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#20200826.1 Implement HollowTrunkPlacer, giant hollow trees partway readded!

你已经到达了世界的尽头..
2020-09-07
3.11.1021

Fixed an exploit: Charms now only activate for real Players.

修复了一个可能导致滥用的漏洞:符咒现在仅对真实的玩家有效。

 

There are no changes to the Final Castle nor the Final Boss yet besides the placeholder Kobold. Your final boss will be in another Minecraft Version after 1.16.2+. Despite this bugfix build, content development of Twilight Forest will still only be continued for 1.16.2 and above.

终焉城堡和最终Boss依然没有变化,只有一个狗头人占位。你想要的最终Boss将会在Minecraft 1.16.2+的对应Mod版本中加入。虽然发布了这一漏洞修复版本,但暮色森林的新内容开发仍然仅在1.16.2及以上版本中继续进行。

2020-08-23
3.11.1020

Critical optimization to shortcircuit the Bresenham Line algorithm

进行了重要优化以简化Bresenham画线算法

 

There is no Final Boss yet besides the placeholder Kobold. Your final boss is in another Minecraft Version after 1.16.2+

尚无最终Boss,仅有一个哥布林刷怪箱作为占位标记。你想要的最终Boss在1.16.2+版本的Minecraft中

2019-10-29
3.10.1013

ADDED:

新增:

• The Minoshroom has a brand new ground smashing attack!

 米诺菇有了全新的冲撞粉碎攻击! 
• Block and Chain Goblins now fling their flails at their enemies

 链锤哥布林现在会向它们的目标投掷链锤
• THE FINAL BOSS OHHH MYYYY GOOOOODDDDDDDD!!!1!!

 最终BOSS,我的天天天啊啊啊啊!!!1!!
  ◦ Note that this is just a placeholder, not the real boss.

 ◦ 注意那只是个占位的,不是真的

• SPOOPY FOREST WOAH

• 可怖的森林哇哦【更新了幽魂森林
• More Patchouli additions

• 添加了更多与帕秋莉手册联动的内容


CHANGED:

更改:

• Adjusted some TCon Integration values

• 调整了一些匠魂联动内容的数据值
• Ur-Ghast got some tweaks

• 对暮色恶魂进行了微小的改进
• ru_ru lang updates

• 俄语翻译改进
• zh_cn lang updates

• 汉语翻译改进


FIXED:

修复:

• The Snow Waifu.. I mean QUEEN.. now targets non-players correctly

• 雪の嫁......我是指冰雪女王......现在可以准确地瞄准非玩家实体

• Improved Dark Forest gen

• 优化了黑暗森林的生成
• Fixed leaf placement in tree generators

• 修复了树木生成时树叶放置的问题
• Improved chunk generation speed

• 提升了区块加载速度
• Birbs now actively try to avoid drowning.

 小鸟现在主动地避免陷入溺水状态
• Fixed Uberous Soil failing to render correctly without CTM

• 修复了肥沃的土壤在没有CTM的情况下无法准确渲染的问题
• Improved death checks for Phantom Knights

• 改进了幻影骑士的死亡检测机制
• Fixed Wood Door/Trapdoor recipes

• 修复了暮色森林特有的木门/活板门的合成配方


【附:本次升级带来的“特性”——各种木门的物品材质丢失。】

【未写入日志的更新内容:减少了地精骑士要塞中幻影骑士房间的生成数量,并尽量避免生成于入口附近。】

2019-08-07

ADD:

新增:

• Knightly Shields

 骑士盾

• Nagastone Pillars received another property, which dictates which direction the arrows are pointing.

 娜迦石柱获得了另一个属性,会指示鼠标准星指向哪个方向。

• New Planks, for all wood types (Twilight Oak, Canopy, Mangrove, Darkwood, Timewood, Transwood, Minewood, Sortwood), with stair/slab/plate/button/fence/door/etc variants.

• 为所有种类的木头添加新的木板(暮色橡木苍穹木红木黑木时光树原木变化树原木矿石树原木分类树原木),同时添加了楼梯/台阶/压力板/按钮/栅栏//等变种。
• New Maniacal Dendrologist Advancement, for all of the hardcore lumberjacks and explorers out there.
• 新的疯狂树木学家进度,为所有硬核伐木工和探险家倾心打造。

• Moon Dial. It tells you the phase of the moon.
 月相罗盘。它会告诉你当前的月相。

• Golden Minotaur Axe. Sporting a whopping 32 durability, this axe made of butter will occasionally appear in the place of a Golden Axe in a Minotaur's hand!
 金米诺陶战斧。这把战斧拥有32点的极高耐久度,由黄油制成,偶尔会出现在米诺陶本应握着金斧的手中!

• Iron Ladders. Cheap, sturdy, sporty, and rustic-looking!

 铁梯子。廉价,坚固,适合攀爬运动爱好者,并且富有乡村风格!

• Patchouli Integration, we now have a logbook to guide players if they have Patchouli installed!
 帕秋莉联动,我们现在有一本日记来引导安装了帕秋莉手册的玩家!

• More Miniature Structure models added!
• 添加了更多的微缩结构模型

• Druid Huts now have more variants and basements. I heard there's some nice treasure down there.
 德鲁伊小屋现在有更多的变种和地下室。我听说那里的下面有些好东西。

• More mobs now draw loot from loot tables, allowing for easier loot customization
• 更多的生物现在从战利品表拉取战利品,使得自定义战利品更加容易

• More config options:
• 更多的配置选项:

    • option to only allow portals to form in 'safe' locations
    • 用于仅允许在“安全的”位置形成传送门的选项

    • customisable weights for the various small 'ruin' structures
    • 为各种小型的“遗迹”结构添加可自定义的权重

    • options to customise the ore blocks that spawn in stalactites
    • 用于自定义钟乳石中生成的矿石方块的选项

• New French translation, courtesy of Neerwan & Wazilucas
• 新的法语翻译,感谢 Neerwan & Wazilucas 提供

• EVEN MORE MUSIC, thanks to MrCompost and Mr. Owltkins (with an edit from Timinations)
• 更多的音乐,感谢 MrCompost 和 Mr. Owltkins(来自Timinations的编辑)

• Some extra sounds for mobs too!
• 还添加了一些额外的生物音效!

• A single Phantom Knight now spawns with a Knightmetal Shield while in Hard Mode
• 困难模式下生成的单个幻影骑士现在会携带骑士盾

• Alpha Yetis now throw ice bombs during a rampage
 雪怪首领现在会在狂暴时投掷冰霜炸弹

• Deer now flee from players

 野鹿现在会逃离玩家


CHANGED:

更改:

• Compressed some of the textures again.
• 再次压缩了一些材质。

• General Recipe re-organizing/refinements
• 普通合成表的重排/优化

• Skylight Forest Tweaks
• 天窗森林(Skylight Forest)微调【天窗森林于3.8.654首次加入】

• Hollow Trees can optionally spawn in the Skylight Forest
• 天窗森林(Skylight Forest)中生成的空心树现在是可选的

• The player is now required to wipe all of the Knight Phantoms again before accessing the Dark Tower.
• 玩家现在在进入黑暗高塔前需要再次击杀周围所有的幻影骑士

• Skeleton Druids are now a little more like Vanilla Skeletons, and will only do Druid things when holding a hoe. He's coming to steal yo girl.
 骷髅德鲁伊现在更像是原版的骷髅,仅在手持锄时表现出德鲁伊的行为。"He's coming to steal yo girl."

• Expanded possibilities for sheep-derived vandalism with the Crumble Horn.
• 拓展了瓦解之号角的“羊源蓄意破坏”的可能性。

• Reshuffled all of the items' rarities in the mod to their more-appropriate rarities.
• 改组本模组中所有物品的稀有度以使其更加适当。

• Huge Lilypads are now properly colored.
巨型睡莲现在着色正常了。

• 'twilight_hunter' advancement can now only be obtained in the Twilight Forest
• “森林之静”进度现在仅能在暮色森林中获得

• "kill X mob in Y structure" advancements are now data-driven
• “在 Y 结构中击杀 X 生物”进度现在是数据驱动的

• Cleaned up some log output in places
• 清除了几处的一些日志输出

• Small tweaks to Tinkers' material stats
• 微调匠魂的材料数据

• Re-organised chisel groups for blocks to be a bit more complete and consistent
• 重新排列了凿子中的方块组,以使其更加完整和一致

• Corrected ru_ru.lang translations, thanks klmendor!

• 修正ru_ru.lang翻译,感谢klmendor!


FIXED:

修复:

• Tweaked some mobs so they'll obey mobGriefing gamerule better.
• 对一些生物进行微调以使它们更好地遵循 mobGriefing 游戏规则。

• Tweaked the Portal teleportation logic.
• 微调传送门的传送逻辑。

• Trophies will no longer lose data.
 奖杯不再丢失数据了。

• More optimizations.
• 更多的优化。

• We found a place where we accidentally hardcoded the dimension ID. It's like playing whack-a-mole with ourselves.
• 我们发现我们在某个地方意外地硬编码了维度ID。这一修复过程感觉像是在和我们自己玩“打鼹鼠”游戏。

• Uncrafting Table's Recrafting mechanic works properly again now.
 拆解台的拆解机制现在再次正确运作了。

• Tons of textures had weird very-translucent bits on them. We dusted them off, and they're looking better now!
• 成吨的材质上有奇怪的半透明点。我们碾碎了它们,现在材质看起来好多了!

• The Lich Shields syncs a little better between the server and client.
 巫妖护盾现在在服务端和客户端之间能更好地同步。

• Rotated some stair icons, they were facing the wrong direction like the bunch of step-me-downs they are.
• 旋转了一些楼梯的图标,它们以前的朝向是错误的,看起来就像是下降式的。

• Made it a little harder for players to milk deer. A bug allowed players to potentially milk them. We swear this isn't a weird mutation thing.
• 使玩家从野鹿身上挤奶变得更加困难。一个漏洞使得玩家能够潜在地从它们身上挤奶。我们发誓这不是一个奇怪的突变体。

• Pick-Block logic now works better on slabs.
• 在台阶上捡拾方块的逻辑现在能更好地运作。

• Raven feathers now work as regular feathers too
 乌鸦羽毛现在也能充当普通羽毛

• Tree of Transformation should be faster to finish converting an area
 变化树应该会更快地完成区域转化工作

• Adjusted map colours of various blocks to better match how they look
• 调整了地图上各种方块的颜色,以使其与它们实际的外观相匹配

• Maze/Ore map no longer colours all our blocks pink. It was just a phase.
 迷宫 / 矿石地图不再让我们的所有方块显示成粉色。那只是阶段性现象。

• Fix various blocks connecting to Troll Roots. The gift from Mojang that keeps on giving, this.
• 修复了各种方块与巨魔藤蔓相连时的外观。Mojang赠予的礼物依然在发挥作用,比如说这个。

• Fix incorrect FOV changes with bows
• 修复了弓的不正确的视角变化

• Fix maze maps sometimes not updating correctly
• 修复了迷宫地图有时无法正确更新的问题

• Small shrubs now actually appear in swamps
• 小型灌木丛现在确实会出现在沼泽之中

• Various fixes for particle spawning
• 各种颗粒生成相关的修复

• Lots of other minor fixes, code cleanups and performance tweaks

• 大量的镜像修复,代码清理和性能微调


【未写入的更新内容:夹虫被修改生命值(由40更改为25),并不再能隔着方块夹到玩家。】

2018-09-18

ADDED:

新增:

Extra Mob transformations for Powder of Transformation!

