#Twilight Journey Modpack
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It is the actual aether so no need. The dimensions are stacked on top of one another
You can just build up or use a happy ghast or smth to reach them
Oh, ok then.
Also, because you added Biomes O' Plenty together with the twilight biomes, I would suggest adding Nature's Compass
Just to make it easier to find certain biomes, because you are messing with the World Gen
aye it's on the list π
May or may not have flooded these things. Not sure how but it's silly and I'll keep it for the occasional laugh until I hit the polish button
using vanilla ore-gen features is funny because the dimension is so low on the Y level to start with. Might actually keep it if I decide to use some sort of system that would more naturally slope the player's sense of progression. Maybe something like reskillable? Not sure but it's fun to note surface diamonds
Since the dimension is so naturally dark, the new mob tables lead to hostile mobs spawning on the surface semi-frequently which is honestly kind of cool and I like it. With the reworks to combat having mobs sprinkled around should make exploring generally more engaging
pretty funny looking biome border

beginning of the equipment / enchanting progression rework. Each TF equipment piece will grant an enchantment unobtainable otherwise to the item, encouraging players to seek out each equipment piece to create the ultimate itemβ’. This also allows otherwise incompatible enchantments to be stacked together, like smite + sharpness on a sword if you go out of your way to find the item which natively carries smite
(netherite smithing template is a placeholder for future custom items I just don't feel like doing that part yet)
all items of the same "tier" can be smithed into those other items (for example, iron could smith into steeleaf or ironwood, but ironwood could also be smithed into steeleaf)
if I feel up to it I'll make set bonuses to allow further customization of your builds
experimenting with some light graphical changes to give an overall moodier vibe. Plus the heavier fog helps hide those magically appearing chunks we all know and love to increase immersion

after a combination of technical problems as well as me being dumb and not realizing certain mods I was designing around weren't updated, I'm shelving the Aether + equipment reworks until a future update. The design process is very iterative and it's important not to lose motivation just because something didn't work the way you thought it would! In the absence of these features lies a more cohesive modpack that I can deliver sooner as well, so I can be more than satisfied with that. In the future I'll come back to the Aether once it's addons are more updated and tackle the equipment when I have more technical knowledge
until then it's time to polish up the remaining structures with some loot integration and fix a few bugs
Sooner isn't the same as better, cook up the features instead of leaving for future updates. But keep motivated this modpack is peak please please pleaseπ .
obv I'm still working on features but I feel as though waiting until the addons for Aether that I thought were ready are actually ready, as I don't really want to put a ton of effort into a mod that will become redundant in whatever stretch of time. If i'm going to add custom content, I'd rather it be actually unique instead of an early port of another type of mod. Don't worry there will still be plenty of cool stuff to do! I'll update with some cool stuff soon π
Are you gonna be using kubejs?
I'm not super familiar with it admittedly all of my changes are with data packs / configs so far. Why do you ask?
it could help with implementing custom items in the later future
KubeJS is amazing for simple custom items
You can make most of them with a single line of code
aye I gotcha
I know how to make items already though but I might look into it in the future just for the sake of learning it
Keep a lookout for sappers and beetles while mining in caves... because that might just mean you're standing above a mineshaft! With the introduction of mineshafts to the Twilight Forest, redcaps, cave spiders, wraiths and the three beetle variants have quickly found a new ore-filled cave to call home!
(featuring an infernal sapper lol)
next on the list is actually filling it with ore
to assist the player in recognizing the spawning of mobs as well as add some visual flare, the mob-spawn-animations mod has been configured to work with the new enemies present in the pack (including some bosses to give them a more interesting entrance)
Going to try and record a video within the next few days to show off some gameplay changes using the lich boss as an example :)
it could def be better but I can figure that part out later
(again please ignore the key texture it's all WIP)
Function works though! Each player present in a boss fight will receive one boss key used to activate a vault that spawns when the boss does. Additionally, a single soul for that boss will also be found in the chest which contains the keys. Boss souls have fun lore but more importantly are used to activate the End Portal!
it's a bit difficult to see in the screenshot but the lich trophy is rendered inside (as is the rest of the lich's loot pool on a rotation. I'll probably change this at some point to only render the trophy for the sake of it)
kinda forgot these guys exist..
big Vega
My wife requested I keep the Aether after reading this stuff so.. bleh
Fixed the visual bugs I'll just have to leave it somewhat incomplete until the mods I'm waiting on come out but it's playable and contributes to progression properly (featuring Acid Rain!)
the nether also is included in the normal progression line now, and requires the same stew that the player uses to enter the fire swamp
I may or may not have posted about this previously? Idk it's been a while since I've had time to do this
I love the nether change
Netherite is very good so gatekeeping it beyond something more than obsidian should help smooth out the progression curve a bit
also lets me add more interesting items to the nether fortress loot table without worrying too much
did a few more things before work that I might as well note here
- Aether and Vanilla bosses utilize the TF tags to define bosses for multiplayer modifiers. All bosses should now respect player count to increase their health and drops
- The Nature's Compass can be found rarely in hedge maze chests and is no longer craftable
- I got off my lazy bum and decided to dive into structure blocks instead of complaining about it (shocker). All Aether boss rooms now feature a Vault which rewards items similarly to trial chambers, but utilizes that Boss' reward pool and requires the key dropped by them as opposed to their existing dungeon chests. Each player is given a key to ensure that all participants are rewarded fairly for facing the boss together
- Since the lich tower is a proper structure it also features a vault. To keep with the theming of the Aether which I frankly just find cute, each TF boss will be given a dungeon type in the same vain as the "Bronze / Silver / Gold" dungeons. I want to theme them off of gemstones instead of metals to differentiate them a bit. So far the Naga Courtyard is known as the Emerald dungeon while the Lich Tower is the Topaz dungeon.
If you have name suggestions for the other TF boss structures, please ping me here!
also on that note if you have suggestions for the modpack in general feel free to put them here :3
HAHA IT WORKS
I feel like an evil wizard
it's a little bit awkward that it's sitting in the middle of the room but I've been at this for way too long it'll have to do
oh no...
