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?
My experience from 1.7 was that Mo'Creatures got along OK with the Twilight Forest, but Custom Mob Spawner completely buggered TF spawning. Even to the point of having a hydra spawn with no heads. Switching from CMS to Just Another Spawner fixed all of the spawning issues and made Mo'Creatures much better-behaved in general, with the exception of the occasional massive overspawn of mice or elephants at the overworld spawn point. Some neutral Mo'Creatures mobs showed up in the TF (goats and horses for example), and even the occasional bear (I don't recall any bigcats spawning in the TF), and the TF streams were full of fish, but it was never a problem, and no Mo'C monsters spawned in the TF.
Lycanite's Mobs ... ugh. I tried it once and liked how it added challenge back to the Nether, but ripped it out after about two days because it did not respect any. spawn. restrictions. WHATSOEVER. Not Towny, not Worldguard, nothing. If LM wants to spawn a Pulsating Fanged Headgobbler in your bed while you're in it asleep, it's gonna spawn a headgobbler in your bed and you're going to wake up dead, and that's all there is to it.
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".
IMO Mo'Creatures adds a lot of welcome richness to both the Overworld and the Nether. Unfortunately Custom Mob Spawner doesn't really work well anywhere but the overworld and Nether (and at that, it even breaks some vanilla spawning in the Nether, let alone the TF). You can beat CMS somewhat into good behavior, but you can't fix the things it breaks except by removing CMS and using something else.
So I guess I'm either lucky or I did something magical: playing on 1.12.2 I should add, but I'm having a kind-of good experience with the latest version of CMS honoring per-biome configurations and spawn weights in the overworld. Where Lycanite is concerned, there are plenty of config options that need to be made in the Lycanite configs (expected, really!) but spawn weights isn't one of them, fortunately: they also behave via CMS.
I got tigers, bears and elephants spawning in TF so far, but no Twilight monsters in the general forest area at least (I haven't ventured into any of the combat areas yet). Going to try disabling any non-TF mobs in TF, get into the maze, and see if CMS breaks anything regarding Twilight monsters...
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.
So I guess I'm either lucky or I did something magical: playing on 1.12.2 I should add, but I'm having a kind-of good experience with the latest version of CMS honoring per-biome configurations and spawn weights in the overworld. Where Lycanite is concerned, there are plenty of config options that need to be made in the Lycanite configs (expected, really!) but spawn weights isn't one of them, fortunately: they also behave via CMS.
I got tigers, bears and elephants spawning in TF so far, but no Twilight monsters in the general forest area at least (I haven't ventured into any of the combat areas yet). Going to try disabling any non-TF mobs in TF, get into the maze, and see if CMS breaks anything regarding Twilight monsters...
that was a prob with CMS in 1.7.10...it didn't like structure mobs at all. that is why i would do /gamerule DoMobSpawning True when I was in the TF. it would allow the default spawner to work.
So I guess I'm either lucky or I did something magical: playing on 1.12.2 I should add, but I'm having a kind-of good experience with the latest version of CMS honoring per-biome configurations and spawn weights in the overworld. Where Lycanite is concerned, there are plenty of config options that need to be made in the Lycanite configs (expected, really!) but spawn weights isn't one of them, fortunately: they also behave via CMS.
I got tigers, bears and elephants spawning in TF so far, but no Twilight monsters in the general forest area at least (I haven't ventured into any of the combat areas yet). Going to try disabling any non-TF mobs in TF, get into the maze, and see if CMS breaks anything regarding Twilight monsters...
Great that it's working for you!
Honestly I'd like to have Mo'Creatures in my current pack, but I can't, because if you try to run Mo'Creatures and Thaumcraft together in 1.12 you exceed the 16 permitted entity listeners, and golems (and probably a number of other Thaumcraft entities) don't work.
that was a prob with CMS in 1.7.10...it didn't like structure mobs at all. that is why i would do /gamerule DoMobSpawning True when I was in the TF. it would allow the default spawner to work.
Aaaaah so. That would get complicated, I imagine, with multiple players in SMP popping in and out of the Twilight...
Honestly I'd like to have Mo'Creatures in my current pack, but I can't, because if you try to run Mo'Creatures and Thaumcraft together in 1.12 you exceed the 16 permitted entity listeners, and golems (and probably a number of other Thaumcraft entities) don't work.
Wait. What?
I'm planning on adding TC as soon as Beta 10 is out... what's this about maximum #s of entity listeners and how do I find out which mods use them?
I may just have to give Mo'C the boot but if Lycanite's mobs is in the same boat... :/
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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'd like to download "the twilight forest" of the old version (1.10.1, Minecraft 1.2.5), but I can not download it due to "Dropbox" error. So, could you file in some way download?
I'd like to download "the twilight forest" of the old version (1.10.1, Minecraft 1.2.5), but I can not download it due to "Dropbox" error. So, could you file in some way download?
Thank you.
