twilight forest changelog
It tells you the phase of the moon. 3. Vanilla's block to stairs ratio in crafting makes no sense, we opted for the stair recipes to give you 8 instead of the usual 4. Knightly Axe now properly deals extra damage to unarmoured targets. Made it a little harder for players to milk deer. I mean QUEEN.. now targets non-players correctly, Fixed Uberous Soil failing to render correctly without CTM, Improved death checks for Phantom Knights. Small-time optimizations and code tidying here and there! Twilight Forest is a dimension exploration mod focused on adventure that will take you on a journey meeting strange creatures, exploring dungeons, and much more than able to be listed, but here are some of the major features: 1. The vignette that appears in low light no longer randomly flickers in the Twilight Forest. Not yet fully implemented Tinkers' Construct compatibility for some of our materials to make tools out of. Fix various blocks connecting to Troll Roots. More things are planned at a later date for a second batch. Fixed an instant Timeout crash for servers. Cleaned up Bauble handling code, fixing console spam. ), Added traditional Chinese translation, thanks Likol, Re-added flammability for normal log and leaf blocks, Fixes to nagastone rendering, but can’t fix completely due to bugs in 1.7.2 rendering, Changed nagastone placement logic to be more similar to log/pillar placement, Fix a statistics problem in registering our mob eggs, Fix an error message with the twilight leaves block, Fixed a few more conversion errors with item and block particles, Fixed a crash launching the mod on a server, Fixed a missing sound with the scepter of life draining, Ported to Minecraft 1.7.2, Forge 10.12.0.1024, Added many of the new plants from Minecraft 1.7 to the forest, Changed several biome map colors to be a little more evocative of the biome changes, Changed the ore colors on the ore map to the new map colors made specifically for that ore, Added placeholder map icons for yeti cave & aurora palace, 4 regions centered around swamp, snow, dark forest, highlands, Added center biomes for highlands and dark forest, Oak canopy trees in oak savanna, currently just a metadata swap, Updated terrain generation to support higher generation, Added placeholder biome surrounding highlands center, Made highlands center higher, close to 128 y, Lich’s twilight orbs are very slightly affected by gravity, so they don’t stick around forever if they hit an unloaded chunk, Fixed knight phantoms targetting creative mode players. Changed the Creative menu icon to the Miniature Portal item. Add huge lily pads to swamps (lots of them), Added repair materials for block & chain, ice bow, Fixed rainbow oak & small twilight oak trees growing with the wrong leaves, Fixed rainbow oak giving the wrong leaf block with pick block, Make canopy oak trees have 2-block wide trunks, That might be too wide, maybe they need to be 1.5 blocks wide, Fixed a bug causing labyrinth entrances to frequently be 3 blocks off the actual ground, Updated German translation, thanks Speedy1505, Updated Russian translation, thanks Sto3IV, Revise knight phantom death code to make generating a treasure chest more certain, Stop crash if the knight phantoms lose their equipped item, Fix crash when using the giant’s pickaxe in some rare circumstances, Added hint monster that spawns with a book when the player is encountering progression enforcement mechanisms, Added /tfprogress command to advance a player past a certain boss progress, Does not grant the associated items, which may still be needed in some cases, Enabled block protection on the hydra lair & hydra, Enabled block protection on the aurora palace, Rename penguin to glacier penguin to avoid conflicts, Rename highlands biome to twilight highlands, Remove fiery aura and chill aura enchants, instead making the effect innate to the items, Begin converting lighted forest biome to firefly forest, Change glowstone in hanging lamps to firefly jars, Fix crash when using magic beans on a dedicated server, Fix(?) Ongoing development, we never stop! All items and blocks (aside from unobtainable and some WIP items) now have aspects. Diverse boss battles with actual mechanics. Released Jan 24th, 2021.Ranked 23,993 of 485,637 with 0 (0 today) downloads. Fixed an exploit: Charms now only activate for real Players. Charm of Life now emits it's own effects again. Published by arturs1212 (mod ID: 590182) Final Castle doors are now in the creative menu and can be pick-blocked. Fixed the texture auto generator only processing first texture in array. I'm playing minecraft 1.7.10 with forge: 10.13.4.1566 The Biomes O’ Plenty Mod adds in over 75 new biomes that generate in the Minecraft world and Nether. THE FINAL BOSS OHHH MYYYY GOOOOODDDDDDDD!!!!! 2. Maze/Ore map no longer colours all our blocks pink. -More Twilight Forest quests (You now get reputation for completing them).-Alot more Botania quests.-Added some IC2 quests.-Changed max level on Tinkers tools to 50-Fixed sugar quest, ritual diviner, wither quest.