---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 2013/12/28 12:59
Description: Initializing game
java.lang.NoSuchMethodError: net.minecraft.launchwrapper.LaunchClassLoader.clearNegativeEntries(Ljava/util/Set;)V
at cpw.mods.fml.common.ModClassLoader.clearNegativeCacheFor(ModClassLoader.java:109)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:461)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.ModClassLoader.clearNegativeCacheFor(ModClassLoader.java:109)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:461)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 542448984 bytes (517 MB) / 725942272 bytes (692 MB) up to 3817799680 bytes (3640 MB)
JVM Flags: 1 total; -Xmx4096m
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 v8.11 FML v6.4.31.935 Minecraft Forge 9.11.1.935 Optifine OptiFine_1.6.4_HD_U_C5 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.31.935} [Forge Mod Loader] (minecraftforge-1.6.4.jar) Unloaded->Constructed
Forge{9.11.1.935} [Minecraft Forge] (minecraftforge-1.6.4.jar) Unloaded->Constructed
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded
Launched Version: Forge9.11.0.883
LWJGL: 2.9.0
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: [1.6.2]Sphax PureBDcraft 128x MC16.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
try installing a different version of forge. I think that somehow your forge version is screwy as it says .935 in the versions for the mods loaded but launched .883
try installing a different version of forge. I think that somehow your forge version is screwy as it says .935 in the versions for the mods loaded but launched .883
Thanks for your reply. I have tried the following Forge and also get the same crash-reports:
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916
FML: MCP v8.11 FML v6.4.20.913 Minecraft Forge 9.11.0.913
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965
However, the Launched Version still show that it is Forge9.11.0.883.
My step for installing different version of forge, that just replace the another version of jar file on the following location:
C:\Users\Chiting\AppData\Roaming\.minecraft\libraries\minecraftforge-1.6.4.jar
Hello everyone,
I made an age with Enchanted Forest in it. It appeared all ok (except for a few tainted chunks from TC4), but I have one question:
Is it possible that a Quest Grove is present in this forest?
the wooden towers are so awesome! i like conquering them decorating them! they make such pretty castles, even though the gahsts never stop spawning outside and those pesky termites are everywhere -o-
In forests Turkey there are boars and they attack you on sight they are not passive. They charge and kill you with its tusks, but they cant turn without slowing. Turkey is a muslim country where people dont eat bacon, pork but there are boar hunters for sport. Also they dont live near houses. villages and cities. I think you should make them like angry wolves or endermen, and run away from houses (beds and druid spawners).
I don't know if this has been an issue for anyone else, but whenever I enter a naga boss fight, the naga will instead of attacking me move to the nearest corner of the arena and then begin curling up until after a few seconds it vanishes. Has anyone else seen this issue and perhaps know if it is a conflict with another mod? I do have quite a few installed at the moment
This is a strange mod. I have seen the mod around for a while. The download instructions were at times illegible and I don't mean to be unkind, but at one time looked as if the author was drunk when they were typed in. As described and in the videos it is truly awesome, but there is a remarkable lack of interaction with it from the community. There are no support links. There are no meaningful FAQ's that I noticed. Yes, I know there are hundreds of comments on the wiki, but considering the lack of real information on it I'll have to pass. I don't seem to have any problem running Minecraft, but this mod either requires some simple directions, which I'm apparently not able to follow for some reason, or it is a cruel hoax. If it isn't I thank the author but right now I'll have to pass until I can create my own twilight forest. Thank you for your efforts.
Thanks for your reply. I have tried the following Forge and also get the same crash-reports:
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916
FML: MCP v8.11 FML v6.4.20.913 Minecraft Forge 9.11.0.913
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965
However, the Launched Version still show that it is Forge9.11.0.883.
My step for installing different version of forge, that just replace the another version of jar file on the following location:
C:\Users\Chiting\AppData\Roaming\.minecraft\libraries\minecraftforge-1.6.4.jar
Would it be right?
hmmm...maybe something else is messed up...have you tried to launch that version without TF?
