I can look into it a little more, but it will be difficult because this mod and the Multiverse plugin operate in essentially different worlds. This mod uses the Forge API, which refers to the dimensions by numbers. Multiverse uses the Bukkit multiworld system. There may be too many layers between the two mods to have them successfully talking to each other.
I second this. I would love to see this being able to work on a server with multiple worlds, such as one using Multiverse. I do not know how it can work otherwise...
One thought is to look into how Dynmap works with mods/plugins within MCPC+. It is a mod, but also has some plugins such as DynmapCBBridge and Dynmap-WorldGuard to speak to that end of things... it takes a bit of configuring (as you mention forge and bukkit call DIMs differently), but it is doable.
Please do this!
And, if you can, update 1.6.4 to work with it.
02:55:48 INFO]: Client> 2014-04-19 02:55:48 [SEVERE] [ForgeModLoader] FML is going to ignore this error, note that the patch will not be applied, and there is likely to be a malfunctioning behaviour, including not running at all
As soon as you see this, you should realize that you have a serious setup problem. The lines that come before this are relevant.
The truth is, when you post a partial log like this, then there is important information that is needed to figure out what is wrong that is not available. Please, post the entire log to a site like http://paste.minecraftforge.net/ or http://gist.github.com/
(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?
I am running Twilight Forest 1.6.4 version 1.20.5 and I made it to the top of a darkwood tower only to realize there was no Ur-Ghast. Is this a bug with the mod or is there just a chance for him to spawn? Also, I bypassed one of the locked doors because I searched everywhere (and I may have missed) and couldn't find the last key. Could this also be the problem? I have also gotten the Lich and Naga trophies. I am running MCPC+.
Hmm, I remember there was a math bug in the 1.20 versions that could cause the top of the tower not to generate because it would be above the world height. I guess I forgot to backport it when I fixed the other bugs.
Any chance on getting languages in resource packs to be recognized? Both the default overrides and custom languages? Also, you might want to redo the aliases on the blocks and items; they're a bit too complex.
Also, "Cracked Underbrick" and "Mossy Underbrick" toolclips are swapped.
In the versions for Minecraft 1.7, all the language loading is done by Forge. I'm honestly not sure how it handles resource packs.
Do you have any suggestions on which ones are too complex? Some things I can't change easily since it would break saves to change the block names.
So how does one burn thorns? also, does the flowe have a use? Very curious what's going to be ontop of the center in next updates....
The thorns will be burnable using an item you will find in some caves nearby. That's the plan anyways. TBH, I just added the flowers to make the thorns a little less visually monotonous, but I'll probably think of a use sometime.
Benimatic, based on what you said in the Twilight Forest Log, mobs will no longer spawn in "Conquered" structures?
Does this mean they will not spawn no matter the light level?
This definitely seems useful in some cases, but not all. For example, If I want to farm armor shards, I would have to avoid killing the Knight Phantoms. If I killed them, the mobs that drop the shards would stop spawning.
As someone else mentioned, you can use some of the spawners in the structure if you need to farm mobs. But yeah, the conquering thing is an experiment. I want to make it so that killing the boss has an effect on the whole structure. We'll see if the pros outweigh the cons.
I just made it to the top of a Dark Tower and there was no Ur-Ghast...
Was a little bit disappointed. Is this a bug or is there a chance for the Dark Towers to generate without a boss?
There seems to be a glitch, because whenever I look at a plant from the mod, for example clover, torchberries, moss, it just dissapears. I am playing 1.6.4 and using version 1.20.5.
There seems to be a glitch, because whenever I look at a plant from the mod, for example clover, torchberries, moss, it just dissapears. I am playing 1.6.4 and using version 1.20.5.
This is caused by nei/waila tooltips.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Bug report- I could not find an issue tracker so posting here.
1.7.2 Version 2.0.3
Planting a tree of transformation crashes the server, see attached crash log, seems to be calling a client class.