Can you match the boss spawn egg to the soul? After finishing up the flavor text for these things I'll be very close to a survival-playable build. This isn't saying all of the planned features have been added (gameplay or visual) but if you want to help me bug test or otherwise just enjoy a fast paced TF modpack, I should have 1.0 ready soon π«‘
dear God this place is infested.
TO-DO
High Priority
- β Magic Map Biome colors
- π¨ Boss Soul Flavor text / use text
- β Fix Woodland Mansion and Ocean Monument not spawning
- β Bedrock nether roof bug (I seriously have no idea why this is happening but it needs to go)
- β
Remove these damn bats I hate them - β Transfer Aether mod tips to Tips mod
- β Make mineshafts spawn underground instead of aboveground
- β Fix ancient city generating filled with lava
- β Add missing mob spawns to biomes (mooshroom / armadillo because I forgot they exist / TF mobs to vanilla biomes)
Medium Priority
- β Additional Boss / Structure Icons for Magic Map
- Add the vault-key loot to the remaining TF bosses which use hardcoded structures
- Add a Towerwood Mesa Biome
- Somehow add phantoms without it being annoying
- β Config Nature's Compass to only display naturally findable biomes
Low Priority
- Add Aether Mimics to the TF dungeon chests
- Equipment / Enchanting rework to lengthen progression without being tedious
- Questbook
- "Postgame" content
Maybeboard
- Farmers Delight + Addons
- Aether + Twilight Forest cross-compat (such as gloves for TF armor sets)
- Reworks to existing boss dungeons (specifically the Alpha Yeti Cave, Hydra Cave and Minoshroom Labyrinth)
oh wait I can't pin this
GG
finally fixed the generation issues caused by a lacking world height limit. I'm not entirely sure why this happened in the first place but I assume lowering the minimum height caused other features to inch upwards and hit the build limit? Just a theory though. Either way it's fixed! Also look at how close the Final Castle gets to the Aether. Really cool effect imo!
really loved the TF tips integration with the Tips mod so bam the (useful) Aether tips have been made to use it as well
Suggestion but adding yungs better dungeons in the same vein as better mineshafts
I'll give it a look I'm not super familiar with what that one actually does
working on tweaking the biome spawning metics. Terrain should generally be more varied in terms of height and vegetation than vanilla TF. Also oceans actually look like oceans now, not sure why it took me so long to do that
thought it would be cute to give penguins a secondary home as well. Just don't ask how they got on the glacier
chat be honest is it peak or did I burn the dish?
trying to do a cute description for each of these. The boss souls were my favorite part of playing Terraria Calamity and I thought it would be fun to take a hand at it myself. Call me cringe but I'm FREE!!
If you aren't planning to already, you should look into making tips for any custom stuff for your mod
It's a great way to add little bits of info to modpacks
That's a really good idea! I'll have to write up a few thank you
I suppose it's not very obvious to someone who isn't watching this chat that the Overworld doesn't exist and you don't need to use a nether / aether portal
Plus the whole boss souls thing if you haven't played with end remastered
Been wanting to make an addon for the TF to be included in this pack, so here's a huge brick of text with no coherence to skim through if you're bored.
Yeti Cave Rework
The Yeti Cave dungeon in Twilight Forest is a fun, fantastical concept but falls a little flat due to its age. Rather than just make it bigger, Iβd like to take a new spin on the ideas presented within the Forest and use the structure as an opportunity to introduce a new resource with some fun lore and puzzle solving gameplay attached for the dungeon! In this TF addon, the Yeti Cave has been replaced with the Bluestone Mine (name subject to change). Bluestone is a new resource similar to redstone in some ways, but very different in many others! Rather than dust, Bluestone is harvested as paste that can be placed on any surface, including the sides and undersides of blocks. When powered, Bluestone has the ability to Disable the unique attributes of that block. For example, powered bluestone touching a Magma block would cause it to no longer deal damage, while powered bluestone touching a soulsand block would cause it to no longer slow entities walking on it. Bluestone also has no signal loss compared to redstone, so any surface which powers bluestone paste will power an entire network of it. Additionally, Bluestone and Redstone do not connect natively, and require a Red - Blue Circuit block (also subject to name change) to convert input from one to another. If I feel like getting really technical with it, Redstone Dust and Bluestone Paste may be able to be placed on top of one another similar to colored wires in Terraria but Iβm getting extremely side tracked already.
The Bluestone Mine is an abandoned mineshaft structure that has since been overrun by the Yeti of the Twilight Forest. Rooms in the dungeon are broken up between aesthetic, maze-like setpieces to βYeti Swarm Roomsβ in which a number of rapidly spawning Yeti must be slain to continue, and βSlick Ice Puzzle Roomsβ which utilize another new block, known as Slick Ice. If youβve ever played a pokemon game with an ice dungeon you might already be able to guess what this block does, but Slick Ice causes any entity or moving block that touches it to continuously slide in the same direction until either striking a wall or touching a non-slick block. Yeti Totems which spawn in the room will require the player to right click them to push them across the slick ice, navigating obstacles for both the player and the totem until it lands on a campfire. Landing on said campfire will cause the totem to become a power source for Bluestone Paste, which runs up the wall behind the totem before intersecting with the Slick Ice puzzle to allow the player to pass to the next room. Since powered bluestone disables block attributes, the Slick Ice beneath the powered paste no longer causes the player to slide and can be safely navigated. Especially observant players may have noticed small rooms with chests in them on the walls of the puzzle, which may now be accessed by expanding the powered Bluestone Paste to that section of the room. Iβm sure you can imagine the sorts of mechanics that open up with just these three blocks alone not only for creating interesting dungeon rooms but also for spicing up the Alpha Yeti fight itself and offering players new blocks to interact with as part of the Sandbox aspect of minecraft.
Mineshafts in the Twilight Forest? What a awesome idea.
Thank you π I'm building the structure pieces in a super flat world rn
Progression revolves around TF / Aether / End Remastered. Obviously heavily customized, but all in all there isn't a whole lot of new "stuff" so much as it is trying to integrate as much as possible with the TF
The overworld doesn't exist so you'll be spending a lot more time there than you usually would
Just to be clear, you are creating a mod for all of those things that youβre making?