转换粉添加额外的生物转化!


CHANGED:

更改:

Improved textures for Uncrafting Table, Trophy Pedestal, Block-Chain Goblins, and Hermit Crabs.

改进拆解台战利品宝座链锤哥布林寄居蟹的材质。

Shield Scepter's magic shields render fully lit now, unaffected by darkness.

护盾权杖的魔法护盾渲染现在会完全发光,不受黑暗的影响。

The magic shields also render in first-person.

魔法护盾现在也会在第一人称下渲染。


FIXED:

修复:

Fix crash when parrying Naga.

修复对娜迦使用盾牌格挡引发的崩溃。

Fix crash with Trophy Pedestals upon unexpected Moonworm.

修复在战利品宝座上放置月光蠕虫时意外引发的崩溃。

Small-time optimizations and code tidying here and there!

零散的微小优化和代码整理!


【未写入的更新内容:修复了狼有时会攻击谜题羊的问题。】

2018-08-18

ADDED:

新增:

  • Added a Quadraxis to the team, A great addition to the mod.

  • 为团队添加Quadraxis,一个对本模组而言很棒的附加物。

  • Added Auroralized Glass.

  • 加入极光玻璃

  • Added actual Castle Brick Stairs, literally the sequel to Jesus.

  • 加入真正的城堡砖楼梯,字面意义上的“耶稣重生续集”。

  • Cicadas can now be shot from an Immersive Engineering Railgun. You monster.

  • 现在可以从沉浸工程磁轨炮中发射出来。你这个怪物。

  • Added the Skylight Forest.

  • 加入天窗森林(Skylight Forest)。

    • Skylight Forest is a skyblock variant of Twilight Forest with only structures generating on their own little islands and everything else as void.

    • 天窗森林是暮色森林的空岛变种,其中结构仅在它们的小岛上生成,其他的地方都是虚空。

  • Parrots can now mimic any and all mobs in the mod. [PartyParrot]

  • 鹦鹉现在会模仿该模组的任意生物。[派对鹦鹉]

  • Added the Scepter of Fortification

  • 加入护盾权杖

    • A new scepter dropped by the Lich that summons five (5) shields around you that each block a hit.

    • 一个新权杖,由巫妖掉落,使用后会在你身边召唤5个护盾,每个护盾会抵挡一次伤害。

    • Progression advancements each grant three (3) shields that don't decay over time.

    • 阶段性进度会给予3个护盾,且不随时间推移而消失。

  • The Naga Can now be dazed if it rams a blocking shield with its charge attack, knocking you both backwards in the process.

  • 娜迦现在如果在冲锋攻击时撞到格挡状态的盾牌会眩晕,同时会将你击退一段距离。

  • Giant Tools now have a longer reach.

  • 巨型工具现在有更长的触及半径。

  • The Uncrafting Table is now compatible with shapeless recipes. It totally didn't become twice as broken in potential!

  • 拆解台现在兼容无序的合成配方。它在拆解物品时再也不会出现获得双倍物品的情况了!

    • It can now also cycle through multiple recipes in case of conflict.

    • 它现也能够在多种配方间循环切换,以防出现冲突。

  • Added tool shaders for Immersive Engineering with their own rarity, these include:

  • 沉浸工程根据稀有度加入了工具着色,这包括:

    • Twilight, Firefly, Pinch Beetle, Snakestone, Mazestone, Underbrick, Towerwood, Carminite, Auroralized, Ironwood, Steeleaf, Knightly, Fiery, Final Castle, Cube of Annihilation, Questing Ram, Naga, Lich, Minoshroom, Hydra, Knight Phantom, Ur-Ghast, Alpha Yeti, Snow Queen.

    • 暮色,萤火虫,夹虫,娜迦石,迷宫石,塔木,砷铅铁矿石,极光方块,铁树,钢叶,骑士,火焰,终焉城堡,湮灭方块,谜题羊,娜迦,巫妖,米诺菇,九头蛇,幻影骑士,暮色恶魂,雪怪首领,冰雪女王。


CHANGED:

更改:

  • Reworked the Druid Huts completely.

  • 完全重制德鲁伊小屋

    • Druid Huts are no longer the number one fire hazard in the forest.

    • 德鲁伊小屋不再是森林中的头号火灾隐患。

  • /tffeature now can locate structures and can use tab-completion for so.

  • /tffeature现在能定位结构并且支持使用tab键自动填充。

  • Phantom Armor when worn is now kept on death.

  • 幻影护甲现在在破损时依然会在死亡后继续存在。

    • It also cannot be enchanted with Curse of Binding and Curse of Vanishing anymore.

    • 它不再能被附魔绑定诅咒和消失诅咒了。

  • Improved handling of items displaced by a Charm of Keeping, should be more reliable now.

  • 改进了保管符咒取代物品的处理方式,现在应该更加稳定。

  • Tweaked Axe damage and speed values to better match vanilla.

  • 微调了钻石米诺陶战斧的伤害值和速度值,以使其更加符合原版的数值。

  • Blacklisted surface lakes from some of the biomes.

  • 将一些生物群系的表面湖泊加入了黑名单。

  • Mobs like Deer, Boars, etc. are now unable to spawn on the Glacier.

  • 野鹿野猪等生物现在无法在冰川上生成。

  • The Minoshroom's charge attack now breaks through blocks.

  • 米诺菇的冲刺攻击现在会打破方块。

  • Spiral Bricks are now in the creative menu.

  • 螺旋石砖现在出现在创造模式物品栏中。

  • Maze ceilings now always generated if there is no terrain.

  • 如果没有地形,遗迹的天花板现在总是会生成。

  • Strongholds are now marked as clear on the last Knight's death.

  • 地精骑士要塞现在会在幻影骑士死亡后被标记为清空。

  • Tweaked the Synergy tool trait.

  • 微调工具间的特性协调。

  • There can now be multiple portal activations items specified in the config.

  • 现在可以在配置中设定多种传送门激活物。

  • Twilight Saplings can now be used as Furnace fuel.

  • The Encased Firejet and Smoker now count as a wood material instead of stone.

  • Arctic Fur Blocks now break faster with shears.

  • Fiddleheads now require Shears to harvest.

  • The Lich's shields are now proper 3D models instead of two textures loosely glued together.

  • TF now registers its TEs under our own namespace, not the default. We have a datafixer that handles the transition, but once updated to this version the datafix is irreversible.


FIXED:

修复:

  • The file TFFeature has been split up into separate files, a massive improvement for large pregenerated worlds.

  • Players can no longer spawn on top of the portal which would teleport them back into the overworld right away. Good lord that was annoying.

    • Improved a lot of the logic relating to the Twilight Forest portal.

  • Fixed an issue with Trophy Pedestal progression where it didn't unlock after the Lich.

  • Remeasured the sizes of goblin's feet. Their boots should render on and fit them again.

  • The Seeker Bow now actually, you know, seeks again.

  • Fixed crash related to getting localized names of saplings on servers.

  • Removed a redundant language key in the Forgotten Explorer book for Yeti Caves.

  • Fixed Minotaurs dropping Magic Map foci instead of Maze Map.

  • Fiery tool heads now correctly have the missing Twilit and Flammable traits.

  • Changed the grip on the Moonworm Queen to be more comfortable, now correctly holding it as a tool in third person view.

  • Fixed a portal generation issue where it would generate underwater.

  • Added a null-check to tile entity access, fixing a crash with Mystcraft.

  • Cleaned up Bauble handling code, fixing console spam.

  • Fixed the blockstate rotations for Castle Brick Stair variants.

  • Fixed the lighting on some of the stair blocks.

  • Fixed incorrect level cost being shown for some recrafting recipes.

  • Giant blocks now correctly tile their texture.

  • Fixed a lighting issue on Fiery Blocks.

  • Portals are now prevented from generating inside of structures.

  • Refactored Naga Courtyard code, hopefully fixes generation issues.

  • Alternate Naga Courtyard Terrace pieces now generate again. #BlameDrullkus

  • Fixed a crash with the Uncrafting Table by adding some more checks.

  • The Fiery Pickaxe now correctly smelts every item a block drops if it drops multiple.

  • Fixed a Repeater in the Dark Tower not repeating what should be repeated, with delay.

  • Giant Leaves are now correctly tinted in inventories.

  • Fixed Uberous Soil not generating at the correct height.

  • Fixed the Snow Queen marking the wrong structure conquered on death.

  • Fixed the Charm of Keeping effects.

  • Setting the game to peaceful now correctly has the Snow waifu Queen put her spawner back.

  • Snow Queen minions now correctly spawn inside of the boss room during the fight.

  • Giant Tools are now held in a more human like fashion.

  • Firefly, Moonworm, and Cicada no longer use Soul Sand as their breaking particles.

  • Fixed the texture auto generator only processing first texture in array.

  • Lampposts can now generate again after several years. Neat.

  • Large mushrooms should no longer piggyback on top of each other.

  • Seeds even with only numbers were being used as seeds to make a random number seed instead of directing being used as a random number seed. Confusing, we know!

  • Hotfix: Fixed a crash that happened on dedicated servers due to the new IE shaders.

2018-04-27

(官方未提供日志)

2018-02-05

ADDED:

Not yet fully implemented Tinkers' Construct compatibility for some of our materials to make tools out of.

 

FIXED:

Fixed our Forge minimum version dependency string being behind.

Fixed potential console spam related to weather rendering when the mod 'Fancy Block Particles' is present.

Added a message that if Sponge is installed the max bounding-box-size should be adjusted for Hydras to show up properly.

Removed the structure layout print debug that appears in the console, made it into the release on accident.

Fixed a config-related crash.

Fixed a generation problem with terraces being mashed together despite us telling them not to.

 

Hotfix: Fixed Sponge server crashing related to packet fix last release.

Hotfix 2: Fixed players disconnecting from servers due to bad packet missing default constructor.

你已经到达了世界的尽头..
2018-05-13

ADDED:

We split the progression into three separate lines, meaning that instead of clearing one dungeon and moving to the next in line, you now have the choice after defeating the Lich to go to the Hydra, Ur-Ghast, or Aurora Palace first. Defeating all three is still necessary to gain access to the Highlands.

Tinkers' Construct integration!

Added Tinker's Construct Integration with Naga Scales, Steeleaves, Fiery Ingots, Knightmetal Ingots, and Raven's Feathers to make materials & tools out of.

Added unique traits for each material:

Twilit appears on all Twilight Forest materials, meaning your tool gains +2 speed in the Twilight Forest and deals +2 damage in any other dimension.

Precipitate appears on Naga Scale materials, it lets you use the tool quicker with the lesser health on your Player.

Synergy appears on Steeleaf materials, it will passively repair the tool if you have Steeleaf in your hotbar. The more Steeleaves you have in the hotbar, the faster it repairs.

Stalwart appears on Knightmetal materials, it will make you more resilient in combat.

Veiled appears on Raven's Feather materials, it will render arrows invisible.

Baubles integration!

All charms can now be used in the off-hand and also equipped in the Baubles inventory.

All tiers of the Charm of Keeping will keep the Baubles Inventory.

Thaumcraft Compat: Live & Reloaded! All items and blocks (aside from unobtainable and some WIP items) now have aspects.

Added a config option to make the Portal creation lightning not cause fires, disable it if you're against pyromania derived fun.

Made a new potion effect for the ice render effect from Ice Bombs, Ice Bow, etc. instead of putting it on the Slowness effect.

This also stops ice getting applied getting the slowness effect under certain conditions.

The Block and Chain now disables shields like an axe.