Also when breaking said tree, the leaves when they decay drop spruce saplings.
just asking, is there anyway you could fix the incompatibility between this and mo' creatures? i think some of the entity id's are the same. sorry for asking, it's just it's really sad because they are both brilliant mods and i would love to use them both. i will give you more info on the crashes if you want.
thanks
Rollback Post to RevisionRollBack
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
Hello! I've made a modpack with one (or more) of your mods. It's called Hekkit and its goal is to combine machinery with adventuring. The topic can be found here.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/11/2014
Posts:
51
Member Details
Haven't played Minecraft in awhile due to the end of term approaching, but I was finally able to get back on today. I don't know if my question was answered [or if the computer cooperated in posting it], but would changing your spawn point change the center of a new Magic Map? I just want to be able to visit more locations than just the ones I can reach at the moment.
And I ran into what I think is a bug. Minecraft somehow forgot a few of my later achievements, but only one of those was with Twilight Forest. I had beaten the Naga once, after the Lich and Hydra. Since the achievements for the bosses apparently went in order, I planned to seek out the others. Today, it said I hadn't beaten the Naga, but I had marked the coordinates of the place I'd defeated it. So I found another Naga, by accident, and defeated it. With plenty of Naga Scales, I went back to my home in the Overworld and, with the Uncrafting Table I'd placed near the enchanting/alchemy area, built the Tunic [at first tried helmet, forgetting there were only two pieces] and the pants. No achievement. I put them on with the same result. I took them off and Uncrafted them, since I only had 2 spare scales. I went downstairs to my normal Crafting Table and made them there. No achievement, and the same when I put them on.
My computer crashed later, when I was trying to log in here to post my issue with the Naga Scale Armor, and so I need to see if anything else changed.
Edit: I have the armor still, so Minecraft had saved since the second Naga defeat. But when I checked, my achievement is still unlisted.
"achievement.twilight.ProgressNaga" is what it says, with the others being similar. Is this simply a bug where the Boss Achievements are not working? Except "Naga Armorer - craft naga scale chest and leg armor" appears in the same format as functional achievements, and I was wearing the armor at the time I checked. I believe the "Medium Hill [NYI]" hasn't worked, since the NYI suggests Not Yet Implemented.
Edit2: There is also a gap in the grid of generated structures. Landmarks are supposed to be evenly spaced around the Twilight Forest dimension. This one had no marker, and so I climbed it. The duller color biome surrounding this one is a slope of sand and cacti spaced with a gap of 2, intermittently. I found some sheep and chickens and not much else. http://i.imgur.com/4h0DuVa.png
But I had no sword. So, I beat him with my BARE HANDS (or at least stuff that does the same amount of damage!)!!! (Of course, I got wiped out about 20 times before I finally killed him [how does he hurt me without touching me or shooting at me?]).
So now I have his stuff. A Scepter of Life Draining (hopefully I'll get the Twilight Scepter next time), his Golden Armor, and a trophy.
Since I live in a world full of mobs that drop spider eyes (another mod), I'll have enough fuel for my new scepter.
I don't know one way or the other, but is the Lich capable of using the respective scepter each instance carries? I believe the MinoShroom uses his axe, but the Hydra and Naga don't have weapons.
Which mod is that? I'm still debating whether or not to use Twilight Forest when I make my 1.6.4 world [so I can use mods that haven't done their 1.7 update] but I know I want ones that are compatible.
...would changing your spawn point change the center of a new Magic Map? I just want to be able to visit more locations than just the ones I can reach at the moment.
Unfortunately, it doesn't. Does this mean that I am limited to a map range depending on where I happened to make a portal? I will have to test this in the Overworld by making a new portal.
Edit2: New portals don't re-center the map. Come to think of it, my original portal was relatively close to center, but not enough.
In-progress edit: I traveled North until my cursor wasn't shown on the map at all. Switched to Overworld and made a new portal. That place formed a new map, and a Quest Grove appeared on the initial radius! Does anyone know what regulates where Magic Maps center?
The Meaning of Life, the Universe, and Everything.
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I think I'm going to take that lovely Aurora Tower that's got no spawns or anything and turn it into my main castle. It's quite lovely in there, once I can get it lit up. I also noticed that it has the same branching towers as the Lich and Ur-Ghast structures do. Is there a new major landmark with boss that's in the works? Lovely tower, but all mine for now~
THE MOST ANNOYING THING so far is the lack of chests in the ruins. My son wouldn't stop digging holes in the floors looking for buried treasure.