A lot of the magic comes from data/resource packs but there is a custom mod to add some features that I can't achieve with those. Mostly some items and (hopefully) the blocks outlined above
So, is that a βyesβ or a βnoβ?
yes and no
most of this can be loaded in vanilla. Some of it requires a custom mod
well "vanilla" being the TF but you know what I mean
if you're asking if the mod could be plug-play with another modpack, out of the box no. Many features are so intertwined at this point regarding generation / loot tables that you'd have to recreate them in order to use the mod outside of this pack
Ah gotcha
It's a simple entrance but I quite like it. Feels like something a player would build which is kind of what I'm going for. When I finish the interior I'll do two more variants for partial and total decay
since it's a lot shorter than the existing yeti cave the smoke is there to inform players that it exists beneath the heavy snow / tree cover
and here's the inside space
I think it'll be cool to have a huge tree growing through the roof on the third variant. Tons of snow and rubble everywhere, that sort of thing
thats me right there
Redesign of the surface structure after some advice from KD
any thoughts would be much appreciated! I'll try to figure out how to record me walking through it later
yes I know the outside bottom looks a bit wonky that's where dirt will generate 
Also I realized while testing a few of the puzzle rooms that I forgot to cap the player velocity while moving on slick ice. Since it's slipperiness factor is 2.0, entities moving on it reach insane speeds in a matter of blocks without any input. Very funny looking in testing
Here's the first of the ice puzzles! It's a fairly large room but I like how claustrophobic it feels in general. Really sells the feeling that this is a frozen cave you're trying to break through
no this is not the first puzzle in heart gold / soul silver's ice path, I have no idea what you're talking about
If you're wondering about cheezing it by jumping on the dripstone, Slick Ice causes the player to be unable to jump at all! Also potentially useful for builds, especially in pvp
ye
what if i break it
It won't be easy but you're totally allowed to do so. The game is a sandbox
If you really want to break the puzzles without the dungeons defense getting you, use something like tnt
Looove using candles in builds. So much more atmospheric than torches
this is the shaft that leads down from the surface into the actual dungeon portion of the structure
some of the candles are still burning while others are extinguished. Should make for a pretty nifty lighting effect on the way down
and ofc if the player goes out of their way to light up the mineshaft the candles the whole place will feel much more safe
Need to start organizing where I build or this world is going to get very messy very quickly π
first proper interior set for the mineshaft! I'll do a few more of these with various themes, such as 'crumbling' or 'minecart' that help mix up the features a bit
well that's certainly something..
kinda cool but in a broken way. Time to figure out where I went wrong
Oh my
Yeah lol
It's smth special
I want to have the pack be playable soon for the sake of my upcoming vacation so until further notice ocean monuments and ancient cities won't be generating
what is this freak doing here π
It's free real estate
actually found one of these things. They're so rare but look so silly when you stand in them! Also the only biome which doesn't have a changed sky color
That looks very good, in fact I think that with a few tweaks the idea of it sticking out of the sea with water would be even better.
And I think you should add some kind of aquatic tree or something that stands out in the oceans making shadows, because the magic of TF is that your view is clouded by trees and such, on the other hand the ocean looks very out of place in TF
I might revisit the idea of draining the water from the outside. It would depend on how difficult that would be to achieve
Also the ocean is supposed to feel out of place admittedly. The modpack has no overworld so I needed to include an ocean in the dimension so the player could access ocean-related mechanics
It's been done with many structures / biomes. It should feel odd to explore but be a unique experience
Well, what you can do is place small circular lakes from time to time with some kind of rework of the structure of the ocean guardians to adapt it to the mod, also that sometimes those lakes instead of the aquatic dungeon have small reefs with corals and algae
that sounds like a whole lot more than I think I'm willing to do π§
and also not exactly what I'm going for anyways
ideally I'd either get the structure to sink to the correct Y level, which should be - instead of 63
or remove the box of water outside and let you swim into the dungeon from the main entrance like a waterfall
whichever one ends up being easier I'll probably go with. I don't want to spend a ton of time on the monument bc I have far more interesting things planned
Well, that seems fine to me. What is clear is that the oceans in the Twilight Forest are like seeing the sun in the Warden's dimension.

the penguins needed a home
actually getting somewhere with this.
I'll need to fix the random water columns but that's like that should just be editing some structure nbts
now you can get the elder guardian soul and actually finish the modpack lol whoops
I still can't figure out the ancient city lava issue so I'm giving up on that for now and putting it to the side. Warden isn't required for progression so it's not necessary to figure out right now
something very silly happened recently as well. I was trying to fix an issue I had and then crashed due to something completely unrelated. When looking at the logs I realized I forgot to put a , between two entries in a tag file that I made way earlier, but only crashed now
after fixing it the structure generates correctly but I have to wonder why the game chose to ignore it for a good two weeks before deciding to tell me there was an issue
I just figured it was a rare structure and moved on when I saw no crash initially
im calling this thread a kitchen because holy shit you've been cooking
LOL THANK YOU
it's been about 50% trial and error / 50% asking you guys what I'm doing wrong but I've been loving the entire process and learning a lot as well
Trying to have a playable version out by sunday
I have tomorrow off so the grind is real
Another bug crushed.
This one has been hurting me for a while I still have 0 idea why my last fix didn't work but bam. Nether can be accessed now by mining through an obsidian vein on the barrier between the TF floor and the nether roof
trial chambers also generate low enough to not poke out of the ocean anymore. Double oops
differences between these two biomes are way more harsh now that I've split the swamp additions into only the normal swamp. Also, fire swamps now feature dead tress.. woooo
ai could never replicate my genius
I completely forgot that ocean monuments have unique mob spawning mechanics and used them as reference to recreate my mineshaft mob spawning without using a mod to achieve it. This changes almost nothing about gameplay, but it should run ever so slightly faster with the removal of a single mod that served one function. Optimizations people. Optimizations. and also hoorah for learing something new
you're a long ways from home, buddy.