My step for installing different version of forge, that just replace the another version of jar file on the following location:
C:\Users\Chiting\AppData\Roaming\.minecraft\libraries\minecraftforge-1.6.4.jar
(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?
First off I'd like to say this mod is really well done. In fact I kinda wish the experience of going to the nether in normal Minecraft was as epic as the experience exploring TF, but sadly Mojang seems to not care about the nether anymore. We don't even have nether generated above layer 128.
Anyways my experiences with twilight forest have been primarily with mod packs. At the moment I play a lot of Feed the Beast and I have noticed things about the mod that kill the experience. This could just be conflict with some of the other mods, considering right now our server (www.skyservers.net/ftb) is running the Unleashed pack which has yet to update to the current versions of most mods, so sadly I haven't been able to experience the boss encounter with the phantom knights. However I felt like I should mention errors that I have spotted.
Performance Tweak / Exploit Fix.
The mod pack Unleased incorporates a mini map into the game which displays monsters. I have found this allows me to easily find things such as Labrynths and Strongholds, because the map shows the minotaurs (labrynth) and crabs/knights (strongholds) Almost instantly I can tell one of these is underground because they show up on the minimap.
While mentioning this I should also note that I play on a weak system, I don't even run texture packs just to maximise my performance while playing the game, and I have noticed that while exploring TF there is usually a bad performance spike when loading chunks with special generation in them. Namely Hollow Hills, but usually all the other ones also do this. On our server it's become almost impossible to explore twilight forest because once you start generating unexplored chunks, my system at least, will begin to freeze up. These freezes last anywhere from 5 seconds, to up to 2 minutes. Then I'll get to move again, but if I move in any direction other than the one I came from I freeze again.
It got me to thinking... perhaps something could be added to the mod to disable monster spawns in these areas, when the area has not been explored. Like Labrynths and Strongholds. Most people pass right by them. If someone is just going to pass by a dungeon and not explore it, why spawn anything undergound? I like the idea for getting into the stronghold. Requiring a trophy to open the door. If this is the case, perhaps you could add something in to the pedastal so when it is activated, it also activates spawns within the stronghold? This would certainly prevent the locating exploit with minimap. I also feel it would help reduce lag when running the mod. I could have it wrong, and it's the actual generation of these structures that kills my system and not the monsters, but in either case I felt I would mention it here.
Stronghold Glitch:
Stronghold shield does not spawn in the ceiling above the floating resource clusters within strongholds. Granted I find these ways in via the minimap undergound mode, but nonetheless, bypassing the pedastal is clearly not intended.
(Only related to TF being installed alongside IndustrialCraft) Stronghold Shield can be looted via the Vajra even on the red (unharvestable) side. I would still like to be able to loot the shield because it's a cool looking block and neat for decoration, but the Vajra lets me get past it. And once this block is perfected I'd love to see it encasing the Second Floor of a labrynth, so we can dig out.
Chunk Generation Fail:
Because of corruption, our server wipes the Twilight Forest and even the Nether once a month. Which is good in a way for resource gathering because it is such a large server. I wasn't around for the very first map reset, but I have found an unusual error that appears often. On most of the spawned structures (Hollow Hill, Naga, Stronghold, Quest Ram, and even Ur-Ghast Towers) at the very center of the structure there is a chunk completly out of alignment. Usually I'll find a Hollow Hill with the chunk at it's center loaded like there was never supposed to be a structure there, but then outside that chunk, the rest of the hill is there. Also something I've commonly found at Naga, or Quest Rams, is a floating chunk. This one is the opposite. Instead of it being in a depression in the structure, it loaded far above it, usually 20 blocks above. The structure even resumes above it where it should. It literally looks like someone selected the whole chunk with world edit and shifted it up 20 blocks. The only things that generate correctly are the trees. This error I have seen mostly at naga, a couple times at ghast towers and stronghold, and at 2 quest rams. I have also seen a chunk depression at a Hydra hill, but the depression was only 1 block deep, but the square was really defined.