Added config option for players spawning for the first time to spawn in the Twilight Forest. Off by default.

Added config option to make Twilight Portals create a blocked-off portal at their destination. Toss in the activation item to unblock the portal. Off by default.

Added recipes where Iron armor and tools can be crafted directly into their Fiery counterparts.

Added Shield-Parrying for all Twilight Forest Projectiles. Installing https://minecraft.curseforge.com/projects/parry Shield Parry mod causes Twilight Forest to skip its parrying methods.

Updated the Japanese language file.

Updated the Chinese language file.

The Russian language file now covers everything in the mod.

CHANGED:

Changed the Creative menu icon to the Miniature Portal item.

The advancements Past the Thorns and So Castle Very Wow now have a [NYI] tag in their names to signify they are not functional yet.

All tiers of the Charm of Keeping now preserve items in the off-hand slot.

Charm of Keeping usage now drops any items that would be overwritten by an item saved to prevent item loss if something is put in the player's inventory.

Code Improvements for Naga Courtyard.

FIXED:

Magic Maps now properly update after switching Dimensions

The Zombie Scepter no longer joins its zombie kind by destroying itself at 0 durability.

Special leaves in Twilight Forest are now using the ore dictionary properly. (This totally wasn’t solved previously and went undocumented we swear.)

Ore magnet no longer checks ModID in the registry string.

Mazestone and its variants once again consume 16 durability from your mining tools when mined.

Castle Doors no longer have their texture broken.

Charm of Life effect upon death now uses the correct sprite.

Improved algorithm for the Miner's Tree, it should be less confused and stuck when trying to pull ores from the ground.

Fixed some blocks missing getBlockFaceShape overrides, causing glass panes, fences, walls, etc. to connect to blocks when they shouldn't.

Fixed the placement problems with Spiral Bricks and took off the [WIP] tag.

Finally fixed texture and UV problems with Knightly Armor and Phantom Armor; rejoice!

Ur-Ghast's tears should be visible again in Multiplayer when it's throwing a tantrum.


未知时间
3.6.342~3.6.345

3.6.342:

Not yet fully implemented Tinkers' Construct compatibility for some of our materials to make tools out of.

Fixed our Forge minimum version dependency string being behind.

Fixed potential console spam related to weather rendering when the mod 'Fancy Block Particles' is present.

Added a message that if Sponge is installed the max bounding-box-size should be adjusted for Hydras to show up properly.

Removed the structure layout print debug that appears in the console, made it into the release on accident.

Fixed a config-related crash.

Fixed a generation problem with terraces being mashed together despite us telling them not do.

3.6.343:

Fixed server crashing related to packet fix last release.

3.6.345:

Fixed players disconnecting from servers due to bad packet missing default constructor.


未知时间


娜迦庭院在原有的基础上得到了更改

添加了大量的娜迦相关的装饰块

添加了两个独创的音乐

感谢3TUSK更新的中文语言文件

链球可以放在左手使用了

更新了链球与毁灭立方的纹理

删除未使用的实体萤火虫(旧版)

将城堡门设置为可以再利用的方块

修正传送错误问题

固定地形生成器导致的崩溃

魔豆会在专用服务器上适当的成长

暮色森林的小图案不再随机低光闪烁

月光蠕虫女王不再像工具一样因为其他原因损耗耐久

修复了黄昏权杖和吸血权杖的充能问题


未知时间

增加

   凿子模组更好的和暮色模组里的方块兼容

   为荆棘城堡添加多的方块,以及合成方式

   之前版本的楼梯无法合成,我们选择了新的楼梯给你,而不是通常的

改变:


“Drullkus说;“让传送门变为无形的!”就是这样。”

现在可以将传送门变成任何形状。

他们仍然有相同的要求(水池,周围的植物,等等)。

修复:


修复了一个反建者方块严重崩溃的bug。

固定与其他mod 的兼容性

修复大量无效的模组内容。

所以的魔法树有了相应,正确的原木

确保boss在游戏中被认可。

增加了所有逃离萤火虫罐子的萤火虫,然后把它们放回。

萤火虫放出后不会成为小萤火虫。

解决了一些九头蛇旋转的问题,它不再以速度的速度绕着你打转了


未知时间

更新去暮色森林时的加载屏幕

娜迦和巫妖现在有了显示阶段性的血条

优化炽热的铁块的模型

极地盔甲有了可以染色的说明文字

增加了与极地盔甲有关的成就

由BOSS掉落的盔甲现在具有伤害抗性

彩虹公羊可以编辑战利品列表

改变你的世界种子现在需要重装

BOSS的生成无法破坏,除非是在和平模式

如果矿石是个实体,那么矿石磁铁就不再移动矿石

在恶魂陷阱成就上描述更加具体

更新JEI到一个较新的版本

死神之书现在掉落附魔书

调整一些怪物的眼睛高度

固定铁木模型

将萤火虫的碰撞箱设为0

修正所有储存块作为燃料的错误

固定铁木块和炽热的铁块部分

雪地的大云杉木部分不再是橡木原木

巨大的块不会在破快其他块的位置

生命符咒和保管符咒不再冲突

炽热的血现在在JEI显示会互换

根不再替换重要方块

清理一些块的生成

固定雪人首领的崩溃


未知时间

炽热的铁块行走时会受到火焰伤害

极地毛皮块减少百分之九十的跌落伤害

钢叶块减少百分之二十五的跌落伤害

添加进度:塔木中的怪东西

彩虹公羊现在有自己的刷怪蛋

给彩虹公羊奖杯添加了声音

修正虫子死亡时的音效

反建者现在有黑名单功能

添加破碎粒子到城堡门中

给没有名字的块添加名字

可以从创造取出多种其他类型的城堡门

修正斧头的伤害

加强巨人工具并让其看起来很慢

为新的块添加适当的声音和材质

新的块可以激活信标

四种树的核心无法再用精准来获得

一些进步的名字和描述发生了变化

修改了新加入块的属性并可以在创造中获得

极地套装可以清洗

固定魔法地图的fps

固定mod阴影

修正骑士斧

临时解决巨钳甲虫夹住后显示下马的消息

魔豆现在使用后会消耗

九头蛇可以旋转自己的身体并不会对自己造成伤害

修复破碎的冰结晶和九头蛇的火焰弹

修复具备呼吸攻击的怪物

修正了冰雪女王的粒子渲染

修复保管符咒与墓碑mod的冲突

修正穿戴彩虹公羊奖杯时的透明问题

修正米诺陶、娜迦、树根、集群蜘蛛、肥沃泥土、生命符咒

给一些怪物游泳的能力

未知时间

固定力场如果被娜迦破坏

固定娜迦不应该破坏的块

固定BOSS的名字不正确显示

固定炽热的铁剑在创造栏中没有附魔

固定娜迦套装在创造栏中没有附魔

固定战利品宝座不正确信息

添加铁木块、钢叶块、炽热的铁块、砷铅铁块和极地毛皮块

  目前在创造目录不可用

极地套装现在可以染色

删除三重弓复制箭的能力

兔子现在会掉落蒲公英和种子

固定米诺陶不使用武器bug

boss有了新的检查机制

更新了中文翻译

修正了暮色森林三个进展

修复了试验品115在地面上会复制

新增彩虹公羊奖杯

  等级为铁木

固定图形的毛刺与升级

修复了几个服务端崩溃

不稳定的冰结晶爆炸

巫妖的火球爆炸

巨魔石服务器崩溃

“Yelled at the World Generator a few more times to get in shape”


未知时间

修复初始化崩溃

新增弥诺陶奖杯和幻影骑士奖杯

 等级为不同于其他奖杯

 现在由米诺陶和幻影骑士掉落

改变了奖杯质感

右键点击奖杯会发出boss的声音

奖杯可以穿戴

进度“望善加利用”不再给予奖励

固定骷髅德鲁伊结构

固定提示书与文本生成

固定入口不开放的时候,dodaylightcycle设置为false

一些方块固定名称、物品和怪物没有本地化

固定城堡门与力场的硬度和抗性

改变所有装甲等级


未知时间

需要FORGE 2501或者更高

移植到Minecraft1.12.2版本

添加新的进度

 永恒黄昏之宴

 超大号肉排

 另一个谎言

 每天都吃 115,坚持 115 年,一刻不要停

 做个记录:大胜利

 望善加利用

新增余烬熔炉

新增烧焦的木头

新增消失的城堡门

新增试验品115块

新增城堡砖支柱

新增城堡砖楼梯

改变了极光方块的颜色映射

新增 天启立方(WIP)

新增 信徒 (WIP)

新增 悬浮立方 (WIP)

萤火虫、蝉、月光蠕虫现在可以穿戴在头盔栏

魔法地图显示的生物群系颜色变化

未知时间

增加玩家在拥有本Mod服务器的稳定性;

增加新的成就-最后的城堡;
增加最后的城堡(暂译为‘荆棘城堡’。目前处于开发/未公布阶段,只拥有建筑,没有生成物以及生物出现。)

在地图上新增了冰雪女王的图标;

增加湖中地牢(只在地图上显示)。

未知时间

最后的城堡轮廓预览,加入新的方块及怪物,但仍是一个进展中的工作

固定骑士金属环的图标

加入巨魔洞窟与巨人的旧地图生成

树的成长更自然

修复链球与毁灭魔方的崩溃问题

如果没有被冰雪女王召唤则冰晶体不会在30秒内自动消失

修复暮色橡树与暮色彩虹橡树生长后是橡木原木的问题

修正巨型荷花的硬度

解决巨型荷叶项目被消耗的一个项目的配置




未知时间

添加链球、骑士金属环、骑士金属锭、湮灭魔方、魔方护符

寒冰弓与链球可以修复

加入许多巨型的荷叶、荷花在沼泽内

固定暮色橡树与彩虹树树苗的生长错误

修正牛头人迷宫入口经常离开地面的问题

Make giant blocks self destruct when one of their smaller blocks is destroyed or changed

萤火虫发光禁用gl_lighting(感谢,jaqadro!)

