that would be stock MC. MC did away with static block and item IDs
which is not the same as increasing the total amount of item spots (call them whatever you want) available/supported.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Downloaded and followed installation instructions including downloading forge and putting the twilight forest .jar in the mods folder. However whenever I run forge from the launcher it never loads the mod, I only ever get the default mods that come with forge and Twilight Forest doesn't show up in the client mod options at all. What am I doing wrong here?
This is my favorite mod plz update or reply add something at least I love this mod it my favorite favorite its freaking awesome
Update? He's updated twice recently, and if you go to the final plateau, you can see EXACTLY what's being worked on in there... it's going to take a while because of how huge this final dungeon is.
Nether portals do not work in the twilight forest. But what if dark towers, seeing they have some connection to the nether, could have working portals?I can imagine that when the ur-ghast has been defeated, a special twilightforest-to-nether-and-back portal is spawned on top. Or perhaps when carminite reactors are used in a different fasion it could create a portal.
Why nether portals? I don't know, easy transport between the two dimensions. Nothing gamebreaking, just a small quality of life change.
Nether portals are finicky. If you made a nether portal in the TF and entered it you would end up in the nether as expected. Although if you enter the nether portal from the nether, you'd then end up in the overworld. That's why most dimension mods don't allow nether portals to function in their dimension(s) because portals in the nether only check the overworld.
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.
Thats why I tried to imply a different 'portal structure' that functions properly and does not send the player from the nether to the overworld but back to the TF. Small important note: Portals should be activated only when the ur-ghast dies, so it is not walking through the nether, finding portals and easy tower top acces.
Ah, ok. Yeah, if TF added it's own nether portal then it could work. I'd also like to point out that the portals will spawn another portal on the other end when you first go through them. That would mean there wouldn't be a portal on the nether side until after the portal on the top of the tower was used. With the method you suggested that would mean the portal wouldn't spawn until after the ur-ghast was slain right? So there's no risk of someone walking through the nether for easy tower top access. The ur-ghast would need to be killed and the portal would need something to pass through it first.
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.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/10/2013
Posts:
54
Minecraft:
thadman95
Member Details
you need to make two versions of this mod, one with the new progression system and one without, that way people can explore freely without having a problem with the weather.
I'm having a strange problem that I haven't seen mentioned anywhere else. After downloading the mod and going in to the world I wanted to use it in, some of my blocks were replaced with other blocks from the mod (My fences were replaced with Timewood Clocks, and now my animals are all over the place, and my doors were replaced by Stronghold Shields). I'm new to Minecraft so I don't know all the ins and outs, but I did look to see if I could change IDs in the config files, but didn't see any item IDs listed there. If I change back to a vanilla Minecraft instead of a Forge profile, the blocks are back to normal. Is there anything I can do? Has anyone else had the issue, or is it just a fluke thing for me? Thank you in advance for any help!
Other than these items being replaced, the mod is working fabulously and I had no issue getting to Twilight Forest and playing for a bit.
you need to make two versions of this mod, one with the new progression system and one without, that way people can explore freely without having a problem with the weather.
You need to read more before posting. There is a /gamerule to toggle enforcedProgression. It's only been mentioned about 30 times...
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I'm having a strange problem that I haven't seen mentioned anywhere else. After downloading the mod and going in to the world I wanted to use it in, some of my blocks were replaced with other blocks from the mod (My fences were replaced with Timewood Clocks, and now my animals are all over the place, and my doors were replaced by Stronghold Shields). I'm new to Minecraft so I don't know all the ins and outs, but I did look to see if I could change IDs in the config files, but didn't see any item IDs listed there. If I change back to a vanilla Minecraft instead of a Forge profile, the blocks are back to normal. Is there anything I can do? Has anyone else had the issue, or is it just a fluke thing for me? Thank you in advance for any help!
Other than these items being replaced, the mod is working fabulously and I had no issue getting to Twilight Forest and playing for a bit.
Were they Vanilla fences and doors? Or were they from another mod that you removed before adding Twilight Forest? Because that's what it sounds like to me, that TF replaced another mod.
Were they Vanilla fences and doors? Or were they from another mod that you removed before adding Twilight Forest? Because that's what it sounds like to me, that TF replaced another mod.
Nope, the fences and doors are totally vanilla. Oak Fence and Birch Door, and I just noticed that Acacia Doors are replaced with Aurora Blocks. If I go in to creative and just type 'door', the only two doors that show up are an Iron Door and Wooden Door - it's like the other kinds don't exist when I'm on that profile. Same goes for the fences, only Wooden and Nether Brick Fences show up.