In conclusion:
I could probably find other errors associated with it but I thought I'd mention these big ones here. Once again these could have nothing to do with the mod and may be a compatibility issue, or just something my server is doing differently than others. I enjoy the mod, but above any error I've mentioned here, the thing I would like to see most is a performance update that focuses on faster terrain generation. It's just a plea from me for my pathetic computer system. I appreciate your time and apologise for the long read. I look forward to more from you.
This is a strange mod. I have seen the mod around for a while. The download instructions were at times illegible and I don't mean to be unkind, but at one time looked as if the author was drunk when they were typed in. As described and in the videos it is truly awesome, but there is a remarkable lack of interaction with it from the community. There are no support links. There are no meaningful FAQ's that I noticed. Yes, I know there are hundreds of comments on the wiki, but considering the lack of real information on it I'll have to pass. I don't seem to have any problem running Minecraft, but this mod either requires some simple directions, which I'm apparently not able to follow for some reason, or it is a cruel hoax. If it isn't I thank the author but right now I'll have to pass until I can create my own twilight forest. Thank you for your efforts.
You are quite wrong. As far as support goes, one need only post a glitch here and Benimatic will fix it quickly (unless he's gone for the holidays, like now). As far as other support goes, you can simply post your problem here and someone will help you.
As far as a guide goes, there is a really good guide on the official wiki. It has everything you need to get started, and lots of information beyond that. The wiki as a whole is a little out of date, but almost all the information is still accurate, and it is MORE than enough to get started anyhow.
The mod pack Unleased incorporates a mini map into the game which displays monsters. I have found this allows me to easily find things such as Labrynths and Strongholds, because the map shows the minotaurs (labrynth) and crabs/knights (strongholds) Almost instantly I can tell one of these is underground because they show up on the minimap.
While mentioning this I should also note that I play on a weak system, I don't even run texture packs just to maximise my performance while playing the game, and I have noticed that while exploring TF there is usually a bad performance spike when loading chunks with special generation in them. Namely Hollow Hills, but usually all the other ones also do this. On our server it's become almost impossible to explore twilight forest because once you start generating unexplored chunks, my system at least, will begin to freeze up. These freezes last anywhere from 5 seconds, to up to 2 minutes. Then I'll get to move again, but if I move in any direction other than the one I came from I freeze again.
It got me to thinking... perhaps something could be added to the mod to disable monster spawns in these areas, when the area has not been explored. Like Labrynths and Strongholds. Most people pass right by them. If someone is just going to pass by a dungeon and not explore it, why spawn anything undergound? I like the idea for getting into the stronghold. Requiring a trophy to open the door. If this is the case, perhaps you could add something in to the pedastal so when it is activated, it also activates spawns within the stronghold? This would certainly prevent the locating exploit with minimap. I also feel it would help reduce lag when running the mod. I could have it wrong, and it's the actual generation of these structures that kills my system and not the monsters, but in either case I felt I would mention it here.
Honestly, minimaps revealing strongholds and labyrinths doesn't matter. Firstly, major structures generate in a grid. If you can find one major structure, you will know where the rest are. Secondly, the magic map item which you can (and are basically supposed to) craft, reveals the locations of all major structures and biomes in a large area. This is actually a better method of finding major structures than a minimap. Now, some minimap mods can reveal underground terrain, which can provide the layout of both floors of the labyrinth and reveal the location of the secret treasure room. There isn't really much Benimatic can do about this though. Players can choose to play with minimap mods or not. As far as I know, most if not all minimap mods are client side. If you don't want to use minimaps, you should be able to disable it and still play on that server.
As far as monster spawn lag goes, I'm not sure if you're suggestion would be easy to implement or not. For starters, if someone managed to bypass the shield without using the pedestal, then they could loot the entire stronghold without having to fight anything. Secondly, even if your suggestion was implemented, it wouldn't make that big of a difference as far as lag goes. In the end, the server you are playing on and your computer would still have trouble handling the Twilight Forest. Plus, your solution would only decrease lag when the pedestal isn't activated. The lag would still be the same after the pedestal has been activated, whether the stronghold is being explored or there is just someone above it. This solution doesn't seem worth it, but only Benimatic would know for sure. Maybe he'll provide an answer for you after he gets back from his holiday break.