This is all based on a short experience- just first impressions. And contrary to my complaining, I thought this mod was amazing. The environment alone is worth it. Really terrific work.
I also love the idea of having little hidden things in the ruins. People seem compelled to do things like dive down to the bottom of the well, and like you said, play archaeologist in the ruins. Adding a chance for treasures there is a great idea. I need to get around to adding more ruins sometime too, so you don't keep seeing the same little well every 10 feet.
I'm sorry if this has already been asked before, but how do you get the Robust Twilight Oak sapling?
They appear rarely in treasure chests in the largest hollow hills, or also sometimes in the "basement" treasure chests hidden in ruins.
The FTB Wiki for this mod says that there is buried treasure near the ruins, but I dug for awhile and found nothing. Even switching to creative mode to clear out blocks better, I still couldn't find anything. And not all the wells have a chest down in them.
I'm not complaining, just trying to figure out why what the [unfinished] Wiki and the actual mod don't agree.
In an unrelated event, I lost my highly trained pet bat due to an error and caught three more in the second Lich tower I'm conquering. It amuses me to have the tower's own denizens fight each other. A couple skeletons got into a duel before I finished them off. If I wasn't so uncoordinated in Minecraft, I wouldn't be falling off the stairs so often.
------------------------------------------------------------------------------------
Just going to keep editing from this point, so I don't post-spam the topic. I gave myself a Mazebreaker and am going through the chore of digging a row of bricks along the outer wall. Second from the floor, and I've almost completed a lap. The treasure room's corridor is on the bottom floor, right?
Completed lap on bottom floor, the one with the boss. I'm heading up a floor now.
Completed that lap and there are no other floors.
Additionally, the Maze/Ore map also centers off, centering at the same place the previous Maze Maps had.
The FTB Wiki for this mod says that there is buried treasure near the ruins, but I dug for awhile and found nothing. Even switching to creative mode to clear out blocks better, I still couldn't find anything. And not all the wells have a chest down in them.
I'm not complaining, just trying to figure out why what the [unfinished] Wiki and the actual mod don't agree.
Just like the wells, not all of the ruins have a hidden chest.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Do you have any suggestions on which ones are too complex? Some things I can't change easily since it would break saves to change the block names.
All of them. They seem to take their names from the language file lines, such as "tile.TFFireFly", "tile.TFMazestone", "tile.TFUnderBrick", "item.ironwoodSword". I would suggest more comprehensive names such as "firefly", "mazestone", "underbrick", "ironwood_sword". Perhaps you could change them in the release for 1.8, when it will actually matter.
On another topic, leaves placed by the player have an incorrect data value (0-3 instead of 4-7).
Good afternoon.
today decided to change the kernel minecraft_server_1.7.2_forge1061.jar at the recently updated mcpc-plus-1.7.2-R0.4-forge1065-B57.jar!
when porting mods who worked at all minecraft_server_1.7.2_forge1061.jar
stopped working twilightforest-1.7.2-2.0.3.jar writes:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 04.05.14 16:58
Description: Exception in server tick loop
java.lang.IllegalArgumentException: Could not get provider type for dimension -777, does not exist
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:180)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:473)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:152)
at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:15)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:380)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:291)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:583)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
tried to change in TwilightForest.cfg:
