Editing Change Log/Versions 1.x.x

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For versions 4.0.0 and newer, see [[Change Log]].


For versions 3.11.1021 and older, see [[Change Log/Versions 3.x.x]].


For versions 2.4.3 and older, see [[Change Log/Versions 2.x.x]].


=Version 1.20.2 (November 11, 2013)=
---- Time to fuck up more pages
* Knight Phantoms
** Changed model
** Got formation synchronization code working again
** Added special attacks for 3 different weapons
** Added particle effects & other special effect
** Added phantom armor
** Treasure chest appears when defeated
* Changed naga and hydra to not target creative mode players
* Changed fiery pick over from hacky method of changing drops to Forge harvest event
** Fixes a crash with silk touch
* Fixed NPE with fiery armor and certain mod-added damage sources
* Dark forest renovations
** A changed, more autumnal color scheme
** Tree changes for a slightly higher “ceiling”
** Fixed so that mushglooms appear in the dark forest again
** Added special dark-resistant grasses & dead bush blocks
** Also pumpkins
* Started to add new type of brick for stronghold
* Fixed knightly armor model for sneaking
** Still need to fix bow and holding item animation
* Fixed mod initialization methods to use newer FML interfaces
* Fixed a conflict between charms of keeping and Ars Magica’s soulbound enchantment
* Fixed some texture map glitches with the minoshroomtaur’s horns
* Re-added Thaumcraft integration for TC4, thanks to Auric245524 for the aspect suggestions
** Have not done creatures yet
* Renamed the new goblin stronghold brick to underbrick
* Added language entries for new stuff
 
----
 
=Version 1.20.1 (October 7, 2013)=
* Aurora palace design & experiments
* Mushroom tower experiments
* Updated to Forge 916, which fixes a crucial bug in saving structure data
** Fixed a bunch of my bugs that were exposed by the Forge bug fix
** Added no-argument constructors to all structure pieces
** Added save/load functionality to feature type in the structure
** Added save/load to a bunch of structure component variables
* Added aurora block & effects
 
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=Version 1.20.0 (September 22, 2013)=
* Added names to all structure components
* Biome stabilization should ensure that structures are better contained within the biome
* Experiments with turning off the chunk relight flag
* Fixed wraiths so that they will spawn properly
* Updated Russian translation, thanks Sto3IV
* Fixed a few rendering errors in converting to the latest minecraft version
* Got magic maps rendering as maps in item frames
** Also did ore maps
* Fixed swarm spiders back to lower attack effectiveness
 
----
 
=Version 1.19.2 (September 8, 2013)=
* Dimension-specific respawn point set when the player arrives via portal
* Fixed ghast-type monster health
* Fixed wolf-type monster health
* Fixed pinch beetle mechanics, no voluntary dismount, do not display mob health
* Fixed & changed maze slime texture
* Fixed ur-ghast damage-related behaviors
* Cannot silk touch harvest special tower blocks, like reactor debris
* Skipped 1.19.1 version number since some files in 1.19.0 were already tagged as 1.19.1
 
----
=Version 1.19.0 (August 4, 2013)=
* Updated to Minecraft 1.6.2
* Many fixes and code changes related to the update
** Most code relating to monster speed, health, and damage re-written
** Entity rendering code refactored
** Texture code updated to the new system
 
----
=Version 1.18.2 (June 30, 2013)=
* Changed stronghold shield to surround each room, and only be breakable from one direction
* Knightly armor with some custom minor armor models
* Goblin knight spear attack working, with effects, etc.
* Some changes to stronghold decorations and treasure frequency
* Started working on knight phantoms boss
** Getting a frustrating bug, will come back to these
* Drew inventory items and added code for knightly sword, pick. and axe
* Added special effect for knightly sword, pick and axe
* Added tooltips to the translation file
* Reduced the frequency of goblin knights in the stronghold
* Increased damage for block-and-chain goblin
* Added recipes to combine 9 shards into a shard cluster, smelt the shard cluster into knightmetal, and make the knightly items out of knightmetal
* Changed hedge block to inherit from BlockLeavesBase
* Added impenetrable shield over the entrance pit
* Fixed mangrove tree roots to not break the stronghold shield
* Added or changed drops to armor shards for several stronghold creatures
* Added enchanted books to treasure chests
* Treasure chests are occasionally trapped
* Added trophy pedestal to entrance that must be "unlocked" to gain access
* Made upper stronghold parts more ruin-like in generation
* Added code that stops dark tower generation from trying to place the urghast scenery & spawner above the world height limit
* Possibly fixed java.lang.InstantiationException with fire jet tile entites
* Limited wood root growth along the horizontal axis
* Stopped wood roots from destroying important blocks
* Added map icon for knight stronghold in the “little face” style
* Added “Out of Order” sign to boss room
* <span style="line-height: 1.5;">Added translation entry for Knight Phantom</span>
* <span style="line-height: 1.5;">Changed some spawn egg colors to be unique</span>
 
