Hi I am fairly new to installing mods (I've only installed mods on the 1.2.5 minecraft) and I had some questions about what will happen to my saves once minecraft updates. Will the twilight forest mod that I have installed still work? And will my saved games be corrupted in any way?
Thanks for any help you can give me.
This is such an amazing mod, I haven't seen another that comes close to the atmosphere you find in this dimension. And the new underground system brought that feeling of brand new exploration right back, just like the first time I stumbled across a wizard's tower.
I've got a little question, is it permissable to make the mod I'm working on compatible with the Twilight Forest biomes? I would love to texture up some little dragons that match these themes. :3
java.lang.NullPointerException
at ge.g(World.java:1447)
at hs.a(SourceFile:73)
at hs.a(SourceFile:27)
at twilightforest.TFBiomeDecorator.a(TFBiomeDecorator.java:148)
at lt.a(SourceFile:215)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:835)
at mp.a(ChunkProviderServer.java:211)
at my.a(Chunk.java:1150)
at mp.c(ChunkProviderServer.java:124)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:329)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:246)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:412)
at dn.run(SourceFile:492)
AND
java.lang.NullPointerException
at ge.d(World.java:520)
at fq.a(WorldGenDungeons.java:25)
at twilightforest.ChunkProviderTwilightForest.a(ChunkProviderTwilightForest.java:832)
at mp.a(ChunkProviderServer.java:211)
at my.a(Chunk.java:1140)
at mp.c(ChunkProviderServer.java:124)
at mp.b(ChunkProviderServer.java:137)
at ge.d(World.java:449)
at ge.a(World.java:355)
at ge.g(World.java:368)
at ge.b(World.java:308)
at twilightforest.WorldProviderTwilightForest.a(WorldProviderTwilightForest.java:90)
at ge.c(World.java:275)
at gp.c(WorldServer.java:133)
at ge.<init>(World.java:226)
at gp.<init>(WorldServer.java:26)
at hy.<init>(SourceFile:10)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:292)
at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:246)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:412)
at dn.run(SourceFile:492)
I cant even create a serverside world, I loved this mod back when it worked
I do and have for quite a while. However, I haven't taken IC2 MFEs there yet. Have run a little BC stuff in there with no problems. Good luck.
Yeah.. probably shouldn't have done the independent power source thing, used almost all of a stack of diamond I had. (i'll have to turn the frame quarry lose again if I ever get back to the overworld)
but yeah.. took 60 glacial precipitators and quite a few trips back and forth for more supplies but i'm finally almost ready! Just realized as i'm typing this i'd better grab enough for a map or two first.
java.lang.IllegalArgumentException: Slot 133 is already occupied by [email protected] when adding [email protected]
at pb.<init>(Block.java:251)
at pp.<init>(BlockLog.java:9)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:36)
at twilightforest.TFBlocks.<init>(TFBlocks.java:27)
at mod_TwilightForest.load(mod_TwilightForest.java:141)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c7016e86 ----------
I'd really like to check out this mod and still have PlasmaCraft for my server, if this could be fixed that would be great
java.lang.IllegalArgumentException: Slot 133 is already occupied by [email protected] when adding [email protected]
at pb.<init>(Block.java:251)
at pp.<init>(BlockLog.java:9)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:36)
at twilightforest.TFBlocks.<init>(TFBlocks.java:27)
at mod_TwilightForest.load(mod_TwilightForest.java:141)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c7016e86 ----------
I'd really like to check out this mod and still have PlasmaCraft for my server, if this could be fixed that would be great
This isn't a problem with the mod, nor does it need to be fixed. This is why you have config files.
Rollback Post to RevisionRollBack
Give a man a fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.
Random question: the ground height was depressed to ~30 because of the tree height, right?
Is there any plans to raise the ground height back to the "normal" level in a future version now that we have a 256 block height in vanilla?
edit: ok.. been doing some exploring (and slurping down power out of the chest place flying a bunch) and found this mound.. dig down (yeah yeah.. never smart, however a quantum suit mitigates the lava risk) and discover a creepy "ha ha ha" "he he he"
Well done mod. Found a wizard tower as well.
I like how this mod actually encourages exploration. Don't know about most folks but I rarely explore the overworld much at all. There's just not much to see.
edit2: hmm... anyone else have the ores setting to true and playing with redpower? i'm not noticing any RP2 copper/tin/etc.. I am noticing apatite from Forestry though.
I haven't done much mining yet, just some cave exploring so I could have just missed it.
