Uploaded new version, 2.3.2. This version fixes a crash on the server when killing unstable ice core mobs in the aurora palace. It also removes some debug messages. I also excluded openblocks grave blocks from the structure protection, so you should be able to break those anywhere now.
Uploaded new version, 2.3.2. This version fixes a crash on the server when killing unstable ice core mobs in the aurora palace. It also removes some debug messages. I also excluded openblocks grave blocks from the structure protection, so you should be able to break those anywhere now.
Sir do the new version also fix this debug messages that I mentioned?
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.
Minor request for mod compatibility. Can you please rename the "Glacier" biome to something like "Twilight Glacier"? Ditto for highlands. All the rest, I think, are tagged by you somehow.
The issue is mystcraft symbol pages for biomes, and multiple biome mods -- while there is no confusion internally (biomes are identified by biome number), the information presented to the user is biome text string, and seeing different pages with the same name but different effect is confusing.
(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?
Aha! THAT is something I did not realize, and actually very, VERY nice to know.
So, some quick questions:
1. I do count 5 unprotected biomes on that map -- near the center, a light-green biome, next to it are dark-green biomes, two brown biomes, and a blue biome. I'm assuming the blue is the lake; I don't know what the others are.
mal and dense twilight forest, mushroom and lots of mushroom, and ... (check wiki) hey, the wiki doesn't list any other unprotecteds. ... and that's 4 ... ???
Alright, what are the common and rare unprotected biomes?
The blue-green biome is enchanted forest. There's I think 3 rare biomes right now, enchanted forest, deep mushrooms, and lake. There's 4-5 regular biomes, twilight forest, dense twilight forest, mushroom forest, oak savannah, and lighted forest. The rare biomes are randomly distributed, and not guaranteed on a given map. For example, the map shown has 3 blotches of enchanted forest, I think a few pixels of lake at one edge, and no deep mushroom forest. The rare biomes are not part of the progression system, so I think it's okay to have them randomly distributed as a bonus.
I'd like to add more of both types of biomes, as well as some "mutated" blotches to the common biomes like vanilla has, but I'm hesitant to just start adding more biome IDs, seeing as that's one of the #1 configuration problems people have with the mod. Maybe I should work on a system like they have for blocks and item IDs for the 1.8 versions of Forge.
And all of the progression achievements are item-based. So on a server, there's always at least one item per achievement that you can pass around. I do have some plans to try to change the system from individual achievement based to more of an "area unlock" system. So once one player "unlocks" a structure or biome, then all players could enter it unimpeded. That would be more intuitive in some circumstances. But I need to work out a few more details until that's ready.
Thanks for your comments on the item rewards. My current plan was to finish the progression system (just one more mega-structure and boss) and then go back and begin balancing. So I would be adjusting difficulty and items then. The hope is though that none of the ingot/equipment rewards will be totally trash. Unless you have a huge diamond stockpile, there is so much combat that most of your equipment will wear out after a dungeon or two. So hopefully you'll be replacing equipment with locally sourced items pretty regularly. We'll see. Maybe I need to add rust monsters or diamond eaters or something.
Ben, when are you going to add the snow queen, giant, and troll information to the site?
The wiki is actually in the process of migrating to another site. The current host, wikispaces, is raising prices for non-educational wikis, so I'm in the process of moving things to a new website. I'll have an announcement in a few days about that.
Thanks! The current cicadas are based on the dog day cicadas that are all around here, although I think the sound file is from a seven-year cicada. I would love to add more cicadas, when I have time though.
Hello, Twilight Forest seems to make trouble with OpenBlocks graves. A member of our server died in a tower. The grave spawns and got all his items. Now the grave seems to be part of the tower and is unbreakable. Hope anyone has an idea to get the items.
Breaking the grave in creative destroys the items.
I just released a new version that should let you break openblocks graves anywhere.
Is the goblin stronghold broken or incomplete? After killing the hydra, I located an entrance to a stronghold at the edge of the dark forest. At first, everything was easy. Kill a few mobs, find some simple treasure, etc. But when I reached a room with caged bars across it, I was unable to get in. I have now mapped the entire thing (according to Journey Map) and cannot find this ritual room anywhere. The only exception to generic corridors was that caged room, and another with some phantom knights. I dispatched them, got the treasure, but it had no impact on the other area.
In general, the stronghold seems quite random. In much of it, I had no problem breaking blocks or killing mobs. But once in awhile, I would encounter an area where I couldn't break anything (the green 'shield' effect) or kill mobs, but if I backed up a few steps, or proceeded, I could. Odd.
