http://journeymap.info/Support
See http://journeymap.info/ for information about how to install and use this mod, complete release notes, rules about inclusion in modpacks, translation, technical support, etc.
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See http://journeymap.info/ for information about how to install and use this mod, complete release notes, rules about inclusion in modpacks, translation, technical support, etc.
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Right now, Mini-Picks and More is a mod that contains new features and materials. It is a solo project and I have done all of the texture and code myself. Please try this mod out and give me feedback including the What should be worked on next? poll which will be updated.
This mod adds craftable mini pickaxes that the player crafts in their 2x2 crafting grid. It also adds berries as a plant that is generated across the map. For endgame, it adds 2 materials, Icosium and Likynium. Icosium is weaker than diamond, and Likynium is stronger. Mini-Tools have half the durability of their larger counter-parts.
Icosium Stats:
-Tools
Durability - 1000
Efficiency - 9.5
Harvest Level - 3
Damage - 3.5
-Armor
Total Durability - 20
Reduction Amounts - 3, 7, 6, 3 top to bottom
Icosic Gem Stats:
-Tools
Durability - 2000
Efficiency - 11
Harvest Level - 3
Damage - 5
-Armor
Total Durability - 30
Reduction Amounts - 4, 9, 8, 4, top to bottom
Likynium Stats:
-Tools
Durability - 4000
Efficiency - 15
Harvest Level - 4
Damage - 8
-Armor
Total Durability - 40
Reduction Amounts - 5, 10, 9, 6, top to bottom
Micro tools have half the durability of their regular counter-parts.
Macro tools have 5 times the durability of their regular counter-parts.
Both of these values are editable in the config
Config:
New Material Crafting:
Plants:
Half-Resource Recipies
Reinforced Materials Recipes:
Mini-Tool Recipes:
Macro-Tool Recipes:
New Boat Crafting:
Fire Pit :
Mod Review (by: technotrilogy) :
ChangeLog(nfd = not for download):
To Do:
-soft stone(you'll see)
-soft ores(ores to spawn in soft stone)
-graveldirt(self-explanitory)
-a new biome topped with graveldirt and filled with soft stone
-sword sharpener
use icosic gem as material
How to Install:
THIS MOD USES FORGE.
Install forge.
This is a jar mod, you put it in the mods folder.
Adfly links will no longer be provided due to literally no use. Just click on the download button at the bottom of this thread!
Thank You for clicking my thread
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Updated March 29th to version 2.3.5. This version supports Minecraft 1.7.10. New in this version, the Snow Queen rules over the Aurora Palace high atop the glacier, while trolls inhabit caves deep in the rock of the highlands. In addition to these new areas to explore, this version also revises the progression system to feature very visible weather effects in "locked" biomes, instead of less-visible magic effects. Version 2.3.4 adds a /tfprogress command to advance a player's progress, as well as hint monsters that may appear if you're struggling with the progression system. Version 2.3.5 fixes bugs, adds the knightmetal block-and-chain tool and adds a bit of new swamp scenery.
If you haven't played one of the 2.0 versions, there is a new progression system. See the details on the wiki page.
Download:
Support:
Support this mod on www.patreon.com/benimatic.
Follow me on Twitter: @benimatic.
Old Versions:
Change Log:
View the change log on the wiki.
FAQ:
View the FAQ on the wiki.
Installation Instructions:
View the installation instructions on the wiki.
Getting There:
To make a portal to the Twilight Forest, make a 2 x 2 shallow pool (4 squares) of water in a grassy area, and surround it entirely with natural stuff. Flowers, mushrooms or tall grass. Then throw a diamond in (with the "Q" key, by default) and stand back!
It should look a little like this:
Videos:
Loooks has a great video showing some scenes from the mod here. Very tranquil.
Direwolf20's wonderful mod spotlight video should whet your appetite for some exploration:
The Yogscast explores the Twilight Forest, Part 1:
Yogscast Part 2:
Yogscast Part 3:
Lots more videos in this spoiler tag here! Some installation guides and some more mod showcases.
Paulsoaresjr takes on the Twilight Forest in his Man vs. Minecraft series. Episode 1 below, but check out the whole series.
Loooks has a great video spotlighting some of the new features here. Very tranquil.
Minecraftmoe shows you some views of the Twilight Forest with some epic music.
GameChap and Bertie are always entertaining. Here is their video showcasing the latest version:
Installation guide by SCMowns:
RoosterInASuit does a nice install guide/spotlight:
Runemaster96 does a very nice job with a mod showcase here:
Piedudeaus's Mod Spotlight:
GeraldoCockerhan fights the naga and wins!
Elliothawk has an in-depth exploration video:
MinecraftScorpion does a Mod Showcase:
Spelunkstar has a two-part video:
Older (but still good) Videos
Etalyx's Mod Spotlight:
Mod Pack Policy:
Please note that I don't usually have the time to respond to mod pack requests (or private messages in general).