EDIT: Oh! It looks like those types of fences and doors didn't exist back in 1.7.10, which would explain a lot. Thank you for helping! Your reply prompted me to do more research on them.
Nether portals do not work in the twilight forest.
Last time I looked at the code for nether portals, they only worked (hard-coded in the vanilla minecraft code) in dimensions less than 1 -- zero, or negative dimension numbers.
You could, for example, tell TF to use negative 7, instead of positive 7, and then portals from TF into the nether would work.
The only way to get back from the nether to TF would be to have a Tf-specific version of the portal.
That's why most dimension mods don't allow nether portals to function in their dimension(s) ...
I'd say that most dimension mods don't bother to do anything to nether portals. It's not a question of "Ok, I'll allow it" or not -- vanilla code won't even check.
(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?
Nether portals do not work in the twilight forest. But what if dark towers, seeing they have some connection to the nether, could have working portals?I can imagine that when the ur-ghast has been defeated, a special twilightforest-to-nether-and-back portal is spawned on top. Or perhaps when carminite reactors are used in a different fasion it could create a portal.
Why nether portals? I don't know, easy transport between the two dimensions. Nothing gamebreaking, just a small quality of life change.
Don't you have Mystcraft? Its linkbook portals work fine between any two dimensions.
You need to read more before posting. There is a /gamerule to toggle enforcedProgression. It's only been mentioned about 30 times...
Actually, that's been changed. Now if you want to eliminate progression, the command is /tfprogress <player> final
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
I still wonder why someone would trash the progression system tough.
Because you might think that the progression system isn't well-balanced?
Because you regard the minotaur lairs as easier than the litch?
Because you consider the goblin stronghold as taking any trophy/head, rather than requiring a specific one?
Because you prefer the older worldgen, where dark forest roofs are the highways to get around the world, and the progression isn't so easy/well-supported? (Doesn't have the yeti building in the snowy forest, or at least, didn't when I checked, but has everything except that and the final plateau).
(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?
While I passed over the progression system only very lightly in my examination of The Twilight Forest due to the mod being unfinished, I'm with the side that dislikes the current system. Funneling the player along a set path is fine in certain circumstances, but the primary reason for doing so is generally story-based, and The Twilight Forest currently lacks any real plot-line. There are a few short books, and most of the dungeons seem corrupted in some way, but for the most part there is very little emphasis on the story of the land. Another reason to keep players going along a single route is due to progressing difficulty or lack of important items, but there is little chance of players finding monsters horribly beyond them except for the bosses, and there are few tools needed to play through areas beyond swords and ranged weapons. Minecraft is an open-world game otherwise, and The Twilight Forest works fine once it is finally opened up, so there is no current gameplay-based reason to keep things going in a specific order unlike linear games that quit functioning correctly if one bugs themselves outside of the set path. And finally, it can simply feel odd to leave the very open Overworld and step into a seemingly free-roaming area that is so severely segmented.
However, several of these issues with progression can be fixed. By adding in a stronger story that is brought to their attention in a more direct manner, players will find the idea of a set path easier to believe and accept. The dungeons can get harder as one progresses, making weapons from earlier areas more important, or useful items can be added in that make moving through later dungeons easier, essentially making a "soft" progression system that can be bypassed with a lot more work. But there is no real way that I can think of to make the lack of an completely open-world not feel odd after experiencing the rest of Minecraft.
Regardless of what changes happen, there is a good chance it will be an improvement. The current setup feels not only out of place, but can be downright detrimental to the experience, especially when a bug prevents a boss from spawning, or the initial portal generates in a later biome.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
So I recently installed Biomes O'Plenty, got the expected biome ID conflict message and changed the biomes for Twilight forest to 2xx.
After logging in again I still got the notification that there are conflicting biome ID's. I tried changing them again, but the message persists.
Am I missing something? Or can that message be safely ignored?
Run your game without Biomes o' Plenty, and use the "dump" feature of NEI to see what IDs aren't being used, and then put the Biomes o' Plenty biomes in the gaps. You can use any ID from 40 to 127, and 168 to 254 and not have it conflict with vanilla biomes in any way (and 255 is a technical ID). I myself pair the biomes from each mod up so I have half in each of those two ranges, making sure that biomes from the same mod are 128 IDs above the ones in the 40-127 range, so say, I have Twilight Forest's Dark Forest biome at 47, and the Dark Forest Centre at 175. This means you can get maximise the amount of IDs you can use.