-Added lots of new rewards. Signs inside the castle indicate plans for parkour challenges. Magic Beans once again properly grow into beanstalks on dedicated servers. Within is a cabin suspended above the ground to use as your player home. The Naga won't give chase outside it's home. Nagastone Pillars received another property, which dictates which direction the arrows are pointing. Twilight grass turns to dirt when there is a block above it. Changing the seed of your world now needs to have the world reloaded. Moon Dial. shifted the Knightmetal Loop texture to the middle. Fixed the lighting on some of the stair blocks. You monster. More mobs now draw loot from loot tables, allowing for easier loot customization, Option to only allow portals to form in 'safe' locations, Customisable weights for the various small 'ruin' structures, Options to customise the ore blocks that spawn in stalactites, New French translation, courtesy of Neerwan & Wazilucas, EVEN MORE MUSIC, thanks to MrCompost and Mr. Owltkins (with an edit from Timinations), A single Phantom Knight now spawns with a Knightmetal Shield while in Hard Mode, Alpha Yetis now throw ice bombs during a rampage, Hollow Trees can optionally spawn in the Skylight Forest. You're welcome! When I tried to jump through it though my game crashed. Fix maze maps sometimes not updating correctly, Small shrubs now actually appear in swamps, Lots of other minor fixes, code cleanups and performance tweaks. Street cred; OG 2011 modding represent! - [COMPAT] OpenBlocks - The Drain Cover works like an XP Drain when you stand ontop of it and Sneak. Constructed of off-white brick blocks and highlighted with glowing runes in many colours, the Final Castle is a sprawling collection of towers and walkways around a central keep. https://minecraft.curseforge.com/projects/parry, http://benimatic.com/tfwiki/index.php?title=Change_Log&oldid=47974. Quest Ram now pulls rewards from its own editable loot table. Twilight Saplings can now be used as Furnace fuel. The 'shedding' from Death Tomes now draws from a loot table. Please enable it to continue. Despite this bugfix … A new scepter dropped by the Lich that summons five (5) shields around you that each block a hit. Minecraft Earth R33 Patch Notes – January 5, 2021. It also cannot be enchanted with Curse of Binding and Curse of Vanishing anymore. Added Twilight Dungeons. Updated our JEI dependency to a newer version. #BlameDrullkus. Pick-Block logic now works better on slabs. Made sure bosses are recognised as such by the game. Fixed incorrect level cost being shown for some recrafting recipes. Veiled appears on Raven's Feather materials, it will render arrows invisible. Roots are no longer offset by one pixel down. ADDED: 1. Corrected ru_ru.lang translations, thanks klmendor! Fixed a portal generation issue where it would generate underwater. Crops planted on Uberous Soil instantly grows again. Fixed an issue with Trophy Pedestal progression where it didn't unlock after the Lich. 5. Changed the grip on the Moonworm Queen to be more comfortable, now correctly holding it as a tool in third person view. Added "Classic Combat" 16/07/2019 04:38pm v2.0.4. Snow Queen minions now correctly spawn inside of the boss room during the fight. 1 Hedge Maze 2 Hollow Hill 3 Quest Grove 4 Naga Courtyard 5 Lich Tower 6 Labyrinth 7 Skeleton Druid House 8 Ruins 9 Wells 10 Resources Hedge Mazes grow from the grounds of Misty Forests. More to come. Magic Maps now properly update after switching Dimensions. Good lord that was annoying. Resolved some Hydra rotation issues; it should no longer track you by spinning around at the speed of sound. Changelog. Charm of Keeping usage now drops any items that would be overwritten by an item saved to prevent item loss if something is put in the player's inventory. Fiery Tears Blood now show as interchangeable in JEI. Moonworm Queen no longer breaks like a tool when it hits 0 durability. Made the boss spawner unbreakable, no more pacifist route unless on peaceful. For versions 1.20.2 and older, see Change Log/Versions 1.x.x. The Ore Magnet no longer moves ores if it is a tile entity. -Jade should be added to the Twilight Forest. Parrots can now mimic any and all mobs in the mod. The Twilight Forest is a hidden magical forest within a massive cavern. Reshuffled all of the items' rarities in the mod to their more-appropriate rarities. Added a message that if Sponge is installed the max bounding-box-size should be adjusted for Hydras to show up properly. Fixed Block of Fiery Metal and Block of Ironwood having parts render solid black without CTM. But beware! There can now be multiple portal activations items specified in the config. Toss in the activation item to unblock the portal. 3.0.0b: Changes are unknown: 2.0.1c: Removed Asgard Shield mod. Rotated some stair icons, they were facing the wrong direction like the bunch of step-me-downs they are. Also added a advancement related to dying Arctic armour. Can be used in a 2x2 patterns to make a complete spiral. Updated "The Twilight Forest" Updated "Translocators 1.8.