I think there are only two levels to a labyrinth. I have cleared two labyrinths, found where the minoshroom is supposed to be in each one---he's not in either one. (?) Shouldn't each labyrinth have a minoshroom boss?
I have a question:
Matierials and stuff of your mod will generate only in new chunks? Or even in old chunks of my world?
Nothing from this mod generates in the overworld. I swear, your question being repeated several times on many different threads would normally drive me to report you for spamming. I understand that you want to add mods to an existing world, but maybe wait for an answer in one thread (usually with the explanation I gave you in another thread) before asking everywhere else.
To clarify: biomes in slots above 128 are used by the vanilla world generator as sub-biomes of whatever's in that slot-128, and bits of them will be placed in the lower-slot biome. However, if the lower slot is occupied by a biome that's only used by a non-vanilla, non-sub-biome-using generator like the Forest's, the upper slot is never called as a sub-biome and you can put anything you want there.
I have a question:
Matierials and stuff of your mod will generate only in new chunks? Or even in old chunks of my world?
Do you copypaste this question to every mod thread? TF has nothing in the overworld at all, it's a separate dimension that you get to using vanilla items. As long as you don't already have a dimension using the same ID as the Forest does, you're fine.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
So in the current version of the mod I find these large white castles with glowing forcefields underneath... They appear to be placeholders. How long till they're finished? They look incredible even at this stage.
So I'm having biome ID conflicts and I'm not entirely sure how to resolve them. I tried changing them from their original IDs to 200 - 214 or so and I still have a conflict, it says.
So I'm having biome ID conflicts and I'm not entirely sure how to resolve them. I tried changing them from their original IDs to 200 - 214 or so and I still have a conflict, it says.
it's been a long time since i had to fix that, i think maybe it's worth trying biome IDs above 255.
actually.... i run a huge person to person only share modpack, let me paste the configs in case it helps for twilight forest.
i hope those two are enough to cover your biome ID using mods, not sure though.
it should be the vast majority of biome IDs if not anyway.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
i hope those two are enough to cover your biome ID using mods, not sure though.
it should be the vast majority of biome IDs if not anyway.
I got an out of bounds error with biome IDs over 255. I'll have to take a look at that. As far as I know the biome altering mods I'm running are BoP, RWG and TF.
I got an out of bounds error with biome IDs over 255. I'll have to take a look at that. As far as I know the biome altering mods I'm running are BoP, RWG and TF.
There are no biome IDs over 255, I've no idea why he suggested that. Try putting half of your biomes under 128 in the free spaced, then pairing the other half of the biomes from the same mod 128 IDs above each of those. This makes the most efficient use of the free IDs. Just bear in mind that if the lower ID of the two can generate in the overworld, then the one 128 IDs above that will also have a chance of generating in the overworld, so if you have, say, Biomes o' Plenty, don't have its Nether biomes over 128 and paired with an overworld biome (though the opposite should be just fine; I just tend to pair Nether biomes with Nether biomes and the same for the overworld).
With the Twilight Forest, since none of its biomes generate in the overworld, you should be fine just pairing each of them with any other Twilight Forest biome.
And use NEI's dump feature to print out what biome IDs are already used, and don't use ID 255 (since it's some kind of technical biome ID or something).
i thought they increased the limit of how many biomes is all, my mistake.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Oh, they seem to increase the potion count at least.
item IDs may have gone up to 4096 with 1.7.10 i believe, i think forge did this for us, i'm glad no matter who cause of my huge modpack
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I remember that being the case all the way back in 1.4.7 I think; 1.7 essentially removed item IDs outright though.
hmm.... maybe forge increased it again for 1.7.10 then, i remember something happening with it, i think.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
So I am just right now watching Direwolf20 get past the thornlands to the final castle.
Is there an update available that I'm not aware of? Last one I see anywhere is from May.
I think there are only two levels to a labyrinth. I have cleared two labyrinths, found where the minoshroom is supposed to be in each one---he's not in either one. (?) Shouldn't each labyrinth have a minoshroom boss?
When attempting to access any page on the wiki, it says:
Bandwidth Limit Exceeded
The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Edit: This was also reported on the last page by harley9699.
Yeah, I reported that a few days back. Been down quite a while like that.
I have a question:
Matierials and stuff of your mod will generate only in new chunks? Or even in old chunks of my world?
Nothing from this mod generates in the overworld. I swear, your question being repeated several times on many different threads would normally drive me to report you for spamming. I understand that you want to add mods to an existing world, but maybe wait for an answer in one thread (usually with the explanation I gave you in another thread) before asking everywhere else.
To clarify: biomes in slots above 128 are used by the vanilla world generator as sub-biomes of whatever's in that slot-128, and bits of them will be placed in the lower-slot biome. However, if the lower slot is occupied by a biome that's only used by a non-vanilla, non-sub-biome-using generator like the Forest's, the upper slot is never called as a sub-biome and you can put anything you want there.
Do you copypaste this question to every mod thread? TF has nothing in the overworld at all, it's a separate dimension that you get to using vanilla items. As long as you don't already have a dimension using the same ID as the Forest does, you're fine.
So in the current version of the mod I find these large white castles with glowing forcefields underneath... They appear to be placeholders. How long till they're finished? They look incredible even at this stage.
I just had the idea that it'd be really neat if the Block of Knightmetal would drop like an anvil (making the same sounds as well, of course.
We could then possibly make nice Mario-style falling block traps or something!
So I'm having biome ID conflicts and I'm not entirely sure how to resolve them. I tried changing them from their original IDs to 200 - 214 or so and I still have a conflict, it says.
it's been a long time since i had to fix that, i think maybe it's worth trying biome IDs above 255.
actually.... i run a huge person to person only share modpack, let me paste the configs in case it helps for twilight forest.
TF:
http://paste.ubuntu.com/11965308/
BoP:
http://paste.ubuntu.com/11965314/
i hope those two are enough to cover your biome ID using mods, not sure though.
it should be the vast majority of biome IDs if not anyway.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I got an out of bounds error with biome IDs over 255. I'll have to take a look at that. As far as I know the biome altering mods I'm running are BoP, RWG and TF.
There are no biome IDs over 255, I've no idea why he suggested that. Try putting half of your biomes under 128 in the free spaced, then pairing the other half of the biomes from the same mod 128 IDs above each of those. This makes the most efficient use of the free IDs. Just bear in mind that if the lower ID of the two can generate in the overworld, then the one 128 IDs above that will also have a chance of generating in the overworld, so if you have, say, Biomes o' Plenty, don't have its Nether biomes over 128 and paired with an overworld biome (though the opposite should be just fine; I just tend to pair Nether biomes with Nether biomes and the same for the overworld).
With the Twilight Forest, since none of its biomes generate in the overworld, you should be fine just pairing each of them with any other Twilight Forest biome.
And use NEI's dump feature to print out what biome IDs are already used, and don't use ID 255 (since it's some kind of technical biome ID or something).
I got it to work via going from 245 and up.
i thought they increased the limit of how many biomes is all, my mistake.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Oh, they seem to increase the potion count at least.
item IDs may have gone up to 4096 with 1.7.10 i believe, i think forge did this for us, i'm glad no matter who cause of my huge modpack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I remember that being the case all the way back in 1.4.7 I think; 1.7 essentially removed item IDs outright though.
hmm.... maybe forge increased it again for 1.7.10 then, i remember something happening with it, i think.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
that would be stock MC. MC did away with static block and item IDs