----
 
=Version 1.18.1 (May 27, 2013)=
* Added dark forest strongholds with a variety of rooms and decorations
* Strongholds are divided into upper and lower portions
* Added Simplified Chinese (zh_CH) localization file, thanks crafteverywhere
* Changed language loading to load any valid language file in the mod zip instead of just ones that are specifically programmed in
* Fixed a bug in the expanded nearest feature finder
* Reactivated old Thaumcraft API support
 
----
 
=Version 1.18.0 (May 11, 2013)=
* Rewrote naga segment code, improving the animation
* Updated to Minecraft 1.5.2 codebase, MCP 7.51 and Forge 7.8.0.690
* Fixed an issue where the game will generate twilight forest chunks until it can set a valid spawn point, regardless of whether this is useful behavior
* Register our biomes with the Forge biome dictionary
* Made fiery aura enchantment ID configurable
* Experiments with wearable boss trophies
** Not actually happening yet
* Ore magnet now works on nether quartz ore and theoretically other nether ores
* Re-animated magic tree leaves
 
----
=Version 1.17.2 (April 29, 2013)=
* Added block and chain goblin
* Some efforts to reduce client-side lag
** Make WorldProviderTwilightForest inherit from WorldProviderSurface
** Disable firefly relight checks
** Stop Forge biome foliage color event from firing
* Small birds fly when startled
* Fixed my monster spawn eggs to support naming mobs in the same way as vanilla eggs
* Added goblin knight
* Added helmet crab
* Portal code refactor/rewrite
* Fixed portal blocks not breaking completely if one block is broken
* Allow other entities to pass through the portals
* Worked on some new plants
** Moss patch
** Mayapple
* Implemented new plant clumping technology
* Fixed some bugs in the ore meter
* Refactored stalactite generation in the hollow hills
* Fixed an out of bounds error on sapling icons
* Breaking the carminite builder blocks starts the bridge blocks collapsing
* Carminite reactor effect should destroy fewer “unbreakable” blocks
* Added maze wafer graphic
* Added experiment 115, a food item similar to the maze wafer
* Replaced maze wafers in the dark tower chests with experiment 115s
* Added moss to fallen hollow log generation
* Gave each of the twilight forest tree logs their own “cut” side texture
* Added small fallen logs
 
----
 
=Version 1.17.1 (March 30, 2013)=
* Restored nagastone auto-connectivity
* Ur-ghast rebalancing:
** Changed from a set number of fireballs to switch phases into an amount of damage taken
** Also leave tantrum mode after an amount of damage taken
** In tantrum mode, only take 1/4 normal damage, to encourage trap use
** Reduce minion health so that they are killed with one decent sword hit
** Also remove minion loot, since they’re theoretically infinite and easily killed
** Uncharged traps occasionally make little particles highlighting nearby ghastlings
** Uncharged traps make a large amount of particles when ghastlings die
** Uncharged traps make little beeping noises as their charge level rises
* Reduce normal ghastling health to 15
* Fixed magic tree effects and generation
* Added dark tower reactor activation animation, effect, sounds
* Added names in translation file for reactor effect blocks
* Removed reactor core section from penultimate floor, since it does too much damage to the boss floor when activated
* Fixed penguins not having a size value under some conditions
* Fixed trophy rendering to allow showing “inside” polygon faces - fixes lich trophy
* Fixed naga armor so that the game is looking in the correct directory for the texture
* Removed roof decorations from dark tower entrance towers, since they poke through the forest canopy strangely
* Redrew the magic tree saplings to look like saplings of the tree they grow
* Redrew a few other saplings to look more like saplings and less like mini trees
* Redrew magic log special blocks for on and off states
* Allow turning magic trees off and on by clicking the special block
* Mangroves ignore the check for water when grown from a sapling
* Fixed tree of transformation so it grows the special block
* Added redstone-activated smoke block
* Added redstone-activated fire jet block
* Added recipes for the new smoker and fire jet blocks
* Added names in translation file for the new smoker and fire jet blocks
* Added leaf dungeons in the hollow twilight oaks
* Fixed zombies summoned with the zombie scepter to have a proper bounding box
* Fixed recipes to use the new “match all damage values” value
** This fixes the moonworm queen refill recipe, the maze/ore map crafting, and some ore dictionary declarations
* Magic log “special” blocks turn into normal log blocks when harvested
** You have to plant a new tree to get a new one
* Gave the quest ram more health
* Added some new ruins/minor features
** Quest grove-like ruins (two types)
** Twilight oak stump
** Hollow log (in two directions)
** Changed the minor feature generator from straight random to weighted random
* Adjusted some weights for the minor features
* Adjusted leaf dungeon rarity
 