The main thing to keep in mind is that if the lower of the two biomes can generate in the overworld, then the biome 128 IDs above it has a chance of generating as a sub-biome in that biome in the overworld. Obviously this won't happen when pairing Twilight Forest biomes with Twilight Forest biomes, and Biomes o' Plenty biomes would be fine if you pair the overworld biomes with the overworld biomes and the Nether biomes with the Nether biomes. But I do believe BoP fixes this in any case, so you shouldn't have to worry about that in theory
While I passed over the progression system only very lightly in my examination of The Twilight Forest due to the mod being unfinished, I'm with the side that dislikes the current system. Funneling the player along a set path is fine in certain circumstances, but the primary reason for doing so is generally story-based, and The Twilight Forest currently lacks any real plot-line.
A very real reason for the progression system, as explained by Benimatic, is that some of the treasures found in later dungeons is excessive. He called this a gating system, not based on resources harvested, not based on infrastructure buildup, but on areas explored.
And, some of the gating ideas do make sense. Getting cold resistance from furs before going into the super-cold glaciers, for example. The problem is, it becomes all-or-nothing. Not "You have unwanted status/potion effects that will hamper you", but all-out "you can do nothing no matter what".
(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?
A very real reason for the progression system, as explained by Benimatic, is that some of the treasures found in later dungeons is excessive. He called this a gating system, not based on resources harvested, not based on infrastructure buildup, but on areas explored.
And, some of the gating ideas do make sense. Getting cold resistance from furs before going into the super-cold glaciers, for example. The problem is, it becomes all-or-nothing. Not "You have unwanted status/potion effects that will hamper you", but all-out "you can do nothing no matter what".
I think it would work if it was improved a bit.
I gave up after never finding a Minoshroom in the labyrinths. It was fun until that happened. Ever heard of that before? Found the rooms they were supposed to be spawning in. Never saw one. Did three entire labyrinths. Highly disappointed.
(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?
which is not the same as increasing the total amount of item spots (call them whatever you want) available/supported.
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.
check the FML log files.
This is my favorite mod plz update or reply add something at least I love this mod it my favorite favorite its freaking awesome
Update? He's updated twice recently, and if you go to the final plateau, you can see EXACTLY what's being worked on in there... it's going to take a while because of how huge this final dungeon is.
Nether portals are finicky. If you made a nether portal in the TF and entered it you would end up in the nether as expected. Although if you enter the nether portal from the nether, you'd then end up in the overworld. That's why most dimension mods don't allow nether portals to function in their dimension(s) because portals in the nether only check the overworld.
Ah, ok. Yeah, if TF added it's own nether portal then it could work. I'd also like to point out that the portals will spawn another portal on the other end when you first go through them. That would mean there wouldn't be a portal on the nether side until after the portal on the top of the tower was used. With the method you suggested that would mean the portal wouldn't spawn until after the ur-ghast was slain right? So there's no risk of someone walking through the nether for easy tower top access. The ur-ghast would need to be killed and the portal would need something to pass through it first.
you need to make two versions of this mod, one with the new progression system and one without, that way people can explore freely without having a problem with the weather.
I'm having a strange problem that I haven't seen mentioned anywhere else. After downloading the mod and going in to the world I wanted to use it in, some of my blocks were replaced with other blocks from the mod (My fences were replaced with Timewood Clocks, and now my animals are all over the place, and my doors were replaced by Stronghold Shields). I'm new to Minecraft so I don't know all the ins and outs, but I did look to see if I could change IDs in the config files, but didn't see any item IDs listed there. If I change back to a vanilla Minecraft instead of a Forge profile, the blocks are back to normal. Is there anything I can do? Has anyone else had the issue, or is it just a fluke thing for me? Thank you in advance for any help!
Other than these items being replaced, the mod is working fabulously and I had no issue getting to Twilight Forest and playing for a bit.
You need to read more before posting. There is a /gamerule to toggle enforcedProgression. It's only been mentioned about 30 times...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Were they Vanilla fences and doors? Or were they from another mod that you removed before adding Twilight Forest? Because that's what it sounds like to me, that TF replaced another mod.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Nope, the fences and doors are totally vanilla. Oak Fence and Birch Door, and I just noticed that Acacia Doors are replaced with Aurora Blocks. If I go in to creative and just type 'door', the only two doors that show up are an Iron Door and Wooden Door - it's like the other kinds don't exist when I'm on that profile. Same goes for the fences, only Wooden and Nether Brick Fences show up.
EDIT: Oh! It looks like those types of fences and doors didn't exist back in 1.7.10, which would explain a lot. Thank you for helping! Your reply prompted me to do more research on them.
Last time I looked at the code for nether portals, they only worked (hard-coded in the vanilla minecraft code) in dimensions less than 1 -- zero, or negative dimension numbers.
You could, for example, tell TF to use negative 7, instead of positive 7, and then portals from TF into the nether would work.
