My modpack is something that I call a "taint block" - basically everything is tainted lands, so it revolves around figuring out ways to gather and process resources that don't exist any more. I thought sending people on fetch quests to the Twilight Forest for some of the end game research might be fun... Basically tie progression in that way.
If you ever finish this, please, send me a pm if possible. This sounds very interesting.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
If you ever finish this, please, send me a pm if possible. This sounds very interesting.
It's pretty much "finished" enough for testing. I'm just screwing around and fixing up strange little bugs - Like right now I just zoned into The End and realized that the Ruins mod was generating structures there. Imagine seeing a wheat field when you pop through the ender portal Heh.
I'll drop you a PM or post something on the forums either here or at the FTB forums about it when I'm ready for people to start testing (if they want to).
I really wanna try to figure out some way to get Twilight Forest in here...
The Twilight Forest portal needs five things: flowers/mushrooms/bushes/etc., a diamond, two water source blocks, dirt blocks, and open sky. If you can limit any one of those things, you're in business.
You don't need open sky, I made mine underground.
If there's a way to change the activation item, you could make whatever you choose a crucible recipe, or use the Strange Plant from Garden Stuff which is already intended for use as a gating mechanism.
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!!!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have a few ideas which I hope will address two issues I've seen in TF without disrupting the difficulty/reward balance (which is perfect as it is) or the overall feel of the dimension.
The first issue is the lack of horses/donkeys in TF. I understand that without river valleys, extreme hills, and oceans, horses are much more effective than they are in the overworld. Even so, I feel that there needs to be a way to get them eventually. I can think of three ways to do this.
1: Make existing creatures tamable and rideable. I think the mistwolves would be the best choice. They seem large enough to be ridden, though far too common to be balanced as a mount. The solution would be to make the food necessary to tame them rare and valuable. I think a hydra chop would suffice.
2: Make new creatures to serve as substitute horses and mules. I propose elk to serve as horses and moose as donkeys. Elk are large enough to bear a rider and a moose could easily bear both rider and chest (maybe even an ender chest). They eat roughly the same things horses do. With the substitution of saplings for sugar, their diet would make sense.
3: Add creatures that can be converted to horses/donkeys via transformation powder or use new transformations for existing creatures.
The second issue is the lack of a portal between TF and the nether.
I propose that a portal be generated near the top of each dark tower. The blocks should be unmovable, indestructible, and carminite-themed. The portal would be activated by a carminite reactor (which wouldn't affect the portal blocks) and would then lead directly to the nether. Upon using the portal, a corresponding portal would be generated in the nether, leading back to the TF. This would have the added benefit of explaining how the tower is full of ghasts, netherrack, and soul sand. It could also solve the first issue, provided that entities could travel both ways through this special portal. You would be able to take your steed from the safety of his stable, through hell, and finally to the top of a dark tower (probably not his best day, but certainly his most exciting).
Please let me know if you have ideas to improve on mine or concerns about the impact on balance or atmosphere.
First, the vanilla code would need some ASM, or you'd have to change the dimension number of the forest to a negative number. Otherwise, the portal blocks could be in the world, but not function.
Second, leaving the nether, you are back in the overworld.
