YES! oh wow, this was one of my favourite mods up to 1.7
im so happy its back. is it a straight port, or do does it even come with new content? because i can see the version number went up.
all thats missing now is that azanor surprises us with a status update on thaumcraft for a christmas present.
It does come with new content, the change log (since 1.7) can be seen on this wiki page. For the next release the Naga courtyard seems to be getting reworked to look like a maze instead of an empty field, and there are plans for the Final Castle in the future.
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We found a dark wood sapling in a chest and planted it back home (after trying to get saplings from trees at the edge of the darkness, haven't gotten that far in the quests yet). Even with fortune we didn't get any saplings back, so... is that normal (I know I got them in earlier versions), is it tied to unlocking that part of the progression, or is something else in our modpack messing with it? (The first step in troubleshooting is knowing if there is actually a problem!)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Oh man, I haven't been back here in years! So what did I miss? Anything new?
Ditto here, but I was here after Benimatic vanished and left the mod dead. But now he seems to be back, and despite not editing the first post here, he (or perhaps a successor) apparently updated the mod to 1.12.2!
ETA: per discussions elsewhere, Benimatic apparently returned and formed a "Team Twilight" as well. Cool....
I'd like to know from other players who might have the same setup, should I allow any extra mobs to spawn in TF? The way I see it it'd be better to disable everything that isn't TF from spawning in TF, but maybe a few creatures from either mob are welcome additions to TF... what do players familiar with Twilight Forest think?
I don't have either of your particular mods installed currently, but from prior explorations: I wasn't terribly happy when either enemies or animals from other mods showed up in the TF. They never seemed to match the ambiance, or in some cases the decor. But that's very much a matter of taste.
It does bring a thought to mind: Will llamas and rabbits (and perhaps other new beasts) be getting Twilight versions?
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I'm playing through TF for the first time in uhhhh... since 1.4.7, I think. And I didn't finish it last time (yes, get your pitchforks).
My modlist has Lycanite mobs and Mo'Creatures in it. The original configs seem to have a few mobs of either mod spawning in the Forest.
I'd like to know from other players who might have the same setup, should I allow any extra mobs to spawn in TF? The way I see it it'd be better to disable everything that isn't TF from spawning in TF, but maybe a few creatures from either mob are welcome additions to TF... what do players familiar with Twilight Forest think?
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'm not familiar with TF, but I'm familiar with the other two. And in my experience, they are either a nuisance or an outright disaster to other mods, than a "welcome addition".
I'm not familiar with TF, but I'm familiar with the other two. And in my experience, they are either a nuisance or an outright disaster to other mods, than a "welcome addition".
Yeah, so far that's what I've been thinking, I'm getting shadow mobs spawning occasionally just walking around but I get the sense that the point is to have combat specifically when you go looking for it... not randomly like this...
I haven't discovered all the biomes in the overworld though so haven't seen all of the mobs from either creature mod, so maybe I'd be missing out. Someone else might know
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'm playing through TF for the first time in uhhhh... since 1.4.7, I think. And I didn't finish it last time (yes, get your pitchforks).
My modlist has Lycanite mobs and Mo'Creatures in it. The original configs seem to have a few mobs of either mod spawning in the Forest.
I'd like to know from other players who might have the same setup, should I allow any extra mobs to spawn in TF? The way I see it it'd be better to disable everything that isn't TF from spawning in TF, but maybe a few creatures from either mob are welcome additions to TF... what do players familiar with Twilight Forest think?
don't have lyca mobs, but I do have MOC....what I do is enable the vanilla spawning while in the TF as CMS doesn't like the TF that well. I am still in 1.7.10 so I have no idea if it will behave the same in 1.10+
Is this latest version of this mod for minecraft 1.12.2 or 1.7.10? thanks!
The latest version is for 1.12.2, see https://minecraft.curseforge.com/projects/the-twilight-forest
Twilight Forest for Minecraft 1.5.2 link is broken
https://dl.dropboxusercontent.com/u/38679977/twilightforest-1.18.2.zip
YES! oh wow, this was one of my favourite mods up to 1.7
im so happy its back. is it a straight port, or do does it even come with new content? because i can see the version number went up.
all thats missing now is that azanor surprises us with a status update on thaumcraft for a christmas present.
It does come with new content, the change log (since 1.7) can be seen on this wiki page. For the next release the Naga courtyard seems to be getting reworked to look like a maze instead of an empty field, and there are plans for the Final Castle in the future.
We found a dark wood sapling in a chest and planted it back home (after trying to get saplings from trees at the edge of the darkness, haven't gotten that far in the quests yet). Even with fortune we didn't get any saplings back, so... is that normal (I know I got them in earlier versions), is it tied to unlocking that part of the progression, or is something else in our modpack messing with it? (The first step in troubleshooting is knowing if there is actually a problem!)
Lots, see http://benimatic.com/tfwiki/index.php?title=Change_Log for all of the changes since the last 1.7.10 version
Working on new ru_ru.lang file.
Updated, not all, but something.
Download
Is there a better place to report/ask questions about bugs?
I didn't hear back on whether dark woods are supposed to drop saplings.
Issue tracker is at https://github.com/TeamTwilight/twilightforest/issues
Thanks.
Thanks.
THANK YOU EASTER BENIMATIC!!!
... what just happened?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
https://github.com/TeamTwilight/twilightforest/commits/1.12.x
"I like to think that we are all always pretty pink princesses." ~RWTema 2016
Ditto here, but I was here after Benimatic vanished and left the mod dead. But now he seems to be back, and despite not editing the first post here, he (or perhaps a successor) apparently updated the mod to 1.12.2!
ETA: per discussions elsewhere, Benimatic apparently returned and formed a "Team Twilight" as well. Cool....
I don't have either of your particular mods installed currently, but from prior explorations: I wasn't terribly happy when either enemies or animals from other mods showed up in the TF. They never seemed to match the ambiance, or in some cases the decor. But that's very much a matter of taste.
It does bring a thought to mind: Will llamas and rabbits (and perhaps other new beasts) be getting Twilight versions?
I'm playing through TF for the first time in uhhhh... since 1.4.7, I think. And I didn't finish it last time (yes, get your pitchforks).
My modlist has Lycanite mobs and Mo'Creatures in it. The original configs seem to have a few mobs of either mod spawning in the Forest.
I'd like to know from other players who might have the same setup, should I allow any extra mobs to spawn in TF? The way I see it it'd be better to disable everything that isn't TF from spawning in TF, but maybe a few creatures from either mob are welcome additions to TF... what do players familiar with Twilight Forest think?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I'm not familiar with TF, but I'm familiar with the other two. And in my experience, they are either a nuisance or an outright disaster to other mods, than a "welcome addition".
Yeah, so far that's what I've been thinking, I'm getting shadow mobs spawning occasionally just walking around but I get the sense that the point is to have combat specifically when you go looking for it... not randomly like this...
I haven't discovered all the biomes in the overworld though so haven't seen all of the mobs from either creature mod, so maybe I'd be missing out. Someone else might know
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
don't have lyca mobs, but I do have MOC....what I do is enable the vanilla spawning while in the TF as CMS doesn't like the TF that well. I am still in 1.7.10 so I have no idea if it will behave the same in 1.10+