The only way to get back from the nether to TF would be to have a Tf-specific version of the portal.
I'd say that most dimension mods don't bother to do anything to nether portals. It's not a question of "Ok, I'll allow it" or not -- vanilla code won't even check.
* 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?
Don't you have Mystcraft? Its linkbook portals work fine between any two dimensions.
Actually, that's been changed. Now if you want to eliminate progression, the command is /tfprogress <player> final
Because you might think that the progression system isn't well-balanced?
Because you regard the minotaur lairs as easier than the litch?
Because you consider the goblin stronghold as taking any trophy/head, rather than requiring a specific one?
Because you prefer the older worldgen, where dark forest roofs are the highways to get around the world, and the progression isn't so easy/well-supported? (Doesn't have the yeti building in the snowy forest, or at least, didn't when I checked, but has everything except that and the final plateau).
* 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?
While I passed over the progression system only very lightly in my examination of The Twilight Forest due to the mod being unfinished, I'm with the side that dislikes the current system. Funneling the player along a set path is fine in certain circumstances, but the primary reason for doing so is generally story-based, and The Twilight Forest currently lacks any real plot-line. There are a few short books, and most of the dungeons seem corrupted in some way, but for the most part there is very little emphasis on the story of the land. Another reason to keep players going along a single route is due to progressing difficulty or lack of important items, but there is little chance of players finding monsters horribly beyond them except for the bosses, and there are few tools needed to play through areas beyond swords and ranged weapons. Minecraft is an open-world game otherwise, and The Twilight Forest works fine once it is finally opened up, so there is no current gameplay-based reason to keep things going in a specific order unlike linear games that quit functioning correctly if one bugs themselves outside of the set path. And finally, it can simply feel odd to leave the very open Overworld and step into a seemingly free-roaming area that is so severely segmented.
However, several of these issues with progression can be fixed. By adding in a stronger story that is brought to their attention in a more direct manner, players will find the idea of a set path easier to believe and accept. The dungeons can get harder as one progresses, making weapons from earlier areas more important, or useful items can be added in that make moving through later dungeons easier, essentially making a "soft" progression system that can be bypassed with a lot more work. But there is no real way that I can think of to make the lack of an completely open-world not feel odd after experiencing the rest of Minecraft.
Regardless of what changes happen, there is a good chance it will be an improvement. The current setup feels not only out of place, but can be downright detrimental to the experience, especially when a bug prevents a boss from spawning, or the initial portal generates in a later biome.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
So I recently installed Biomes O'Plenty, got the expected biome ID conflict message and changed the biomes for Twilight forest to 2xx.
After logging in again I still got the notification that there are conflicting biome ID's. I tried changing them again, but the message persists.
Am I missing something? Or can that message be safely ignored?
Run your game without Biomes o' Plenty, and use the "dump" feature of NEI to see what IDs aren't being used, and then put the Biomes o' Plenty biomes in the gaps. You can use any ID from 40 to 127, and 168 to 254 and not have it conflict with vanilla biomes in any way (and 255 is a technical ID). I myself pair the biomes from each mod up so I have half in each of those two ranges, making sure that biomes from the same mod are 128 IDs above the ones in the 40-127 range, so say, I have Twilight Forest's Dark Forest biome at 47, and the Dark Forest Centre at 175. This means you can get maximise the amount of IDs you can use.
The main thing to keep in mind is that if the lower of the two biomes can generate in the overworld, then the biome 128 IDs above it has a chance of generating as a sub-biome in that biome in the overworld. Obviously this won't happen when pairing Twilight Forest biomes with Twilight Forest biomes, and Biomes o' Plenty biomes would be fine if you pair the overworld biomes with the overworld biomes and the Nether biomes with the Nether biomes. But I do believe BoP fixes this in any case, so you shouldn't have to worry about that in theory
A very real reason for the progression system, as explained by Benimatic, is that some of the treasures found in later dungeons is excessive. He called this a gating system, not based on resources harvested, not based on infrastructure buildup, but on areas explored.
And, some of the gating ideas do make sense. Getting cold resistance from furs before going into the super-cold glaciers, for example. The problem is, it becomes all-or-nothing. Not "You have unwanted status/potion effects that will hamper you", but all-out "you can do nothing no matter what".
I think it would work if it was improved a bit.
* 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?
I gave up after never finding a Minoshroom in the labyrinths. It was fun until that happened. Ever heard of that before? Found the rooms they were supposed to be spawning in. Never saw one. Did three entire labyrinths. Highly disappointed.
OUCH.
I've never not found the minoshroom in there. Can't help.
* 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?