Feature request for the next version: Please add oredict names for all your objects sufficient to permit forestry backpacks to detect and categorize your stuff.
And, please, can you test (during init) for forestry, if present, and send it IMC messages to register your mob drops?
Right now, every item has to be manually added to the appropriate forestry backpacks, and that's a big PITA (painful, impossible testing, annoying).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The rain means you're not supposed to be there yet. As in go somewhere else. This mod has a progression system so that it feels more RPG-like, and the rain is just the least of your worries if you explore willy-nilly.
So what does it mean then that it stopped raining and then began raining again without moving?
The Meaning of Life, the Universe, and Everything.
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One more small thing. I actually really like the lighted forest biome. It's beautiful and peaceful and the perfect place to set up your home base. And I loved when the bug caused it to appear in the Overworld. I would run around until I found one, then build my house into one of the giant Twilight Forest Oak trees. Do you think you could add a configuration file to allow the various biomes to appear in the Overworld? Perhaps it's a by-biome setting, allowing people to enable the ones they want/disable the ones they don't. Special structures and bosses, of course, would only appear in the Twilight Forest itself if they did appear in the Overworld. At least, that's what it always did with the bug.
The Meaning of Life, the Universe, and Everything.
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Bug Report: I just made it to the Ice Tower in progression, but there are no enemies in there and I can not find the queen. I also can't cheat spawn her in to progress. I also notice that no mobs are spawning whatsoever, not even the Twilight Forest mobs. Only when there is a spawner, or a boss.
I was able to go into creative and spawn her in once I got to the top of the tower in order to progress. Am I downloading the wrong version of the mod?
Also there's a huge mushroom castle that is also empty. Does this have further plans?
Sound like the gamerule mobspawning is turned off. Or... are you using Forge Essentials perhaps?
Also, didn't the "bug" causing it to spawn in the Overworld have something to do with the biome being doubly registered on an Overworld biome ID?
As far as I know, I don't think so. I think I'm using regular forge. How do I turn the gamerule back on? Mobs spawn just fine in the overworld, just don't spawn at all other than from spawners in the Twilight Forest dimension.
I'll have to check that out. I don't know the next thing about making or assigning biome ID's, but if I can find a way to make my favorite twilight forest biomes appear in the overworld, that'd be great!
Finding Lighted Forests in the overworld was probably an ID conflict with an overworld-biomes mod. You can deliberately set them up in the config if you know what order your biome mods load and have a mod biome you don't want. Find that biome's number in the other mod's config and then set the Lighted Forest's biome number to match it. It must share an ID now, so that will tell you one mod you can do that to.
The Mushroom Castle is meant to be empty, and is finished apart from hopefully fixing the doorway alignment issue.
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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!!!
The Mushroom Castle is meant to be empty, and is finished apart from hopefully fixing the doorway alignment issue.
I thought the mushroom castle was simply a WIP. A big, empty structure like that couldn't be finished when every other structure like that contains a boss.
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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.
As far as I know, I don't think so. I think I'm using regular forge. How do I turn the gamerule back on? Mobs spawn just fine in the overworld, just don't spawn at all other than from spawners in the Twilight Forest dimension.
I'll have to check that out. I don't know the next thing about making or assigning biome ID's, but if I can find a way to make my favorite twilight forest biomes appear in the overworld, that'd be great!
hopefully someone can help me with this problem I have been having: twilight forest stuff has been spawning in the overworld. I have looked everwhere, and I have none of the mods that seem to cause this. All of the biome ids for twilight forest are below 128 (so they are not bieng sub biomes) and i am getting a message when I start my world that there is biome id conflicts when there are not any. Also, when using waila, if i look at a twilight forest block in the overworld that spawned there, it does not have a name just the item.itemname.twilightforest thing, but when i pickblock it or get a new one of the same block and re place it, it has a name in waila.
and if someone does have a solution for me, please put it in non-programmer terms that are easy to understand, and that I can use to easily fix the problem without having to undownload any mods. also, the mod that i found that said caused the problem were biomes o plenty which i dont have. i will include a full log from the conflict error as it also includes a crash that I think TF had something to do with as well.
since you have CMS installed, it overwrites the spawn settings and turns off the default spawn system.
I will turn on spawning whenever I go into the TF by using /gamerule doMobSpawning true, I will turn it back off when I leave cause there are mobs I have turned off from MOC and Zelda Sword SKills and ZSS addon.
you have to do this every time you start up the game as well.
the best way of doing it is to use the tab key to auto fill the commands, I type /gamer then hit tab and it will finish that part, then continue with domobs then hit tab again. It will correctly finish both commands correcting the case as needed.
I thought the mushroom castle was simply a WIP. A big, empty structure like that couldn't be finished when every other structure like that contains a boss.
