File Details
Twilight Forest - MC 1.20.4 - 4.4.2235
- R
- Mar 14, 2024
- 22.54 MB
- 101.4K
- 1.20.4
- NeoForge
File Name
twilightforest-1.20.4-4.4.2235-universal.jar
Supported Versions
- 1.20.4
Curse Maven Snippet
ADDED:
- Fully implemented the Ore Meter!
- Right-click with the Ore Meter to detect nearby ore(s).
- Shift right-click in the air to set the Ore Meter's chunk range (can be a 0-2 chunk radius).
- Shift right-click a block to lock targeting to that block. The Ore Meter will only detect blocks of that type nearby. This behavior is controlled via a tag (`ore_meter_targetable`).
- Left-click with the Ore Meter to wipe all its current data.
- Added the Rabbit's Pocket Watch:
- Equip it on your hotbar to get Speed and Jump Boost.
- Hold it in your hand/off-hand slot to get Haste as well.
- Never be late again, or it'll be off with your head!
- Added Emperor's Cloth:
- Emperor's Cloth can be applied to armor to prevent it from rendering on your player.
- The cloth can be applied either through normal crafting or smithing. No template is required.
- A tooltip will be applied to armors affected by the cloth so you can easily tell which ones will render invisible.
- Equiping armor with Emperor's Cloth will render it invisible to mobs, too. This means having invisibility with said armor will make you fully invisible to all mobs.
- NOTE: If a modded piece of armor doesn't work properly with the cloth, it's either not tagged properly or it uses a custom armor render layer which we can't support. Please let us know if any armors don't work and we can look into it.
- Implemented Rope:
- Can be crafted by using 3 Root Strands.
- Found naturally generating in the woods being used to suspend Firefly Jars.
- Can be placed on the bottom of blocks or on their sides.
- It can also intersect with itself and works similarly to vanilla's Scaffolding block when placed and broken.
- A small, red, X now shows up next to the structure icons on Magic Maps if the boss of that structure has been defeated.
- The Quest Grove will also display as an X when its Questing Ram has gifted its rewards.
- Added a new sound for fortification shields expiring and changed some of the other sounds.
- Added an indicator for how many fortification shields are left on your player on the hotbar.
- Added new texture variants for Red Thread.
- Added particle animations to the Timewood Clock, Heart of Transformation and Minewood Core.
- Datapacks can now control stalagmite/stalactite densities in Hollow Hills, Hydra Hills, and Yeti Caves.
- Right-clicking Empty Canopy Bookshelves and Death Tome Spawner blocks with a Death Tome spawn egg item will now increase that block's amount of Death Tomes.
- Implemented frames for Magic Paintings.
- Added compat for the Tips mod. You can now see 64 unique messages related to Twilight Forest with it.
- Added compat for REI.
- Added compat for EMI.
- Added Moonworm repairing support to recipe viewers.
- Added Recipe Book support in Uncrafting Table menu.
- Added a config option to disable ingredient cycling in the Uncrafting Table.
- Added a config option to allow charms to play the Totem of Undying screen effect instead of our own.
- Added a system that allows for multiplayer inclusive boss battles:
- A new config option: multiplayerFightAdjuster. There are four values allowed here: NONE, MORE_LOOT, MORE_HEALTH, and MORE_LOOT_AND_HEALTH.
- More loot will allow bosses to drop more items based on how many players participated in the fight. Exact chances can be found here.
- Loot is also fully controllable via datapacks, done through two new loot functions and a tag. You can read more about the system here if youre interested in adding dynamic loot drops.
- More health will increase a boss' health based on how players are nearby when the boss spawns. Easy adds 10 hearts per person, normal adds 20, and hard adds 30.
CHANGED:
- Updated the Ice Bomb:
- Now travels 93% faster.
- It now once again uses the correct particles.
- The particle trail it leaves is now centered on the thrown bomb.
- The Ice Bomb no longer stops in mid-air when colliding with an entity. It instead applies it's effect on it and keeps going.
- It now lasts 5 seconds instead of 4.
- Fixed the Ice Bomb not applying its effect on the first second.
- The snow layer that the Ice Bomb makes is now slightly rounded, with a small additional second layer.
- The Ice Bomb now remembers how much time it has left if it is unloaded.
- Block and Chain updates:
- Block and Chain chain links now act chain-like instead of stretching forward as the block travels.
- The chain links on the Block and Chain are now part of the renderes instead of separate entities.
- The Carminite block has been tweaked:
- It now uses metal sounds (like a Block of Diamond).
- It now has a hardness of 1.5 (like a Block of Amethyst).