The towers provide you with everthing you could find in the nether, don't they? ... Actually, are there blaze rods there? I think everything else is obtainable
As for "How did the ghasts get there", well, people were experimenting with "things man was not meant to know", and created all these little bursts, that brought nether thingies into our world.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I realize that a vanilla nether portal is possible but unhelpful in TF. I was proposing a third portal type, connecting only TF and the nether. It was my intent that the "things man was not meant to know" would be centered on said portal.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
crash when I come to thornland biome (btw thornland are very laggy when I come here instant -15 FPS)
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 16.04.15 21:32
Description: Exception ticking world
java.lang.NullPointerException: Exception ticking world
at twilightforest.biomes.TFBiomeDecorator.func_150513_a(TFBiomeDecorator.java:165)
at net.minecraft.world.biome.BiomeDecorator.func_150512_a(BiomeDecorator.java:105)
at twilightforest.biomes.TFBiomeDecorator.func_150512_a(TFBiomeDecorator.java:139)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:339)
at twilightforest.biomes.TFBiomeHighlands.func_76728_a(TFBiomeHighlands.java:163)
at twilightforest.world.ChunkProviderTwilightForest.func_73153_a(ChunkProviderTwilightForest.java:977)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:144)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at twilightforest.biomes.TFBiomeDecorator.func_150513_a(TFBiomeDecorator.java:165)
at net.minecraft.world.biome.BiomeDecorator.func_150512_a(BiomeDecorator.java:105)
at twilightforest.biomes.TFBiomeDecorator.func_150512_a(TFBiomeDecorator.java:139)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:339)
at twilightforest.biomes.TFBiomeHighlands.func_76728_a(TFBiomeHighlands.java:163)
at twilightforest.world.ChunkProviderTwilightForest.func_73153_a(ChunkProviderTwilightForest.java:977)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:279)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:199)
at net.minecraft.world.World.func_72964_e(World.java:419)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:144)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['JJBjotex'/101425, l='New World', x=-376,36, y=70,31, z=-927,54]]
Chunk stats: ServerChunkCache: 386 Drop: 0
Level seed: -8069083788609716885
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Sorry Benimatic I trying found this strange flying thing but I can't next time I'll try make video
Yeah, the thornlands are going to have performance issues compared to the rest of the world. There's more surfaces to render, and more block connections to compute than almost anywhere else. I'll look into the crash though.
um ive been gettign this recently in console on my 1.7.10 cauldron heavily modded server
4:40:06 PM
CONSOLE:
WARN]: net.minecraft.world.MinecraftException: The save folder for world ./world/DIM-7 is being accessed from another location, aborting
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.world.storage.SaveHandler.func_75762_c(SaveHandler.java:98)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.world.World.func_72906_B(World.java:4238)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.world.WorldServer.func_73042_a(WorldServer.java:1080)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:1046)
4:40:06 PM
CONSOLE:
WARN]: at org.bukkit.craftbukkit.v1_7_R4.CraftWorld.save(CraftWorld.java:791)
4:40:06 PM
CONSOLE:
WARN]: at org.bukkit.command.defaults.SaveCommand.execute(SaveCommand.java:30)
4:40:06 PM
CONSOLE:
WARN]: at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:181)
4:40:06 PM
CONSOLE:
WARN]: at org.bukkit.craftbukkit.v1_7_R4.CraftServer.dispatchCommand(CraftServer.java:717)
4:40:06 PM
CONSOLE:
WARN]: at org.bukkit.craftbukkit.v1_7_R4.CraftServer.dispatchServerCommand(CraftServer.java:697)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.server.dedicated.DedicatedServer.func_71333_ah(DedicatedServer.java:465)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:424)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
4:40:06 PM
CONSOLE:
WARN]: at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
4:40:06 PM
CONSOLE:
WARN]: at java.lang.Thread.run(Thread.java:745)
No idea quite what's causing that. I don't have any weird disk writing going on in the mod. Everything is stored in the normal ways.
I'm hoping someone can help me out with this question - I want to add this mod to my modpack, but I want to restrict access to the dimension until the player has completed a certain amount of quests.
Now, originally I thought I could just change the item ID of the item that needs to be thrown into the pool in order to activate the portal to a custom item that I give the player, but it appears that there is no configuration option for this.
Does anyone have a suggestion on how I could restrict the creation of portals until the player has a specific item I give them?
I can look into adding a config option for a custom portal creation item. It might not be too hard.
I have a few ideas which I hope will address two issues I've seen in TF without disrupting the difficulty/reward balance (which is perfect as it is) or the overall feel of the dimension.
The first issue is the lack of horses/donkeys in TF. I understand that without river valleys, extreme hills, and oceans, horses are much more effective than they are in the overworld. Even so, I feel that there needs to be a way to get them eventually. I can think of three ways to do this.
1: Make existing creatures tamable and rideable. I think the mistwolves would be the best choice. They seem large enough to be ridden, though far too common to be balanced as a mount. The solution would be to make the food necessary to tame them rare and valuable. I think a hydra chop would suffice.
