Change Log/Versions 1.x.x

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Revision as of 09:14, 6 August 2023 by 200.117.33.109 (talk)
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Time to fuck up more pages

Version 1.11.5 (September 11, 2012)

  • Added in venison, just for Honeydew. Same stats as beef, at the moment
  • Reduced the number of smoker blocks and fire jets in the fire swamp back to a reasonable number
  • Gave the hydra a map icon
  • Temporarily made the map icons blank for the areas where it wasn’t actually generating a landmark yet
  • Added a quick line of code to workaround a bug where experience levels were not displayed properly when switching dimensions
  • It looks like a bug in the hedge maze generator was setting the hedge blocks to meta 2. Fixed the generator and (temporarily) set the code to treat meta 2 blocks as meta 0 ones.
  • Disabled the vignette rendering in the Twilight Forest, since it was always on
  • Added a boss health bar to the naga, lich and hydra
  • Added “panic particles” to the kobolds when they flee, to make them more pathetic and make the animation more understandable
  • Fixed an internal block ID conflict that was causing some block IDs to be assigned to the very end of the available ID space
  • Fixed uncrafting table recipe

Version 1.11.4 (September 3, 2012)

  • Fix for torchberry root block placement
  • Marked fire jet blocks [WIP]
  • Minor fix for kobold texture (that I swear I’ve done before) to the ragged edge of their shirt
  • Added kobold sounds
  • Fire jets now siphon from the lava reservoir under them as they go off
  • Fixed some display names for new creatures in certain circumstances
  • Slightly changed firefly glow rendering
  • Split apart the “complex” block into firefly jar, uncrafting table, and fire jet blocks
  • Re-enabled the ore meter (still WIP)
  • Changed the sky color to a deeper blue
  • Made the actual brightness level in the dimension slightly brighter
  • Changed the trigger code for the twilight arrival achievement so it seems to actually trigger now
  • Added new code to re-enable all the crafting achievements
  • Fixed NPE in goblin crafting table
  • Changed naga scale recipes to have specific enchants instead of random ones
  • Added mosquito swarms to the swamp spawn list, using the same tech as in the dark forest to restrict spawn rates
  • Implemented my own SkyRenderer
  • Added death tomes
  • Added mosquito swarms
  • Custom particle rendering for my custom particles

Version 1.11.3 (August 26, 2012)

  • Added "CreatureCompatibility" option to fix spawners for people upgrading from 1.11.1

Version 1.11.2 (August 26, 2012)

  • Disabled fire swamp in biome creation - temporary
  • Fixed armor rendering registration so that new armors show properly
  • Plant blocks (roots and torchberry plants) now placeable on ceilings again
  • Regular plant blocks (fiddleheads and mushglooms) now placeable on floors
  • Torchberry plants drop only the plant when sheared
  • Fiddlehead item icon now properly colored
  • Fixed Zombie wand recharge recipe - did potion IDs change?
  • Updated potion IDs in treasure tables
  • Fixed TF spawn egg names to pull from mod-specific entity list
  • Removed entity IDs from config file since there is now no way they can conflict
  • Pushed sound registration into client proxy to fix a dedicated server crash
  • Updated mob spawner names to contain the mod name (“TwilightForest.mobname”)
  • Attempted to re-enable the firefly & torchberry light value checker/updater
  • Disabled global entity registration
  • Ripped a lot of old code out of TFWorldClient that is apparently no longer necessary
  • Set up the flame jet blocks and their lifecycle
  • Tried out smoker blocks for fire swamp
  • Fixed a bug causing extra ferns not to generate in any of the biome dimensions
  • Added fire swamp biome - disabled from generating in this build
  • Added hydra lair - only generates in fire swamp, disabled

Version 1.11.1 (August 20, 2012)

  • 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 penguin render

Version 1.11.0 (August 20, 2012)

  • Removed some debug messages
  • Increased default entity tracking range and frequency to more closely match vanilla entities
  • Made it so that you appear on the edge of the portal pool after going through. This stops some problems with instant re-portalling
  • Changed pool detection so that the pool can be surrounded by either grass or dirt blocks, since it seems a lot of people had problems with that
  • Split up cicadas and firefly blocks again, since keeping their facing in the TileEntity was annoying and bug-prone (ha! pun!)
  • Updated chunk generation for full 4096 block id support
  • Moved root blocks into their own block ID
  • Made the 4 wood types work like the vanilla wood types, with sideways wood
  • Changed the trees so that they generate “normal” logs in the trunk and the branch blocks are entirely bark-textured
  • Added all blocks & items that we want to appear in creative mode into the proper tabs
  • Switched lich tower roof slabs to birch instead of default
  • Upgraded to Minecraft 1.3.2 and Forge 193
  • Re-did maze & magic map packets for the new forge
  • Moved block IDs around to fit in the new environment
  • Made the portal block instant transport for now (or permanently)
  • Refactored, moved, and re-wrote a lot of code for the new Forge & Minecraft version
  • Began porting to Forge 171 and minecraft 1.3.1
  • Changed portal creating logic so that instead of a list of blocks (flowers, grass, mushrooms), it just checks the material for Material.plants, Material.vines or Material.leaves. That should allow mod plants to work, assuming they’re coded properly
  • Quest Ram now fully operational
  • Added model and entity for Kobolds
  • Redcaps updated to new AI with new avoid frontal assault task
  • Code reorganizations for features