Is a version for MC1.6.4 any good to you?
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.
Probably could have done this a few months ago or more than that because I thought that people no longer used the Forums anymore, but I stand corrected, so here I am.
You won't need to care about me, but I am the current Administrator of the Twilight Forest Wiki, and I am the reason the wiki looks significantly cleaner, along with some help from a few other contributors on the site. Along with this, I have made a few contributions to the mod itself and work in relative proximity with the current developers, so I know the ins and outs of this mod, so if you see me answer a question that may be directed at a developer, it's just because I know how to answer the question.
Now, I'm not frequent around these parts, but I may check in from time to time and answer a couple questions, but I can give the low-down some some questions I have noticed.
1. No, there will not be any backports to versions older than 1.12.2. It's been stated that it's basically impossible to do so without broken features
2. The Dropbox links are indeed broken, so if you are after a version that's not on the Curseforge site, it's lost from the public
3. Any question about the Twilight Forest itself should have an answer on the wiki, but if it isn't there, someone from the community may answer it
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[11:09:45] [Server thread/WARN] [FML/]: Twilight Forest Discord loaded a new emoji (-356, -401 Dimension: 7) during chunk population, causing cascading meme lag. I bet that guy with a bunch of squares in his name is to blame.
About that second statement, wasn't Drullkus (and maybe someone else) collecting old Twilight Forest versions?
Beni sent us a handful of the jars he had laying around but it was unknown which mc version each jar was for so we have to sort through em. It also wasn't every single version of the mod so some older ones have to either be collected from old modpacks or found elsewhere or they may just be lost forever.
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"I like to think that we are all always pretty pink princesses." ~RWTema 2016
Beni sent us a handful of the jars he had laying around but it was unknown which mc version each jar was for so we have to sort through em. It also wasn't every single version of the mod so some older ones have to either be collected from old modpacks or found elsewhere or they may just be lost forever.
Is there a list of versions missing anywhere, by chance? (Asking in case some of the sorting's already been done, maybe it hasn't.)
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.
Aha. Good to know. The wiki looks realy polished, I was very impressed. One question, is the wiki publicly open for edits? I wanted to add some information, but am not sure whether or not I should. That being that the moonworm queen, peacok feather fan, ore magnet and perhaps more can be enchanted with unbreakening and mending (though I did not test yet if you can enchant it directly, you can apply it through an anvil)
I actually encourage anyone to help with contributing to the wiki, though I do have to keep it on track from any vandalism that can occur. A lot of information written on there was from what I could gather around from the mod's experience and behind the scenes, but that doesn't mean I may miss a few things, or get a couple typos in there randomly. Along with that, some info may be outdated, since I left a few things as is.
Rollback Post to RevisionRollBack
[11:09:45] [Server thread/WARN] [FML/]: Twilight Forest Discord loaded a new emoji (-356, -401 Dimension: 7) during chunk population, causing cascading meme lag. I bet that guy with a bunch of squares in his name is to blame.
Can anyone update me on where this mod is in terms of development? I just "completed" it for the first time, despite being a fan of it for many years, and I'm intrigued by the final area. The aesthetics of it are amazing.I know it's a WIP, but I'm curious if there's any news on if it is currently being developed
We're currently reworking every structure (porting them to the nbt structure format and giving them a design overhaul at the same time while we're at it) currently the lich is being worked on and we'll go down the list with the final boss being last.
Rollback Post to RevisionRollBack
"I like to think that we are all always pretty pink princesses." ~RWTema 2016
We're currently reworking every structure (porting them to the nbt structure format and giving them a design overhaul at the same time while we're at it) currently the lich is being worked on and we'll go down the list with the final boss being last.
Sounds good. However, will that be backwards-compatible to saves made with the pre-rework version?
Good to hear. Any chance of the Labyrinths being made a little bit smaller, at least on the first level? It takes a really long time to go through them
My experience from 1.7 was that Mo'Creatures got along OK with the Twilight Forest, but Custom Mob Spawner completely buggered TF spawning. Even to the point of having a hydra spawn with no heads. Switching from CMS to Just Another Spawner fixed all of the spawning issues and made Mo'Creatures much better-behaved in general, with the exception of the occasional massive overspawn of mice or elephants at the overworld spawn point. Some neutral Mo'Creatures mobs showed up in the TF (goats and horses for example), and even the occasional bear (I don't recall any bigcats spawning in the TF), and the TF streams were full of fish, but it was never a problem, and no Mo'C monsters spawned in the TF.
Lycanite's Mobs ... ugh. I tried it once and liked how it added challenge back to the Nether, but ripped it out after about two days because it did not respect any. spawn. restrictions. WHATSOEVER. Not Towny, not Worldguard, nothing. If LM wants to spawn a Pulsating Fanged Headgobbler in your bed while you're in it asleep, it's gonna spawn a headgobbler in your bed and you're going to wake up dead, and that's all there is to it.