2: Make new creatures to serve as substitute horses and mules. I propose elk to serve as horses and moose as donkeys. Elk are large enough to bear a rider and a moose could easily bear both rider and chest (maybe even an ender chest). They eat roughly the same things horses do. With the substitution of saplings for sugar, their diet would make sense.
3: Add creatures that can be converted to horses/donkeys via transformation powder or use new transformations for existing creatures.
The second issue is the lack of a portal between TF and the nether.
I propose that a portal be generated near the top of each dark tower. The blocks should be unmovable, indestructible, and carminite-themed. The portal would be activated by a carminite reactor (which wouldn't affect the portal blocks) and would then lead directly to the nether. Upon using the portal, a corresponding portal would be generated in the nether, leading back to the TF. This would have the added benefit of explaining how the tower is full of ghasts, netherrack, and soul sand. It could also solve the first issue, provided that entities could travel both ways through this special portal. You would be able to take your steed from the safety of his stable, through hell, and finally to the top of a dark tower (probably not his best day, but certainly his most exciting).
Please let me know if you have ideas to improve on mine or concerns about the impact on balance or atmosphere.
In regards to the rideable creatures, I've thought about adding rideable elk before. The only real obstacle to adding them is my own motivation for doing it. I try to make this mod into the mod I myself would want to play, and I have to admit that in hundreds of hours of playing minecraft, I've never tamed a single dog or horse or anything.
As to the nether portal, again it's theoretically possible. The issue I could think of is that I'd need to add a specific new portal block since the vanilla one wouldn't quite work properly. And then maybe I'd need a new frame block, since what if the portal got destroyed when you're in the nether or something? It seems like it would be duplicating a lot of semi-complicated vanilla mechanics (IIRC, there are hundreds of lines of code handling vanilla portals) for kind of a small and very specific convenience, without adding anything really new.
Uh, kind of. The problem is that the forge system uses a specific method of determining treasure that I don't use. So the two systems are not exactly compatible.
IIRC, the forge method rolls 8ish items all off the same table, while I divide the items in my chests into 5 categories with fairly specific rates of each category in each chest. I could maybe register each category separately, but that would add hundreds of combinations of chests and category. Would that still be useful?
I don't know how the forge system works to a programmer.
Each chest type ultimately has a list of item stacks, minimum, maximum, and chance, as well as a min and max amount.
It sounds like you are saying your system is not "Each chest has a list of things", so much as "Each chest has a list of draws from other lists".
5 categories -- that's all? Junk (such as the underground basements), food+basics (hedge maze), low-end hill treasure (smalls), better hill treasure (common in large, sometimes in medium), three levels of labyrinth chests, lich chests, and whatever you have in the goblin strongholds, aura palaces, ice zones, etc -- maybe I'm not understanding what you are doing properly?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yeah, you've got the idea with the forge system. Each chest generates a certain number of items from a random table for that type of chest. The items can be weighted to give them a different chance of appearing, but generally each item appearing in a chest has a chance to be any of the items that can generate there. So (IIRC) if you are extremely lucky, you could get a chest with 8 saddles or something.
I have a different design for my chests. There are usually 8 items in each chest. 4 of the items are from the "common" table for that chest type. These are usually things that are semi-useful, sometimes not by themselves, like coal or paper. Further, of the common items, each one generated has a 1/4 chance to be replaced with an item from the "junk" table. Those are things like flowers or sugar that have not a lot of practical use.
3 of the items in the chest are from the "uncommon" table, which has more useful things like efficient foods or ingots, and occasionally whole weapons or armor depending on the chest type.
The final item comes from the "rare" or "ultra-rare" table. These are powerful or interesting items like enchanted weapons or special treasures like the moonworm queen. The item has a 1/4 chance to be "ultra-rare", so the remaining 3/4 of the chests have a "rare" item.
So that's for each chest, but yes there are multiple chest types throughout the dungeon. The labyrinth has "corridor" chests, "room" chests, as well as "boss" chests and "vault" chests. That's a pretty typical mix.
The idea is to give a more interesting mix between junk, useful items and powerful items in the chests than the pure random system vanilla and forge use. In practice I'm not sure if it's noticeable or not, but at least it helps me in my treasure design for a location.