Odd indeed. If you can post the world seed and rough coordinates I can take a look. It's possible that the stronghold is expanding past the normal bounds for a structure, and so the mod is getting confused.
Hey, Is anyone having issues with Weathered Deadrock in different biomes? I believe it is an ID conflict issue, but didnt find anything.. Using the latest version of TF and BoP. Those are the only two world gen mods i'm using.
The place where I keep finding it is 1.7.10 BoP; SEED: "I Dont Know"; around the beach spawn area. Thornlands, Highlands and Highlands Center biome full of Weathered Deadrock.
I'll have to check it out, but the issue was reported fixed by Adubbz in the latest versions of Biomes O' Plenty. I wonder if something else is going on.
Minor request for mod compatibility. Can you please rename the "Glacier" biome to something like "Twilight Glacier"? Ditto for highlands. All the rest, I think, are tagged by you somehow.
The issue is mystcraft symbol pages for biomes, and multiple biome mods -- while there is no confusion internally (biomes are identified by biome number), the information presented to the user is biome text string, and seeing different pages with the same name but different effect is confusing.
Sure, I don't think anything references the name directly so it won't break saves. Isn't there a Twilight Highlands in World of Warcraft though?
Sir why is this messages keep spammed in my console? Is there any way to disable this messages?
Sir do the new version also fix this debug messages that I mentioned?
Sorry for the last post, didn't read the changelog.
yup.
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.
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288082-gravestone-mod-v2-9-6
The issue is mystcraft symbol pages for biomes, and multiple biome mods -- while there is no confusion internally (biomes are identified by biome number), the information presented to the user is biome text string, and seeing different pages with the same name but different effect is confusing.
* 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?
The blue-green biome is enchanted forest. There's I think 3 rare biomes right now, enchanted forest, deep mushrooms, and lake. There's 4-5 regular biomes, twilight forest, dense twilight forest, mushroom forest, oak savannah, and lighted forest. The rare biomes are randomly distributed, and not guaranteed on a given map. For example, the map shown has 3 blotches of enchanted forest, I think a few pixels of lake at one edge, and no deep mushroom forest. The rare biomes are not part of the progression system, so I think it's okay to have them randomly distributed as a bonus.
I'd like to add more of both types of biomes, as well as some "mutated" blotches to the common biomes like vanilla has, but I'm hesitant to just start adding more biome IDs, seeing as that's one of the #1 configuration problems people have with the mod. Maybe I should work on a system like they have for blocks and item IDs for the 1.8 versions of Forge.
And all of the progression achievements are item-based. So on a server, there's always at least one item per achievement that you can pass around. I do have some plans to try to change the system from individual achievement based to more of an "area unlock" system. So once one player "unlocks" a structure or biome, then all players could enter it unimpeded. That would be more intuitive in some circumstances. But I need to work out a few more details until that's ready.
Thanks for your comments on the item rewards. My current plan was to finish the progression system (just one more mega-structure and boss) and then go back and begin balancing. So I would be adjusting difficulty and items then. The hope is though that none of the ingot/equipment rewards will be totally trash. Unless you have a huge diamond stockpile, there is so much combat that most of your equipment will wear out after a dungeon or two. So hopefully you'll be replacing equipment with locally sourced items pretty regularly. We'll see. Maybe I need to add rust monsters or diamond eaters or something.
The wiki is actually in the process of migrating to another site. The current host, wikispaces, is raising prices for non-educational wikis, so I'm in the process of moving things to a new website. I'll have an announcement in a few days about that.
Thanks! The current cicadas are based on the dog day cicadas that are all around here, although I think the sound file is from a seven-year cicada. I would love to add more cicadas, when I have time though.
Nope, there will be one more amazing final castle with an epic final boss at the end.
I just released a new version that should let you break openblocks graves anywhere.
Odd indeed. If you can post the world seed and rough coordinates I can take a look. It's possible that the stronghold is expanding past the normal bounds for a structure, and so the mod is getting confused.
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
I'll have to check it out, but the issue was reported fixed by Adubbz in the latest versions of Biomes O' Plenty. I wonder if something else is going on.
Oh geez, StoIV (the current translator) has been so loyal though. I'll consider it.
I can add that too when I get a chance.
Sure, I don't think anything references the name directly so it won't break saves. Isn't there a Twilight Highlands in World of Warcraft though?
It is a mystery?!!? Okay, well I have reasons, but I'm not telling them.
Ok!!:D i have a question its possible to add a Other Dragon in this mod?
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