@Fnord I'm also having the same problem with world generation of other mods set to true and not getting anything out of it. The ONLY thing from one of my other mods is Apatite - not getting any IC2 uranium, RP2 ores, Forestry hives, Buildcraft oil, or anything from Thaumcraft 2.
I finally got the chance to play Minecraft again, so I installed your new version of the mod, and I must say I am most impressed. I'll write down some of my observations and thoughts as I played through your mod. I guess this'll be my second review?
The Review
I entered Twilight Forest and was very happy that it ran smoothly. Last time I played it was really laggy. The second thing I noticed is the balance of mobs throughout the biomes, which is just perfect. As I would walk through I didn't see a horde of animals, but occasionally, I would encounter deer grazing about, and little birds chirping. It really added to the whole atmosphere, and it definitely made me feel like I was in some magical forest. Well done! The animations are also wonderful, it feels all tied together and unified. The new sounds fit in very well, and also made the atmosphere of the mod just that more immersive. This was the first time I was able to complete the entire mod, and find all the content; the mod ran very smoothly, and everything was exceptionally balanced.
I'll go through some of my experiences and review them individually. It'll be lengthy.
The Beginning
As I began afresh in the forest, I found little pockets of caves and dungeons which was very exciting. It was so cool finding the roots; the roots added alot to cave-mining for some reason. Liveroot is really the only root that has much purpose, but having the other decorative roots gave the dungeons and caves a real nice touch that regular minecraft lacks. In my previous playthroughs I had little incentive to ever mine in Twilight Forest, but I could not stop mining in this current version. Ironroot was definitely something fun to find and mine.
Ironwood Set
I really like the ironwood set, especially since they automatically become enchanted. This was very useful, and rewarding.
The Roots
I really do love the roots you added, and I think it has elevated your mod to a higher standard than perhaps all other mods. I say this because you made your mod into an art form; it contains mood, atmosphere, and allows the player to feel like they are somewhere bigger than themselves. Other mods never do this, and are shallow. Even other dimension mods.
I have further suggestions for the roots. So far, there is liveroot; liveroot is the only useful root you can find. I think you should definitely expand the roots blocks to new kinds of roots. I think it would be very interesting if new kinds of roots only spawned underground in certain biomes. Some are rarer and some are more common.
What use will the roots have? You can have them become a new ore, but that can get boring if overdone. I think it would be interesting if new roots are ingredients to building interesting blocks for "forest-like" homes or structures. Perhaps something along the lines of elvish architecture, with the tree-like walls, roofs, floors, windows, furniture, etc. There could be different colored sets from different kinds of roots. These structural blocks can't be found, only built by the player.
Still, certain rare magical roots can be combined with herbs or flowers to make the player invisible for a very short while. Or perhaps it will allow the player to be immune to zombies for a minute, or immune to magic attack. But such roots would be very rare, and not easy to craft. When you craft these roots with herbs and stuff, you can make it into a magical soup, or some sort of magical food. You could make them into potions, but then I'm not sure where one can get a blaze rod to make a brewstand in TF.
Skeleton Druids
I really like the skeleton druids. I usually fight one if I am near one of their homes. I feel they need something more. Perhaps they should drop something rare and interesting. Perhaps a Druid Wand? The druid attack seems to poison/sicken you, so perhaps a version of that wand would be an interesting loot. Perhaps it can have low durability as well.
I think perhaps there should be a skeletal druid boss for new/low equipped players. It can be the first boss a player encounters, rather than the Naga. I've fought many Naga, but one has to be quite prepared for it. In many cases, I found the Naga to be more difficult than the Lich. The Druid boss doesn't need to have a large setup; perhaps it spawns in a moderately sized cave where it conducts arcane experiments. And this cave has a small tunnel that is connected to a skeletal druid house. However, not all skeletal druid homes should spawn with a druid boss underneath. Perhaps only a very few spawn with the druid boss cave attached to it. I think this would implore the player to do some digging for each house to see if they've found the druid boss cave (without the magic map of course).
The Naga
I feel Nagas are the hardest boss to fight because they're fast and there's no place to run. I think you shouldn't change anything of it though. I sort of wished I could make a Naga weapon. Perhaps Nagas sometimes drop a Naga Fang which could be used to craft a poisonous dagger. Naga armor is okay, but by the time I had finally fought one, I already had better armor.