----
=Version 1.17.0 (March 21, 2013)=
* Updated to Minecraft version 1.5.1
* Fixed penguins to breed with fish again
* Moved naga scale armor textures to the proper location in the file
* Fixed a crash with the uncrafting table
* Allow crafting a new maze/ore map with a blank maze map, not just a full one
* Put carminite ghastling spawn egg back in
 
----
 
=Version 1.16.1 (March 17, 2013)=
* Fixed ‘mosaic’ typo
* Fixed the chunk generator yet again to deal with strange biome values in strange places without errors
* Expanded twilightforest/mapicons.png to have more icons
* Magic map now occasionally checks and removes bad icons
* Disabled much of the feature cache/biome marker system
** The features are in a grid and they will stay that way for the foreseeable future, so let’s just make the code simple
** Also got magic map working with this
* Fixed pick block function on darkwood leaves
* Changed wood root generation slightly to restrict how far they travel in the x or z direction
* Fixed a crash when repairing unenchanted items at the uncrafting table
* Made boss spawner for tower boss
* New model & texture for carminite golem
* Fixed a bug with the charm of life where carryover damage could throw off the calculations, causing an unprevented death
* Fixed the enchanted books in tower chests so they work
** Well, new ones will work anyways
* Added a config option to disable Twilight Forest portal creation
* Added a config option to disable the uncrafting function of the uncrafting table
** A better option would be to allow only vanilla or other unexploitable recipes, but we don’t have the technology
* Upgraded code to Minecraft 1.5
* Changed minoshroomtaur texture so that the head doesn’t overlap the body
* Moving all the textures to new locations, watch out texture pack makers
* All blocks seem to have correct textures
** Except the animated leaves, need to re-animate those
* Made a food item class with methods to make it look like another food
* All items seem to have correct textures
* Moved sounds to the ‘mods/twilightforest/’ folder
* Refactored the boss spawner block code
* Changed redstone ore in dark tower experiment floors to redstone blocks
* Fixed a particle bug with dark tower boss tears
* Added dark tower boss spawner somewhere near the proper location
* Updated Russian translation
* Disabled Thaumcraft API check
* Renamed boss to the Ur-ghast
** Lots of boss revisions, basically making it functional
* Updated trap textures to include a lid texture
* Boss spawns a treasure chest when dead
* Fixed charm effect rendering
* Removed a bunch of debug messages
* Added carminite and borer essence textures
* Added recipes for
** Carminite
** Vanishing block
** Encased towerwood
** Reappearing block
** Builder block
** Carminite reactor block
* Added textures for carminite reactor
* Changed map icon for tower to have a tiny ur-ghast icon
* Got trophies rendering for naga, lich, ur-ghast
* Made icons for the new trophies
* Old bosses drop the new trophies when killed
* Added entries in the translation file for the new trophies
* Set proper block bounds for new trophies
* Set better spawn egg colors for a bunch of recent monsters
* Went through creative menu, added some blocks, removed a few others
 
 
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=Version 1.15.4 (March 2, 2013)=
* Fixed anti-builder so it will replace its own replacement blocks
* Reappearing blocks respond to redstone pulses
* Implemented a variety of tower room themes in the main towers
* Several types of floors in the smaller towers as well
* Added entrance floor
* Fixed the fiery pickaxe so it can harvest obsidian.
* Added russian translation (thanks Sto3IV)!
* Hostile wolves and mistwolves are appropriately marked as enemies of the player and friendly iron golems, etc, will attack them
* Fixed tower golems so they move their arms appropriately when not attacking
* Gave tower golems more health and armor
* Actually turned the new AI functions on for the tower golem, yay
* Set tower golems to do regular type mob damage instead of iron golem mega random damage
* Changed some internal values on the mini ghast model
** Tentacles no longer poke through floor
** Can now look up and down
* Many revisions to the (renamed) carminite ghastspawn & carminite ghastguard ghasts
* Redrew tower broodling skin (now named carminite broodling)
* Optimized tower broodling spawning methods to spawn more
* Changed some of the treasure tables
* Fixed a bug putting some of the wrong items in “basement” treasure boxes
* Added charcoal to ovens on the forge level
* Added german translation (thanks Speedy1505)
* Removed a few duplicate lines from the translation XML file (thanks again Speedy1505)
* Shoved tower snowman into the “never happened” file
* Changed anti-builder replacement blocks to be breakable like glass
* Refactored tower ghasts to use some of the new AI I added for mini ghasts
* Some experimental spawn rate adjustments to make up for the tower’s verticality
* Set up some of the boss fight area
* Added a boss placeholder
* Stopped a crash in chunk generation due to erratic biome values
* Prevented a few crashes when the naga thinks it has more segments than the maximum
* Fixed a bug with the feature cache when the biome IDs are above 128
* Finally figured out why I was getting blank major features every so often and changed them to small hills
* Added squid ink to the “junk” list for generating treasure
* Slight change in the floor at the top of a large tower to make the fourth door more accessible
* Added recipe for towerwood planks
* Added towerwood planks to the forge ore dictionary, so they can act as planks in most other recipes
* Slightly changed reappearing block texture to differentiate it from vanishing block better
* Added ‘timed-out’ texture to builder block
* Renamed some tower monsters and took off some [WIP] tags
* Revisions to king spider texture and AI
* Fixed stray black pixel on mushgloom texture
* Redrew tower key
* Fixed quest ram noises & added sheep step sound
* Made it so that tower keys return to the player’s inventory when the player dies
** Not totally happy with this, but let’s try it
* Ingredients with a container item (like bucket of milk) are marked as damaged in the uncrafting table and cannot be uncrafted
* Also blocked UU-Matter from being uncrafted (need to test this)
* Changed translucent tower block material to glass so that it blocks water flowing
* Reappearing blocks briefly shed light like vanishing blocks when activating
* Can’t harvest anti-builder blocks
* Added temp versions of the blocks & items I foresee needing
* Increased ghastguard health
* Revised tower borer skin, AI, drops, other things
* Fixed connection between large tower middle section and top floors
* While recrafting at the the uncrafting table, check to see if each enchantment can be applied to the resulting item before transferring it
 