I (think) I fixed the structure generation bugs with the ocean biome and it's two inner-biomes. Structures (especially important ones) should no longer be generated hanging half into the ocean
even in moments like this where they generate very close they still stick to the land. I believe this was on me making some assumptions about how structures generate in relation to certain biomes that were wrong
also, all oceans feature an ocean monument at the center of either a frozen or warm ocean biome. No need to search for a map!
this looks cool
updates here will slow down quite a bit. Doing a ton of playtesting before I figure out where I want to take this pack for a proper release
figure out where I want to take this pack for a proper release
Are you referring to in terms of gameplay? ie core game loop, modpack theme and genre, etc?
kind of all of the above tbh. I'm having a lot of fun in playtesting and have quite a few things I'd like to change, but also on a purely technical level I've learned so much in the past week that thing I didn't think were possible are now possible. I could redo a lot of what I already have to accommodate for that but I think I'd rather save it for an update down the line
for example, I want to eventually integrate all of the vanilla / bop biomes that didn't make the cut because I either didn't know what to do with them or they just didn't work on a technical level. I think I could do it right now but it would require remaking basically all of the generation changes from the ground up and honestly I don't want to do that right now. Plus if I'm going to put the time into that, I want to learn more before then as well to pull off some other cool ideas I have like entirely custom biomes / structures
The Towerwood Mesa is so cool in my head I should really draft it all out with some concept art
and outside of raw generation, I want to do more with the 'magic system' of minecraft / TF with some integration with another mod that I think would be really cool to work with (the witchery remake that I can play now that I'm using 1.21.1). It's really data driven and I'd love to make some custom rituals that utilize TF mechanics
π thank you! It's been a lot of fun to work on
couldn't have gotten anywhere near where I'm at now without you guys
Weathered Deadrock and it's colored variants (with vanilla deadrock in the top left for reference)
Interesting, a decorative deadrock for all 16 dye colors?
The concept is a pair of biomes based on the highlands / final plateau which were weathered too harshly by the acid rain to be settled by trolls / insert castle creator here. They'll feature some unique generation and a couple new blocks
The plateau itself is a mesa-like biome with colored layers of deadrock carved into by streams which emerge from underground rivers beneath the weathered highlands. I also want to have some kind of tree grow here which roots into the walls of the canyons. Was batting around a few ideas for it but I think I want to do a steeleaf tree with a design based on the look of the dark tower. The wood itself can be crafted into towerwood after some processing and even has a chance for Borer Nests to generate in it similar to beehives on vanilla trees.
I'm trying to move away from depending on other biome mods to ease in updating the pack alongside the TF itself, but that means I need my own mod to add some of the more decorative aspects of the worldgen and at that point I might as well go all out and have fun with it
God damn I can't wait to see it, how exciting
π₯Ή thank you so much
unfortunately this is my last day before a streak of work days / irl stuff but I'll pick this up in a few days when I have the time
GL with IRL π«‘
tyty
I'm baking a cake for my workplace tomorrow because we had a really bad week last week and the crazy is finally over
I expect to work quickly on this biome when I can. If anything was my 'specialty' at this point it's worldgen and I'd like to put a structure with a miniboss in the middle of the mesa as a real project to learn with after it looks good
nothing related to progression or anything, just an optional miniboss with some cool loot
WHY DID NOBODY TELL ME WEATHERED DEADROCK WAS ALREADY IN THE MOD
GG I gotta pick a new name..

πππ this is what I get for not going to that damn castle
the texture looks kinda broken so I might call it crumbling deadrock
since it's intended to be used for building it might make more sense as well if it's a bit easier to mine, hence the name crumbling
good enough for me I don't want to dwell on my failings anymore
I'm not crying you're crying
cope? Never heard of it
"less work" nice try I'm not editing all of those lang files
tag yourself I'm the deer
I'm the unibrow
LOL real
I watched this movie recently bc of the memes and it is WAY worse than I remember it being as a kid

All good now! :D
now I have to figure out what the properties of deadrock are on the githubI love reading other people's code! It's so much fun to find things!
π«‘ GL
I'd be happy to provide pointers on request, don't wanna spoil the scavenger hunt otherwise
this laid out SO differently (which makes sense you guys actually know what you're doing)
this cracked me up
lmao now I gotta know what that was for
this is a certified hood classic.
the change is literally two letters
you love to fucking see it
heh... gonna need one of those pointers π
I thought I was onto something and then I was not
Any particular property about deadrock that you're looking for?
stuff like it's resistance / blast resistance
It also does extra damage to the pickaxe right? or is that only mazestone that does that? I imagine that would be there as well
Will follow up on extra damage in a moment
100 resist, 6000000 blast resist for all deadrocks
The tool only receives extra damage if breaking blocks in the mazestone or castle brick tags https://github.com/TeamTwilight/twilightforest/blob/c80c14ab2540373217fdf1868d7aa7b5b87bbd12/src/main/java/twilightforest/events/ToolEvents.java#L126

nobody does it like you do
The one thing that's not data-driven is tool immunity to these effects, prob gonna add that once I fix this animation
you're so real for this
though it is also perhaps based to hardcode the mazebreaker as the only true alpha pickaxe in this specific situation
I'm going to tone the resist down just a tad for the sake of building with it but I can't get rid of that awesome blast resist number
going to need a nuke or two to crack that plateau
wait.