更新德语翻译,谢谢speedy1505

更新俄语翻译,谢谢sto3iv

修改幻影骑士死亡时的代码使宝箱出现更确定

停止幻影骑士失去自身装备时的崩溃问题

未知时间

添加 /tfprogress作为便捷解锁成就的指令,但不会给予成就相关物品

固定使用巨人的镐在一些特定情况下崩溃

添加一个携带提示笔记的狗头人,当玩家触发结界效果时出现,仅存在一分钟

极光宫殿与九头蛇巢穴加入结界保护


 

未知时间

将企鹅ID修改为冰川企鹅

将高地重命名为暮色高地

删除炽热光环与寒冷光环的附魔修正为装备自身的功能

将灯的森林内装饰的萤石修改为萤火虫罐子

增加萤火虫罐子亮度

主要修复种植魔豆崩服

以及修复使用末影弓击中生物后崩服

固定(?)空指针异常分类树块

删除调试信息时产生的牛头怪迷宫

未知时间

修正不稳定的冰精灵爆炸导致服务器崩溃BUG

删除了一些调试计算护甲相关的消息

Exclude open blocks graves from structure block protection

未知时间

固定在服务器的一些问题

未知时间

极光宫殿一系列制作完成

添加云上之地与一系列巨型道具

制作巨魔洞以及周围环境

炽热的工具的功能不再属于附魔

炽热的装备拿在手上可以发出一定的亮度

增加部分成就的详细描述

再受到结界保护的地形环境添加天气影响

未知时间

Version 2.2.2 (July 15, 2014)

Experiments to support future areas

Auto-assigned biome IDs will now be written back to the config file on load

Possibly fixed a crash with CustomOreGen mod

更新俄语翻译


未知时间

开始极光塔的完善制作

制作极光塔房间

添加极光半砖、极光柱

添加生物雪之守护者

改进创造模式可以无视暮色的地形结界


未知时间

添加了BOSS阿尔法yeti与东狼
添加了雪人装备与北极装备
完成了雪人BOSS的攻击方式
新增一个寒冷光环的附魔位于雪人装备上

娜迦不会在无故消失

开始支持minecraft1.7.10

未知时间

更新新的方块

完善旧的地形

调整生物群落

更新地精要塞保护机制

未知时间

刷怪机制调整

完善深渊森林

黑森林树叶颜色恢复为绿色

修复变化树在服务器种崩溃的BUG

出现了等级机制

玩家需要按照成就进行游戏,否则在许多副本会得到一些负面buff

详情请在教程区查看


未知时间

新地形发现

好多BUG  QAQ

不推荐安装

有待完善

大亡灵矿山内出现了一些橡木的树根作为装饰品

亡灵矿山内的矿物增加

暮色的巫妖塔与高塔会生成女巫

地精要塞会生成恶魂

冰川与蘑菇森林的生成几率变多

地精要塞可能因为BUG出现多个BOSS房间,但不会掉落战利品

雪人的家可能在湖中心?自我推测

找不到荆棘之地与中央高地的原因是他们的主要构成方块还没完成

巫妖的行动速度加快

修复了发射中的月光蠕虫材质


未知时间

2013年11月26日,

-Fixed a few Thaumcraft aspects for items & blocks

-Released 1.20.3

发射中的月光蠕虫材质丢失

未知时间

修复大量BUG

未知时间

支持1.6.2的版本

boss暮色恶魂的血量bug

魔法树的树叶材质错误

许多机制未完善,还请大家使用1.19.3

2013-03-17
  • Fixed ‘mosaic’ typo

  • 修复“马赛克”的小错误

  • Fixed the chunk generator yet again to deal with strange biome values in strange places without errors

  • 再次修复区块的生成以解决无错误的在奇怪地方的奇怪群系变量

  • Expanded twilightforest/mapicons.png to have more icons

  • 扩展twilightforest/mapicon.png使其拥有更多标识

  • Magic map now occasionally checks and removes bad icons

  • 魔法地图现在偶尔会检测并移除错误标识

  • Disabled much of the feature cache/biome marker system

  • 禁用大量标志生成物的缓存和群系标记系统

  • The features are in a grid and they will stay that way for the foreseeable future, so let’s just make the code simple

    Also got magic map working with this

  • 为了可预见的未来将标志生成物处于网格之中,所以就让代码变得简单些

    同时也在让魔法地图像这样运行

  • Fixed pick block function on darkwood leaves

  • 修复黑树树叶的挖掘问题

  • Changed wood root generation slightly to restrict how far they travel in the x or z direction

  • 略微更改树根的生成以限制它们在x和z方向上的延伸

  • Fixed a crash when repairing unenchanted items at the uncrafting table

  • 修复在拆解台中修无附魔物品时引起的崩溃

  • Made boss spawner for tower boss

  • 添加塔楼Boss的刷怪笼

  • New model & texture for carminite golem

  • 高塔铁傀儡的新模型和材质

  • Fixed a bug with the charm of life where carryover damage could throw off the calculations, causing an unprevented death

  • 修复生命护符在承受伤害时会脱离计算,造成不可避免的死亡

  • Fixed the enchanted books in tower chests so they work

    Well, new ones will work anyways

  • 附魔书现在会生成在塔楼的箱子中

    好吧,新的总会运作的

  • Added a config option to disable Twilight Forest portal creation

  • 添加禁用暮色森林传送门的配置选项

  • Added a config option to disable the uncrafting function of the uncrafting table

  • 添加禁用拆解台拆解给你配置选项

  • A better option would be to allow only vanilla or other unexploitable recipes, but we don’t have the technology

  • 会有一个只允许原版或其他无法使用的合成表的

  • Upgraded code to Minecraft 1.5

  • 将代码升级到Minecraft 1.5

  • Changed minoshroomtaur texture so that the head doesn’t overlap the body

  • 更改米诺陶的材质使其头部不会发生重叠

  • Moving all the textures to new locations, watch out texture pack makers

  • 将所有材质移动至新的位置,注意一下材质包制作者

  • All blocks seem to have correct textures

  • 所有的方块似乎都有正确的材质

  • Except the animated leaves, need to re-animate those

  • 除了动态树叶,需要重新让它们动画化

  • Made a food item class with methods to make it look like another food

  • 用使它像其他食物的方法创造了一个食物物品栏

  • All items seem to have correct textures

  • 所有的物品似乎都有正确的材质

  • Moved sounds to the ‘mods/twilightforest/’ folder

  • 将所有的音效移动到文件夹'mods/twilightforest/'

  • Refactored the boss spawner block code

  • 重构Boss刷怪笼方块的代码

  • Changed redstone ore in dark tower experiment floors to redstone blocks

  • 将塔楼实验性的楼层的红石矿更换为红石块

  • Fixed a particle bug with dark tower boss tears

  • 修复塔楼Boss眼泪的粒子效果漏洞

  • Added dark tower boss spawner somewhere near the proper location

  • 在恰当位置的附近添加Boss刷怪笼

  • Updated Russian translation

  • 更新俄语翻译

  • Disabled Thaumcraft API check

  • 禁用神秘时代API的检测

  • Renamed boss to the Ur-ghast

  • 将Boss重命名为暮色恶魂

  • Lots of boss revisions, basically making it functional

  • 大量修改了Boss,仅仅让它具有功能

  • Updated trap textures to include a lid texture

  • 更新陷阱的材质,包括一个盖子的材质

  • Boss spawns a treasure chest when dead

  • Boss死后会生成一个战利品箱

  • Fixed charm effect rendering

  • 修复护符渲染的效果

  • Removed a bunch of debug messages

  • 移除大量debug信息

  • Added carminite and borer essence textures

  • 添加砷铅铁和三化螟精华

  • Added recipes for

    Carminite

    Vanishing block

    Encased towerwood

    Reappearing block

    Builder block

    Carminite reactor block

  • 添加合成表

    砷铅铁矿石

    消失的方块

    塔树板箱

    重现的消失方块

    建造方块

    砷铅铁反应堆

  • Added textures for carminite reactor

  • 添加砷铅铁反应堆的材质

  • Changed map icon for tower to have a tiny ur-ghast icon

  • 更改地图的塔楼标识为小型暮色恶魂的标识

  • Got trophies rendering for naga, lich, ur-ghast

  • 娜迦,巫妖,暮色恶魂战利品渲染完毕

  • Made icons for the new trophies

  • 新战利品的标识制作完毕

  • Old bosses drop the new trophies when killed

  • 旧的Boss现在在被击杀时会掉新的战利品

  • Added entries in the translation file for the new trophies

  • 添加新战利品在翻译文件中的条目

  • Set proper block bounds for new trophies

  • 为新战利品设置正确的方块弹跳效果

  • Set better spawn egg colors for a bunch of recent monsters

  • 为近版本怪物的刷怪蛋设置更好的颜色

  • Went through creative menu, added some blocks, removed a few others

  • 测试创造目录,添加一些方块,移除其他一些东西

2013-03-02
  • Fixed anti-builder so it will replace its own replacement blocks

  • 修复了反建者,现在它会将方块替换成它独属的方块

  • Reappearing blocks respond to redstone pulses

  • 再现的消失方块现在会对红石信号做出反应

  • Implemented a variety of tower room themes in the main towers

  • 在主塔楼植入一系列不同主题的房间

  • Several types of floors in the smaller towers as well

  • 还在更小型的塔楼植入几种楼梯

  • Added entrance floor

  • 添加入口楼层

  • Fixed the fiery pickaxe so it can harvest obsidian.

  • 修复了炽铁镐,现在它可以采集黑曜石了

  • Added russian translation (thanks Sto3IV)!

  • 添加俄语翻译(感谢Sto3IV)

  • Hostile wolves and mistwolves are appropriately marked as enemies of the player and friendly iron golems, etc, will attack them

  • 敌对的狼和迷雾狼现在标记为玩家和友好铁傀儡的敌人并会攻击他们

  • Fixed tower golems so they move their arms appropriately when not attacking

  • 修复了高塔铁傀儡,现在它们攻击时的挥臂动画是准确的了

  • Gave tower golems more health and armor

  • 给予高塔铁傀儡更多的血量和护甲

  • Actually turned the new AI functions on for the tower golem, yay

  • 高塔铁傀儡现在有新的AI功能了,耶

  • Set tower golems to do regular type mob damage instead of iron golem mega random damage

  • 令高塔铁傀儡造成普通种类的生物伤害而非铁傀儡的大范围随机伤害

  • Changed some internal values on the mini ghast model

  • 更改迷你幽灵模型的一些内部变量

  • Tentacles no longer poke through floor

  • 触手不再会穿过楼层

  • Can now look up and down

  • 可以向上和向下看

  • Many revisions to the (renamed) carminite ghastspawn & carminite ghastguard ghasts

  • 对高塔幽灵生成和高塔幽灵守卫(重命名(tower前缀变为carminite))进行了许多修改

  • Redrew tower broodling skin (now named carminite broodling)

  • 重新绘制高塔螟(重命名如上)

  • Optimized tower broodling spawning methods to spawn more

  • 优化高塔螟的生成使其生成数量增加

  • Changed some of the treasure tables

  • 更改一些战利品列表

  • Fixed a bug putting some of the wrong items in “basement” treasure boxes

  • 修复将错误物品放置于“底层”战利品箱子的漏洞

  • Added charcoal to ovens on the forge level

  • 在锻造楼层将木炭放置于熔炉中

  • Added german translation (thanks Speedy1505)

  • 添加德语翻译(感谢Speedy1505)

  • Removed a few duplicate lines from the translation XML file (thanks again Speedy1505)

  • 将翻译XML文件的重复行删除(再次感谢Speedy1505)

  • Shoved tower snowman into the “never happened” file

  • 将高塔雪傀儡扔到“永远不会发生”文件中

  • Changed anti-builder replacement blocks to be breakable like glass

  • 将反建方块设置为像玻璃那样可以轻松破坏

  • Refactored tower ghasts to use some of the new AI I added for mini ghasts

  • 通过重构将我使用在迷你幽灵的AI使用在高塔幽灵上

  • Some experimental spawn rate adjustments to make up for the tower’s verticality

  • 一些实验性质的生成率的调整,以保证塔楼的垂直性

  • Set up some of the boss fight area

  • 设置Boss战区域的一部分

  • Added a boss placeholder

  • 添加一个Boss占位符

  • Stopped a crash in chunk generation due to erratic biome values

  • 停止由于不稳定群系变量而引起的区块生成时的崩溃

  • Prevented a few crashes when the naga thinks it has more segments than the maximum

  • 防止由于娜迦拥有多于最大数量的身体部分而引起的崩溃

  • Fixed a bug with the feature cache when the biome IDs are above 128

  • 修复群系ID大于128时标志生成物缓存的漏洞

  • Finally figured out why I was getting blank major features every so often and changed them to small hills

  • 终于明白为什么我总是不断的得到空白的大型标志生成物并将它们更改为小型山丘

  • Added squid ink to the “junk” list for generating treasure

  • 将墨水加入到战利品生成的“垃圾”名单

  • Slight change in the floor at the top of a large tower to make the fourth door more accessible