----
 
=Version 1.15.3 (February 16, 2013)=
* Refactored some tree/object generation code to contain less state
* Fixed tree generation code to work at higher altitudes
* Fixed dark forest tower generation to just deliver a warning if it can’t find four potential key towers instead of crashing
* Rewrote some sections of the feature caching/determination
** Now storing some info in the chunk NBT data instead of trying to mark it in bedrock metadata
** Caching/retrieval should work better
* Changed around mod initialization a little, moving some things from the pre-init section to the proper init section
* We now check if Thaumcraft is loaded before we attempt to register values, hopefully saving some possible errors
* Some changes to make dimension initialization more compatible
** Changed default provider ID to -777, where hopefully it won’t conflict with anything ever
** Moved dimension initialization into mod post-init phase
** We now check if the configured dimension ID is being used, and if not, we move to a backup dimension ID (-777)
** Obviously, this won’t work if there is another mod waiting until the last moment to initialize as well
* The server now sends a packet with the dimension ID when a client is connecting. If the client has a different dimension ID set for the Twilight Forest, it is temporarily changed
* Added some code to make a warning if a biome ID conflict is detected
* Localization support
* Changed some blocks, like the cicada, that only have one dropped item back to ItemBlock drops from ItemBlockTFMeta
* Added a configuration option to change the twilight forest world seed
* Removed some of the biome generator bad data warning messages since I am out of ideas on how to fix the bug
* Fixed a possible crash in the chunk provider
* Possibly fixed a crash in the uncrafting table, with certain types of ore recipes
* Fixed pick block on twilight forest plants
 
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=Version 1.15.2 (February 10, 2013)=
* Implemented new technology to give my structures multiple spawn lists
** Turned off spawning on tower roofs
** Turned off spawning in labyrinth treasure rooms
*** Removed torches from dead end treasure rooms
* Added tower ghasts that spawn outside the tower
* Changed around tower wood hardness, resistance & flammability a little
* When tower ghasts are near a tower, they will stay near that tower
* Skeleton druids
** Fixed a problem with the robe model
** Changed the item they drop to torchberries
** Made skeleton druids also drop bones when killed
** Added undead attribute
** Switched their AI / attacking methods to some more recent ones
** Fixed their sounds to use newer skeleton sounds
** Druid nature bolt now potentially bonemeals grass it hits
** Fixed breaking animation on nature bolt impact
* Added a few alternate tower wood textures
* Used spawner NBT tags to restrict the amount of mini ghasts spawning in the wooden beam mazes
* Potentially prevented a lich crash when it takes damage from a null entity
* Added tower block builder
* Added block builder obstacle course
* Added un-builder blocks
* Added redstone lamp cluster decorations
* Revised floor/center ratio in the large towers
* Added entrance towers
* Invented a new technology which marks a certain number of the smallest towers to generate keys in their treasure
* Cleaned up some recipe results, fixing a bug where crafted uncrafting tables would have a metadata value of 1 instead of 0
* Made it so that the moonworm queen can be refilled after any amount of use
* Added a dispenser behavior for my monster spawn eggs
* Began adding treasure rooms to the dead-end towers
* Some revisions to the monster spawn list
* Added tower iron golems
* Added tower broodling, like a stronger swarm spider
* Added tower termites, very similar to stronghold silverfish
* Infested towerwood now spews out termites
* Mini ghasts now follow most normal mob spawning restrictions, instead of ghast restrictions
* Fixed tower ghasts to properly stay near their tower
* Minor refactoring to swarm spider & hedge spider spawn light level checking
* Towers now properly generate a locked door going to the next tower
* Added & implemented tower keys, which generate in the proper towers
* Implemented mob skull size hydra trophy
* Added reappearing blocks in the entrance tower doors
* Tweaked tower map icon
* Added several new types of dark tower roof decoration
* Added tower balconies to some towers
* Refactored door code a little to support multiple types of doors (vanishing, reappearing, locked)
* Added temp skins to tower monsters
* Marked tower monsters [wip]
* Gave temp mob egg colors to tower monsters
* Gave the tower key item a temporary icon
* Marked inactive reappearing blocks as able to be harvested
* Changed a few cases where I was returning null instead of an empty spawn list (thanks, Davidee)
* Added a configuration option for admin-only portals
* Stopped skeletal druid projectiles from transforming things they shouldn’t
* Removed [NYI] tag from hydra trophy, since it’s there, and removed [WIP] tags from the tower device blocks I am happy with
* Also removed [WIP] from wolf of the mists, since they’re working as intended
 
