





(Pictures of Shyrelands, Playtopia and The Everland not included below)













Original Team:
XolovA (Brendan Wildish) - Creator, Programmer/Designer/Artist
EternalDoom - Various Assistance
New Team:
Tslat/Scimiguy - Programmer
New Team:
Tslat/Scimiguy - Programmer
Ursun - Artist
Misc:
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
Rapisoft - Short Musical Cut-outs
Square Enix - Short Musical Cut-outs
Kevin MacLeod - Short Musical Cut-outs
http://www.purple-planet.com - Short Musical Cut-outs


3
Ahh! Okay, that makes sense! So basically you can just make a giant trap for monsters with it.. huh.. never thought about that. Maybe I'll just make the roof really dark and have this chimney up to it, make a bunch of seared glass and laugh maniacally when I see a monster fall into it.
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One thing that could be done is infusing a wand with properties of the portable hole (seperate item that does nothing by itself, but needs to be combined with a wand). Then, lets say you shift+click with that wand, it creates the portable hole. If you really wanted to get fancy, make it even a seperate key binding, but at that point you may start delving into conflict territory.
3
Its kind of like if I go "Oh hey guys, I made this really great mod that allows you to create fully functional airships that rely on fuel and can be made as big as you want...I'll release a teaser of it this Tuesday" and then Tuesday comes along and I go "Oh too many bugs
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Dark bridge blocks can be walked on if they have power going to them. If they aren't powered, you go straight through. I personally use them for sky bridges and the sort, going from one end to the other. They can also act as a nice pitfall trap for mobs or players.
1
What you're going to have to do, is make an all new client, install forge, and then ONLY install Tropicraft, because here is what happens with some mods:
--Because they crash on startup, they don't create a configuration file, therefore the only way to generate it is to either
A) Remove all mods that conflict with it
B:)Change the item IDs of all conflicting mods with configuration files already set up
OR
C) *easiest* backup your entire .minecraft folder, rename it, generate a new one, install forge, install tropicraft, edit the newly generated config file, copy/paste into your backup, then re-rename it
EDIT: Damn cool face smiley.
1
You put GUI API in coremods, like it says to on the mod page.... (look at the text I bolded and enhanced for you....)
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I'm confident this is something with BoP's generation that wonks it up, but wanted you to be aware of the situation in case others come here with it. These biomes are like a hybrid between the intended and twilight forest, so it is actually cool sometimes what it creates, but then defeats the purpose, for me, of going to the Twilight Forest to catch this feeling of entering a foreign dimension.
Note, I have individually made all biomes from Biomes O Plenty from IDs 254-190. Twilight Forest is at its default in the double digits somewhere.
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Everytime someone asks that, I have to think its some 10 year old who just says "OOOO MAGIC!!!" and then realizes it isn't up to date, promptly asks/demands for an update, picks his nose, yells at his mother for a juice box and a hot pocket, and then trolls runescape. Please note these are the same people who, after the mod is updated, go "OOOO MAGIC!!" crams this mod and many other mods in his folder, then when minecraft crashes, instantly go to forums, demand help via "HALP ME PLOX RITE NOW" because they don't know anything about configs and can't be bothered to read.