  • 对大型塔楼顶部的楼层进行微小更改,使四楼更容易通过

  • Added recipe for towerwood planks

  • 添加塔楼木板的合成表

  • Added towerwood planks to the forge ore dictionary, so they can act as planks in most other recipes

  • 将塔楼木板添加到forge的矿物辞典,使它们通用于其他合成的木板

  • Slightly changed reappearing block texture to differentiate it from vanishing block better

  • 轻微更改重现的消失方块的材质使其更易从消失性方块中更容易辨认

  • Added ‘timed-out’ texture to builder block

  • 在建筑方块中添加“过时”材质

  • Renamed some tower monsters and took off some [WIP] tags

  • 重命名以一些塔楼怪物并移除一些[WIP]标签

  • Revisions to king spider texture and AI

  • 对国王蜘蛛材质和AI的一些修改

  • Fixed stray black pixel on mushgloom texture

  • 修复荧光蘑菇材质的黑色杂色像素

  • Redrew tower key

  • 重新绘制塔钥匙

  • Fixed quest ram noises & added sheep step sound

  • 修复谜题羊的音效并添加羊的脚步声

  • Made it so that tower keys return to the player’s inventory when the player dies

    Not totally happy with this, but let’s try it

  • 塔钥匙在玩家似死后会回到玩家的物品栏

    对这个我不是很开心,但我会尝试一下

  • Ingredients with a container item (like bucket of milk) are marked as damaged in the uncrafting table and cannot be uncrafted

  • 带有容器的原料(像牛奶桶)在拆解台中标记为有损害的并且不能被拆解

  • Also blocked UU-Matter from being uncrafted (need to test this)

  • 并且防止UU物质桶的拆解(需要测试一下)

  • Changed translucent tower block material to glass so that it blocks water flowing

  • 将半透明的塔楼方块改为玻璃以防止水流动

  • Reappearing blocks briefly shed light like vanishing blocks when activating

  • 重现的消失方块当激活时会像消失的方块一样短暂遮挡阳光

  • Can’t harvest anti-builder blocks

  • 不能采集反建器

  • Added temp versions of the blocks & items I foresee needing

  • 暂时添加一些我预见到会用上的方块和物品

  • Increased ghastguard health

  • 增加高塔幽灵的血量

  • Revised tower borer skin, AI, drops, other things

  • 修改高塔螟的皮肤,AI,掉落物,其他东西

  • Fixed connection between large tower middle section and top floors

  • 修复大型塔楼的中间部分和顶楼的连接

  • While recrafting at the the uncrafting table, check to see if each enchantment can be applied to the resulting item before transferring it

  • 在拆解台重新合成物品时,在得到结果物品之前会检测是否有附魔可以应用在结果物品上

2013-02-16
  • Refactored some tree/object generation code to contain less state

  • 重构一些树/物品的生成代码以减少内容

  • Fixed tree generation code to work at higher altitudes

  • 修复术的生成代码使它们可以在更高的海拔生成

  • Fixed dark forest tower generation to just deliver a warning if it can’t find four potential key towers instead of crashing

  • 修复塔楼的生成,使其当找不到四个钥匙时会发出警告而不是崩溃

  • Rewrote some sections of the feature caching/determination

  • 重写一些标志生成的缓存/测定

  • Now storing some info in the chunk NBT data instead of trying to mark it in bedrock metadata

  • 现在会将一些信息存储在区块的NBT数据中而不是基岩的元数据中

  • Caching/retrieval should work better

  • 缓存/检索现在应该更好的运作了

  • Changed around mod initialization a little, moving some things from the pre-init section to the proper init section

  • 更改一下怪物的初始化,将一些东西从上一次初始化部分移动至正确的初始化部分

  • We now check if Thaumcraft is loaded before we attempt to register values, hopefully saving some possible errors

  • 现在我们会检测神秘时代是否会比我们先加载并尝试注册物品值,希望可以减少一些错误

  • Some changes to make dimension initialization more compatible

  • 做出一些更改以让维度初始化更加匹配

  • Changed default provider ID to -777, where hopefully it won’t conflict with anything ever

  • 将默认的提供ID改为-777,以此希望再也不会跟其他的冲突

  • Moved dimension initialization into mod post-init phase

  • 将维度初始化移动至模组下一次初始化的阶段

  • We now check if the configured dimension ID is being used, and if not, we move to a backup dimension ID (-777)

  • 现在我们会检测配置的维度ID是否正在使用,如果没有,我们会移动至一个备用ID(-777)

  • Obviously, this won’t work if there is another mod waiting until the last moment to initialize as well

  • 显然的,如果有另一个模组在等待直到最后一刻也不会运作

  • The server now sends a packet with the dimension ID when a client is connecting. If the client has a different dimension ID set for the Twilight Forest, it is temporarily changed

  • 当客户端正在连接时服务器会发送一个数据包。如果客户端的暮色森林有不同的维度ID时,它会被临时修改

  • Added some code to make a warning if a biome ID conflict is detected

  • 添加一些代码,如果一个冲突的群系ID被检测到的话会发送一个警告

  • Localization support

  • 本地化支持

  • Changed some blocks, like the cicada,that only have one dropped item back to ItemBlock drops from ItemBlockTFMeta

  • 更改一些方块,像蝉,只会有一个掉落的物品从ItemBlockTFMeta回到ItemBlock掉落物

  • Added a configuration option to change the twilight forest world seed

  • 添加一个可以更改暮色森林种子的配置选项

  • Removed some of the biome generator bad data warning messages since I am out of ideas on how to fix the bug

  • 因为我不知道如何修复,移除群系错误数据的警告信息

  • Fixed a possible crash in the chunk provider

  • 修复区块供应可能引起的崩溃

  • Possibly fixed a crash in the uncrafting table, with certain types of ore recipes

  • 可能修复拆解台引起的崩溃,还有一定种类的合成

  • Fixed pick block on twilight forest plants

  • 修复挖掘暮色森林植物的方块

2013-02-10
  • Implemented new technology to give my structures multiple spawn lists

  • 移植新技术以给予我的建筑物多元化的生成列表

  • Turned off spawning on tower roofs

  • 禁用塔楼底部生物的生成

  • Turned off spawning in labyrinth treasure rooms

  • 禁用迷宫战利品室生物的生成

  • Removed torches from dead end treasure rooms

  • 移除死路战利品室的火把

  • Added tower ghasts that spawn outside the tower

  • 添加生成在塔楼外部的高塔幽灵

  • Changed around tower wood hardness, resistance & flammability a little

  • 微调了塔木的硬度,抗暴性和易燃性

  • When tower ghasts are near a tower, they will stay near that tower

  • 高塔幽灵靠近一座塔楼时,它们会停留在那

Skeleton druids

骷髅德鲁伊

  • Fixed a problem with the robe model

  • 修复了袍服模型的一个问题

  • Changed the item they drop to torchberries

  • 将掉落物更改为火炬浆果

  • Made skeleton druids also drop bones when killed

  • 骷髅德鲁伊击杀时会掉落骨头

  • Added undead attribute

  • 添加不死属性

  • Switched their AI / attacking methods to some more recent ones

  • 跟进它们的AI/攻击方式

  • Fixed their sounds to use newer skeleton sounds

  • 跟进为新版本的骷髅声音

  • Druid nature bolt now potentially bonemeals grass it hits

  • 骷髅德鲁伊的nature bolt攻击有机会像骨粉一样催熟所击中的草地

  • Fixed breaking animation on nature bolt impact

  • 修复nature bolt的冲击动画

  • Added a few alternate tower wood textures

  • 添加其他可替换的塔木材质

  • Used spawner NBT tags to restrict the amount of mini ghasts spawning in the wooden beam mazes

  • 使用刷怪笼的NBT标签来限制生成在梁木迷宫内的迷你幽灵的数量

  • Potentially prevented a lich crash when it takes damage from a null entity

  • 可能防止巫妖受到空白实体攻击时引起的崩溃

  • Added tower block builder

  • 添加高塔建设者

  • Added block builder obstacle course

  • 添加高塔建设者发射的方向方块

  • Added un-builder blocks

  • 添加反建者

  • Added redstone lamp cluster decorations

  • 添加红石灯团装饰物

  • Revised floor/center ratio in the large towers

  • 修改楼梯/中心楼层在大型塔楼的生成率

  • Added entrance towers

  • 添加入口塔楼

  • Invented a new technology which marks a certain number of the smallest towers to generate keys in their treasure

  • 发明一种新方法使钥匙生成在一定数量的最小型塔楼的战利品中

  • Cleaned up some recipe results, fixing a bug where crafted uncrafting tables would have a metadata value of 1 instead of 0

  • 清除掉 一些合成,修复合成的拆解台的元数据为1而非0的漏洞

  • Made it so that the moonworm queen can be refilled after any amount of use

  • 现在月光蠕虫女王在任何耐久下都可以修复

  • Added a dispenser behavior for my monster spawn eggs

  • 现在可以在发射器里用我的刷怪蛋

  • Began adding treasure rooms to the dead-end towers

  • 在有死路的塔楼添加战利品室

  • Some revisions to the monster spawn list

  • 怪物生成列表的一些修改

  • Added tower iron golems

  • 添加高塔傀儡

  • Added tower broodling, like a stronger swarm spider

  • 添加寄生虫,跟加强版的集群蜘蛛一样

  • Added tower termites, very similar to stronghold silverfish

  • 添加高塔螟,跟加强版的蠹鱼一样

  • Infested towerwood now spews out termites

  • 虫蛀塔木现在会喷出高塔螟

  • Mini ghasts now follow most normal mob spawning restrictions, instead of ghast restrictions

  • 迷你幽灵遵守大部分普通生物的生成限制而不是恶魂的

  • Fixed tower ghasts to properly stay near their tower

  • 高塔幽灵小子会停留在附近的额塔楼

  • Minor refactoring to swarm spider & hedge spider spawn light level checking

  • 略微重构集群蜘蛛和树篱蜘蛛的生成亮度检查

  • Towers now properly generate a locked door going to the next tower

  • 塔楼现在会生成通往下一座塔楼的锁住的门

  • Added & implemented tower keys, which generate in the proper towers

  • 添加和植入塔钥匙,生成在特定的塔楼

  • Implemented mob skull size hydra trophy

  • 植入普通怪物头颅大小的九头蛇战利品

  • Added reappearing blocks in the entrance tower doors

  • 在入口塔楼添加重现的消失方块

  • Tweaked tower map icon

  • 调整塔楼的地图标识

  • Added several new types of dark tower roof decoration

  • 添加新的几种深色塔楼屋顶装饰

  • Added tower balconies to some towers

  • 为一些塔楼添加阳台

  • Refactored door code a little to support multiple types of doors (vanishing, reappearing, locked)

  • 重构门的代码一支持其他种类的门(消失的,重现的消失的,锁着的)

  • Added temp skins to tower monsters

  • 为塔楼怪物添加临时的皮肤

  • Marked tower monsters [wip]

  • 标记塔楼的怪物{WIP}

  • Gave temp mob egg colors to tower monsters

  • 为塔楼怪物的刷怪蛋添加临时的颜色

  • Gave the tower key item a temporary icon

  • 给予塔钥匙临时的标识

  • Marked inactive reappearing blocks as able to be harvested

  • 标记未激活的重现的消失的方块为可以开采

  • Changed a few cases where I was returning null instead of an empty spawn list (thanks, Davidee)

  • 改变了一些我返回null而不是空的生成列表的情况(谢谢,Davidee)