dimension {
# What ID number to assign to the Twilight Forest dimension. Change if you are having conflicts with another mod.
I:dimensionID=7
I:dimensionProviderID=-777
installed (no mods) mcpc-plus-1.7.2-R0.4-forge1065-B57.jar (works), added twilightforest-1.7.2-2.0.3.jar crash
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 04.05.14 17:49
Description: Exception in server tick loop
java.lang.IllegalArgumentException: Could not get provider type for dimension -777, does not exist
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:180)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:473)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.world.WorldServer.<init>(WorldServer.java:152)
at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:15)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:380)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:291)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:583)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1111475552 bytes (1059 MB) / 1307574272 bytes (1247 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 3 total; -XX:ParallelGCThreads=4 -Xms1g -Xmx4g
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 16, allocated: 29, tallocated: 77
FML: MCP v9.01-pre FML v7.2.116.36 Minecraft Forge 10.12.1.1065 4 mods loaded, 4 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.116.36} [Forge Mod Loader] (mcpc-plus-1.7.2-R0.4-forge1065-B57.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.1.1065} [Minecraft Forge] (mcpc-plus-1.7.2-R0.4-forge1065-B57.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
TwilightForest{2.0.3} [The Twilight Forest] (twilightforest-1.7.2-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 20; []
Is Modded: Definitely; Server brand changed to 'mcpc,craftbukkit,fml,forge'
Type: Dedicated Server (map_server.txt)
Just watched direwolf20's latest video about twilight forest and it seem that he managed to make it impossible to use tech armors in twilight world.
Does anyone know how this is done since there is no such fonction in the mod?
I second this. I would love to see this being able to work on a server with multiple worlds, such as one using Multiverse. I do not know how it can work otherwise...
One thought is to look into how Dynmap works with mods/plugins within MCPC+. It is a mod, but also has some plugins such as DynmapCBBridge and Dynmap-WorldGuard to speak to that end of things... it takes a bit of configuring (as you mention forge and bukkit call DIMs differently), but it is doable.
Please do this!
And, if you can, update 1.6.4 to work with it.
Great mod and I appreciate all the work you do!
As soon as you see this, you should realize that you have a serious setup problem. The lines that come before this are relevant.
The truth is, when you post a partial log like this, then there is important information that is needed to figure out what is wrong that is not available. Please, post the entire log to a site like http://paste.minecraftforge.net/ or http://gist.github.com/
* 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?
Hmm, I remember there was a math bug in the 1.20 versions that could cause the top of the tower not to generate because it would be above the world height. I guess I forgot to backport it when I fixed the other bugs.
In the versions for Minecraft 1.7, all the language loading is done by Forge. I'm honestly not sure how it handles resource packs.
Do you have any suggestions on which ones are too complex? Some things I can't change easily since it would break saves to change the block names.
The thorns will be burnable using an item you will find in some caves nearby. That's the plan anyways. TBH, I just added the flowers to make the thorns a little less visually monotonous, but I'll probably think of a use sometime.
As someone else mentioned, you can use some of the spawners in the structure if you need to farm mobs. But yeah, the conquering thing is an experiment. I want to make it so that killing the boss has an effect on the whole structure. We'll see if the pros outweigh the cons.
It is a bug.
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
This is caused by nei/waila tooltips.
1.7.2 Version 2.0.3
Planting a tree of transformation crashes the server, see attached crash log, seems to be calling a client class.
Also when breaking said tree, the leaves when they decay drop spruce saplings.
http://paste.md-5.net/bejeyoyivu.coffee
Modded Servers for many modpacks - http://www.prospercraft.com
thanks
Living the meme, living the dream.
If you don't get a reply on a forum, PM me.
And I ran into what I think is a bug. Minecraft somehow forgot a few of my later achievements, but only one of those was with Twilight Forest. I had beaten the Naga once, after the Lich and Hydra. Since the achievements for the bosses apparently went in order, I planned to seek out the others. Today, it said I hadn't beaten the Naga, but I had marked the coordinates of the place I'd defeated it. So I found another Naga, by accident, and defeated it. With plenty of Naga Scales, I went back to my home in the Overworld and, with the Uncrafting Table I'd placed near the enchanting/alchemy area, built the Tunic [at first tried helmet, forgetting there were only two pieces] and the pants. No achievement. I put them on with the same result. I took them off and Uncrafted them, since I only had 2 spare scales. I went downstairs to my normal Crafting Table and made them there. No achievement, and the same when I put them on.
My computer crashed later, when I was trying to log in here to post my issue with the Naga Scale Armor, and so I need to see if anything else changed.
Edit: I have the armor still, so Minecraft had saved since the second Naga defeat. But when I checked, my achievement is still unlisted.