- It now requires a pickaxe to break.
- It is no longer considered sticky by Pistons.
- Many internal refactors for Twilight Forest dimension generation have been made:
- Revamped cave generation.
- Fixed chasms generating on the surface, more dirt for tunnel generation, and occasional big rooms.
- Fully eliminated our custom chunk generator and split its functionality off to various sub-systems. We only use Vanilla's noise-based generator now. Expect improved compatibility for addon structures in the Twilight Forest dimension.
- Terrain generation now uses a density function in the noise-based generator.
- Specific Twilight Forest structures (Hollow Hills, Labyrinth, Hydra Lair, Yeti Caves) now modify noise-based generation in ways similar to how vanilla's structures modify the terrain. This will help compatibility when generated in new dimensions.
- The Giant's House have been split off from the Troll Cave structure and are now their own structures. They still show as a singular icon on the Magic Map and are still gated behind defeating three specific bosses.
- In singleplayer, Twilight Forest's biome generator now shows specialized info on the F3 debug overlay.
- Re-implemented ferns into TF's world generation.
- Changed how some items are held:
- Lamp of Cinders, Ore Magnet, and Moonworm Queen no longer face the player when held in the left hand while in first-person view.
- The way the Lamp of Cinders and Ore Magnet are held has been adjusted for third-person view to be more tool-like.
- The Moonworm Queen third-person position has been shifted slightly.
- Rewrote the weather rendering code. Locked weather effects are now much less harsh on the eyes and look closer to how the 1.7 effects look.
- Block and Chain and Cube of Annihilation projectiles now filter blocks based on Vanilla Item Stack's `CanDestroy` nbt list if used in Adventure Mode.
- Bug blocks may now be placed on leaves.
- Marked Questing Ram banner as Not Yet Implemented.
- Changed a pixel on the Timewood Clock texture.
- Spiral Brick blocks can now be waterlogged.
- Etched Nagastone no longer switches axis direction on placement if sneaking
- Previously empty containers in Druid Huts now generate with junk items.
- Changed the chest Knight Phantoms drop their loot in.
- Minor changes to a few subtitles for scepters and Lich clones.
- The floating text in the Final Castle gazebo can now be removed.
- The Lich now teleports back to the boss room if it gets too far away.
- The Lich now teleports back to the center of the boss room during phase 3 if it gets stuck trying to go down the stairs.
- Nerfed the blizzard restriction a little bit to not start hurting you as quickly.
- All passive animal tempt/breed items are now controlled via tags.
- Updated all structure NBT files to use the proper data version. This will now be done automatically every Minecraft update.
- Pinch Beetles will now drop you immediately when they die instead of when they get removed from the world.
- The player's food bar will now render when riding a hostile "mount" like a Pinch Beetle or Yeti.
- Revamped Ruined Foundations with some stairs, slabs, and fences.
- Switched Transformation Powder and Crumble Horn interactions to use data maps instead of fake recipes. If you have a datapack that adds/changes either of these, they will no longer work. You can read about data maps here. Transformation Powder transformations are located in data/twilightforest/data_maps/entity_type/transformation_powder.json, and Crumble Horn transformations are located in data/twilightforest/data_maps/block/crumble_horn.json.
- Slightly reordered the item and equipment Creative tabs to account for new items.
- Prevent Hedge contact damage for Skeleton Druid jockeys when their Swarm Spider idles on top of Hedge blocks.
- The Crumble Horn now uses the horn tooting animation.
- Made animal spawns happen a bit more often in the dimension.
- Mining with a Fiery Pickaxe will now drop XP when smelting items.
- Re-added back the Hydra death animation from earlier versions.
- All of TF's damage types are now appropriately tagged with NeoForge's tags.
- Trimmed magic tree core config.
- Transferred Aurora Block model variants from its blockstate to a custom baked model. This fixes the pattern mismatching.
- Changed the Final Boss Spawner to have an (NYI) tag.
FIXED:
- Structure Fixes:
- Re-added the 3x3 Giant Hollow Oak trunk variant.
- Moved Giant Hollow Oaks back to being structures.
- Giant Hollow Oaks have had their wide and long branches restored and will no longer be cut off if larger than 3x3 chunks.
- Fixed regressions with Hollow Oak giants.
- Refurbished the Twilight Oak Stump features, restoring their roots and re-enabling them to replace the dirt floor within its hollow interior with wood.
- Fixed Giant Clouds generating Fluffy Clouds instead of Wispy Clouds at its edges.
- Nerfed the ore quantity generating in Hollow Hills stalactites.
