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The Twilight Forest

A realm basked in mystery and eerie twilight, you will overpower terrifying creatures and secure the adventure of a lifetime; in the Twilight Forest.

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

NeoForge

implementation "curse.maven:the-twilight-forest-227639:5182539"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

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.