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=Version 1.15.1 (January 19, 2013)=
* Lots more stairs in the dark forest towers
* Beam parkour mazes in tower centers
* Mini ghasts spawn in the beam mazes
** Need tweaking/texturing still
* Experiments with antennas/transmitters
* Fixed a bug affecting magic maps on the server
* Restructured some of the dark tower construction methods to remove some of the state from the StructureComponent object
* Made tower wood blocks somewhat less hard
* Fixed another glitch that would change one sapling into another
 
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=Version 1.15.0 (January 12, 2013)=
* Lots of work on four "magic" trees, to be found as treasure
** Still some glitchiness with the tree of transformation and sorting tree
** Sorting tree can crash servers, need to extract private values to replace client-only getter method
** Tree of transformation seems to interact strangely with tileentities
** Still need a few final textures
** Also would be nice to "turn off" the game effect, even if it means not having full trunk placement options for the special blocks
* Fixed a bug (or two) where maps would get incorrect ID numbers and possibly overwrite existing maps or other weirdness
* Fixed a bug where changing recipe sizes would leave leftover items able to be picked up on the uncrafting table
* Added warning to [WIP] block tooltip
* Added a few more valid internal values to the recharge recipe for the zombie scepter
 
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=Version 1.14.0 (December 21, 2012)=
* Added new monsters into dark forest spawning, as a test
* Added a moving firefly ambient mob, based loosely on the bat code
* Dark forest towers
** Lots of work on blocks, textures, structure, coding, etc.
** Special door blocks mostly functional
* Fixed dark forest canopy generation so that it does not get holes by feature markers
* Removed the stone marker blocks from the feature biome markers
* Made a new creative tab for twilight forest items
** Aside from food
* Several small updates to work properly with the current Forge and FML
* Changed sounds for all the “insect” block interactions, like breaking and placing
* Registered applicable wood, leaves & saplings with the “ore” dictionary
* Disabled stronghold generation
* Disabled nonexistant dark forest features from trying to generate
* Temporary health/damage values on mistwolf and king spider
* Removed breeding and player interact events for hostile wolves
 
----
 
=Version 1.13.1 (November 26, 2012)=
* Support Forge ore dictionary recipes in the uncrafting table
* All tools/armor made of new materials should be repairable in the anvil with the appropriate ingots
* Recrafting an item into a new material with the uncrafting table should add any innate enchantments onto the item
* Made maze slimes slightly quieter
* Replaced enderman spawners in size 3 hills with beetle spawners
* Nerfed maze wafers to about half their previous effectiveness
* Added visual effects for when the charms activate
* Slime beetles attack roughly twice as often
* Features now mark in the metadata of the bedrock as they are generated
* Added map cloning recipes for all 3 maps
* Allowed identical maps to stack
* Turned off enchanted shimmer effect on ore map since it creates a glitch on the achievements page
* Added map # to the tooltip on my custom maps
* Removed map name from the in-hand map renderer for magic maps
* Emerald ore shows up on the ore map
* Hydra’s bombs use a newer method to destroy almost any block when they are set to destroy blocks
* Large flame particles (hydra breath and fire jets) now do not clip through solid blocks
* Lich tower tweaks
** Added spawners on to stair crossings
** Reduced the amount of space needed for a tower to make extra rooms at the top
** Now there’s more rooms and less ceiling decorations
** Allowed size 5 towers to make mini ceiling decorations
** Added ceiling decorations in the stair portion of stair/room combo towers
** Made treasure rooms friendly to size 5 towers
** Added ladders to tower library treasure table
** Bottom floor of the main tower should always get some sort of decoration now
** Changed around planter plants
** Replaced some more oak planks with birch planks in the tower
** Main tower section now has paintings as well
** Replaced fixed enchantments with random ones in the tower chests
* Removed some of my code for enchanted item recipes, since the normal recipe code changed at some point to allow enchanted item results
* Uncrafting table tweaks
** Brought costs roughly in line with anvil costs
** Ignore number of uses, instead charge/discount for material enchantability differences
** Maximum number of damaged parts is now 4, so armor is easier to repair
*** Does not seem to be working in this version
** Now respects hidden repair cost meter and increments it for non-named items
* Ore map will try to catch any mod-added block with “Ore” in its name and assign it a red color
* Lich tweaks
** Lich now mixes in a fireball with his regular attacks
** Lich does not take damage while his shields are up, the shields take it instead
** Shields need to take at least 1 heart of damage
** Lich now teleports more when struck in phases 1 & 2
** Lich hand sparkles now are blue for regular attack, red for fireball
** Lich minions have random armor, for decoration
*** Liches love decorations
** Lich counts as undead
** Added lich fireball explosion effects
* Hedge blocks no longer damage creatures that don’t trigger pressure plates (bats)
* Added a config file option for silent cicadas, for those having sound library problems, or otherwise finding them annoying
 