  • Added a configuration option for admin-only portals

  • 为管理员添加了一个配置选项

  • Stopped skeletal druid projectiles from transforming things they shouldn’t

  • 停止骷髅德鲁伊的弹射物变成其他的东西

  • Removed [NYI] tag from hydra trophy, since it’s there, and removed [WIP] tags from the tower device blocks I am happy with

  • 因为它已经存在了,所以将九头蛇战利品的[NYI]标签移除,同时移除塔楼设备方块的[WIP]标签,我很高⺌

  • Also removed [WIP] from wolf of the mists, since they’re working as intended

  • 同时移除迷雾狼的[WIP]标签,因为它们像预期那样表现

2013-01-19
  • Lots more stairs in the dark forest towers

  • 在黑森林的塔楼上有更多的楼梯

  • Beam parkour mazes in tower centers

  • 塔楼中央的梁柱跑酷迷宫

  • Mini ghasts spawn in the beam mazes

  • 迷你恶魂生成在梁柱迷宫

  • Need tweaking/texturing still

  • 仍需要修改/材质

  • Experiments with antennas/transmitters

  • 天线/发射装置的测试

  • Fixed a bug affecting magic maps on the server

  • 修复一个影响服务器中魔法地图的漏洞

  • Restructured some of the dark tower construction methods to remove some of the state from the StructureComponent object

  • 重新构造了一些黑森林塔的构造方法,以从StructureComponent对象中移除某些状态

  • Made tower wood blocks somewhat less hard

  • 减少塔楼木板方块的硬度

  • Fixed another glitch that would change one sapling into another

  • 修复会将一棵树苗转化为另一棵的差错

2013-01-12
  • Lots of work on four "magic" trees, to be found as treasure

  • 大量四种"魔法"树的工作要做,作为战利品被找到

  • Still some glitchiness with the tree of transformation and sorting tree

  • 变化树和分类树仍有一些差错

  • Sorting tree can crash servers, need to extract private values to replace client-only getter method

  • 分类树会崩溃服务器,需要提取私有值以替换仅限客户端的更好方法

  • Tree of transformation seems to interact strangely with tileentities

  • 变化树似乎与平铺实体you奇怪的互动

  • Still need a few final textures

  • 仍然需要一些决定性的材质

  • Also would be nice to "turn off" the game effect, even if it means not having full trunk placement options for the special blocks

  • 也可以“关闭”游戏效果,即使这意味着没有为特殊方块提供完整的主干放置选项

  • Fixed a bug (or two) where maps would get incorrect ID numbers and possibly overwrite existing maps or other weirdness

  • 修正了一个漏洞(或两个),其中地图将得到不正确的ID号码,可能覆盖现有地图或造成其他怪异问题

  • Fixed a bug where changing recipe sizes would leave leftover items able to be picked up on the uncrafting table

  • 修复在合成表改变时拆解台上的物品可以拾起的漏洞

  • Added warning to [WIP] block tooltip

  • 在[WIP]方块的工具提升中添加警告

  • Added a few more valid internal values to the recharge recipe for the zombie scepter

  • 在僵尸权杖的充能配方中添加了一些更有效的内部值

2012-12-21
  • Added new monsters into dark forest spawning, as a test

  • 作为测试,在黑森林中添加新怪物的生成

  • Added a moving firefly ambient mob, based loosely on the bat code

  • 添加一个被飞来飞去的萤火虫包围的生物,略微基于蝙蝠的代码

  • Dark forest towers

  • 黑森林塔楼

  • Lots of work on blocks, textures, structure, coding, etc.

  • 大量方块,材质,编码等等的工作

  • Special door blocks mostly functional

  • 功能大幅完善的特殊门方块

  • Fixed dark forest canopy generation so that it does not get holes by feature markers

  • 修复黑森林的树荫生成使其不会被群系生成物的标记物造成空洞

  • Removed the stone marker blocks from the feature biome markers

  • 移除群系生成物标志物中的石头标记物

  • Made a new creative tab for twilight forest items

  • 为暮色森林添加一个新的创造物品栏

  • Aside from food

  • 暂支不论食物

  • Several small updates to work properly with the current Forge and FML

  • 一些为配合目前Forge和FML而进行的升级

  • Changed sounds for all the “insect” block interactions, like breaking and placing

  • 更改所有"昆虫"方块互动时的音效,如破坏和放置

  • Registered applicable wood, leaves & saplings with the “ore” dictionary

  • 为应用的木头,树叶&树苗注册矿物辞典

  • Disabled stronghold generation

  • 禁用要塞生成

  • Disabled nonexistant dark forest features from trying to generate

  • 禁用非黑森林标志生成物的生成

  • Temporary health/damage values on mistwolf and king spider

  • 为迷雾狼和国王蜘蛛设定一个暂时的血量/伤害值

  • Removed breeding and player interact events for hostile wolves

  • 移除敌对的狼的交配和玩家互动事件

2012-11-26
  • Support Forge ore dictionary recipes in the uncrafting table

  • 对拆解台的矿物辞典支持

  • All tools/armor made of new materials should be repairable in the anvil with the appropriate ingots

  • 由新材料制作的所有工具/护甲可以用对应的材料在铁砧上修复

  • Recrafting an item into a new material with the uncrafting table should add any innate enchantments onto the item

  • 在拆解台上用新材料重新合成的物品会带有本应有的附魔

  • Made maze slimes slightly quieter

  • 略微减少迷宫史莱姆的的音效大小

  • Replaced enderman spawners in size 3 hills with beetle spawners

  • 在带有甲虫刷怪笼的大型矿山再次会出现末影人刷怪笼

  • Nerfed maze wafers to about half their previous effectiveness

  • 将迷宫薄饼的食用饱食度减少一半

  • Added visual effects for when the charms activate

  • 添加护符生效时的视觉效果

  • Slime beetles attack roughly twice as often

  • 粘液甲虫一般会进行两次强力攻击

  • Features now mark in the metadata of the bedrock as they are generated

  • 现在群系标志物在生成时会标记到基岩的元数据中

  • Added map cloning recipes for all 3 maps

  • 给全部3个地图添加复制合成表

  • Allowed identical maps to stack

  • 允许相同地图的堆叠

  • Turned off enchanted shimmer effect on ore map since it creates a glitch on the achievements page

  • 禁用矿物地图的附魔发光效果,因为它会造成成就页面的一个差错

  • Added map # to the tooltip on my custom maps

  • 在我的自定义地图中给工具提示上添加#

  • Removed map name from the in-hand map renderer for magic maps

  • 移除魔法地图在手持状态时地图名字的显示

  • Emerald ore shows up on the ore map

  • 矿物地图会显示绿宝石矿

  • Hydra’s bombs use a newer method to destroy almost any block when they are set to destroy blocks

  • 当九头蛇的火焰弹设置为可破坏方块时它们会用一种新方法来破坏几乎任何方块

  • Large flame particles (hydra breath and fire jets) now do not clip through solid blocks

  • 大型的火焰颗粒(九头蛇的吐息和火焰喷射方块)现在不会穿入固体方块

Lich tower tweaks 

巫妖塔的修改

  • Added spawners on to stair crossings

  • 在楼梯交叉口添加刷怪笼

  • Reduced the amount of space needed for a tower to make extra rooms at the top

  • 减少塔楼的占用空间,为顶楼增加额外的房间

  • Now there’s more rooms and less ceiling decorations

  • 减少天花板的装饰并添加更多的房间

  • Allowed size 5 towers to make mini ceiling decorations

  • 允许5号大小的塔楼有迷你的天花板装饰

  • Added ceiling decorations in the stair portion of stair/room combo towers

  • 在与塔楼相结合的楼梯/房间的楼梯部分添加天花板的装饰

  • Made treasure rooms friendly to size 5 towers

  • 让5号大小的塔楼善意的有战利品室

  • Added ladders to tower library treasure table

  • 在塔楼图书馆的战利品列表中添加梯子

  • Bottom floor of the main tower should always get some sort of decoration now

  • 在主塔楼的一楼拥有一些装饰品

  • Changed around planter plants

  • 更改周围的种植园

  • Replaced some more oak planks with birch planks in the tower

  • 在塔楼中添加更多的橡木和桦木木板

  • Main tower section now has paintings as well

  • 主塔楼现在也有画了

  • Replaced fixed enchantments with random ones in the tower chests

  • 塔楼箱子中的随机附魔替换为固定附魔

  • Removed some of my code for enchanted item recipes, since the normal recipe code changed at some point to allow enchanted item results

  • 移除附魔物品合成表的一些,代码,因为在某些方面普通合成表的代码会改变以允许附魔物品出现

Uncrafting table tweaks

拆解台的修改

  • Brought costs roughly in line with anvil costs

  • 随铁砧花费的提高而提高费用

  • Ignore number of uses, instead charge/discount for material enchantability differences

  • 无视使用次数,但随材料附魔能力的不同而影响花费

  • Maximum number of damaged parts is now 4, so armor is easier to repair

  • 损伤部分的最大数值为4,所以护甲更容易修复

  • Does not seem to be working in this version

  • 该版本似乎并不适用

  • Now respects hidden repair cost meter and increments it for non-named items

  • 现在对于未命名物品遵守隐藏修复费用的计量和增加

  • Ore map will try to catch any mod-added block with “Ore” in its name and assign it a red color

  • 矿物会寻找任何怪物添加的带有"矿"在名字中的方块并给它用红色标记

Lich tweaks

巫妖的修改

  • Lich now mixes in a fireball with his regular attacks

  • 现在巫妖的正常攻击中会混入火球

  • Lich does not take damage while his shields are up, the shields take it instead

  • 护盾升起时巫妖不会受到伤害,反之则反

  • Shields need to take at least 1 heart of damage

  • 护盾需要受到至少一颗心的伤害

  • Lich now teleports more when struck in phases 1 & 2

  • 巫妖在1&2阶段时受到伤害会更频繁的瞬移

  • Lich hand sparkles now are blue for regular attack, red for fireball

  • 巫妖手中的粒子蓝色为普通攻击,红色为火球

  • Lich minions have random armor, for decoration

  • 巫妖的随从有装饰用的随机护甲

  • Liches love decorations

  • 巫妖喜欢装饰品

  • Lich counts as undead

  • 巫妖属于亡灵生物

  • Added lich fireball explosion effects

  • 添加巫妖火球的爆炸效果

  • Hedge blocks no longer damage creatures that don’t trigger pressure plates (bats)

  • 树篱方块不再伤害不触发压力板的生物(蝙蝠)

  • Added a config file option for silent cicadas, for those having sound library problems, or otherwise finding them annoying

  • 添加禁用蝉音效的配置文件,为有音源库问题或认为它们烦人的人准备的

2012-11-16

Updated to Minecraft 1.4.4 (also works with Minecraft 1.4.5)

升级到Minecraft1.4.4(Minecraft1.4.5也能运行)

Began revising treasure tables to include the new items

将新物品修改到战利品列表中

The three sizes of hollow hill now have different treasure tables

三类不同大小的空心矿山现在拥有不同的战利品列表

Added emerald ore to hollow hill ore stalactite generation

将绿宝石矿添加到空心矿山的矿物钟乳石柱中

Changed maze slime texture to be more brick-like

将迷宫史莱姆的材质替换使其更像砖块

Added new items on to lich tower treasure tables

添加新的物品到巫妖塔的战利品列表中

Redrew and improved the sapling textures

重新绘制并改善树苗的材质

Changed dark forest log texture

更改黑森林原木的材质

Marked all the beetles as arthropods, so the weapon enchantment will work

将所有甲虫标记为节肢动物,使武器的附魔可以发挥作用

Removed ability to voluntarily “mount/dismount” pinch beetles, left in from debugging

移除在调试中留下的自发地"骑/下"夹虫的能力

Fixed bad ID in config for charm of keeping 1

修复保管符咒I在设置中的错误id

Fixed a glitch with the redcap sapper causing normal redcaps to have ironwood picks

修复造成红帽地精手持铁树镐的差错

Drew icons for the 5 current charms

为现在的5个符咒绘制图标

2012-11-14

Added maze slimes

添加迷宫史莱姆

Added fire beetle

添加火焰甲虫

Added slime beetle

添加黏液甲虫

Added pinch beetle

添加夹虫

Changed steeleaf sword enchantment from fortune to looting when crafted, thanks Slagr

将钢叶剑的附魔从时运改为掠夺,感谢Slagr

Added moonworm with block, model & animations

添加月光蠕虫,包括方块,模型和动画

Labyrinths should now spawn in the “clearing border” biome as well

现在迷宫和井应该生成在"林中空地边界"群系

I was feeling weird about the labyrinth entrance just standing out in a field by itself, so I put a hill on it. Now I’m happier.

