I just want to be sure we are to use the current 'Recommended' Forge version of 6.0.1.349 for Twilight Forest 1.12.3 instead of the last 1.4.2 Forge version of 6.0.1.355?
I don't want to be a bother, but would it be too much trouble for you to make a note to indicate which Forge version you used going forward? It will be getting really confusing shortly since 1.4.4 is now live and the the Forge folks will be updating the Recommended version to one for 1.4.4 while many of us will still be on 1.4.2 until all of our mods update. This would be extremely helpful for the older versions as time goes on and memories start to fade a bit :).
Thank you for such a great mod! I love your animals! The squirrels may possibly be my favorite, they are so cute! Wait, no, maybe the bunnies...or the birdies....oh heck, I like eveything
That's actually non-trivial for me to keep track of myself. Any of the versions for Minecraft 1.4.2 should work with any Forge version for 1.4.2 (any Forge version that starts with 6.0.1.) When the time between revisions gets longer, it's more difficult for me to keep track of which Forge versions work.
I don't want to post a specific Forge version with each build, since that seems to imply that it will only work wit one specific version, which is not generally true.
Haha, well you are technically mounted on the pinch beetle when it picks you up in its jaws. Or at least that's how the game sees it internally. That's probably not what you want though.
Hey Benimatic, love the mod, been using it since 1.2. It's great fun to use and explore the twilight forest zone, but playing in survival mode I'm always torn when I have to use a diamond to generate the portal. I also feel that all the great content that you've put in the twilight forest has far too little impact on the vanilla world. To remedy both problems I think it would be great to have one or more mobs from the twilight forest rarely spawn in the vanilla world, and have them drop the portal-triggering item upon death. That would not only make the construction of a portal more purposeful and encouraging, but would also give new users something to really look for in the vanilla world. Also since the mob would be more common in the actual twilight forest dimension, it would be much easier to make portals after you've visited it for the first time. Perhaps the skeletal druids could drop that red gem-like thing around their necks. Maybe make a flesh-and-blood druid mob for the vanilla world that's a rare spawn in forests, kinda like the new witch mobs in the swamps. It'd be kinda like how you have to use endermen to get to the end.
Hey Benimatic, love the mod, been using it since 1.2. It's great fun to use and explore the twilight forest zone, but playing in survival mode I'm always torn when I have to use a diamond to generate the portal. I also feel that all the great content that you've put in the twilight forest has far too little impact on the vanilla world. To remedy both problems I think it would be great to have one or more mobs from the twilight forest rarely spawn in the vanilla world, and have them drop the portal-triggering item upon death. That would not only make the construction of a portal more purposeful and encouraging, but would also give new users something to really look for in the vanilla world. Also since the mob would be more common in the actual twilight forest dimension, it would be much easier to make portals after you've visited it for the first time. Perhaps the skeletal druids could drop that red gem-like thing around their necks. Maybe make a flesh-and-blood druid mob for the vanilla world that's a rare spawn in forests, kinda like the new witch mobs in the swamps. It'd be kinda like how you have to use endermen to get to the end.
If the diamond seems too expensive to open the portal, rest assured that you'll find plenty on the other side. I just cleared a hollow hill and received well over 150 diamonds with a Fortune III pick (this is roughly 75 with a regular pick). I sort of agree with you about making additional portals, though. Having to pay a diamond for every portal is quite a deterrent.
Any sort of solution to the crazy spawns going on? (Besides going on a killing spree, which is a little hard, with the masses of skeletons/zombies/creepers, you name it..)
Edit: Aha, solution was to update the mod I suppose, 1.12.2 says monster spawning is actually fixed
I'll update in a few minutes, I'll leave the picture for the funny part of it
I updated the changelog. I'll get the rest of the pages updated over the next few days, as I have time.
That's actually non-trivial for me to keep track of myself. Any of the versions for Minecraft 1.4.2 should work with any Forge version for 1.4.2 (any Forge version that starts with 6.0.1.) When the time between revisions gets longer, it's more difficult for me to keep track of which Forge versions work.
I don't want to post a specific Forge version with each build, since that seems to imply that it will only work wit one specific version, which is not generally true.
Emmm soooo I was getting updated mods and it seems Forge is now on the 6.0.3 versions so does this mean you will be sticking with 6.0.1 versions?
Hey Benimatic, love the mod, been using it since 1.2. It's great fun to use and explore the twilight forest zone, but playing in survival mode I'm always torn when I have to use a diamond to generate the portal. I also feel that all the great content that you've put in the twilight forest has far too little impact on the vanilla world. To remedy both problems I think it would be great to have one or more mobs from the twilight forest rarely spawn in the vanilla world, and have them drop the portal-triggering item upon death. That would not only make the construction of a portal more purposeful and encouraging, but would also give new users something to really look for in the vanilla world. Also since the mob would be more common in the actual twilight forest dimension, it would be much easier to make portals after you've visited it for the first time. Perhaps the skeletal druids could drop that red gem-like thing around their necks. Maybe make a flesh-and-blood druid mob for the vanilla world that's a rare spawn in forests, kinda like the new witch mobs in the swamps. It'd be kinda like how you have to use endermen to get to the end.