Last time I looked, I had 22 different types of chests, with the aforementioned 5 tables for each of them. I could probably semi-integrate them with the forge system, but I'd have to make a separate entry for each table for each chest. So 110 total. That's why I wonder if it would be useful to pack creators.
add line --itemStack.stackSize; to onItemRightClick
2. crash ItemTFCubeOfAnnihilation
java.lang.NullPointerException: Ticking entity
at twilightforest.item.ItemTFCubeOfAnnihilation.setCubeAsReturned(ItemTFCubeOfAnnihilation.java:106)
at twilightforest.entity.EntityTFCubeOfAnnihilation.func_70071_h_(EntityTFCubeOfAnnihilation.java:167)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
at net.minecraft.world.World.func_72939_s(World.java:2412)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:669)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:943)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at twilightforest.item.ItemTFCubeOfAnnihilation.setCubeAsReturned(ItemTFCubeOfAnnihilation.java:106)
at twilightforest.entity.EntityTFCubeOfAnnihilation.func_70071_h_(EntityTFCubeOfAnnihilation.java:167)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
22 sets of (junk, common, uncommon, rare, very rare) ...
...
Well, at least I know why things like the queen are so hard to find then.
Just as some feedback: I've thought that the hedge maze chests, for example, was mostly junk and food, or the basements chests pure junk. But then, paper and ink sacs are not always junk. And, it's pretty simple to understand the idea that "junk" or "common" is relative to the chest type -- the junk in the basement labyrinth treasure vault is not the same as the junk in the lich tower.
---
So on average, a chest typically has
1 junk
3 common
3 uncommon
either a rare (75%) or a very rare (25%).
Yea, it's a more balanced system than "all 8 items are the same chance from the grab bag". I'm not sure that it's ultimately much different (you could just apply the percentage chances of the slots to the items instead.)
What makes the commons more common than the uncommons?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I can look into adding a config option for a custom portal creation item. It might not be too hard.
Uh, kind of. The problem is that the forge system uses a specific method of determining treasure that I don't use. So the two systems are not exactly compatible.
IIRC, the forge method rolls 8ish items all off the same table, while I divide the items in my chests into 5 categories with fairly specific rates of each category in each chest. I could maybe register each category separately, but that would add hundreds of combinations of chests and category. Would that still be useful?
If you could add a config option for the portal activation item, that'd be immensely useful I think not just to me but to other map makers or quest makers, I hope it's not too hard to do
Also, as for the chests -
Wouldn't a happy medium be to have a configuration option that replaces your custom chests, with vanilla chests that hook into the forge loot system? That way a modpack maker could then use either another mod, or Minetweaker, to customize those chests?
Personally I would vote for Minetweaker support, that way you could ship your mod with a custom minetweaker script that acts as a default that could easily be modified by other people and you wouldn't have to create your own configuration system.
EDIT:
I haven't looked at your code (in fact, I don't even know if it's available), but I think the "perfect" solution would depend on how you store your loot tables. If you have getter/setter functions to modify them, you could expose those easily enough through Minetweaker.Api - Just register the class and give it the correct annotations eg, @ZenClass("twilightforest.loot") and @ZenMethod, @ZenSetter, @ZenGetter, etc.
If that worked, then you pretty much wouldn't have to do anything.
EDIT2:
I'm actually kinda retarded. It just occurred to me after I typed the above that Minetweaker wouldn't support the datatypes in whatever structure you have, if your loot IS in a data structure anyway, so you'd be better off just exposing a couple of methods like, "addLoot" and "removeLoot".
Anyway, you know how to code, I'm sure you can figure this out without me being pedantic about it
Hi there, can any of you guys tell me or me give a link to other mods which are compatible and very usefull to have within this mod. Because i have been looking around a bit and i've found a couple, but i'm never sure if they are compatible or if they would cause any problems. I would appreciate it a lot.
Thank you in advance.
the ones most likely to cause problems are the ones that mess with underground terrain generation due to TF's low world height.