- Reduced the amount of stalagmites that form on hollow hill floors.
- Made Speleothem placement a little more reliable inside various structures.
- Fixed Stone Circle features being one block too low, they're now correctly three blocks tall again.
- Stone Circle features now extend 2 blocks into the ground. This will prevent some of the pillars from floating if the feature generates on an incline.
- Fixed the models & textures displaying wrongly for:
- Block and Chain Goblin limb mirroring.
- Deer head rotation point.
- Helmet Crab's helmet.
- Phantom Knight stray pixels.
- Minotaur/Minoshroom horns.
- Pinch Beetle pincers.
- Slime Beetle leg mirroring.
- Slime/Fire/Pinch Beetle antenna and legs.
- Ghastling/Ghastguard tentacle positions.
- Incorrect UVs on Wraith arms.
- Fixed Shield rendering backs of cubes on Lich and from Scepters of Fortification.
- Goblin Knights have renounced their recently found pacifism.
- Fixed the Lich's shield rendering the backs of cubes on the Lich and Scepter of Fortification.
- Fixed Lich and Scepter of Fortification shield renders being backwards.
- Fixed missing particle texture for bug items.
- Fixed Stronghold Shield placement logic.
- Fixed dying Nagas still dealing damage to other entities.
- Fixed Highlands world generation.
- Fixed the holes in the Labyrinths Bedrock floors and walls by extending them by one block.
- Fixed falling ice and Slide Traps not rendering
- Fixed the Hydra not loading the proper number of heads on world load.
- Fixed wall-placed Skull Candles rendering their flame at the wrong height.
- The Lich will no longer lose track of his shadow clones.
- Fixed ice-themed Twilight Forest mobs producing melting particles after death.
- Fixed the Lich spamming particles when it fails to teleport.
- Fixed the Knight Strongholds generating above ground. They will still occasionally be visible from the surface, but not as often.
- Fixed a coloring issue with the Brittle Flask (NYI).
- Fixed Block and Chain UVs.
- Fixed the Sortingwood Door having transparent pixels on the sides.
- Fixed the Questing Ram's wrong name.
- Fixed a crash when placing down the plateau castle boss spawner.
- Fixed Banisters z-fighting when extended downwards into a block.
- Fixed Chill Aura being allowed on Yeti armor.
- Fixed Hedges damaging you strangely when punching them.
- Fixed blocks produced by the Carminite Reactor not decaying properly if the reactor was prematurely removed.
- Fixed weather effects not freezing with `/tick freeze` enabled.
- Fixed Yetis not getting angry after being hit.
- Fixed a possible NPE in our custom arrows.
- Fixed the Peacock Feather Fan not emitting particles for other players on a server when used.
- Fixed Torchberry Plants not emitting any light.
- Fixed Uberous Soil being considered a translucent block thus giving it the wrong outline when looked at.
- Fixed mobs spawning in the surface part of the Knight Stronghold.
- Fixed giant blocks rendering too bright.
- Fixed caves not being exposed on Snowy Forest's surface ground.
- Dark Forest canopies now avoid overextending above water.
- Fixed the Snow Queen banner pattern having an outdated name and shield texture.
- Fixed JEI still showing uncrafting recipes even if the `disableUncraftingTable` config option is set to `true`.
- Fixed Carminite Ghastlings and Carminite Ghastguards not being immune to fire.
- Fixed an issue where charms would not stack with the same charms after one was used.
- Fixed Ore Magnets not pulling Ancient Debris.
- Significantly sped up the Thornlands generation.
- Slightly optimized Rainy Cloud code.
- Fixed Trapped Chests being uncraftable.
- Fixed Ice Sword not using other vanilla ice blocks for repairing.
- Fixed Giant Leaves acting as solid blocks.
- Fixed the side of the Magic Painting rendering the entire back texture. (NYI)
- Once again fixed stone spikes generating on top of trees.
- Fixed the Tri-bow's arrow velocity being lower on the top and bottom arrows.
- Fixed the Tri-bow not working with the Power enchantment.
- Fixed Swarm Spiders and Carminite Broodlings executing redundant code every tick.
- Fixed Swarm Spiders multiplying when appearing as a result of using Transformation Powder.
- Fixed items having different enchantments in Creative menus and crafting (Ironwood Sword, Steeleaf Helm, Steeleaf Hoe).
- Fixed a bug where starting in the Twilight Forest without a portal would spawn the player in the air or on a tree.
- Fixed the Lamp of Cinders' AOE burning blocks around the player instead of burning the blocks the player is facing.