You have permission to include the Twilight Forest mod in any mod pack, as long as the following conditions are met:
Texture Packs:
- Provide a link to this forum post
- Properly credit the author, Benimatic
- You cannot make any money off of the mod pack
- Remove the mod from your pack if I specifically request it
The Twilight Forest is fully supported in the Zekocraft texture pack. I love it!
Also there's the strange and wonderful Ruinex texture pack has textures for this mod.
Please let me know about other texture packs.
Banner:
KensuleNL made a great banner for your signature:
<a href="http://www.minecraftforum.net/topic/561673-100the-twilight-forest-v15"><img src='http://i.imgur.com/sEFug.png' /></a>[represent]
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This mod is something designed to add small features, but still keeping that vanilla flavour on your game. Since most of those features are related to villagers, I named it "Villager Tweaks".
Every feature can be enabled or disabled on the config file, so you only use what you want.
Version 2.2 - The Persistence Update!
Version 2.3 Preview
Screenshots
Download
Full list of features
Credits
Many current and upcoming features of this mod are heavily inspired by suggestions from the community. I'll add the names here every time I implement something new:
Changelog
Open Source
I learned a lot doing Minecraft mods, and a great part of that was done seeing other people's work.
For that reason, my mods are open source, under GPL v3 licence. You can check it on GitHub.
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I absolutely love these mobs, but traveling to the Nether without cheating is a huge pain. Is there some way to adjust the Belph rate of fire so they can't roast you instantly? I can't even see past their flame spurts to target them with a bow most of the time. I know some people like a challenge, but it's also really hard to balance some of these things against the other mods that make the Nether more... interesting.
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Quote from Kamtheman56»Eh to me seems like this mod is dead. I'm perfectly fine with it.
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Okay, this is a thing I've been noticing as I've delved deeper into custom configurations... changing a mob that normally spawns as a creature to a monster results in insane overpopulation. Take the Joust and Joust Alpha from Lycanites' Mobs: the Alpha is aggressive, so I changed it to a monster in the hopes of spawning less of them, and somehow all I spawn now is Alphas, with nary a regular Joust to be found. Likewise, I can override a creature's spawn conditions using JAS, but if I don't, strange things will happen. Slimes will spawn uncontrollably during the day in a Flat world, filling up the monster cap until they despawn.
So, there's a learning curve when adding creatures that have native spawning behavior. Skeletons don't spawn in light unless you make them do so, and even a spawn weight of 1 is going to spawn out of control if there's nothing else to compete with it during the day(when monsters typically don't spawn due to high light levels).
These are mostly just observations, no real question involved... but if anyone wants to suggest some spawning tags to keep the teleporting Wizrobes of Zelda Sword Skills from slaughtering me in my house regularly, I wouldn't turn down the suggestion.
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So, there's a learning curve when adding creatures that have native spawning behavior. Skeletons don't spawn in light unless you make them do so, and even a spawn weight of 1 is going to spawn out of control if there's nothing else to compete with it during the day(when monsters typically don't spawn due to high light levels).
These are mostly just observations, no real question involved... but if anyone wants to suggest some spawning tags to keep the teleporting Wizrobes of Zelda Sword Skills from slaughtering me in my house regularly, I wouldn't turn down the suggestion.
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I was working on the same with Lycanites Mobs and the vegetables. There's a core mod(bspkrcore or something like it) that generates a file called UniqueNames.txt. The names ending in Item are what you're looking for.
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Also, has anyone tried using the chests on IC2 or Buildcraft setups? I'd be willing to be the guinea pig and report my findings if no one else has given them a try.
Wild idea for a future update: a Geochest that can be easily exported from one world save to another(similar to Buildcraft blueprints but without their block limitations).
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I'd highly recommend it for anyone like me who frequently runs out of pickaxes while branch mining and would rather spend less inventory slots on backups. The mini tools are something I haven't used, but I like the idea of something you can craft on the go without making crafting tables all over creation(if the mod added a small four-square raft to replace the boats I have to craft every time I reach a shore while exploring, that alone would be worth adding it to every mod pack out there, IMO).
The cost of the macro tools seems a bit steep(although if I enchant a macro diamond Pickaxe, it might well be worth the cost), but I've been using a macro stone Pickaxe to save space while mining and it's worked out nicely in place of my 3-4 backup pickaxes.
I look forward to seeing what else gets added in the future. One request though--stop giving armor drops to Zombies or make them rare. Twilight Forest has zombie spawners all over the place and it's a huge hassle to unload the dozens of boots(especially since I'm wearing magnetic armor from Falling Meteors).
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The web map will show changes more quickly? Excellent. Your dedication to constant improvement has earned you another patron when payday rolls around. Your mod is the only thing that saved me from rage-quitting a world after I thought MCedit deleted the chunk all my stuff was in(Concapede spawning problem, don't ask). I was looking in the wrong spot, and without that waypoint beacon, I never would have known.
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EDIT: Aaaaand that's why it's important to read the OP in its entirety. Feature.
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It's a separate config file in the lycanitesmobs folder. Look for lycanitesmobs-mobevents.cfg