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=Version 1.13.0 (November 16, 2012)=
* Updated to Minecraft 1.4.4 (also works with Minecraft 1.4.5)
* Began revising treasure tables to include the new items
* The three sizes of hollow hill now have different treasure tables
* Added emerald ore to hollow hill ore stalactite generation
* Changed maze slime texture to be more brick-like
* Added new items on to lich tower treasure tables
* Redrew and improved the sapling textures
* Changed dark forest log texture
* Marked all the beetles as arthropods, so the weapon enchantment will work
* Removed ability to voluntarily “mount/dismount” pinch beetles, left in from debugging
* Fixed bad ID in config for charm of keeping 1
* Fixed a glitch with the redcap sapper causing normal redcaps to have ironwood picks
* Drew icons for the 5 current charms
 
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=Version 1.12.3 (November 14, 2012)=
* Added maze slimes
* Added fire beetle
* Added slime beetle
* Added pinch beetle
* Changed steeleaf sword enchantment from fortune to looting when crafted, thanks Slagr
* Added moonworm with block, model & animations
* Labyrinths should now spawn in the “clearing border” biome as well
* I was feeling weird about the labyrinth entrance just standing out in a field by itself, so I put a hill on it. Now I’m happier.
* Finalized icon and effects for moonworm queen
* Finalized icon and effects for crumble horn
* Finalized icon and effects for peacock feather fan
* Fixed shift-click duplication bug with the uncrafting table
* Fixed another shift-click bug involving uncrafting multiple items at a time with shift-click
* Added redcap sappers
* Redcaps now drop coal by default and have a chance of dropping their items similar to zombies/skeletons with equipment
* Moved maze map token onto the rare drop list for redcaps & minotaurs
* Revised minotaur equipment to use newer game mechanics, similar to redcaps
* Fixed shift-click duplication bug with the uncrafting table
* Fixed another shift-click bug involving uncrafting multiple items at a time with shift-click
* Fixed wraith model so that crown is properly displayed
* Fixed a bunch of monster damages being wrong due to bad deobfuscation
* Fixed firefly jar renderer
* Added particles and a sound on success to the transformation powder
* Magic map focus now uses torchberries instead of blaze powder. Thus, easier to make.
* Recipe for recharging moonworm queen added: depleted queen + 3 glowberries
* Removed recipes for blanking out existing magic or maze maps, especially the maze/ore map
* Ore magnet is programmed to ignore coal, but will otherwise work on any block with the word “Ore” in the name, so potential other mod support there
* Added my wood logs to the forge ore dictionary, if there’s any recipes for logs ever
* Charm of life I & II game effects added, still need icon and visual/sound effects
* Charm of keeping I, II & III game effects added, still need icon and visual/sound effects
* Added recipes to craft 4 charms into 1 of the next tier higher
 
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=Version 1.12.2 (November 5, 2012)=
* Tower bridges should now clear terrain blocks out of the “inside” of the bridges while generating
* Actually fixed monster spawning issue - previous fix contained copy/paste error
* Temporary workaround to painting overpopulation in lich towers
 