"achievement.twilight.ProgressNaga" is what it says, with the others being similar. Is this simply a bug where the Boss Achievements are not working? Except "Naga Armorer - craft naga scale chest and leg armor" appears in the same format as functional achievements, and I was wearing the armor at the time I checked. I believe the "Medium Hill [NYI]" hasn't worked, since the NYI suggests Not Yet Implemented.
Edit2: There is also a gap in the grid of generated structures. Landmarks are supposed to be evenly spaced around the Twilight Forest dimension. This one had no marker, and so I climbed it. The duller color biome surrounding this one is a slope of sand and cacti spaced with a gap of 2, intermittently. I found some sheep and chickens and not much else. http://i.imgur.com/4h0DuVa.png
I don't know one way or the other, but is the Lich capable of using the respective scepter each instance carries? I believe the MinoShroom uses his axe, but the Hydra and Naga don't have weapons.
Which mod is that? I'm still debating whether or not to use Twilight Forest when I make my 1.6.4 world [so I can use mods that haven't done their 1.7 update] but I know I want ones that are compatible.
Edit:
Unfortunately, it doesn't. Does this mean that I am limited to a map range depending on where I happened to make a portal? I will have to test this in the Overworld by making a new portal.
Edit2: New portals don't re-center the map. Come to think of it, my original portal was relatively close to center, but not enough.
In-progress edit: I traveled North until my cursor wasn't shown on the map at all. Switched to Overworld and made a new portal. That place formed a new map, and a Quest Grove appeared on the initial radius! Does anyone know what regulates where Magic Maps center?
I got an issue with Mo' Creatures and Twilight Forest, I read some where that I need to change the entity IDs or something like that
Currently I'm on Minecraft 1.6.4, with a bunch of other mods but once these 2 get together,... everything stops working (I do not get a crash report)
Althought, I'm new to this and I'd appreciate if anyone could guide me through fixing this problem.
regards
The FTB Wiki for this mod says that there is buried treasure near the ruins, but I dug for awhile and found nothing. Even switching to creative mode to clear out blocks better, I still couldn't find anything. And not all the wells have a chest down in them.
I'm not complaining, just trying to figure out why what the [unfinished] Wiki and the actual mod don't agree.
In an unrelated event, I lost my highly trained pet bat due to an error and caught three more in the second Lich tower I'm conquering. It amuses me to have the tower's own denizens fight each other. A couple skeletons got into a duel before I finished them off. If I wasn't so uncoordinated in Minecraft, I wouldn't be falling off the stairs so often.
------------------------------------------------------------------------------------
Just going to keep editing from this point, so I don't post-spam the topic. I gave myself a Mazebreaker and am going through the chore of digging a row of bricks along the outer wall. Second from the floor, and I've almost completed a lap. The treasure room's corridor is on the bottom floor, right?
Completed lap on bottom floor, the one with the boss. I'm heading up a floor now.
Completed that lap and there are no other floors.
Additionally, the Maze/Ore map also centers off, centering at the same place the previous Maze Maps had.
Just like the wells, not all of the ruins have a hidden chest.
All of them. They seem to take their names from the language file lines, such as "tile.TFFireFly", "tile.TFMazestone", "tile.TFUnderBrick", "item.ironwoodSword". I would suggest more comprehensive names such as "firefly", "mazestone", "underbrick", "ironwood_sword". Perhaps you could change them in the release for 1.8, when it will actually matter.
On another topic, leaves placed by the player have an incorrect data value (0-3 instead of 4-7).
Putting the CENDENT back in transcendent!
I am a common Korean user.
I make modpack with Twilight Forest.
This is my mod pack that I make
http://blog.naver.com/jester_94/20209971118
today decided to change the kernel minecraft_server_1.7.2_forge1061.jar at the recently updated mcpc-plus-1.7.2-R0.4-forge1065-B57.jar!
when porting mods who worked at all minecraft_server_1.7.2_forge1061.jar
stopped working twilightforest-1.7.2-2.0.3.jar writes:
tried to change in TwilightForest.cfg:
still crash((((((
Does anyone know how this is done since there is no such fonction in the mod?
Hello again. I'm not sure if you saw it, but yet again the mod pack policy in in the op.