=27703
I:LiveRoot=27716
I:MagicMap=27709
I:MagicMapFocus=27713
I:MazeMap=27710
I:MazeMapFocus=27714
I:MazeWafer=27758
I:MazebreakerPick=27753
I:MeefRaw=27755
I:MeefSteak=27756
I:MeefStroganoff=27757
I:MinotaurAxe=27752
I:MoonwormQueen=27765
I:NagaScale=27701
I:OreMagnet=27762
I:OreMap=27711
I:OreMeter=27708
I:PeacockFan=27764
I:PhantomHelm=27785
I:PhantomPlate=27786
I:PlateNaga=27702
I:ScepterLifeDrain=27705
I:ScepterTwilight=27704
I:ScepterZombie=27706
I:ShardCluster=27777
I:SpawnEgg=27729
I:SteeleafAxe=27750
I:SteeleafBoots=27746
I:SteeleafHelm=27743
I:SteeleafHoe=27751
I:SteeleafIngot=27742
I:SteeleafLegs=27745
I:SteeleafPick=27749
I:SteeleafPlate=27744
I:SteeleafShovel=27748
I:SteeleafSword=27747
I:Torchberries=27728
I:TowerKey=27771
I:TransformPowder=27754
I:VenisonCooked=27731
I:VenisonRaw=27730
I:WandPacification=27707
}
####################
# performance
####################
performance {
# Amount of canopy coverage, from 0.0 on up. Lower numbers improve chunk generation speed at the cost of a thinner forest.
D:CanopyCoverage=1.7
# Chance that a chunk in the Twilight Forest will contain a twilight oak tree. Higher numbers reduce the number of trees, increasing performance.
I:TwilightOakChance=48
}
I did check the biome id and it is a vanilla mushroom island biome(id 17), and just for clarification I have set the server to peaceful and even my client to peaceful while on the server and it is still there. As far as I can tell the creature isn't actually there. The client for some reason thinks its there.
Edit: I did also check this issue only persists on a server, in a single player world it isn't there.
I once went on a server, and someone was building a twilight forest portal, so I decided to throw in my own diamond to be nice. I think we all know what happens next. That's when I decided, I loved this mod
epic knigth phantom boss!:)and.....Benimatic ...can you create a new mob?my idea:entsmen,or entmonster ?this is new creature:
-neutral
-60 health
-5 strength
-hate fire
or a other new creature:the Swamp lyzardmen(lyzardos) very dangerous mob:
-aggresive
-30/25 health
-4 strength and poisonous and weakness effect (10 S)
-spawn in swamp Ruins
Swamp archer lyzardos:
-20 health
-2,5 strength and poisonous 3 effect,slowness 4 and hunger 2effect(20/15 s)
Berserker lyzardos:
-45 health
-7 strength and wither 1 effect(8s)
-very slowness
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
Please make the mist wolf tamable and then ride able! That would be so fun! You should tame them with a raven feather (or other) and then you can also ride them. If a mob attacks you they will kill it with you.
Please make the mist wolf tamable and then ride able! That would be so fun! You should tame them with a raven feather (or other) and then you can also ride them. If a mob attacks you they will kill it with you.
IMO, I thought tameable mist wolves would be kind of lame.
Please make the mist wolf tamable and then ride able! That would be so fun! You should tame them with a raven feather (or other) and then you can also ride them. If a mob attacks you they will kill it with you.
Please don't. The denizens of the forest would not be quick to mindlessly obey strangers to their dark groves.
PLEASE FOR THE LOVE OF ALL THAT IS HOLY DO NOT ENTER THE FOREST WITH MO' CREATURES INSTALLED YOU WILL NOT HAVE FUN IT IS AN UNPLEASANT EXPERIENCE IT WILL HURT.
Seriously - Twilight Forest + Mo' Creatures = Pain.
I love this mod, though.
Dynamic Lights also goes well with it.
PLEASE FOR THE LOVE OF ALL THAT IS HOLY DO NOT ENTER THE FOREST WITH MO' CREATURES INSTALLED YOU WILL NOT HAVE FUN IT IS AN UNPLEASANT EXPERIENCE IT WILL HURT.
Seriously - Twilight Forest + Mo' Creatures = Pain.
I love this mod, though.
Dynamic Lights also goes well with it.