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=Version 1.12.1 (November 1, 2012)=
* Added new treasure item, ore magnet
* Started work on treasure item, crumble horn
* Updated minotaur sounds to current cow sounds
* Started work on treasure item, peacock fan
* Changed feature cache save location to grab the chunk save location from the server
* Started work on treasure item, Moonworm queen
* Fixed bug causing extra monster spawns in features
* Added bat spawns to features and dark forest
* Began work on charms
* Discovered that painting overpopulation in lich towers is due to a bug in vanilla minecraft
* Changed minotaur axe to look like diamond, since it is
* Added dimension ID to config file
* Fixed bugs in uncrafting table
* Changed maze map view radius back to normal, I need to stop changing that
* Removed some cache debugging messages
* Added major feature structure regenerator into the appropriate function in the chunk provider
* Added a logo to the Forge mod display screen
 
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=Version 1.12.0 (October 25, 2012)=
* Fixed fiery sword recipe, oops
* Ported to Minecraft 1.4 (with prerelease Forge and MCP)
* Fixed Nagastone so that it only drops head or body blocks again
* Re-did config file categories
* Set bosses to use new generic boss health display, disabled my copy of the boss health bar code
* Added blank magic map item
* Added blank maze maps, with the mazes automatically centered
* Updated boss renderers to send data to health bar display
* Changed hydra healing timer to 50 seconds
* Hydra will no longer fire bombs at targets above it
* Made a little 1-room ruin on top of the labyrinth
* Added 3 more block ids: sapling, more logs, more leaves
* Switched a lot of the block item classes to a more generic one
* Began implementing saplings
* Feature caching using a file
* Removed cow step sound from deer
* Added cow step sound to minotaurs
* Reduced meef drops from minotaurs from 0-2 to 0-1
* Updated to minecraft 1.4.2 and Forge 6.0.1.331
* Put torches in labyrinth treasure rooms
* Fixed item colors - spawn egg and plant items
* Implemented transformation powder and a bunch of transformations
* Fixed summoned zombie sounds
* Added strength II potions to zombie scepter recharge recipes
* Changed bighorn sheep to use the new entity special initialization function
* Updated my monster eggs to also call the entity special initialization function
* Minoshroom is worth 100 xps
* Smelting ironwood ingredients now gives 2 ironwood ingots, since you’re using 2 1/9 blocks for the * ingredients
* Nerfed meef down to chicken food value levels since it’s so stringy and tough
* Added item icons for blank magic map and blank maze map
* Changed recipes to give a blank map where appropriate
* Feature cache doesn’t save if nothing has been added since the last save
* Skeleton druid model now inherits from ModelBiped, since ModelSkeleton is picky
* Added transformation powder icon
* Maze maps now show a dot for a player outside their y scan radius
* Biome decorator should no longer decorate based on the feature biomes
* Saplings kind of work
* Mangrove sapling won’t grow since it’s not over water
* Fixed Naga Armorer achievement
 
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=Version 1.11.11 (October 19, 2012)=
* Labyrinths with a variety of rooms
* Mazestone changed into a "real" block with a variety of textures
* Changed how the treasure generator uses the RNG
* Drew & programmed skins for fiery & steeleaf armor
* Added steeleaf recipes and enchants
* Added minotaur axe, with a damage bonus for charging
* Added Mazebreaker pick, capable of mining mazestone 16x as fast as regular picks
* Set mazestone to 2x obsidian hardness (blast resistance still intentionally terrible)
* Changed max mosquito swarm spawn amount from 1-4 to 1
* Removed nonfunctional smelting enchantment
* Reduced minotaur health from 40 to 30
* Filled out treasure tables for labyrinth room, dead end, & vault
* Added some treasure table utility functions
* Experiments with feature caching
* Gave cow sounds to minotaurs
* Added meef drops
* Added meef cooking recipe
* Stopped two non-functional items from generating, temporarily
* A few more checks to try not to crash with an OOB exception when we get bad biome data
* Disabled old maze generation under hollow hills
 
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=Version 1.11.10 (October 6, 2012)=
* Changed how rarity is designated for TF items to avoid crashing servers
* Suppressed error on event listener initialization for old forge versions
* Achievements and fiery items won’t work properly, so update forge!
* Removed some old [WIP] tags from hydra and questing ram, since they’re mostly working the way I want
 