Version 1.10.0 (June 5, 2012)

  • Fixed horizon rendering with the proper sea level in TFWorld
  • Changed many blocks to use the forge metadata methods to allow essentially several types of blocks in one ID
  • Caves are back - with a lot of dirt
  • Added root systems to all twilight forest trees
  • Also a ton of miscellaneous roots, some with ore
  • Turned on monster spawning underground
  • Added ironwood ingots, armor and tools
  • Added torchberries and recipes for torches
  • Goblin Tinkering Table
  • Fixed a strange bug in biome determination for features
  • Made ravines stop generating through my features where the decorations are disabled
  • Made new structure for the quest grove
  • Began stuffing all my code in packages, in (maybe) preparation for an API, or maybe just to make it easier to find things
  • Added tech that allows recipes to create enchanted items
  • Changed firefly jar into general purpose “complex” block and added goblin tinkering table to that block ID
  • Dark forest biome! With lots of code to support it
  • Converted fireflies and cicadas into a single block id, which can support more critters in the future
  • Moved the armor render index far away from the default values. Hopefully no more collisions
  • Somewhere in there, I added the enchanted forest biome too
  • Changed highlands to be less hilly, more high

Version 1.9.1 (June 3, 2012)

  • Updated to the most recent Forge and MCP versions
  • Fixed an incompatibility with recent forge versions where the portal would get stuck teleporting you back and forth forever
  • Reduced the amount of animals spawning to a number more closely resembling vanilla minecraft
  • Requires Forge 3.1 (last version did anyways, for achievements)
  • Fixed a bug displaying the magic map when biomes were set above 127

Version 1.9.0 (May 1, 2012)

  • Cut twilight forest woods now have the cut log look to them.
  • New maps! Magic map, maze map (and upgraded maze/ore map)
  • Set "rarity" colors for TF items
  • Re-drew some items, including naga armors
  • New fancy config file, which actually works on the server
  • New sounds. You will need Forge 3.1.3 for the sounds, which as of this writing, is not yet the recommended version.
  • Tiny birds (with 4 variations), squirrels, bunnies (3 variants), and ravens added
  • Doubled the amount of animals spawning since there's so many more varieties now
  • Attempted fix for ConcurrentModificationException in SMP
  • Achievement Page (not quite all working yet)
  • A few new items, which mostly serve as ingredients for the new maps

Version 1.8.1 (April 19, 2012)

  • Renamed the wands to scepters, and finished all the code for them.
  • Naga scale armor is automagically enchanted when you craft it
  • Lich should no longer despawn until he's killed
  • Some revisions to hollow hill generation, with the goals of making them slightly more scenic and balancing monster/reward ratios
  • Crammed strongholds back underground where they belong
  • Added underhill mazes back. They're undecorated, and both monsters, treasure are only placeholder quality, but they're mazey!
  • Moved Skeletal Druid to new AI system, and their projectiles to EntityThrowable class
  • Adjusted Lich's model and yOffset to stop a weird jittering bug in SMP.
  • Made swarm spiders (and hedge spiders, for good measure) only able to ignore light levels for spawning in hedge mazes.
  • Removed custom swarm spider renderer in favor of just using the scaling methods made for cave spiders
  • Added a new targetTask to hostile wolves so that they once again target nearby players
  • Developed new technology so that players should only be hurt harvesting and walking on hedge maze blocks and not from incidental clicking.

Version 1.8.0 (April 8, 2012)

  • Updated to minecraft 1.2.5 and the new forge modloadermp replacement
  • Added work-in-progress versions of several new items, including naga scale armor and new wands you will be able to acquire from the Lich boss.
  • Fixed a nasty issue with "overkilling" the naga causing a crash
  • Several other internal fixes

Version 1.7.2 (April 1, 2012)

  • Added firefly jar decorative block. Shapeless recipe = firefly + glass bottle.
  • Added many attacks, abilities, and animations to the Lich boss. Still working on him, but he's playable now.
  • Added "natural" darkness-based monster spawning to hollow hills and mage towers
  • Many tower revisions: made them dark, made stairs rickety, added stair crossings, changed around some room layouts, added more and better treasure, tweaked generation to make the towers larger and more elaborate.
  • Added variant larger canopy tree.