+" 16/07/2019 05:30pm v2.0.5. wondering if anyone can help me: I'm currently playing with a lot of different mods including the twilight forest. Setting the game to peaceful now correctly has the Snow. Improved textures for Uncrafting Table, Trophy Pedestal, Block-Chain Goblins, and Hermit Crabs. Confusing, we know! Skeleton Druids are now a little more like Vanilla Skeletons, and will only do Druid things when holding a hoe. Deer also have a chance of dropping leather. The Anti-Builder now has a blacklist feature for people to prevent blocks being destroyed, a must have for mods that add graves. Twilight Forest Castle Doors now drop the right item. Big spruce trees in the snow biomes are no longer partially made out of oak logs. Special leaves in Twilight Forest are now using the ore dictionary properly. Charm of Life effect upon death now uses the correct sprite. Players can no longer spawn on top of the portal which would teleport them back into the overworld right away. The Castle sits on a mesa of Deadrock protected by the Thornlands. Improved a lot of the logic relating to the Twilight Forest portal. Block And Chain now appears from your left hand if used in the off-hand slot. The Block and Chain now disables shields like an axe. Mazestone and its variants once again consume 16 durability from your mining tools when mined. Modified with the properties of some Storage Blocks. All variants of Vanishing Castle Door is now available in the Creative Inventory. null pointer exception with sorting tree block, Fix crash when using enderbow on a dedicated server, Remove debug message when generating minotaur maze, Removed some debug messages related to armor calculation, Exclude openblocks graves from structure block protection, Fix a server crash with unstable ice core mobs, Added increased search range for safe portal construction, Move new bows into twilight forest creative tab, Moved cloud height to 161 to match generated clouds, Made unique texture for aurora pillars & slabs, Made unique texture for wispy & fluffy cloud blocks, Cloud houses should have 2 non-despawning giants and can spawn more, Changed highlands biome to look similar to mega taiga, Uberous soil patches generate above troll cave and gardens, Added new rendering effect for fiery pick and sword, Make fiery armor also render at full brightness, regardless of ambient light, Removed fire aspect enchant from fiery sword, made it innate to the item instead, Experiments with making progression-protected biomes more obvious, Continual weather effects in protected biomes added, Some decoration in aurora palace entrance, Added stable and unstable ice core mobs, with models, effects, Added treasure caches to random aurora palace rooms, Some internal changes to tree generation to improve performance, Turn lake generator off in dark forest, as charming as the weird leaf-lakes are, Removed water sources from highlands, unflooding the troll caves, Fix a few cave generation and ravine generation glitches, Adding some wall decorations to troll caves, Get structure protection packets heading out to only the players affected, Added structure protection all clear packet, Remove enforced progression as a mod config file option, add it as a game rule, Drew a slightly different icon for fiery tears, Replace aurora palace map icon with snow queen icon, Rewrote several of the achievement descriptions to be clearer, Lamp of cinders gives lamp achievement on use as well as pickup, Fix mobility flags for giant blocks and thorn blocks, Stop trophy pedestal from unlocking early, Trophy pedestal does not work if no eligible players are nearby, Updated russian translation, thanks Sto3IV, Redo biome dictionary entries for Keybounce, Auto-assigned biome IDs will now be written back to the config file on load, Possibly fixed a crash with CustomOreGen mod, Many aurora palace revisions and new rooms, Fix trophy item placement using a method that does not break 1.7.10 compatibility, Fix so that toggling creative mode properly handles the progression biome overlay, Add color to aurora blocks, pillars, slabs in inventory, Properly name aurora blocks, pillars, slabs in inventory, Switch to a more reliable method of making the boss tower in the aurora palace, Add hardness, resistance attributes to aurora blocks, pillars, slabs, Make standard recipes for aurora pillars & slabs from aurora blocks, Add snow guardian mob (still not finished), Snow guardian wears twilight forest native armors, When you hit a yeti, it becomes angry, otherwise they are fairly benign, Fixed bug where the uncrafting table wouldn’t work with damaged items, Fixed a bug where the new feature offsets would mess up things like the maze map, Fixed a bug where the torchberry plant would give extra torchberries when sheared, Added custom enchant, chill aura, for yeti armor, Added winter wolf to outside spawns in snow forest, Added progress achievement hooks to unique alpha yeti drops, Convert Vec3 methods to be forwards compatible, Progression effects should no longer affect players in creative mode, Alpha yeti stays inside the lair when possible, Regular yetis and winter wolves drop arctic fur, Ice bombs now freeze/snow the area on impact, Fixed occasional bug with