The Lich
I finally was able to fight one, and it was so much fun. The tower design itself is wonderful; I could not stop exploring and trying to find new things and treasures. Wonderful job there. The Lich battle itself is fun too and quite rewarding. I recently fought through a lich tower that spawned in the Dark Forest biome; it was really cool, it felt even more grim and dark as I walked through the dark forest and into the tower. The scepters are really cool as well, and do not feel like cheap wands or magic sticks like other mods do.
Which brings me to the...
Dark Forests
This is really awesome, well made too. I actually felt afraid being in there. For a while I wandered about in the dark, collecting glowing mushrooms and then I see this red glowing eye in front of me and I was attacked. Man that was scary! I had no idea the spiders were given a new skin, and it ramped up the whole atmosphere of the mod. Again, well done.
Wraiths
I think the wraith is a really cool mob. I wish I could see more of it though. It would be cool if there were these rare worldgen structures called the Wraith Sanctuary, which is this ruinous place/temple, either above ground or underground. Wraiths will spawn there in a certain number, only at night. Perhaps wraiths can also have a rare chance of dropping a Wraith Crown, which temporarily gives the player the ability to float about like a wraith if he wears it.
The Magic Map
The magic map is a really useful tool, but I think I encountered a bug. Once the map is filled up, I can't see beyond it. My little icon will disappear off the edges of the map if I explore beyond what the map has drawn. I thought, perhaps making a new one will be clean, but it wasn't.
Overall
Overall, this is the best dimension mod I have tested and played. It has a good amount of content, it has a wonderful atmosphere, and the world fits together very well. It truly is an immersive experience, very artistic I must say. I think other mods should look up to TF as an example; Aether, Aurorae, The Eternal Frost, and many other dimension mods need to look at this and see why TF is a huge success.
To Everyone Else
I highly recommend you guys play TF with the Eldpack texturepack. It's a wonderful texture that looks amazing in TF and fits well with TF's blocks and items. You can find it here: eldpack.com
this looks pretty awsome, pity it uses forge. we basically have to throw out our entire custom builds just to have forge installed, since they don't play nice with anyone.
Rollback Post to RevisionRollBack
overzealous moderators incapable of thinking for themselves are more of a danger to any forum than anyone trying to abuse it.
I'm curious if there's any sort of list of Item IDs anywhere? I saw the BlockID list in the thread by searching, but I know it adds quite a few items too, and I want to make sure it's compatible with all the other mods I'm using.
this looks pretty awsome, pity it uses forge. we basically have to throw out our entire custom builds just to have forge installed, since they don't play nice with anyone.
What a silly thing to say. The whole idea of forge is to increase compatibility between mods as well as adding much needed functionality. You should be going to the other mods you use and telling them its a pity they don't use forge, instead choosing to take the hamfisted approach of editing base classes, therefore making their mods completely incompatible with any other mod that is even remotely related. Forge is by far the best thing to happen to the modding community.
this looks pretty awsome, pity it uses forge. we basically have to throw out our entire custom builds just to have forge installed, since they don't play nice with anyone.
What are you talking about? I'm running 73 mods, only because of Forge's compatibility.
What a silly thing to say. The whole idea of forge is to increase compatibility between mods as well as adding much needed functionality. You should be going to the other mods you use and telling them its a pity they don't use forge, instead choosing to take the hamfisted approach of editing base classes, therefore making their mods completely incompatible with any other mod that is even remotely related. Forge is by far the best thing to happen to the modding community.
fair enough, let me rephrase this - no one uses forge. so it's many commonly used and mature mods vs 1, which makes it a really tough sell.
and I still don't think it would be completely inaccurate to say that they're not playing nice, just because of the way they decided break compat with modloader and roll their own. vast majority of the mods here are using it, which do not edit base classes, and do not work in forge as they claim they should. so breaking compat, with no backwards compat, and forcing everyone else to port is not very nice now is it.
What are you talking about? I'm running 73 mods, only because of Forge's compatibility.
well I must be doing something wrong then, tried to rebuild with forge base and just could not get any of my old modloader mods to load without crashing. "73 mods" is meaningless, if they're all based on forge.
the mod does not work
i make a pool of water and do plants around it
then i toss a diamond in it but it only gives potion effect
you know the sollution plzz cuz the mod looks awesome
plzz help and tnx in advance
edit: srry if im a bit rude
tnx again
That usually means the pool isn't properly surrounded with plants,make sure the corners are filled in too(and don't use plants from mods,chances are they won't work).
You mean when MC updates? like to 1.3?