Version 1.7 (March 8, 2012)

  • No multiplayer in this release, sorry. On the plus side, you don't have to install ModLoaderMp. I'll update in a week or two with multiplayer.
  • One more bug fix to portal placement detection. It's really working well now.
  • Hydra (preliminary) and Lich (nearly final) models are in the game and you can spawn then in creative mode, but most of their AI isn't hooked up yet.
  • New region code changes the landscape generation into a series of biomes with rivers seperating them. Each region has one major feature, like a hollow hill, hedge maze, or boss fight. Some regions are rare.
  • Fireflies are now more aggressive about being lit. No more dark fireflies. If you catch any, look at them and they'll light up.
  • Ravines are now rarer and don't have lava bottoms in the Twilight Forest.
  • A ton of tweaks to biome settings. Ferns are back, bushes grow in some biomes, the swamp should have vines, and more.
  • Penguins for the glaciers!
  • Removed the top and bottom "cut wood" texture from all the Twilight Forest woods. Let me know if you think this makes it look stupid or "un-minecraft" because I think it looks great!

Version 1.6.1 (Jan 20, 2012)

  • Added ModloaderMP to the dependencies. You need it even for single player.
  • Multiplayer is now working! Probably still a few bugs, but I think I got most of them.
  • Throwing a diamond in the water now makes the diamond fizzle if your pool is built wrong.
  • Fixed a dumb math bug that made the portal not work for some negative x and z values.
  • Added an option shouldOtherModsGenerateInTwlightForest defaulting to false.

Version 1.6 (Jan 20, 2012)

  • Updated to Minecraft version 1.1
  • Added mob eggs in creative mode for all new mobs. I even included not-really-new mobs like the hostile wolves from the hedge mazes. Beware, nagas will grief your world hard.
  • Fixed the situation where the player would respawn in midair and fall
  • The world should have bedrock again
  • Other mods should no longer spawn features (like Millenaire villages) in the Twilight Forest that are supposed to only happen in the normal world
  • Updated a lot of features to support variable world height. You'll need another mod to change the height, but this mod should be compatible
  • Redid a lot of the generation code to support multiplayer better soon
  • Had to remove the mazes from under the hollow hills, as some of the code was too old to redo easily
  • Redid some of the monster code to better work with multiplayer

Version 1.5 (Nov 29, 2011)

  • Updated a bunch of code to Minecraft version 1.0
  • Fixed all the animal models (deer, bighorn, boar) so that they support baby animals.
  • Changed the code that lets axes effect the new blocks so that it no longer crashes if mods have modified the axe class files (also this code seems unnecessary now that axes automatically effect all wood blocks).
  • Similarly changed the code that left fire effect the new blocks for better compatibility.
  • Reverted the spawn point changing code (so that it never changes the spawn point). Back to the drawing board.
  • Slightly changed the code that supports holding the new wood blocks as items.
  • Added bigger giant mushrooms that mesh into the canopy layer in mushroom biomes
  • Added swamp coloring. It's less intense than regular minecraft. There's still no good transition.

Version 1.4 (Nov 2, 2011)

  • Wizards towers, the stronghold-equivalent of the Twilight Forest
  • Normal strongholds still generate, but steps have been taken to shove them back underground where they belong
  • Oceans have been mostly banished from the map, replaced with large, deep lakes.
  • Revised the generation table for "features" like the hollow hills, hedge mazes, naga courtyards, etc. There should be more forest space between features, and some features are rarer.
  • Naga adjustments! The naga now only takes lava, fire, or explosion damage from direct head hits. He can attack at a greater vertical range, so don't try to hide in holes. Finally, his health has been decreased, depending on the difficulty setting. Hard = 125 hearts, normal = 100 hearts, Easy = 60 hearts.
  • Naga scales can be used to make diamond armor (chestplate and leggings only). This is a placeholder. My intention is with the release of 1.9 to have naga scales make a custom armor type, which comes automatically enchanted with something appropriate.
  • Skeletal druid spells finally have effects. The druids still need a little more work, which could be the subject of a future update.
  • The players spawn in the twilight forest is set to the portal where they first enter.
  • The mod generates a config file in which the block IDs can be changed.
  • Axes and fire effect the new blocks, and they should properly have names.
  • Fireflies and cicadas fall off properly when the block they are on is destroyed.

Version 1.3 (Oct. 4, 2011)

  • The first boss: The Naga, and his ruined temple courtyard.
  • Glaciers should appear rarely in the world, surrounded by snow biomes (currently without snow).
  • A new and unique portal-pool.
  • Fixed a bug where the player would be stuck underground in the normal world when loading or respawning in a Twilight Forest save game.
  • Fixed oceans to be slightly more forest-y. Still deciding about them.
  • Bighorn sheep no longer appear in white. Instead they have many colors (mostly brown).
  • Smoothed the transition between temple/maze platforms and the surrounding terrain.

The Twilight Forest Mod
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