You just gave me such a good idea
well "good" is subjective but it'll certainly be fun
a carminite explosive which can actually damage some of these absurdly blast resistant blocks? Either that or it's just a big fuck you bomb and I put it in the op creative tab and forget it exists
HMMMM
complicated but survival friendly explosive block with genuine unique functionality that makes it worth acquiring in most modpacks
bomb but big (easy to code)
feeling door number 2 here 
I just boosted the carminite reactor radius just for the shits and giggles, but oop
how the fuck did I never know this was a thing
dude I'm a fraud
I'm two for two today going "I should add X" when it already exists ππππ
No worries, I'm just screwing around lol
replaced all block destruction with placing red stained glass. such an interesting pattern
Dang something keeps crashing about the upscaled explosion 
hmmm I wonder what could possibly be happening
LOOKS AMAZING
also I must have messed smth up my github doesn't seem to be syncing correctly to my IntelliJ
that's a problem for tomorrow. I must sleep now
enjoy this shot
π«‘ GL
progress is slow but steady. Very happy with some stuff in the conceptual works. I think I want to do a "hard-mode" joke version where it's just brutal for no reason
if I get around to it the first person to complete the pack in hard mode will get my undying affection and eternal love
current indev ironwood tree log. Any thoughts or notes on this gangy?
the top log texture will be very green
the concept for the mesa biome is changing quite a lot in my head.
Iterations on top of iterations there have been SO many trashed textures but that's just how it be
mood
having a hard time figuring out how I want the planks and whantot to look now 
stripped log side could be better I'm just not sure what to do with it yet. I like the other three though
How do they look in-game? Oftentimes it's pretty helpful just seeing how things look in the game's 3D space and maybe it'll better illuminate what your visual criticisms are
oh that's a very good question let me do that real quick
not bad if I say so myself! Ideally I'd want to have the 'scales' on the outside of the wood render as an outer layer but I'll have to look into how practical / performant that would be
Should be practically free
Twilight Forest has several multi-layered blocks, the Carminite Devices being the first examples coming to mind
Curious what you have in mind. Making the scales separate from the cube?
π big news I might just have to take a look
yeah so on my program I have the v shaped 'scales' separated from two wood textures beneath them, that wood-colored edge you see on the frame of the block and ofc the green background. I think having the scales render just off the surface of the wood on top of where they already are would give it a pretty cool effect. Could even test around making the underside of the scales where the green is instead of in between them so it's more visible as you walk around the block
I also need to figure out how to make stripping a log roll for a loot table. I want each log you strip to have a 10%~ chance to drop an ironwood nugget but that can come after
That sounds cool to see π Great material source too!
the trees aren't exactly common they'll only spawn in one rare biome fairly late into progression
also the sapling drop rate is intentionally horrible I want them to have the dark oak problem where you can chop several tress and have less saplings than you started with
Gotta tell a story in the subtle ways
having a hard time seeing what you mean with these
oh man I should totally do a glowing effect on the inside like the nether trees as well that might be peak
((makes more work for myself))
I had something slightly different in mind than you had so disregard the layer part. Nonetheless the emissive stuff sounds to be to your interest still
pretend the blue glass is super awesome and definitely not poorly textured steeleaf leaves
could be cute? Not sure. I'll try a bunch of other designs as well but I definitely want them to read unique
Man, the logs really nail a distinctive look
I'm somewhat dissatisfied with them, I think maybe I could do a few texture variants? I need to 100% nail down the colors / general vibe before I commit to that though
compared to ironwood blocks they're a lot more vibrant. maybe desaturating the colors a bit could look good as well?
Wonder how the log would look without the lime color
Maybe the tree could match TF roots that not every log has the lime highlights

How does it look in-game? Few of the pixels seem a tad too bright
you're totally right I didn't think about that
Time to test it out!
(art program casually shattering)
hmm ok I'm confusing myself a bit. I know how to make different faces of a block show different textures, and I know how to make a block use multiple textures, but how would I do both?
there's gotta be documentation for this somewhere time to wiki surf
Not bad!
I have two variants for the log and four variants for the wood. Logs are obv green or no green, but wood has two texture options so it's
- no green / no green
- green / no green
- no green / green
- green / green
proper showcase there. These are only using the two blocks
Oooh, I was thinking of two separate blocks
This is really cool!
thank you!
I could make them separate but this interests me on a technical level because I haven't done this before so I'm a bit tempted to keep it
I'll see what gizmo thinks
If I felt like going crazy I could give all of the wood types a bunch of texture variants. Might mark that as a to-do and tackle it down the line
it's been a while since I've done pixel art like this so I'm a lot more than rusty to say the least π but I'm pretty happy with how these look! Thank you so much drull for the feedback
GL! It drives some of the team crazy that I drew variants for our planks lol
I NOTICED THOSE. You're an evil man
Texturing is honestly an entire problem-solving process, but the results make it all worth
fuck it why stop there. Slabs, fences, bannisters and more
the TF only has a few wood types I can force myself through this
(immense cope)
What would the new variants be?
just little cute texture changes. Holes in the tree, wood burls, cracks in the bark, mossy logs
stuff like that that'll make a huge difference over the thousands of blocks of wood you'll see in a forest dimension
Oooh, looking forward to seeing those! Not sure about stairs and slabs, to be entirely honest
yeah those might be more like. Plank style variants
just subtle texture changes if I feel like going that far
Partially stripped log variants. Pretty happy about how these ones turned out! Been a while since I've messed with layer masks with multiple pieces like that to do the gradual opacity shift but I was fun
god I fuck with the cracked wood so bad ((it was a huge pain to do layer wise 0/10))
it also uses the stripped log texture just in a far more subtle way
whats the middle one
LOL WHAT DOES THIS MEAN??
I've wanted mossy logs for so long
I still want to do wood burls, an 'alt' texture (which is just the base texture shifted a bit around) and maybe one more
then I get to do the oh-so-fun part of making every possible combination for each wood facing
144 variants π₯Ή
I actually have no idea how performant that will be might have to scrap the variant overdrive but only one way to find out!