Why? Is it because you'll just be walking and be like "Lalalalalala... Ooh, a Quest Ram!", and then a werewolf proceeds to rip you into shreds?
Why? Is it because you'll just be walking and be like "Lalalalalala... Ooh, a Quest Ram!", and then a werewolf proceeds to rip you into shreds?
Yup. Even when you have great equipment, there's never an end to the onslaught of mobs. I didn't even have time to place a cobble wall around my portal when 50 more mobs came by to replace the ten I just killed.
I have a question about the behaviour of the Mining Tree. I'm mainly curious if it is desired behaviour that it will replace ore on the surface with stone. I have observed (and it's happened while I was working on cleaning up an ore deposit) that if another ore deposit is placed on or next to an existing one, the previous deposit has a chance for some or all of the blocks to be changed to stone.
I know it replaces the ore underground with stone because I had an oreberry farm (Tinker's Construct) within range of the tree and it pulled all of them up to the surface (also not sure if that's desired behaviour since they are not technically ore, especially the essence oreberry), replacing them with stone blocks. My concern is that it's going to pull up ore like diamond and gold eventually and since I'm not always standing at the tree waiting for the ore to appear, those blocks will get changed to stone rather than remaining as minable ore.
If you would like pictures of the behaviour, I can certainly try to capture some.
Yup. Even when you have great equipment, there's never an end to the onslaught of mobs. I didn't even have time to place a cobble wall around my portal when 50 more mobs came by to replace the ten I just killed.
adjust the spawn locations and rates for the mobs, as well as turn down the overall mob number
Plus I think the latest for 1.6.4 includes independent dimension settings (or was that the 1.7.2 version...)
adjust the spawn locations and rates for the mobs, as well as turn down the overall mob number
Plus I think the latest for 1.6.4 includes independent dimension settings (or was that the 1.7.2 version...)
I can't. I'm stuck in 1.6.2 since I have over 35 mods installed and cms isn't working.
I have a question about the behaviour of the Mining Tree. I'm mainly curious if it is desired behaviour that it will replace ore on the surface with stone. I have observed (and it's happened while I was working on cleaning up an ore deposit) that if another ore deposit is placed on or next to an existing one, the previous deposit has a chance for some or all of the blocks to be changed to stone.
I know it replaces the ore underground with stone because I had an oreberry farm (Tinker's Construct) within range of the tree and it pulled all of them up to the surface (also not sure if that's desired behaviour since they are not technically ore, especially the essence oreberry), replacing them with stone blocks. My concern is that it's going to pull up ore like diamond and gold eventually and since I'm not always standing at the tree waiting for the ore to appear, those blocks will get changed to stone rather than remaining as minable ore.
If you would like pictures of the behaviour, I can certainly try to capture some.
Thanks in advance,
Kzorith
It shouldn't be destroying ore. If you see it replacing ore with stone, that's because it moved the ore somewhere else. It should only place ore into the following blocks: dirt, grass, gravel, or modded blocks marked as equivalent to stone for ore gen. It also may place blocks into air blocks, but only if it has already started in a solid block.
And yes, it may occasionally move blocks that just contain the word "ore". That's because there's no real definition in the code as to what an ore block is. Maybe I should check if the block has a smelting recipe?
Please make the mist wolf tamable and then ride able! That would be so fun! You should tame them with a raven feather (or other) and then you can also ride them. If a mob attacks you they will kill it with you.
I have to admit, I've never tamed a single wolf, ocelot, horse or etc. So I never really think of making tamable creatures since I don't use them. Maybe sometime in the future.
epic knigth phantom boss!:)and.....Benimatic ...can you create a new mob?my idea:entsmen,or entmonster ?this is new creature:
or a other new creature:the Swamp lyzardmen(lyzardos) very dangerous mob:
Lizardmen are an okay idea. I had at one point planned to put lizard monsters in the swamp, but maybe lizardmen would be better since then it's less like you're just being attacked by a wild animal.
Does anyone know any way to fix the freezing while chunks load? I've narrowed it down to the canopy trees and hollow trees, which seem to be the only cause of the freezing. Anyone know why?
I'm not sure I'm aware of this issue. Do you have any more information?
So I love twilight forest, but I've run into a problem with it and am looking for a way to solve it without removing twilight forest or mystcraft. I've made a void age in mystcraft, but this is what I've found: I have problems much closer. It is a naga (or naga Segment Entities atleast) that is infinitely spawning at the bottom of the void age. Which is a mushroom island biome. The Entity isn't in the level file I checked. According to the server I'm on it doesn't exist, but it lags out my client and anyone who goes to the void age. Does anyone know the cause of this or how to fix it?