IMO Mo'Creatures adds a lot of welcome richness to both the Overworld and the Nether. Unfortunately Custom Mob Spawner doesn't really work well anywhere but the overworld and Nether (and at that, it even breaks some vanilla spawning in the Nether, let alone the TF). You can beat CMS somewhat into good behavior, but you can't fix the things it breaks except by removing CMS and using something else.
Thanks for what I should hope to avoid!
So I guess I'm either lucky or I did something magical: playing on 1.12.2 I should add, but I'm having a kind-of good experience with the latest version of CMS honoring per-biome configurations and spawn weights in the overworld. Where Lycanite is concerned, there are plenty of config options that need to be made in the Lycanite configs (expected, really!) but spawn weights isn't one of them, fortunately: they also behave via CMS.
I got tigers, bears and elephants spawning in TF so far, but no Twilight monsters in the general forest area at least (I haven't ventured into any of the combat areas yet). Going to try disabling any non-TF mobs in TF, get into the maze, and see if CMS breaks anything regarding Twilight monsters...
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.
that was a prob with CMS in 1.7.10...it didn't like structure mobs at all. that is why i would do /gamerule DoMobSpawning True when I was in the TF. it would allow the default spawner to work.
Great that it's working for you!
Honestly I'd like to have Mo'Creatures in my current pack, but I can't, because if you try to run Mo'Creatures and Thaumcraft together in 1.12 you exceed the 16 permitted entity listeners, and golems (and probably a number of other Thaumcraft entities) don't work.
Aaaaah so. That would get complicated, I imagine, with multiple players in SMP popping in and out of the Twilight...
Wait. What?
I'm planning on adding TC as soon as Beta 10 is out... what's this about maximum #s of entity listeners and how do I find out which mods use them?
I may just have to give Mo'C the boot but if Lycanite's mobs is in the same boat... :/
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'd swear I've seen my server list the listeners in use during boot, but I can't see any such message in the logs...
Hello.
I'd like to download "the twilight forest" of the old version (1.10.1, Minecraft 1.2.5), but I can not download it due to "Dropbox" error. So, could you file in some way download?
Thank you.
Is a version for MC1.6.4 any good to you?
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.
No, because I'm playing with the old version I would like a file for Minecraft 1.2.5.
Probably could have done this a few months ago or more than that because I thought that people no longer used the Forums anymore, but I stand corrected, so here I am.
You won't need to care about me, but I am the current Administrator of the Twilight Forest Wiki, and I am the reason the wiki looks significantly cleaner, along with some help from a few other contributors on the site. Along with this, I have made a few contributions to the mod itself and work in relative proximity with the current developers, so I know the ins and outs of this mod, so if you see me answer a question that may be directed at a developer, it's just because I know how to answer the question.
Now, I'm not frequent around these parts, but I may check in from time to time and answer a couple questions, but I can give the low-down some some questions I have noticed.
1. No, there will not be any backports to versions older than 1.12.2. It's been stated that it's basically impossible to do so without broken features
2. The Dropbox links are indeed broken, so if you are after a version that's not on the Curseforge site, it's lost from the public
3. Any question about the Twilight Forest itself should have an answer on the wiki, but if it isn't there, someone from the community may answer it
Beni sent us a handful of the jars he had laying around but it was unknown which mc version each jar was for so we have to sort through em. It also wasn't every single version of the mod so some older ones have to either be collected from old modpacks or found elsewhere or they may just be lost forever.
"I like to think that we are all always pretty pink princesses." ~RWTema 2016
Is there a list of versions missing anywhere, by chance? (Asking in case some of the sorting's already been done, maybe it hasn't.)
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 actually encourage anyone to help with contributing to the wiki, though I do have to keep it on track from any vandalism that can occur. A lot of information written on there was from what I could gather around from the mod's experience and behind the scenes, but that doesn't mean I may miss a few things, or get a couple typos in there randomly. Along with that, some info may be outdated, since I left a few things as is.
Can anyone update me on where this mod is in terms of development? I just "completed" it for the first time, despite being a fan of it for many years, and I'm intrigued by the final area. The aesthetics of it are amazing.I know it's a WIP, but I'm curious if there's any news on if it is currently being developed
It is still undergoing development on a new update, which will most likely feature the final boss of the mod!
Current project: Adventure Awaits!
forum not yet created
We're currently reworking every structure (porting them to the nbt structure format and giving them a design overhaul at the same time while we're at it) currently the lich is being worked on and we'll go down the list with the final boss being last.
"I like to think that we are all always pretty pink princesses." ~RWTema 2016
Sounds good. However, will that be backwards-compatible to saves made with the pre-rework version?
Of course, the reworked structures will appear in newly genned chunks, already genned chunks and structures are untouched.
"I like to think that we are all always pretty pink princesses." ~RWTema 2016
Good to hear. Any chance of the Labyrinths being made a little bit smaller, at least on the first level? It takes a really long time to go through them