CMS can cause spawning issues
other than that. I've gotten no issues with TF and other mods.
though you do have to worry about the biome ID limit if you have a lot of mods that add more biomes.
oh, try to avoid using TF biomes in mystcraft if you use that mod.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you ever finish this, please, send me a pm if possible. This sounds very interesting.
It's pretty much "finished" enough for testing. I'm just screwing around and fixing up strange little bugs - Like right now I just zoned into The End and realized that the Ruins mod was generating structures there. Imagine seeing a wheat field when you pop through the ender portal Heh.
I'll drop you a PM or post something on the forums either here or at the FTB forums about it when I'm ready for people to start testing (if they want to).
I really wanna try to figure out some way to get Twilight Forest in here...
You don't need open sky, I made mine underground.
If there's a way to change the activation item, you could make whatever you choose a crucible recipe, or use the Strange Plant from Garden Stuff which is already intended for use as a gating mechanism.
* PORTAL CREATION CAN BE DISABLED *
There is a config file option for twilight forest to disable creation of portals. That is key #1.
Step 1. Create map. Create portal.
Step 2. Surround portal with the HQM blocks that are associated with a quest. Until the quest is finished, the portal is blocked off.
Step 3. Disable more portals with the config file.
It requires a pre-made map, so no "Select any seed you want for the overworld" style packs.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hi all,
I have a few ideas which I hope will address two issues I've seen in TF without disrupting the difficulty/reward balance (which is perfect as it is) or the overall feel of the dimension.
The first issue is the lack of horses/donkeys in TF. I understand that without river valleys, extreme hills, and oceans, horses are much more effective than they are in the overworld. Even so, I feel that there needs to be a way to get them eventually. I can think of three ways to do this.
1: Make existing creatures tamable and rideable. I think the mistwolves would be the best choice. They seem large enough to be ridden, though far too common to be balanced as a mount. The solution would be to make the food necessary to tame them rare and valuable. I think a hydra chop would suffice.
2: Make new creatures to serve as substitute horses and mules. I propose elk to serve as horses and moose as donkeys. Elk are large enough to bear a rider and a moose could easily bear both rider and chest (maybe even an ender chest). They eat roughly the same things horses do. With the substitution of saplings for sugar, their diet would make sense.
3: Add creatures that can be converted to horses/donkeys via transformation powder or use new transformations for existing creatures.
The second issue is the lack of a portal between TF and the nether.
I propose that a portal be generated near the top of each dark tower. The blocks should be unmovable, indestructible, and carminite-themed. The portal would be activated by a carminite reactor (which wouldn't affect the portal blocks) and would then lead directly to the nether. Upon using the portal, a corresponding portal would be generated in the nether, leading back to the TF. This would have the added benefit of explaining how the tower is full of ghasts, netherrack, and soul sand. It could also solve the first issue, provided that entities could travel both ways through this special portal. You would be able to take your steed from the safety of his stable, through hell, and finally to the top of a dark tower (probably not his best day, but certainly his most exciting).
Please let me know if you have ideas to improve on mine or concerns about the impact on balance or atmosphere.
A nether portal would not be a good idea.
First, the vanilla code would need some ASM, or you'd have to change the dimension number of the forest to a negative number. Otherwise, the portal blocks could be in the world, but not function.
Second, leaving the nether, you are back in the overworld.
The towers provide you with everthing you could find in the nether, don't they? ... Actually, are there blaze rods there? I think everything else is obtainable
As for "How did the ghasts get there", well, people were experimenting with "things man was not meant to know", and created all these little bursts, that brought nether thingies into our world.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I realize that a vanilla nether portal is possible but unhelpful in TF. I was proposing a third portal type, connecting only TF and the nether. It was my intent that the "things man was not meant to know" would be centered on said portal.
Can twilight forest register its treasure chests (the multiple chests in the labyrinth, the hedge maze chests, etc) with the forge system?
Loot++ -- http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2290059-loot-the-item-update-now-with-the-ability-to-add?page=12#c227 -- can access and permit customization of your chests that way.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yeah, the thornlands are going to have performance issues compared to the rest of the world. There's more surfaces to render, and more block connections to compute than almost anywhere else. I'll look into the crash though.