You mean that castle in the thorn lands where it says the final boss here you win as thats wip only the building blocks exist there atm
If I understand we can get The cube of annihilation in the final castle now ?
Feature request for the next version: Please add oredict names for all your objects sufficient to permit forestry backpacks to detect and categorize your stuff.
And, please, can you test (during init) for forestry, if present, and send it IMC messages to register your mob drops?
Right now, every item has to be manually added to the appropriate forestry backpacks, and that's a big PITA (painful, impossible testing, annoying).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(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?
Hey this mod can finally go 1.8.9 look a stable branch http://files.minecraftforge.net/
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
So what does it mean then that it stopped raining and then began raining again without moving?
Your wiki doesn't at all work (Throwing a no bandwidth error) is there information anywhere else?
http://openeye.openmods.info/crashes/13b2b1ba0aa5e86ce44a165146a52d35
Just reporting a quick crash. I am using Open Eye, so it should be easy for you to find out what happened. :3
Had another one http://openeye.openmods.info/crashes/181150d58a1dc58ab46f969bed29e464
Yay for solid state drive starting my game back up in moments after a crash. xD
One more small thing. I actually really like the lighted forest biome. It's beautiful and peaceful and the perfect place to set up your home base. And I loved when the bug caused it to appear in the Overworld. I would run around until I found one, then build my house into one of the giant Twilight Forest Oak trees. Do you think you could add a configuration file to allow the various biomes to appear in the Overworld? Perhaps it's a by-biome setting, allowing people to enable the ones they want/disable the ones they don't. Special structures and bosses, of course, would only appear in the Twilight Forest itself if they did appear in the Overworld. At least, that's what it always did with the bug.
Bug Report: I just made it to the Ice Tower in progression, but there are no enemies in there and I can not find the queen. I also can't cheat spawn her in to progress. I also notice that no mobs are spawning whatsoever, not even the Twilight Forest mobs. Only when there is a spawner, or a boss.
I was able to go into creative and spawn her in once I got to the top of the tower in order to progress. Am I downloading the wrong version of the mod?
Also there's a huge mushroom castle that is also empty. Does this have further plans?
As far as I know, I don't think so. I think I'm using regular forge. How do I turn the gamerule back on? Mobs spawn just fine in the overworld, just don't spawn at all other than from spawners in the Twilight Forest dimension.
I'll have to check that out. I don't know the next thing about making or assigning biome ID's, but if I can find a way to make my favorite twilight forest biomes appear in the overworld, that'd be great!
Finding Lighted Forests in the overworld was probably an ID conflict with an overworld-biomes mod. You can deliberately set them up in the config if you know what order your biome mods load and have a mod biome you don't want. Find that biome's number in the other mod's config and then set the Lighted Forest's biome number to match it. It must share an ID now, so that will tell you one mod you can do that to.
The Mushroom Castle is meant to be empty, and is finished apart from hopefully fixing the doorway alignment issue.
Is it? It could probably do with staircases and maybe windows yet too if that's the case.
I thought the mushroom castle was simply a WIP. A big, empty structure like that couldn't be finished when every other structure like that contains a boss.
do you have MOC/CMS by any chance?
MOC/CMS? Sorry I am derp, I have no idea what those are. I might, but I am not smart enough to remember the abbreviations for everything. xD
hopefully someone can help me with this problem I have been having: twilight forest stuff has been spawning in the overworld. I have looked everwhere, and I have none of the mods that seem to cause this. All of the biome ids for twilight forest are below 128 (so they are not bieng sub biomes) and i am getting a message when I start my world that there is biome id conflicts when there are not any. Also, when using waila, if i look at a twilight forest block in the overworld that spawned there, it does not have a name just the item.itemname.twilightforest thing, but when i pickblock it or get a new one of the same block and re place it, it has a name in waila.
and if someone does have a solution for me, please put it in non-programmer terms that are easy to understand, and that I can use to easily fix the problem without having to undownload any mods. also, the mod that i found that said caused the problem were biomes o plenty which i dont have. i will include a full log from the conflict error as it also includes a crash that I think TF had something to do with as well.
here is the log: oh wait sorry, the log is to big
Must be within 1 and 120000 characters long.
Ah yes, I have both *nods*
since you have CMS installed, it overwrites the spawn settings and turns off the default spawn system.
I will turn on spawning whenever I go into the TF by using /gamerule doMobSpawning true, I will turn it back off when I leave cause there are mobs I have turned off from MOC and Zelda Sword SKills and ZSS addon.
you have to do this every time you start up the game as well.
the best way of doing it is to use the tab key to auto fill the commands, I type /gamer then hit tab and it will finish that part, then continue with domobs then hit tab again. It will correctly finish both commands correcting the case as needed.
You mean that castle in the thorn lands where it says the final boss here you win as thats wip only the building blocks exist there atm