在迷宫门口站着时我感觉十分奇怪,所以我在上面放了座小山.现在我愉悦多了.

Finalized icon and effects for moonworm queen

完成月光蠕虫女王的图标和效果

Finalized icon and effects for crumble horn

完成瓦解之号角的图标和效果

Finalized icon and effects for peacock feather fan

完成孔雀羽毛扇的图标和效果

Fixed shift-click duplication bug with the uncrafting table

修复拆解台shift右键的复制漏洞

Fixed another shift-click bug involving uncrafting multiple items at a time with shift-click

修复另一个一次性shift右键拆解多类物品的shift右键漏洞

Added redcap sappers

添加红帽地精

Redcaps now drop coal by default and have a chance of dropping their items similar to zombies/skeletons with equipment

现在地精默认掉落煤炭并有一定几率像僵尸/骷髅一样掉落它们的装备

Moved maze map token onto the rare drop list for redcaps & minotaurs

将迷宫地图标识为红帽地精和牛头人的稀有掉落

Revised minotaur equipment to use newer game mechanics, similar to redcaps

将牛头人的装备用更新的游戏机制修改为像红帽地精那样

Fixed shift-click bug involving uncrafting multiple items at a time with shift-click

修复shift点击一次性拆解多个物品的shift点击漏洞

Fixed wraith model so that crown is properly displayed

让幽灵的王冠正常显示

Fixed a bunch of monster damages being wrong due to bad deobfuscation

修复因为错误反混淆而导致的大量怪物的错误伤害

Fixed firefly jar renderer

修复萤火虫罐的渲染

Added particles and a sound on success to the transformation powder

添加转生粉使用成功的粒子和音效

Magic map focus now uses torchberries instead of blaze powder. Thus, easier to make.

魔法地图现在用火炬浆果而不是烈焰粉.因此,更容易合成了

Recipe for recharging moonworm queen added: depleted queen + 3 glowberries

添加月光蠕虫女王的充能合成表:用一个月光蠕虫女王和三个火炬浆果修复

Removed recipes for blanking out existing magic or maze maps, especially the maze/ore map

移除用来清空已经存在的魔法地图或迷宫地图的合成表,尤其是迷宫/矿石地图

Ore magnet is programmed to ignore coal, but will otherwise

work on any block with the word “Ore” in the name, so potential other mod support there

矿石磁铁已编程为忽略煤炭,但会在名称中带有“矿石”字样的任何方块上工作,因此可能会支持其他模组

Added my wood logs to the forge ore dictionary, if there’s any recipes for logs ever

将原木添加进Forge矿物辞典,如果有关于原木的合成表

Charm of life I & II game effects added, still need icon and visual/sound effects

添加生命符咒I和II的游戏效果,仍需要图标和视觉/声觉效果

Charm of keeping I, II & III game effects added, still need icon and visual/sound effects

添加保管符咒I,II和III的游戏效果,仍需要图标和视觉/声觉效果

Added recipes to craft 4 charms into 1 of the next tier higher

添加用4个符咒合成1个更高级符咒的合成表

2012-11-05

Tower bridges should now clear terrain blocks out of the “inside” of the bridges while generating

在生成巫妖塔的桥时会清理掉周围的地形方块

Actually fixed monster spawning issue - previous fix contained copy/paste error

真正修复了怪物生成的问题-上次的修复包含复制/黏贴错误

Temporary workaround to painting overpopulation in lich towers

暂时着手于巫妖塔中过度生成的画

2012-11-01

Added new treasure item, ore magnet

添加新的战利品-矿石磁铁

Started work on treasure item, crumble horn

开始着手于战利品瓦解之号角

Updated minotaur sounds to current cow sounds

将牛头人的声音升级到现在牛的声音

Started work on treasure item, peacock fan

开始着手于战利品孔雀羽毛扇

Changed feature cache save location to grab the chunk save location from the server

更改储存位置的功能缓存使其记录来自服务器的区块储存

Started work on treasure item, Moonworm queen

开始着手于战利品月光蠕虫女王

Fixed bug causing extra monster spawns in features

修复造成额外怪物生成在各类群系的漏洞

Added bat spawns to features and dark forest

让蝙蝠生成在黑暗森林和各类群系

Began work on charms

开始着手于符文

Discovered that painting overpopulation in lich towers is due to a bug in vanilla minecraft

发现巫妖塔的画的过度生成是原版Minecraft的漏洞

Changed minotaur axe to look like diamond, since it is

使牛头人斧头看起来像钻石,因为它就是

Added dimension ID to config file

在配置文件中添加维度id

Fixed bugs in uncrafting table

修复拆解台的漏洞

Changed maze map view radius back to normal, I need to stop changing that

将迷宫地图的视野改回正常,我需要停止改变它

Removed some cache debugging messages

移除一些缓存调试信息

Added major feature structure regenerator into the appropriate function in the chunk provider

在区块构造器中添加具有正常功能的主要群系结构

Added a logo to the Forge mod display screen

在Forge的模组显示页面添加一个Logo

2012-10-25

Fixed fiery sword recipe, oops

修复炽铁剑的合成表,哦噗

Ported to Minecraft 1.4 (with prerelease Forge and MCP)

移植到Minecraft1.4(带有预发行的Forge和MCP)

Fixed Nagastone so that it only drops head or body blocks again

修复娜迦石使其再次只掉落头部和身体部位的方块

Re-did config file categories

重做配置文件的分类

Set bosses to use new generic boss health display, disabled my copy of the boss health bar code

让Boss使用新的通用boss血量条显示,禁用我仿用的boss血量条代码

Added blank magic map item

添加空白魔法地图物品

Added blank maze maps, with the mazes automatically centered

添加空白迷宫地图,迷宫自动添加在在地图中间

Updated boss renderers to send data to health bar display

升级boss的渲染器以向血量条显示发送数据

Changed hydra healing timer to 50 seconds

将九头蛇的血量恢复改为每次50秒

Hydra will no longer fire bombs at targets above it

九头蛇不会在向目标上方发射火焰炸弹

Made a little 1-room ruin on top of the labyrinth

在迷宫顶部设置一个小1号房间

Added 3 more block ids: sapling, more logs, more leaves

再添加3个方块id:树苗,树木,树叶

Switched a lot of the block item classes to a more generic one

将大量方块的分类替换到更通用的类型

Began implementing saplings

开始完善树苗

Feature caching using a file

用一个文件实行功能缓存

Removed cow step sound from deer

从鹿身上移除牛的脚步声

Added cow step sound to minotaurs

给牛头人添加牛的脚步声

Reduced meef drops from minotaurs from 0-2 to 0-1

将牛头人的牛头人肉掉落从0-2减少到0-1

Updated to minecraft 1.4.2 and Forge 6.0.1.331

升级到Minecraft1.4.2和Forge6.0.1.331

Put torches in labyrinth treasure rooms

在迷宫的战利品室放置火把

Fixed item colors - spawn egg and plant items

修复物品的颜色-生成蛋和植物物品

Implemented transformation powder and a bunch of transformations

完善转生粉和一堆转变

Fixed summoned zombie sounds

修复被召唤僵尸的声音

Added strength II potions to zombie scepter recharge recipes

在僵尸权杖的充能合成表中添加力量II药水

Changed bighorn sheep to use the new entity special initialization function

让大角山羊使用新实体特殊初始化功能

Updated my monster eggs to also call the entity special initialization function

升级生成蛋使其也使用实体特殊初始化功能

Minoshroom is worth 100 xps

牛头人会掉落100xp

Smelting ironwood ingredients now gives 2 ironwood ingots, since you’re using 2 1/9 blocks for the * ingredients

熔炼生铁树原料会得到2个铁树锭,因为你花了2个方块的1/9来获得这个t*的原料

Nerfed meef down to chicken food value levels since it’s so stringy and tough

将牛头人肉削弱到鸡肉的价值因为它如此坚韧

Added item icons for blank magic map and blank maze map

给魔法地图和迷宫地图添加物品标识

Changed recipes to give a blank map where appropriate

添加正确的魔法地图合成表

Feature cache doesn’t save if nothing has been added since the last save

如果上次存档之后没有添加任何东西则不会储存功能缓存

Skeleton druid model now inherits from ModelBiped, since ModelSkeleton is picky

现在骷髅德鲁伊模型继承了双足动物的模型,因为骷髅模型太挑剔了

Added transformation powder icon

添加转生粉的物品标识

Maze maps now show a dot for a player outside their y scan radius

现在在迷宫地图的Y轴检测半径的玩家会显示为一个点

Biome decorator should no longer decorate based on the feature biomes

基于特色群系群系修饰器应该不再修饰群系

Saplings kind of work

树苗基本能够使用了

Mangrove sapling won’t grow since it’s not over water

如果不再水上红树树苗不会生长

Fixed Naga Armorer achievement

修复娜迦护甲的成就问题

2012-10-19

Labyrinths with a variety of rooms

充满不同种类的迷宫

Mazestone changed into a "real" block with a variety of textures

迷宫石成为带有不同材质的一个"真实"方块

Changed how the treasure generator uses the RNG

更改战利品生成的随机数发生器

Drew & programmed skins for fiery & steeleaf armor

绘图和编程炽铁和钢叶套的皮肤

Added steeleaf recipes and enchants

添加钢叶套的合成表和附魔

Added minotaur axe, with a damage bonus for charging

添加米洛陶斧,冲刺时有伤害加成

Added Mazebreaker pick, capable of mining mazestone 16x as fast as regular picks

添加迷宫破坏者,比普通镐子挖迷宫石快16倍

Set mazestone to 2x obsidian hardness (blast resistance still intentionally terrible)

迷宫石有2倍黑曜石的硬度(爆炸抗性故意十分可怕)

Changed max mosquito swarm spawn amount from 1-4 to 1

将成群的蚊子的最大生成数量从1-4改为1

Removed nonfunctional smelting enchantment

移除不起作用的熔炼附魔

Reduced minotaur health from 40 to 30

将牛头人的血量从40减为30

Filled out treasure tables for labyrinth room, dead end, & vault

将迷宫的房间,死胡同和保险库添上战利品箱

Added some treasure table utility functions

添加一些战利品箱的效用功能

Experiments with feature caching

标志生成物缓存的尝试

Gave cow sounds to minotaurs

给牛头人牛的声音

Added meef drops

添加牛头人肉掉落

Added meef cooking recipe

添加牛头人肉的烹饪合成

Stopped two non-functional items from generating, temporarily

暂时阻止两个无功能物品的生成

A few more checks to try not to crash with an OOB exception when we get bad biome data

当我们得到坏的生物群落数据时,再进行几次检查,以避免因带外数据异常而崩溃

Disabled old maze generation under hollow hills

关闭旧的在空心矿山下迷宫的生成

2012-10-06

Changed how rarity is designated for TF items to avoid crashing servers

为了避免服务器崩溃更改了暮色森林物品稀有度的设计

Suppressed error on event listener initialization for old forge versions

在旧版Forge下禁止事件侦听器的错误产生

Achievements and fiery items won’t work properly, so update forge!