No idea quite what's causing that. I don't have any weird disk writing going on in the mod. Everything is stored in the normal ways.
I can look into adding a config option for a custom portal creation item. It might not be too hard.
In regards to the rideable creatures, I've thought about adding rideable elk before. The only real obstacle to adding them is my own motivation for doing it. I try to make this mod into the mod I myself would want to play, and I have to admit that in hundreds of hours of playing minecraft, I've never tamed a single dog or horse or anything.
As to the nether portal, again it's theoretically possible. The issue I could think of is that I'd need to add a specific new portal block since the vanilla one wouldn't quite work properly. And then maybe I'd need a new frame block, since what if the portal got destroyed when you're in the nether or something? It seems like it would be duplicating a lot of semi-complicated vanilla mechanics (IIRC, there are hundreds of lines of code handling vanilla portals) for kind of a small and very specific convenience, without adding anything really new.
Uh, kind of. The problem is that the forge system uses a specific method of determining treasure that I don't use. So the two systems are not exactly compatible.
IIRC, the forge method rolls 8ish items all off the same table, while I divide the items in my chests into 5 categories with fairly specific rates of each category in each chest. I could maybe register each category separately, but that would add hundreds of combinations of chests and category. Would that still be useful?
I don't know how the forge system works to a programmer.
Each chest type ultimately has a list of item stacks, minimum, maximum, and chance, as well as a min and max amount.
It sounds like you are saying your system is not "Each chest has a list of things", so much as "Each chest has a list of draws from other lists".
5 categories -- that's all? Junk (such as the underground basements), food+basics (hedge maze), low-end hill treasure (smalls), better hill treasure (common in large, sometimes in medium), three levels of labyrinth chests, lich chests, and whatever you have in the goblin strongholds, aura palaces, ice zones, etc -- maybe I'm not understanding what you are doing properly?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yeah, you've got the idea with the forge system. Each chest generates a certain number of items from a random table for that type of chest. The items can be weighted to give them a different chance of appearing, but generally each item appearing in a chest has a chance to be any of the items that can generate there. So (IIRC) if you are extremely lucky, you could get a chest with 8 saddles or something.
I have a different design for my chests. There are usually 8 items in each chest. 4 of the items are from the "common" table for that chest type. These are usually things that are semi-useful, sometimes not by themselves, like coal or paper. Further, of the common items, each one generated has a 1/4 chance to be replaced with an item from the "junk" table. Those are things like flowers or sugar that have not a lot of practical use.
3 of the items in the chest are from the "uncommon" table, which has more useful things like efficient foods or ingots, and occasionally whole weapons or armor depending on the chest type.
The final item comes from the "rare" or "ultra-rare" table. These are powerful or interesting items like enchanted weapons or special treasures like the moonworm queen. The item has a 1/4 chance to be "ultra-rare", so the remaining 3/4 of the chests have a "rare" item.
So that's for each chest, but yes there are multiple chest types throughout the dungeon. The labyrinth has "corridor" chests, "room" chests, as well as "boss" chests and "vault" chests. That's a pretty typical mix.
The idea is to give a more interesting mix between junk, useful items and powerful items in the chests than the pure random system vanilla and forge use. In practice I'm not sure if it's noticeable or not, but at least it helps me in my treasure design for a location.
Last time I looked, I had 22 different types of chests, with the aforementioned 5 tables for each of them. I could probably semi-integrate them with the forge system, but I'd have to make a separate entry for each table for each chest. So 110 total. That's why I wonder if it would be useful to pack creators.
Hey! i found two bug...
1. Dupe ItemLilyPad
add line --itemStack.stackSize; to onItemRightClick
2. crash ItemTFCubeOfAnnihilation
java.lang.NullPointerException: Ticking entity
at twilightforest.item.ItemTFCubeOfAnnihilation.setCubeAsReturned(ItemTFCubeOfAnnihilation.java:106)
at twilightforest.entity.EntityTFCubeOfAnnihilation.func_70071_h_(EntityTFCubeOfAnnihilation.java:167)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
at net.minecraft.world.World.func_72939_s(World.java:2412)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:669)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:943)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at twilightforest.item.ItemTFCubeOfAnnihilation.setCubeAsReturned(ItemTFCubeOfAnnihilation.java:106)
at twilightforest.entity.EntityTFCubeOfAnnihilation.func_70071_h_(EntityTFCubeOfAnnihilation.java:167)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
add check null if(player.getCurrentEquippedItem() != null && player.getCurrentEquippedItem().getItem() == TFItems.cubeOfAnnihilation) {
and this check add to ItemTFChainBlock
Yes, my english very bad
@ mc-report.ru
...