how does it work
block model json stuff
I'm like 80~% sure you can define the texture used on each facing of the block for a variant
so I'd make the base texture / alt texture have about 75-80% of the texture weight
and then each combination of facings would be weighted lower the more unique faces that block has
but hypothetically you could place down a log and have it be mossy on one side, cracked on another, partially stripped on another
so on and so forth
doing it the first time would suck but I could use a find/replace command in any old text editor to make future blocks way easier as long as I use the same naming structure across block variants
ohh, thats how you're doing it
sorry, I'm dumb
I actually have no clue how much of an effect to game performance those have
it is at least client sided
yea it's done in resource pack
from what I understand though... it shouldnt be bad at all
but dont take my word for it
oh I will take your word for it actually
when it all falls apart we'll be in it together


wood knots. Some got pretty radical color shifts depending on the hue of the wood but I kind of love that. They're small but carry personality
the canopy one is also sideways to follow the bark direction of that log
Frr

Redid the moss textures so each wood will be unique, I'll send those when I get home. We have a few more but I'm not going to show off the new wood types until they're finished
I think you guys are gonna love the sorting wood one it's easily my favorite
ah mb I forgot ab this
that's the whole base set including the new moss. I can't really show off the other textures since those features are pretty WIP and may / may not be final for the addon
((This devlog is quickly going from modpack to mod but idgaf it'll be in the pack shhh))
Big changes. Going for a much more natural set of colors / textures
Thinking of keeping the leaves very similar to their actual resource block though. I think it'll be a big punch of vibrant green in a landscape that is otherwise very grey / earthy
A few more touch ups and I think I'm really happy with how these look. Especially compared to the start. Any thoughts would be much appreciated π
https://media.discordapp.net/attachments/258356748358909972/1401616297413836883/image.png?ex=6890ec66&is=688f9ae6&hm=44da15d3eda8676df81c03075d614661ba07b4883f926be18a8ce6f5970ba377&=&format=webp&quality=lossless
This is looking AWESOMEEEEEEEE. How many mods do you think that the final modpack gonna have?
(I read every little bit of text, except the ones that spoil things about the final product)
Honestly? Very few. Taking out all of the client side stuff bc people are going to add / remove that themselves, the pack itself is quite small mod wise and actively getting smaller
The mods that are there though should have more than enough content to keep a player happy :)
Can't give a proper number estimation right now but libraries / pack utilities will make up the bulk of the pack. It should run very lightly
I want to dip my toes into every aspect of the forest though. Rather than biomes o plenty I think a good solution towards making worldgen more exciting is fully custom biomes and lots of block variance. No need for 4 different trees is one tree can look 4 different ways (not entirely literal with that one but you get the idea)
If anyone can guess (at least one of) the functions / mechanics of this block, I'll give you a cookie
rub it and you'll get 3 wishes
hmmm jodi is kinda close
it can be used to spawn different types of mobs under some conditions. I'll give that as the first hint
well now I need to have that be a built in resource pack
well, my only other guess is that is spawns mobs when water drips into it, but that seems like a bad guess
I would highly advise against using it in a situation involving water
though technically possible. I have no idea how that will work though but it'll be funny to see
though that would make for a good source of sponges..
I said though like 200 times in a row there I should work on my vocab
is it that bad though?
no I just think the pathfinding would be buggy
LOL
I'll prob spill what it does when I'm out of the shower but feel free to keep guessing
(wakes up from my coma)
This is the Soul Urn / Lich Urn
-# Name subject to change.
Acquired as a rare drop from the Twilight Lich, it can be activated with the Lich's Scepter in most structures to initiate a 'raid' utilizing waves of mobs defined by structure. (For example, activating in a Nether Fortress would summon mobs such as skeletons, zombie piglin, blazes and even wither skeletons). The objective of the raid is to defend the Urn, while all spawned mobs will be attempting to destroy it.
After completing a raid the player is rewarded with a special key which can be used on Twilight Vaults spawned after bosses are slain to convert that Vault into a new Boss Spawner.
-# Or at least that's the plan right now :0)
they're quite difficult to acquire and have very low durability so preparation is key to get the most out of your urn :)
neat :)
ooo so it does grant my wishes for more mob drops very cool mechanic!

oh I mean in that case I guess you get a cookie too
the mechanic came to me when me and Giz were farming for wither skulls and I went "wow this blows we gotta fix this"
Great inspiration
it might be fun to write some raids for really niche structures like nether fossils and whatnot. Stuff you wouldn't expect to count but as long as it's a structure it'll do
fossils are pretty cool but I don't think they're structures? could be wrong
features don't have that worldsave permamence (nor the block-grid boundaries) that structures would have
There's a twilight forest structure command that generates the outlines for a given structure if you're interested in visualizing such boundaries
ah great
>Name subject to change.
If this is something that comes from the Lich and/or his tower and it were to be in line with it, the name of that would be either Variance Vessel (variance as in friction because you're fighting) or Eidelon's Ossuary.
||Who do you think it was that named Exanimate Essence without looking through a dictionary?||
WIP but I think it's shaping up! I really need to figure out what I'm doing with the opening in the top. I have a few ideas but none of them really look right
It'll look much better ingame I think with the spinning naga trophy rendered inside
(pretend the trophy is also spinning idk how to do that lol)
whats that
Naga boss Vault
In my addon / modpack the Naga drops a key for each player that participated in killing it. The key rolls it's loot table when used on the vault
each boss will get a unique key texture and vault block
Going to do some touch ups on this one tomorrow, mainly I want to swap the face out on the front for one made of the iron
Did some touch ups this morning. Do we like the portal? Or should it be the metal opening like the base game vault?
great addition! π
The one for the lich looks far less complicated by comparison
But that's almost the point? Some of these are going to be very clean while others will look a mess. It really depends on the location / blocks I have at my disposal
That's so cool that you have terrorcotta for its base
the snow queen one is going to be so great I just need a bunch of color refs
Saw this little guy didn't make it in the suggestions on the github. It's hard making models this small π₯Ή
especially trying to not make them overdesigned. It's very blocky but given how the chicken looks and the fact that this is even smaller than that, I don't think I have too much choice
is that a quail? the geometry is perfect
it is the quail!
and thank you! The person who put the post on github had some fantastic concept art
the texturing is going to be hard since this is such a small model. I need to fit a lot of detail in not a lot of space
but it'll do
I think this is the color / pattern that I want for it. Now I just need the overlay for feathers and it'll be ready for animation :)
He's looking very disrespectfully.
hmm I wonder what could have frozen all this underbrick
not sure if this texture will stick or not. I just wanted to make a variant for underbrick that will appear under a very very specific circumstance
Working on some GUI stuff. This is a super WIP concept but I can feel it coming together. Any thoughts would be much appreciated!