What do you plan to do with Twilight Lakes in the future? You've hinted at islands, any additional info on those? Maybe surrounded by mist until you have a certain item? Would you consider making the lake gen larger and more varied, ranging from how they are now to small ocean-sized? I really want to build sort of an island city in a Twilight Lake, but I've never been able to find one that's anywhere near big enough for it.
Out of all the bosses, my favorite is probably the hydra, i beat it with just iron gear. (iron sword, iron armor) with no enchantments, i like it how every attack it does you can dodge.
Next challenge for me: use leather armor instead.
Good, no wait, amazing-tasticly-awesome job with this mod, gave me some real challenging mobs to fight.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Please help~~~ Thanks~~~
Thanks for your reply. I have tried the following Forge and also get the same crash-reports:
FML: MCP v8.11 FML v6.4.20.916 Minecraft Forge 9.11.1.916
FML: MCP v8.11 FML v6.4.20.913 Minecraft Forge 9.11.0.913
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965
However, the Launched Version still show that it is Forge9.11.0.883.
My step for installing different version of forge, that just replace the another version of jar file on the following location:
C:\Users\Chiting\AppData\Roaming\.minecraft\libraries\minecraftforge-1.6.4.jar
Would it be right?
I made an age with Enchanted Forest in it. It appeared all ok (except for a few tainted chunks from TC4), but I have one question:
Is it possible that a Quest Grove is present in this forest?
No.
Use the forge installer.
Do *NOT* modify the jar.
* 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?
First off I'd like to say this mod is really well done. In fact I kinda wish the experience of going to the nether in normal Minecraft was as epic as the experience exploring TF, but sadly Mojang seems to not care about the nether anymore. We don't even have nether generated above layer 128.
Anyways my experiences with twilight forest have been primarily with mod packs. At the moment I play a lot of Feed the Beast and I have noticed things about the mod that kill the experience. This could just be conflict with some of the other mods, considering right now our server (www.skyservers.net/ftb) is running the Unleashed pack which has yet to update to the current versions of most mods, so sadly I haven't been able to experience the boss encounter with the phantom knights. However I felt like I should mention errors that I have spotted.
Performance Tweak / Exploit Fix.
The mod pack Unleased incorporates a mini map into the game which displays monsters. I have found this allows me to easily find things such as Labrynths and Strongholds, because the map shows the minotaurs (labrynth) and crabs/knights (strongholds) Almost instantly I can tell one of these is underground because they show up on the minimap.
While mentioning this I should also note that I play on a weak system, I don't even run texture packs just to maximise my performance while playing the game, and I have noticed that while exploring TF there is usually a bad performance spike when loading chunks with special generation in them. Namely Hollow Hills, but usually all the other ones also do this. On our server it's become almost impossible to explore twilight forest because once you start generating unexplored chunks, my system at least, will begin to freeze up. These freezes last anywhere from 5 seconds, to up to 2 minutes. Then I'll get to move again, but if I move in any direction other than the one I came from I freeze again.
It got me to thinking... perhaps something could be added to the mod to disable monster spawns in these areas, when the area has not been explored. Like Labrynths and Strongholds. Most people pass right by them. If someone is just going to pass by a dungeon and not explore it, why spawn anything undergound? I like the idea for getting into the stronghold. Requiring a trophy to open the door. If this is the case, perhaps you could add something in to the pedastal so when it is activated, it also activates spawns within the stronghold? This would certainly prevent the locating exploit with minimap. I also feel it would help reduce lag when running the mod. I could have it wrong, and it's the actual generation of these structures that kills my system and not the monsters, but in either case I felt I would mention it here.