22 sets of (junk, common, uncommon, rare, very rare) ...
...
Well, at least I know why things like the queen are so hard to find then.
Just as some feedback: I've thought that the hedge maze chests, for example, was mostly junk and food, or the basements chests pure junk. But then, paper and ink sacs are not always junk. And, it's pretty simple to understand the idea that "junk" or "common" is relative to the chest type -- the junk in the basement labyrinth treasure vault is not the same as the junk in the lich tower.
---
So on average, a chest typically has
1 junk
3 common
3 uncommon
either a rare (75%) or a very rare (25%).
Yea, it's a more balanced system than "all 8 items are the same chance from the grab bag". I'm not sure that it's ultimately much different (you could just apply the percentage chances of the slots to the items instead.)
What makes the commons more common than the uncommons?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you could add a config option for the portal activation item, that'd be immensely useful I think not just to me but to other map makers or quest makers, I hope it's not too hard to do
Also, as for the chests -
Wouldn't a happy medium be to have a configuration option that replaces your custom chests, with vanilla chests that hook into the forge loot system? That way a modpack maker could then use either another mod, or Minetweaker, to customize those chests?
Personally I would vote for Minetweaker support, that way you could ship your mod with a custom minetweaker script that acts as a default that could easily be modified by other people and you wouldn't have to create your own configuration system.
EDIT:
I haven't looked at your code (in fact, I don't even know if it's available), but I think the "perfect" solution would depend on how you store your loot tables. If you have getter/setter functions to modify them, you could expose those easily enough through Minetweaker.Api - Just register the class and give it the correct annotations eg, @ZenClass("twilightforest.loot") and @ZenMethod, @ZenSetter, @ZenGetter, etc.
If that worked, then you pretty much wouldn't have to do anything.
EDIT2:
I'm actually kinda retarded. It just occurred to me after I typed the above that Minetweaker wouldn't support the datatypes in whatever structure you have, if your loot IS in a data structure anyway, so you'd be better off just exposing a couple of methods like, "addLoot" and "removeLoot".
Anyway, you know how to code, I'm sure you can figure this out without me being pedantic about it
the ones most likely to cause problems are the ones that mess with underground terrain generation due to TF's low world height.
CMS can cause spawning issues
other than that. I've gotten no issues with TF and other mods.
though you do have to worry about the biome ID limit if you have a lot of mods that add more biomes.
oh, try to avoid using TF biomes in mystcraft if you use that mod.
I thought CMS had a specific module to provide support for twilight forest. Or was that JAS?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
CMS doesn't (or at least didn't in 1.6.4 haven't gotten into the TF in my 1.7.10 world yet) like to play nice with structure specific mobs.
there is a sorta workaround with CMS, at least for SP
while in the TF you can enable the default spawner via command
/doMobSpawning true
only works if you have cheats enabled, and you have to do it every time you start the game/go into TF
I am having performance issues with Twilight Forest on my modded server.
Im using version 2.3.4 and tested as well on 2.3.5.
Profiling the server it seems that lighting is the issue.
Here is a screenshot of warmroast with 2.3.4
2.3.4
Here is a screenshot with 2.3.5
Put your spoiler here.
A copy of spigot timings from 2.3.5
Put your spoiler here.
Screenshot of ms impact on the server
Put your spoiler here.
All of these timings were taken with only forge and Twilight Forest installed and only one player online.
If there is any other information you need to help fix this issue I would be glad to provide it.
also if you know any workarounds to fix this before a proper fix is possible please let me know.
no fixes for 1.7.10 are going to happen.that lighting issue might be resolved with fast craft.