I've got a little question, is it permissable to make the mod I'm working on compatible with the Twilight Forest biomes? I would love to texture up some little dragons that match these themes. :3
AND
I cant even create a serverside world, I loved this mod back when it worked
Yeah.. probably shouldn't have done the independent power source thing, used almost all of a stack of diamond I had. (i'll have to turn the frame quarry lose again if I ever get back to the overworld)
but yeah.. took 60 glacial precipitators and quite a few trips back and forth for more supplies but i'm finally almost ready! Just realized as i'm typing this i'd better grab enough for a map or two first.
at pb.<init>(Block.java:251)
at pp.<init>(BlockLog.java:9)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:36)
at twilightforest.TFBlocks.<init>(TFBlocks.java:27)
at mod_TwilightForest.load(mod_TwilightForest.java:141)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:351)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c7016e86 ----------
I'd really like to check out this mod and still have PlasmaCraft for my server, if this could be fixed that would be great
This isn't a problem with the mod, nor does it need to be fixed. This is why you have config files.
sorry, new to modding since i've been using plain vanilla and Bukkit until now. thanks
Is there any plans to raise the ground height back to the "normal" level in a future version now that we have a 256 block height in vanilla?
edit: ok.. been doing some exploring (and slurping down power out of the chest place flying a bunch) and found this mound.. dig down (yeah yeah.. never smart, however a quantum suit mitigates the lava risk) and discover a creepy "ha ha ha" "he he he"
Well done mod. Found a wizard tower as well.
I like how this mod actually encourages exploration. Don't know about most folks but I rarely explore the overworld much at all. There's just not much to see.
edit2: hmm... anyone else have the ores setting to true and playing with redpower? i'm not noticing any RP2 copper/tin/etc.. I am noticing apatite from Forestry though.
I haven't done much mining yet, just some cave exploring so I could have just missed it.
If you can tame them, NOTIFY ME
I finally got the chance to play Minecraft again, so I installed your new version of the mod, and I must say I am most impressed. I'll write down some of my observations and thoughts as I played through your mod. I guess this'll be my second review?
The Review
I entered Twilight Forest and was very happy that it ran smoothly. Last time I played it was really laggy. The second thing I noticed is the balance of mobs throughout the biomes, which is just perfect. As I would walk through I didn't see a horde of animals, but occasionally, I would encounter deer grazing about, and little birds chirping. It really added to the whole atmosphere, and it definitely made me feel like I was in some magical forest. Well done! The animations are also wonderful, it feels all tied together and unified. The new sounds fit in very well, and also made the atmosphere of the mod just that more immersive. This was the first time I was able to complete the entire mod, and find all the content; the mod ran very smoothly, and everything was exceptionally balanced.
I'll go through some of my experiences and review them individually. It'll be lengthy.
The Beginning
As I began afresh in the forest, I found little pockets of caves and dungeons which was very exciting. It was so cool finding the roots; the roots added alot to cave-mining for some reason. Liveroot is really the only root that has much purpose, but having the other decorative roots gave the dungeons and caves a real nice touch that regular minecraft lacks. In my previous playthroughs I had little incentive to ever mine in Twilight Forest, but I could not stop mining in this current version. Ironroot was definitely something fun to find and mine.
Ironwood Set
I really like the ironwood set, especially since they automatically become enchanted. This was very useful, and rewarding.
The Roots
I really do love the roots you added, and I think it has elevated your mod to a higher standard than perhaps all other mods. I say this because you made your mod into an art form; it contains mood, atmosphere, and allows the player to feel like they are somewhere bigger than themselves. Other mods never do this, and are shallow. Even other dimension mods.
I have further suggestions for the roots. So far, there is liveroot; liveroot is the only useful root you can find. I think you should definitely expand the roots blocks to new kinds of roots. I think it would be very interesting if new kinds of roots only spawned underground in certain biomes. Some are rarer and some are more common.
What use will the roots have? You can have them become a new ore, but that can get boring if overdone. I think it would be interesting if new roots are ingredients to building interesting blocks for "forest-like" homes or structures. Perhaps something along the lines of elvish architecture, with the tree-like walls, roofs, floors, windows, furniture, etc. There could be different colored sets from different kinds of roots. These structural blocks can't be found, only built by the player.
Still, certain rare magical roots can be combined with herbs or flowers to make the player invisible for a very short while. Or perhaps it will allow the player to be immune to zombies for a minute, or immune to magic attack. But such roots would be very rare, and not easy to craft. When you craft these roots with herbs and stuff, you can make it into a magical soup, or some sort of magical food. You could make them into potions, but then I'm not sure where one can get a blaze rod to make a brewstand in TF.