aurora block coloration math, Worked on forwards compatibility with 1.7.10, Successfully got biome ID conflict detection working, Implemented biome ID auto-assigning when config file is blank, Registered all my ingots in the ore dictionary, just in case, Restored stronghold shield block unbreakabilty, Removed most of the stronghold shield in favor of the new block protection mechanism, Set the upper part of the knight stronghold as non-protected, Removed mob damage protection from non-protected areas of a structure, Fixed a terrain gen bug that was making hollow hill floors out of somewhat more dirt than normal, Added login message if there is a biome ID conflict detected, Does not seem to be working, will try again next version, Testing out an algorithm to send new portals to only “safe” biomes when enforced progression is on, Fixed bug where screen overlay would stay on even when the player exited the dimension via portal or other means, Fixed mixed up cracked & mossy underbrick names, Added biome protection system hooked into progression system, Overlay appears on the edges of the screen when you are in a protected area, Added protection to swamps, dark forest and snow/glacier biomes, Allowed skeletal druids to spawn in light levels as high as 11, similar to blazes, A few fixes making sure the enforced progression config option is respected, Revamped achievements related to progressions, Changed the ur-ghast’s treasure from fiery blood to fiery tears. If you are using Mindcrack Pack, you cannot clear Magic Maps at all. Added "RadixCore" Added "TheOneProbe" 16/07/2019 04:26pm v2.0.3. Some advancement names and descriptions had changes. Tweaked some mobs so they'll obey mobGriefing gamerule better. Fixed the shadows of several mobs, no longer does the Alpha Yeti feel like a Beta Yeti. We found a place where we accidentally hardcoded the dimension ID. It totally didn't become twice as broken in potential! Works the same, Added some other achievements not directly related to progression, Make a separate block ID for dark forest leaves, Dark forest canopy generation uses the new block, Changed regular dark forest back to dark green coloration, Dark forest center gets a redder autumn coloration, Area protection system prevents activating (right-clicking) blocks in the protected area, Only stops certain blocks likely to have treasure or activate mechanisms, Added area protection system tied to progression achivements, When certain mobs die, mark the structure they are in as no longer active, Natural spawning stops in conquered structures, Added /tffeature command to check structure status, Fixed a crash bug with the tree of transformation on a dedicated server, Updated terrain generator to support block replacement per-biome, Fixed it so that the metadata parameters are respected, Thornlands and highlands center replace stone with solid deadrock, Fixed crash with rendering knight phantom thrown weapons, Made dimension provider ID configurable to work around a MCPC+ bug(? The Minoshroom has a brand new ground smashing attack! Removed the structure layout print debug that appears in the console, made it into the release on accident. Added Tinker's Construct Integration with Naga Scales, Steeleaves, Fiery Ingots, Knightmetal Ingots, and Raven's Feathers to make materials & tools out of. Fully fledged dungeons. Blacklisted surface lakes from some of the biomes. Made Castle Doors breakable again so people can use them until the Final Castle is implemented fully, afterwards we'll prevent them from breaking until the structure is cleared. 3.1. It’s been a … I forgot what i was supposed to write here… Oh right, Amnesia is a modpack about the whole world having amnesia. Precipitate appears on Naga Scale materials, it lets you use the tool quicker with the lesser health on your Player. The block itself is in 3D and has depth not only through shading. The Zombie Scepter no longer joins its zombie kind by destroying itself at 0 durability. Fixed Root Strands being offset downwards for the second time, hopefully preventing them to sag with age. Updated Twilight Forest to 2.3.2; Updated Waila to 1.5.5; Updated WarpBook to 2.0.35; Updated World State Checkpoints to 1.7.10r2; See here for original posting. It will also absorb stray XP Orbs in front of it. Giant Tools are now held in a more human like fashion. Added a null-check to tile entity access, fixing a crash with Mystcraft. - Added partial animations for new ogre models. We dusted them off, and they're looking better now! New Maniacal Dendrologist Advancement, for all of the hardcore lumberjacks and explorers out there. Imagine stepping through a portal into a twilight realm, filled with trees as far as they eye can see. Nagastone Pillars received another property, which dictates which direction the arrows are pointing. Ur-Ghast's tears should be visible again in Multiplayer when it's throwing a tantrum. Fixed Uberous Soil not generating at the correct height. The Block and Chain received a model override, the texture will change to only the loop when it is thrown.
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