that book took forever to make it was evil. but also fun
I think I'll go back later and make variants for the binding threads once the design / placement is set in stone. Could be funny to open a page and see it lowkey falling apart
also worth noting, the paper is green because it's made of steeleaf parchment (this may or may not change I just liked the idea)
book :)
book :)
wanted to have something for the player to understand the new mod mechanics (as well as basegame mechanics) in a more immersive way than the wiki
Really excited to execute this one. I think people will love it
ooh
I really want to create twilight forest modpack but on 1.20.1 instead
cant wait to play this pack
originally I had planned to do 1.20.1 but there's just far too many new TF features to consider going back
especially given the new update around the corner
yep
I am possibly using 1.20.1 cause mods like clash, etc
i want to give armors/tools exclusive enchant
I like the idea of separating the tabs as little 'bookmarks' that sit beneath one another. So far four tabs on the left side will be needed. subject to change
- Resources (Place stuff here from your hotbar so you can write new stuff in the book)
- Research (Essentially a quest section where completing certain tasks will allow you to spend resources from the above tab to add an entries into the guidebook)
- Scribing (Export written notes, completed research & found documents for multiplayer. Import other entries written by players or found in the world)
- Notes (Book and quill style section where you can write custom entries for notekeeping. Can reference other pages with clickable links like [this.](#1388525623957524621 message) Notes that reference other pages will appear as bookmarks on the right side of the book when viewing that page.)
Ofc when a section (like the hotbar or other tabs) are not in use, they'll be moved out of the way to reduce screen clutter. You can access them again with their respective bookmarks
ignore the awkward placement of the left tab I forgot to move it where it should be before taking the screenshot
booc
the book of easter eggs..
Reconstructed a little scroll window for the research tab using various assets. I can't exactly render ingame tooltips on my art program but you can imagine how this would look
You'd click on a research piece from the list and it would give 1-3 'quests' on the bottom row there, indicated by the ! symbols. Hovering your mouse over one of the ! displays a tooltip for what must be done
the ? symbol is on each tab and can also be hovered over to display a small tooltip explaining what the tab does
this is easily the most complex of the tabs but I think it's condensed down to the point of being human-readable without taking up the whole screen
When you've got all of the tasks finished the little X will turn into the checkmark, indicating that you can spend the needed resources [displayed here](#1388525623957524621 message) to unlock the entry in your book.
This is an example of what it would look like if you didn't have any tabs open. There's still plenty of space if another TF addon (hypothetically) decided to use our book for more stuff
few designs for a magic-wood panflute item. Not sure if any of these will make the cut but who knows!
I was going to save the guidebook / flute systems for a future release but giz appears to have other plans
we'll see how long that gusto holds up π
what do he be modpackin with that ocarina
a music minigame that will hide many secrets (that's -1 secret π)
You had me at "music minigame" π say less
you had me at ocarina
The UI is going to be so evil though I am genuinely stumped as to how I should do it
Probably going to try lots of designs and see if any of them feel good ingame
is there anything unique with potions in this modpack?
is it the same potion brewing as vanilla
Yes
I was gonna suggest cool mod that changes potion brewing
I mean feel free but there's no guarantee that I'll use it
Always down to see new mods though
is the progression of this pack the same as normal twilight forest?
no
there's changes to vanilla stuff and the inclusion of Aether after you finish the TF boss chain

So like that after those bosses someone unlocks the aether?
Aether can technically be accessed at any time, it just has the same acid rain that the final plateau does
So it's like the sky islands in TotK
But locked to post troll cave
yeah that's a good way to look at it
If its gonna be post Troll Cave does that mean the magic beans are gonna unlock it and you'll have to find the lamp of cinder or is it a custom item?
Lamp of cinder. Beans are definitely the easiest way to get there




π
long radio silence but uuuuuuh. TLDR Yes this will released but also I tried to be overly productive and built in some features using newer versions of some mods in their githubs so I'll be waiting for them to update officially since it's a bit of work atp to go back
outside of that I've finished what I set out to do
TJ tomorrow!!
πππ
Ah dammit :( 
Gonna patch this up within the next few days so I can post it to curseforge. Sorry for the wait yall π
((TJ tomorrow))
I'll try for you buddy (no promises it depends on how long this takes me to clean up)
This will entirely depend on how long it takes curseforge to approve.
Someday I'll get around to the addon mod I was working on before, but I've got other plans in the near future so it'll have to wait. I hope you guys enjoy anyways :)
Looking forward to the release!
Gaaaaaah I forgot how bad the wait is. I'm so anxious lol
Graphic design is my passion
I went to school for this btw LOL
Anywho, the pack is out! There's bound to be bugs so report any you find to me here / in my dms / in the comments
did you compress the image on purpose or was that on CFs side
On purpose
okay I respect it
imma check it out, i was also making a no-overworld TF modpack a few years back before I got onto the team, so im interested
Ayyy let me know what you think π
Fair warning there Will be monsters on the surface so getting somewhere safe quickly is important
Ah, can someone pin the link to this channel please?
I forgot I don't have powers
GOAT.
I bought a new mouse and a mousepad just for this
Unfortunately I did not buy a new PC, so I'm going to happily play at 10 fps
check your dms
If anyone would like to take some cool screenshots of the modpack for me, I'll put them on the page :)
Found a pretty bad bug with the snow queen that disabled her loot table. Will be releasing a fix soon with a patch
I wish my friends would play with me
There we go. Much better :)
Incoming patch
I'll post the changelogs as well in case anyone is curious.
***Fixed: *Snow Queen having no loot
***Updated: *Waystones, Neruina, Supplementaries, Configurable
***Added: *Twi-Light Exposed by Drullkus, Twilight Crossbow by BaguchiMC
***Edited: *Snow Queen and Auroral Palace loot tables to include new crossbows
Slightly Optimized Config Files.
Removed resource packs from Paxi (whoops) and put them in their own folder.
My birthday is tomorrow and I think I found something for me and my friends to do
Hope you guys have fun!!