Skeleton Druids
I really like the skeleton druids. I usually fight one if I am near one of their homes. I feel they need something more. Perhaps they should drop something rare and interesting. Perhaps a Druid Wand? The druid attack seems to poison/sicken you, so perhaps a version of that wand would be an interesting loot. Perhaps it can have low durability as well.
I think perhaps there should be a skeletal druid boss for new/low equipped players. It can be the first boss a player encounters, rather than the Naga. I've fought many Naga, but one has to be quite prepared for it. In many cases, I found the Naga to be more difficult than the Lich. The Druid boss doesn't need to have a large setup; perhaps it spawns in a moderately sized cave where it conducts arcane experiments. And this cave has a small tunnel that is connected to a skeletal druid house. However, not all skeletal druid homes should spawn with a druid boss underneath. Perhaps only a very few spawn with the druid boss cave attached to it. I think this would implore the player to do some digging for each house to see if they've found the druid boss cave (without the magic map of course).
The Naga
I feel Nagas are the hardest boss to fight because they're fast and there's no place to run. I think you shouldn't change anything of it though. I sort of wished I could make a Naga weapon. Perhaps Nagas sometimes drop a Naga Fang which could be used to craft a poisonous dagger. Naga armor is okay, but by the time I had finally fought one, I already had better armor.
The Lich
I finally was able to fight one, and it was so much fun. The tower design itself is wonderful; I could not stop exploring and trying to find new things and treasures. Wonderful job there. The Lich battle itself is fun too and quite rewarding. I recently fought through a lich tower that spawned in the Dark Forest biome; it was really cool, it felt even more grim and dark as I walked through the dark forest and into the tower. The scepters are really cool as well, and do not feel like cheap wands or magic sticks like other mods do.
Which brings me to the...
Dark Forests
This is really awesome, well made too. I actually felt afraid being in there. For a while I wandered about in the dark, collecting glowing mushrooms and then I see this red glowing eye in front of me and I was attacked. Man that was scary! I had no idea the spiders were given a new skin, and it ramped up the whole atmosphere of the mod. Again, well done.
Wraiths
I think the wraith is a really cool mob. I wish I could see more of it though. It would be cool if there were these rare worldgen structures called the Wraith Sanctuary, which is this ruinous place/temple, either above ground or underground. Wraiths will spawn there in a certain number, only at night. Perhaps wraiths can also have a rare chance of dropping a Wraith Crown, which temporarily gives the player the ability to float about like a wraith if he wears it.
The Magic Map
The magic map is a really useful tool, but I think I encountered a bug. Once the map is filled up, I can't see beyond it. My little icon will disappear off the edges of the map if I explore beyond what the map has drawn. I thought, perhaps making a new one will be clean, but it wasn't.
Overall
Overall, this is the best dimension mod I have tested and played. It has a good amount of content, it has a wonderful atmosphere, and the world fits together very well. It truly is an immersive experience, very artistic I must say. I think other mods should look up to TF as an example; Aether, Aurorae, The Eternal Frost, and many other dimension mods need to look at this and see why TF is a huge success.
To Everyone Else
I highly recommend you guys play TF with the Eldpack texturepack. It's a wonderful texture that looks amazing in TF and fits well with TF's blocks and items. You can find it here: eldpack.com
What a silly thing to say. The whole idea of forge is to increase compatibility between mods as well as adding much needed functionality. You should be going to the other mods you use and telling them its a pity they don't use forge, instead choosing to take the hamfisted approach of editing base classes, therefore making their mods completely incompatible with any other mod that is even remotely related. Forge is by far the best thing to happen to the modding community.
What are you talking about? I'm running 73 mods, only because of Forge's compatibility.
fair enough, let me rephrase this - no one uses forge. so it's many commonly used and mature mods vs 1, which makes it a really tough sell.
and I still don't think it would be completely inaccurate to say that they're not playing nice, just because of the way they decided break compat with modloader and roll their own. vast majority of the mods here are using it, which do not edit base classes, and do not work in forge as they claim they should. so breaking compat, with no backwards compat, and forcing everyone else to port is not very nice now is it.
well I must be doing something wrong then, tried to rebuild with forge base and just could not get any of my old modloader mods to load without crashing. "73 mods" is meaningless, if they're all based on forge.
That usually means the pool isn't properly surrounded with plants,make sure the corners are filled in too(and don't use plants from mods,chances are they won't work).