How strange. I've never seen anything like it, and I'm not really sure what could cause that.
I have problems much closer. It is a naga (or naga Segment Entities atleast) that is infinitely spawning at the bottom of the void age. Which is a mushroom island biome. The Entity isn't in the level file I checked. According to the server I'm on it doesn't exist, but it lags out my client and anyone who goes to the void age. Does anyone know the cause of this or how to fix it?
You should check biomes' ids.Twilight forestids conflict with more mods. I advise to use this config:
I did check the biome id and it is a vanilla mushroom island biome(id 17), and just for clarification I have set the server to peaceful and even my client to peaceful while on the server and it is still there. As far as I can tell the creature isn't actually there. The client for some reason thinks its there.
Edit: I did also check this issue only persists on a server, in a single player world it isn't there.
-neutral
-60 health
-5 strength
-hate fire
or a other new creature:the Swamp lyzardmen(lyzardos) very dangerous mob:
-aggresive
-30/25 health
-4 strength and poisonous and weakness effect (10 S)
-spawn in swamp Ruins
Swamp archer lyzardos:
-20 health
-2,5 strength and poisonous 3 effect,slowness 4 and hunger 2effect(20/15 s)
Berserker lyzardos:
-45 health
-7 strength and wither 1 effect(8s)
-very slowness
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
IMO, I thought tameable mist wolves would be kind of lame.
Please don't kill me...
Please don't. The denizens of the forest would not be quick to mindlessly obey strangers to their dark groves.
Seriously - Twilight Forest + Mo' Creatures = Pain.
I love this mod, though.
Dynamic Lights also goes well with it.
http://www.minecraft...d-mob-spawning/
Why? Is it because you'll just be walking and be like "Lalalalalala... Ooh, a Quest Ram!", and then a werewolf proceeds to rip you into shreds?
Yup. Even when you have great equipment, there's never an end to the onslaught of mobs. I didn't even have time to place a cobble wall around my portal when 50 more mobs came by to replace the ten I just killed.
http://www.minecraft...d-mob-spawning/
I know it replaces the ore underground with stone because I had an oreberry farm (Tinker's Construct) within range of the tree and it pulled all of them up to the surface (also not sure if that's desired behaviour since they are not technically ore, especially the essence oreberry), replacing them with stone blocks. My concern is that it's going to pull up ore like diamond and gold eventually and since I'm not always standing at the tree waiting for the ore to appear, those blocks will get changed to stone rather than remaining as minable ore.
If you would like pictures of the behaviour, I can certainly try to capture some.
Thanks in advance,
Kzorith
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
adjust the spawn locations and rates for the mobs, as well as turn down the overall mob number
Plus I think the latest for 1.6.4 includes independent dimension settings (or was that the 1.7.2 version...)
I can't. I'm stuck in 1.6.2 since I have over 35 mods installed and cms isn't working.
http://www.minecraft...d-mob-spawning/
what mods aren't updated to 1.6.4? most mods that don't have worldgen stuff will work in 1.6.2/4 without an explicit update
It shouldn't be destroying ore. If you see it replacing ore with stone, that's because it moved the ore somewhere else. It should only place ore into the following blocks: dirt, grass, gravel, or modded blocks marked as equivalent to stone for ore gen. It also may place blocks into air blocks, but only if it has already started in a solid block.
And yes, it may occasionally move blocks that just contain the word "ore". That's because there's no real definition in the code as to what an ore block is. Maybe I should check if the block has a smelting recipe?
Sorry, the links were temporarily disabled due to high traffic, but should be working again.
I have to admit, I've never tamed a single wolf, ocelot, horse or etc. So I never really think of making tamable creatures since I don't use them. Maybe sometime in the future.
Lizardmen are an okay idea. I had at one point planned to put lizard monsters in the swamp, but maybe lizardmen would be better since then it's less like you're just being attacked by a wild animal.
I'm not sure I'm aware of this issue. Do you have any more information?
No, it's not an open source mod.
How strange. I've never seen anything like it, and I'm not really sure what could cause that.
Pleeeeeeeaaaaase.
The next update will come soon. No need to worry.