?
what do you mean?
uh so basically since i use prism laucher, i cant seem to donwload it
hmm. I think I saw smth about that when I went to upload. One of the mods or something was tagged as no third party so I guess that makes it hit the whole pack?
You could download it on CF and then swap the files over maybe?
prism is really nice that it downloads all other mods and gives you links that to the ones that it couldn't
dunno which version when that feature got added
oh word?
Tbh I've never used prism
most of the time I still mod through my .minecraft directly π
old habits die hard.
ah... the good ole days
These days I'm so involved with modding MC it's impossible for me to avoid having so many different packs of mods. Prism's my only way to deal with it, outside of using Curseforge
tbf same could be said of MultiMC, but they're very behind on QoL compared to Prism
That one I've heard of but again never used
I use Curseforge to keep my different modpacks in profiles but most of the development / testing happens in the OG client
I think adding more images to the modpacks page would help, I've heard some people say that certain mods don't get many downloads because they don't show much of what they are. It could help or could do nothing.
I also want to put more images on the pack page, I'm just a bit dry on what to do. I could fly around in creative a bit I guess and take some shots
If you have any ideas feel free. I'll credit you if they're peak
Looking through the pack list I saw Yung's mods. If they're generating in the Twilight Forest it would be cool to see how they are fitted in
they are!
No idea how much customization there is in the pack beyond the stock mods. If my lack of knowing inspires any number of pictures to post in the gallery
I actually didn't even plan on using them initially but I needed mods that changed vanilla structures to give me more things to hook onto with datapacks. Most vanilla structures are so hardcoded that it wasn't worth the effort
I like how they ended up for the most part though. I may revisit some of the worldgen in the future to get a proper desert / badlands biome rolling, but for now the desert content is in the savannah. Only other thing I wanted worldgen wise that I never got around to was ancient cities, for some reason they were always filled with Lava and I don't know enough about carvers to fix it at the moment so I ended up disabling them
Slapped down a few pictures. That should help a bit for now :)
I don't want to spoil all of the cool generation stuff
I whole-heartedly agree, can't give away all of the best surprises
Still getting used to hosting stuff on curseforge, I totally forgot I could edit the names of images and put little descriptions lol
Eventually I'll make up a new logo but I kinda love the deep fried worm. Other than that I think the page is done :)
LOL Is posting the datapack size a funny way to show off the custom stuff? π
Thank you!!
I know it's a lot from being a mod developer, but not sure if I can say the same for the casual user looking for a modpack to play
haha as long as someone gets it, the joke might be worth telling
I learned a whole lot by doing this project. Really looking forward into dipping my toes into future ones. The current pack I've been kicking up is focused on the upcoming Betweenlands port. 100% this time will be including a custom mod for some features that a datapack alone can't do
there's a crazy modpacking power to be had in customizing your own addons, compat or not
very excited to be hearing that you have plans
speaking for personal experiance, making a custom addon can get you a foot in the door for modding experiance for making personal mod projects unrelated to existing mods
I suppose I should share my class final project at some point
I know 100% that I'm leaning into the survival aspects present in betweenlands and pushing that kind of gameplay to the rest of minecraft. Also will be using the immersive portal tech I learned in this pack to make the undergarden a fully customized expansion of the betweenalands underground. Lots of new blocks are gonna be needed
ooo immersive portals good mod
I originally needed to work with it for this pack because the Nether portal behavior is pretty hardcoded. There wasn't any way around it, I needed the player to get to the nether without a portal
I have ambitions to try tackling IM's Create incompatibility, though idk when I'll manage to get the free time for that
ah interesting
oof that sounds like a lot to undertake
yeah maybe lol
ambitions indeed but if anyone can do it, you're the guy lol
I only have speculations as to why IM breaks Create, relating to networking and the client renderer. Yeah I suppose those are pretty tall orders to try fixing lol
if you ever manage to crack the code I'll be sure to take advantage >:)))
Prism y u no
this is what that other guy was talking about. I'm pretty sure the "missing mod" is a resource pack anyways
The entire pack version shouldn't be missing
LOL??
idefk what's going on lmao
I don't know either
this is the first modpack I've made that is actually doing something on CF
rest easy though none of this is your doing. it should just work automatically. I can just do the pack import
Here's how Prism handles mods disallowing third-party downloads: First pic is how it begins. I open the link and download the mod through my browser. Then in the second pic, Prism has detected that the mod has been downloaded. I simply click OK to proceed
It seems so easy but I've learned to not take it for granted. MultiMC will cancel the entire modpack download if it can't obtain a single one. Stupid
LOL??
insanity.
ooh it wants cool rain
pretty sure that's just rain sound effects
great mod though I love it for immersion
Twilight Journey Modpack
Devlog no longer...
Hmmmm. Having a crash trying to update to the newest version of TF.
10 minute update -> 4 hour update incoming 
New update incoming!
Added: Twilight Forest: Berry Overgrown
***Updated: ***Twilight Forest π, Supplementaries, Umbral Skies, Every Compat, Moonlight Lib, Dynamic Crosshair, Twilight Crossbow
***Edited: ***Snow Queen now drops the seeking crossbow as well!
Removed: Twilight Forest Thread Safety Addon / Concurrent Chunk Management Engine.
- Additional Notes: The latest Twilight Forest update makes changes to worldgen that cause the thread safety addon to no longer function. To be safe, I'm disabling it and CCME. Please note that this will likely decrease the speed of world generation.
omg
As soon as I saw it was finally released, I felt like doing something for it, so I made this impromptu logo. I hope you like it :d
REAL
I was checking it out in creative mode and I liked it quite a bit, but I was a little thrown off by not seeing the custom menu. I thought the mods hadn't loaded XD
oh nono, I ended up scrapping the newer items because I couldn't implement them the way I wanted on a technical level. I'll get there eventually, but for now you could consider this a heavily modified version of the mods present in the creative menu
it's fully playable from start to finish and has plenty of cool stuff to discover along the way :)

Rest In Peace Key and Vault System

that's a lot!