Thanks for the feedback and ideas. I have thought about the portal recently, and the way that you open it. My original reason for using the diamond was that you had to sacrifice something valuable to make the portal. It's true though that the diamond doesn't have much of a connection to the forest.
I don't really want to add mobs to the normal world. But maybe I could make the portal easier to open once you're in the forest. Well anyways, thanks for giving me things to think about.
I'm pretty sure it's something in my mod set, but is anyone experiencing issues with TF generation with specific mods? I'm getting stuff like this after updating to 1.12.3:
Messed up large hollow hill cut off. You can see two spawners right in front of me that should be "in" the other half of the hollow hill.
Messed up hedge maze. You can see that the left half is flush with the ground, and random trees are spawning within the maze when they never used to.
I've tested with just Minecraft and TF and everything looks like it should. I've been trying to isolate and test TF against my others mods but so far no luck, so figured I'd post here while still testing in case others have experiences similar situations and know which mod it is. Got quite a few mods that tap into terrain generation so I'm still digging around.
EDIT: Finally narrowed down the mod, but not what's causing it. If anyone gets the same issue, on my end it looks like it's caused by Ancient Warfare. It's a WIP mod still in alpha that generates a few structures; somehow they're messing up TF generation. I have reported it over there.
Going through the portal is causing my experience level to disappear. Closing and restarting the world brings it back in either the normal world or twilight forest.
Your enchanted forest, or the magical ram's enchanted forest?!
Figure it out.
I updated the changelog. I'll get the rest of the pages updated over the next few days, as I have time.
That's actually non-trivial for me to keep track of myself. Any of the versions for Minecraft 1.4.2 should work with any Forge version for 1.4.2 (any Forge version that starts with 6.0.1.) When the time between revisions gets longer, it's more difficult for me to keep track of which Forge versions work.
I don't want to post a specific Forge version with each build, since that seems to imply that it will only work wit one specific version, which is not generally true.
No, the current policy is established modpacks or private server packs only.
Haha, well you are technically mounted on the pinch beetle when it picks you up in its jaws. Or at least that's how the game sees it internally. That's probably not what you want though.
https://dl.dropbox.com/u/38679977/twilightforest-1.12.1.zip
It's not on the downloads since 1.12.2 is a bugfix release. 1.12.1 has a bad bug with out-of-control spawning in structures.
If the diamond seems too expensive to open the portal, rest assured that you'll find plenty on the other side. I just cleared a hollow hill and received well over 150 diamonds with a Fortune III pick (this is roughly 75 with a regular pick). I sort of agree with you about making additional portals, though. Having to pay a diamond for every portal is quite a deterrent.
http://www.minecraft...7-puz-piston-2/
Any sort of solution to the crazy spawns going on? (Besides going on a killing spree, which is a little hard, with the masses of skeletons/zombies/creepers, you name it..)
Edit: Aha, solution was to update the mod I suppose, 1.12.2 says monster spawning is actually fixed
I'll update in a few minutes, I'll leave the picture for the funny part of it
Emmm soooo I was getting updated mods and it seems Forge is now on the 6.0.3 versions so does this mean you will be sticking with 6.0.1 versions?
6.0.1.355 is the last version for 1.4.2
The newer ones are for above versions (1.4.3 and 1.4.4)
That's a pretty interesting idea. I'll think about it.
Thanks for the feedback and ideas. I have thought about the portal recently, and the way that you open it. My original reason for using the diamond was that you had to sacrifice something valuable to make the portal. It's true though that the diamond doesn't have much of a connection to the forest.
I don't really want to add mobs to the normal world. But maybe I could make the portal easier to open once you're in the forest. Well anyways, thanks for giving me things to think about.
Messed up large hollow hill cut off. You can see two spawners right in front of me that should be "in" the other half of the hollow hill.
Messed up hedge maze. You can see that the left half is flush with the ground, and random trees are spawning within the maze when they never used to.
I've tested with just Minecraft and TF and everything looks like it should. I've been trying to isolate and test TF against my others mods but so far no luck, so figured I'd post here while still testing in case others have experiences similar situations and know which mod it is. Got quite a few mods that tap into terrain generation so I'm still digging around.EDIT: Finally narrowed down the mod, but not what's causing it. If anyone gets the same issue, on my end it looks like it's caused by Ancient Warfare. It's a WIP mod still in alpha that generates a few structures; somehow they're messing up TF generation. I have reported it over there.