Stronghold Glitch:
Stronghold shield does not spawn in the ceiling above the floating resource clusters within strongholds. Granted I find these ways in via the minimap undergound mode, but nonetheless, bypassing the pedastal is clearly not intended.
(Only related to TF being installed alongside IndustrialCraft) Stronghold Shield can be looted via the Vajra even on the red (unharvestable) side. I would still like to be able to loot the shield because it's a cool looking block and neat for decoration, but the Vajra lets me get past it. And once this block is perfected I'd love to see it encasing the Second Floor of a labrynth, so we can dig out.
Chunk Generation Fail:
Because of corruption, our server wipes the Twilight Forest and even the Nether once a month. Which is good in a way for resource gathering because it is such a large server. I wasn't around for the very first map reset, but I have found an unusual error that appears often. On most of the spawned structures (Hollow Hill, Naga, Stronghold, Quest Ram, and even Ur-Ghast Towers) at the very center of the structure there is a chunk completly out of alignment. Usually I'll find a Hollow Hill with the chunk at it's center loaded like there was never supposed to be a structure there, but then outside that chunk, the rest of the hill is there. Also something I've commonly found at Naga, or Quest Rams, is a floating chunk. This one is the opposite. Instead of it being in a depression in the structure, it loaded far above it, usually 20 blocks above. The structure even resumes above it where it should. It literally looks like someone selected the whole chunk with world edit and shifted it up 20 blocks. The only things that generate correctly are the trees. This error I have seen mostly at naga, a couple times at ghast towers and stronghold, and at 2 quest rams. I have also seen a chunk depression at a Hydra hill, but the depression was only 1 block deep, but the square was really defined.
In conclusion:
I could probably find other errors associated with it but I thought I'd mention these big ones here. Once again these could have nothing to do with the mod and may be a compatibility issue, or just something my server is doing differently than others. I enjoy the mod, but above any error I've mentioned here, the thing I would like to see most is a performance update that focuses on faster terrain generation. It's just a plea from me for my pathetic computer system. I appreciate your time and apologise for the long read. I look forward to more from you.
You are quite wrong. As far as support goes, one need only post a glitch here and Benimatic will fix it quickly (unless he's gone for the holidays, like now). As far as other support goes, you can simply post your problem here and someone will help you.
As far as a guide goes, there is a really good guide on the official wiki. It has everything you need to get started, and lots of information beyond that. The wiki as a whole is a little out of date, but almost all the information is still accurate, and it is MORE than enough to get started anyhow.
Honestly, minimaps revealing strongholds and labyrinths doesn't matter. Firstly, major structures generate in a grid. If you can find one major structure, you will know where the rest are. Secondly, the magic map item which you can (and are basically supposed to) craft, reveals the locations of all major structures and biomes in a large area. This is actually a better method of finding major structures than a minimap. Now, some minimap mods can reveal underground terrain, which can provide the layout of both floors of the labyrinth and reveal the location of the secret treasure room. There isn't really much Benimatic can do about this though. Players can choose to play with minimap mods or not. As far as I know, most if not all minimap mods are client side. If you don't want to use minimaps, you should be able to disable it and still play on that server.
As far as monster spawn lag goes, I'm not sure if you're suggestion would be easy to implement or not. For starters, if someone managed to bypass the shield without using the pedestal, then they could loot the entire stronghold without having to fight anything. Secondly, even if your suggestion was implemented, it wouldn't make that big of a difference as far as lag goes. In the end, the server you are playing on and your computer would still have trouble handling the Twilight Forest. Plus, your solution would only decrease lag when the pedestal isn't activated. The lag would still be the same after the pedestal has been activated, whether the stronghold is being explored or there is just someone above it. This solution doesn't seem worth it, but only Benimatic would know for sure. Maybe he'll provide an answer for you after he gets back from his holiday break.
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
If you see not English language, open this spoiler!
Next challenge for me: use leather armor instead.
Good, no wait, amazing-tasticly-awesome job with this mod, gave me some real challenging mobs to fight.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
This is the way bosses should be done. No more, no less.
Great job!