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=Version 1.11.9 (October 6, 2012)=
* Minotaurs with charging AI
* Added fiery armor, pick, and sword
* Added code to add automatic item enchantments into the creative pane
* Tentative auto-smelt code for fiery pick
* Made maze ruins a new feature, added mazes under them
* Used some fancy reflection to try to get both byte and int versions of the map dimension field working.
* Renamed magnetic blood to fiery blood
* Added ingot and recipes to support fiery armor
* Renamed “fire reactive” armor enchant to “fiery aura” & added to language registry
* Added recipes for (2) fiery tools, using blaze rods for sticks
* Marked all fiery items as rare
* Fiery pickaxe now sets creatures on fire on hit
* Particle animation for pickaxe auto-smelting and fire-setting
* Moved maze ruins to the clearing biome, temporarily
* Spawn a few ravens around the obsidian monoliths
* Made a well-like maze entrance
* Added temporary map icon for maze ruins
* Minotaurs should now attack during their charge
Hydra:
* Removed some debug messages
* Hydra now saves number of heads and restores them properly on load/save/dimension transfer
* Hydra attacks with more heads and breathes more accurately on harder difficulty settings
* Changed bite from excluding all other attacks to counting as three attacks for purposes of head activity
* Launches extra destructive mortars at players hiding behind things
* Never displays as burning, even if standing in fire
* Heads should die after 60 seconds without a body
* Misc hydra parts should also check incoming attacks and deny out-of-range ones
* Restored rule that only one head can bite at a time, though other attacks are fair game
Naga
* Will ignore targets when they move outside of his courtyard
* Does not despawn when moving outside the courtyard
* Does not take damage from targets outside the courtyard
* Begins healing if 30 seconds go by without taking damage
* Including growing new segments
* Revised segment code a little to fix some bugs
 
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=Version 1.11.8 (September 27, 2012)=
* Fixed spawn eggs
* Fixed a crash with placing ceiling-growing plants
 
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=Version 1.11.7 (September 26, 2012)=
* Add an actual config file option for the nagastone block with a valid default value
 
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=Version 1.11.6 (September 25, 2012)=
* Added nagastone
* Reduced nagastone to just head and body blocks and set them to auto-connect with each other
* Revised naga courtyard wall
* Finally remembered to change deer item drop to venison instead of beef
* Awkward solution to non-threadsafe particle crash - buffer the particles and add them during a safe time
* Dark forest leaves can now catch fire individually, but with no chance for the fire to spread
* Marked the whole dark forest biome as “high humidity” - discourages fire spreading
* Changed stalagmite generation so that they need a base to hang from
* Fire swamp features (lava, fire jets) don’t generate in the hydra’s lair
* Fix for diamond/ingot block uncrafting bug
* Fix for the initial “Twilight Portal” achievement never being granted. Apparently isIndependent() doesn’t mean what I thought it did.
* Apparently it is considerably more difficult to stop other mods from doing world generation in the Twilight Forest under FML than under ModLoader
* Updated to Forge 282
* Used new Forge methods to set sky/star color appropriately for Optifine or other situations where the SkyProvider is not being called
* Used new Forge method to allow sleep anywhere
* Added feature marker data to bedrock under the center of a feature
* Removed unnecessary meta number from nagastone names
* Removed unnecessary fire jets from creative menu
* Removed green tint from fire jet blocks in item form
* Made hydra chops overpowered
Hydra changes:
* Hydra should engage secondary targets with side heads as long as they are not otherwise engaged
* Slightly better logic for primary target switches
* Added scales and box outlines to hydra skin
* Reflected mortars now deal damage
* Changed some of the fire attack types to actual fire (fire breath, mortar). They seem to still take armor off, only actual “on fire” damage does not
* Increased damage for most of the hydra’s attacks a lot, so that it’s balanced for naga scale/diamond armor
* Fixed some circumstances where the hydra would bite or breathe on itself
* Standardized how the hydra takes attacks w/r/t its armor value3
* Fixed body and tail bounding boxes
* They now knock away creatures and break blocks
* Refactored hydra code to handle more than 3 heads
* Began adding heads 3 and 4 (aka heads 4 and 5)
* And then heads 5 and 6! I can’t stop!
* Added dead, dying, reborn and roaring states, and started animations
* Rear heads now perform secondary attacks
* Heads not currently connected are marked idle
* Rear heads are allowed to make primary attacks
* Heads cancel their attacks if they’re going to hit another head or neck
* Heads have a damage counter and die when they reach a threshold
* Two heads grow back for every one killed
* Now starts slower target tracking during fire breath warm up. This stops the first tick of fire breath from being an almost automatic hit
* Balancing experiments
* Mortars call the normal explosion code, but at a low value that doesn’t seem to destroy blocks
* Death animation where all the heads die
* Made it so that the “base” entity doesn’t take mortar damage
* Spawner now generates in the hydra lair and spawns the hydra properly
* Hydra will now cheerfully roast small animals around it when it is idle
* Crushes blocks beneath it until 80% are solid
* Will only bite when there are 3 or more heads
* Added loot
----


=Version 1.11.5 (September 11, 2012)=  
=Version 1.11.5 (September 11, 2012)=  
Line 839: Line 69:
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=Version 1.11.1 (August 20, 2012)=
==Version 1.11.1 (August 20, 2012)==  
* Changed default block and item IDs to ones even less likely to conflict in the future
* Changed default block and item IDs to ones even less likely to conflict in the future
* Fixed crash on dedicated server startup
* Fixed crash on dedicated server startup

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