Transmutation is where you can turn something of a certain mass into something else of equal mass. I think.
Basically what Monarch said, and yes that was sarcasm. Feel free to make suggestions at any time. As long as you're courteous about it, the worst anyone here is likely to do is say no. (What Monarch's sig said!)
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!!!
How about Golems walking through every biomes they have moss and mossy cobblestone on their back and when it's night time. They emit yellow light in their eyes they use a tree to smash mobs or players they are neutral but when killed there's to way they will die.
1.They explode emitting yellow light and rocks will smash everywhere and will leave a burned mark in the place where the golem was killed.
2.They don't explode and just collapse and will turn into a flower field.
So this might be a "Get me shot" kind of opinion, But i think there should be some way to bypass the protection on progression areas, Because i've looked for hours for a Naga, They just aren't spawning in the server i'm playing on. Exploration is also hampered when i try to find a Naga court due to the fact of there's an impossible to navigate weather effect. I'm not sure how it could be done, but a backup system would have to be more difficult than just fighting a naga? I've seen countless lich towers among other things, but no naga.
/tfEnforcedProgression false
Sounds like the RNG hates you. Usually the "friendly" biomes are littered with naga courtyards, nearly as common a hedge mazes and much more so than lich towers.
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 wonder if Benimatic may play around with adding alternate progression modes after making the final boss and TF 3.0 (which I assume is a complete TF dimension with final boss and complete final castle). For instance making it so you can go to any of the 'midgame' dungeons (Ice castle, Goblins, Eldritch Tower and Fireswamp) in any order.
For now though, I eagerly await to see the finalization of the final castle and hopefully the apocalypse cube will not sound like a pig in the final version.
Rollback Post to RevisionRollBack
Every time you demand a mod update to a new minecraft version, mojang kills a modder
How about golems that roam in every biome? They can have moss and moss cobblestone on their back. When it's dark they emit yellow light through their eyes. They can use wood logs or small trees as weapon, to smash other mobs and players. They are neutral until attacked.
When they die they use 2 different animations (at random?):
1.They explode emitting yellow light and launching rocks everywhere, leaving a burned mark in the place where the golem was killed.
OR
2.They just collapse and will turn the ground around them into a flower field.
You're good at translating Question was the suggestion good?
I wonder if Benimatic may play around with adding alternate progression modes after making the final boss and TF 3.0 (which I assume is a complete TF dimension with final boss and complete final castle). For instance making it so you can go to any of the 'midgame' dungeons (Ice castle, Goblins, Eldritch Tower and Fireswamp) in any order.
For now though, I eagerly await to see the finalization of the final castle and hopefully the apocalypse cube will not sound like a pig in the final version.
Might be unrelated, but a while back I created a thread detailing a suggestion for "side quest" in the TF progression system, focusing on the Twilight Lakes.
Just playing Twilight Forest for 1.7.10 for the first time (done it many times in previous versions). I'm liking the status effect idea, but I just find it WAY too excessive, I'm just wondering if there's a way to tone it down, or disable it completely. I don't see anything in the config.
Just playing Twilight Forest for 1.7.10 for the first time (done it many times in previous versions). I'm liking the status effect idea, but I just find it WAY too excessive, I'm just wondering if there's a way to tone it down, or disable it completely. I don't see anything in the config.
Okay just reading up on the concept of progression, looks cool, but kind of annoying. Like you HAVE to kill a Naga before doing anything else? What if you can't find one? It takes forever to navigate the world now because of all the random status storm areas.
I wish we could turn off just the status problems everywhere.
I don't see any explanation on the gamerule to turn off progress. What's the gamerule for it?
Okay just reading up on the concept of progression, looks cool, but kind of annoying. Like you HAVE to kill a Naga before doing anything else? What if you can't find one? It takes forever to navigate the world now because of all the random status storm areas.
I wish we could turn off just the status problems everywhere.
I don't see any explanation on the gamerule to turn off progress. What's the gamerule for it?
Ask question, get retroactive answer on the same page.
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!!!
Umm whats transmute (Was that sarcasm?)
Transmutation is where you can turn something of a certain mass into something else of equal mass. I think.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Basically what Monarch said, and yes that was sarcasm. Feel free to make suggestions at any time. As long as you're courteous about it, the worst anyone here is likely to do is say no. (What Monarch's sig said!)
How about Golems walking through every biomes they have moss and mossy cobblestone on their back and when it's night time. They emit yellow light in their eyes they use a tree to smash mobs or players they are neutral but when killed there's to way they will die.
1.They explode emitting yellow light and rocks will smash everywhere and will leave a burned mark in the place where the golem was killed.
2.They don't explode and just collapse and will turn into a flower field.
I am extremely confused by your suggestion. Can you provide better wording/sentence structure? Thanks!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
/tfEnforcedProgression false
Sounds like the RNG hates you. Usually the "friendly" biomes are littered with naga courtyards, nearly as common a hedge mazes and much more so than lich towers.
I wonder if Benimatic may play around with adding alternate progression modes after making the final boss and TF 3.0 (which I assume is a complete TF dimension with final boss and complete final castle). For instance making it so you can go to any of the 'midgame' dungeons (Ice castle, Goblins, Eldritch Tower and Fireswamp) in any order.
For now though, I eagerly await to see the finalization of the final castle and hopefully the apocalypse cube will not sound like a pig in the final version.
You're good at translating Question was the suggestion good?
And now we wait
And now we wait.
When the next upgrade?
When it happens.
Might be unrelated, but a while back I created a thread detailing a suggestion for "side quest" in the TF progression system, focusing on the Twilight Lakes.
It's a bit rough, but you can find it here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2240933-twilight-forest-ocean-dungeon-idea-thread and I intend to work on it some more in the future.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
This mod is going away from being the Twilight Forest
and the progression system, mhph
Just playing Twilight Forest for 1.7.10 for the first time (done it many times in previous versions). I'm liking the status effect idea, but I just find it WAY too excessive, I'm just wondering if there's a way to tone it down, or disable it completely. I don't see anything in the config.
progression is now a gamerule.
Okay just reading up on the concept of progression, looks cool, but kind of annoying. Like you HAVE to kill a Naga before doing anything else? What if you can't find one? It takes forever to navigate the world now because of all the random status storm areas.
I wish we could turn off just the status problems everywhere.
I don't see any explanation on the gamerule to turn off progress. What's the gamerule for it?
progression is tied to the achievements for TF.
It is a way of forcing players to "progress" through the TF in a set order. There is a final boss that is WIP right now.
Ask question, get retroactive answer on the same page.
How about add something like this? Mob or statue from leaves in forest.