成就和炽铁工具不能正确工作,那就升级Forge

Removed some old [WIP] tags from hydra and questing ram, since they’re mostly working the way I want

移除一些来自九头蛇和迷题羊的旧的[WIP]标签,因为它们大致按我想的方式工作

2012-10-06

Minotaurs with charging AI

带有冲锋AI的牛头人

Added fiery armor, pick, and sword

添加炽铁套,镐,剑

Added code to add automatic item enchantments into the creative pane

为在创造栏添加自动物品附魔添加代码

Tentative auto-smelt code for fiery pick

暂定为炽铁镐添加自动熔炼的代码

Made maze ruins a new feature, added mazes under them

添加一个新的标志生成物迷宫遗迹(牛头人迷宫),在它们底下添加迷宫

Used some fancy reflection to try to get both byte and int versions of the map dimension field working.

使用一些奇特的映射来尝试使字节和int版本的地图维度的区域都工作

Renamed magnetic blood to fiery blood

将夺目的血液重命名为炽热的血液

Added ingot and recipes to support fiery armor

添加炽铁套的金属锭和合成表

Renamed “fire reactive” armor enchant to “fiery aura” & added to language registry

将护甲附魔"火之响应"重命名为"炽热光环"并添加到语言注册

Added recipes for (2) fiery tools, using blaze rods for sticks

为(2个)炽铁工具添加合成表,用烈焰棒代替木棍

Marked all fiery items as rare

将所有炽铁道具标记为稀有物品

Fiery pickaxe now sets creatures on fire on hit

用炽铁镐攻击生物时会使其着火

Particle animation for pickaxe auto-smelting and fire-setting

炽铁镐自动熔炼和点燃的粒子动画

Moved maze ruins to the clearing biome, temporarily

暂时将迷宫遗迹移至森林群系的空地

Spawn a few ravens around the obsidian monoliths

在黑曜石柱旁生成一些乌鸦

Made a well-like maze entrance

添加一个像井的迷宫入口

Added temporary map icon for maze ruins

暂时为迷宫遗迹添加地图标识

Minotaurs should now attack during their charge

牛头人现在在它们冲锋时会攻击

Hydra:

九头蛇:

Removed some debug messages

移除一些debug信息

Hydra now saves number of heads and restores them properly on load/save/dimension transfer

九头蛇现在会保留头的数量并在加载/存档/维度穿越时正确加载

Hydra attacks with more heads and breathes more accurately on harder difficulty settings

在困难难度设置下九头蛇会用更多头进行攻击而且火焰吐息会更精准

Changed bite from excluding all other attacks to counting as three attacks for purposes of head activity

除了其他攻击外将啃咬更改就头部而言的三次攻击

Launches extra destructive mortars at players hiding behind things

向躲藏在其他东西后面的玩家发射更加有毁灭性的火焰喷射弹

Never displays as burning, even if standing in fire

即便处在火中也不会显示燃烧动画

Heads should die after 60 seconds without a body

在没有身体的情况下头会在60秒后死亡

Misc hydra parts should also check incoming attacks and deny out-of-range ones

九头蛇其他部分的身体也会检测受到的伤害,除了超过距离的攻击

Restored rule that only one head can bite at a time, though other attacks are fair game

恢复了一次只有一个头会啃咬的原则,尽管其他攻击是公平的

Naga

娜迦

Will ignore targets when they move outside of his courtyard

娜迦会无视庭院外的目标

Does not despawn when moving outside the courtyard

离开庭院时娜迦不会消失

Does not take damage from targets outside the courtyard

在庭院外娜迦不会受到伤害

Begins healing if 30 seconds go by without taking damage

30秒内没收到伤害会开始回血

Including growing new segments

包括生长中的身体部分

Revised segment code a little to fix some bugs

修复身体部分的代码以修复一些漏洞

2012-09-27

Fixed spawn eggs

修复生成蛋

Fixed a crash with placing ceiling-growing plants

修复放置顶层生长植物的一个崩溃

2012-09-26

Add an actual config file option for the nagastone block with a valid default value

为娜迦石方块添加具有有效默认值的一个实际设置文件选项

2012-09-25

Added nagastone

添加娜迦石

Reduced nagastone to just head and body blocks and set them to auto-connect with each other

将娜迦石分为头部和尾部两种方块并使其自动连接

Revised naga courtyard wall

修改娜迦庭院的墙

Finally remembered to change deer item drop to venison instead of beef

终于想起来将鹿的掉落物改为鹿肉而不是牛肉

Awkward solution to non-threadsafe particle crash - buffer the particles and add them during a safe time

解决非致命粒子崩溃的勉为其难的方法-减少粒子并使其在安全的时间出现

Dark forest leaves can now catch fire individually, but with no chance for the fire to spread

黑暗森林的树叶现在可以独立着火,但火焰蔓延没有更改

Marked the whole dark forest biome as “high humidity” - discourages fire spreading

将整个黑暗森林群系标记为"高度潮湿"-火焰难以蔓延

Changed stalagmite generation so that they need a base to hang from

更改石笋的生成使其需要一个基底来悬挂

Fire swamp features (lava, fire jets) don’t generate in the hydra’s lair

火焰沼泽的标志生成物(岩浆,火焰喷射方块)不会在九头蛇的巢穴生成

Fix for diamond/ingot block uncrafting bug

钻石/金属锭的方块拆解漏洞的修复

Fix for the initial “Twilight Portal” achievement never being granted. Apparently isIndependent() doesn’t mean what I thought it did.首次进入暮色森林不会获得成就漏洞的修复.显然"isIndependent()"的含义不是我想的那样

Apparently it is considerably more difficult to stop other mods from doing world generation in the Twilight Forest under FML than under ModLoader

显然在FML下阻止生物的世界生成比在ModLoader要困难得多

Updated to Forge 282

将Forge升级到282

Used new Forge methods to set sky/star color appropriately for Optifine or other situations where the SkyProvider is not being called

利用新Forge为高清修复或其他Skyprovider不是那么称呼的情况下正确设置天空/星星的颜色

Used new Forge method to allow sleep anywhere

利用新Forge以允许玩家在任何地方睡觉

Added feature marker data to bedrock under the center of a feature

为标志生成物中心下方的基岩添加标志生成物的标记数据

Removed unnecessary meta number from nagastone names

从娜迦石的名字中移除不必要的元数据

Removed unnecessary fire jets from creative menu

从创造模式的物品栏中移除不必要的火焰喷射方块

Removed green tint from fire jet blocks in item form

将火焰喷射方块物品形态的绿色光泽移除

Made hydra chops overpowered

让九头蛇的啃咬十分强力

Hydra changes:

九头蛇的更改:

Hydra should engage secondary targets with side heads as long as they are not otherwise engaged

只要在无其他目标吸引的情况下九头蛇的侧头应该被次级目标吸引

Slightly better logic for primary target switches

主要目标切换的细微改善

Added scales and box outlines to hydra skin

为九头蛇皮肤添加鳞片和箱形轮廓

Reflected mortars now deal damage

反射的火焰投射弹现在可以造成伤害

Changed some of the fire attack types to actual fire (fire breath, mortar). They seem to still take armor off, only actual “on fire” damage does not

将一些火焰攻击的种类改为真实火焰(火焰吐息,火焰投射弹).它们似乎仍然无视护甲,只有真正的"着火"伤害不会无视护甲

Increased damage for most of the hydra’s attacks a lot, so that it’s balanced for naga scale/diamond armor

为大多数九头蛇的攻击大幅提升伤害,这样对娜迦鳞片/钻石护甲比较平衡

Fixed some circumstances where the hydra would bite or breathe on itself

修复九头蛇会对自己啃咬和喷火的现象

Standardized how the hydra takes attacks w/r/t its armor value3

对九头蛇如何受到伤害指定了一个标准

Fixed body and tail bounding boxes

修复身体和尾巴的碰撞箱

They now knock away creatures and break blocks

它们现在可以击飞生物和破坏方块

Refactored hydra code to handle more than 3 heads

重制的九头蛇代码可以达到超过3个头

Began adding heads 3 and 4 (aka heads 4 and 5)

开始添加头部3号和头部4后(也可以说是头部4号和5号)

And then heads 5 and 6! I can’t stop!

然后是头部5号和6号!我停不下来了!

Added dead, dying, reborn and roaring states, and started animations

添加死亡,死亡中,重生和吼叫的阶段,开始动画化

Rear heads now perform secondary attacks

后部的头现在可以进行次级攻击

Heads not currently connected are marked idle

没有正确连接的头标记为闲置状态

Rear heads are allowed to make primary attacks

后部的头允许进行主要攻击

Heads cancel their attacks if they’re going to hit another head or neck

如果头部的攻击会击中另一个头或脖子就会取消攻击

Heads have a damage counter and die when they reach a threshold

头部有一个伤害计数器并在达到一个临界值时会死亡

Two heads grow back for every one killed

一个头死后会再长出两个头

Now starts slower target tracking during fire breath warm up. 

This stops the first tick of fire breath from being an almost automatic hit

现在在准备火焰吐息时会进行更缓慢的目标追踪,以防止火焰吐息的第一个tick变成一个完全自动的攻击

Balancing experiments

平衡尝试

Mortars call the normal explosion code, but at a low value that doesn’t seem to destroy blocks

火焰喷射弹应用了普通爆炸的代码,但处于似乎不会破坏方块的低数值

Death animation where all the heads die

当所有头死亡进行死亡动画

Made it so that the “base” entity doesn’t take mortar damage

这样做使"基部"实体不会受到火焰喷射弹的伤害

Spawner now generates in the hydra lair and spawns the hydra properly

九头蛇刷怪笼现在正确生成在九头蛇巢穴并生成九头蛇

Hydra will now cheerfully roast small animals around it when it is idle

九头蛇处于闲置状态时现在会兴奋的烤它周围的动物

Crushes blocks beneath it until 80% are solid

除非它底下的方块有80%是固体方块否则它会摧毁底下的方块

Will only bite when there are 3 or more heads

只有在它有3个或更多的头时才会进行啃咬

Added loot

添加掉落物

2012-09-11

Added in venison, just for Honeydew. Same stats as beef, at the moment

添加鹿肉,为了Honeydew,目前和牛肉一样的状态

Reduced the number of smoker blocks and fire jets in the fire swamp back to a reasonable number

将火焰沼泽中的烟雾方块和火焰喷射方块的数量减少到合理的数量

Gave the hydra a map icon

给九头蛇添加地图标志

Temporarily made the map icons blank for the areas where it wasn’t actually generating a landmark yet

暂时用地图空白图标标记还未生成图标的地区

Added a quick line of code to workaround a bug where experience levels were not displayed properly when switching dimensions

添加了一个快速的代码行,以解决在切换维度时经验级别没有正确显示的问题

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.

树篱迷宫生成器设置树篱方块为元语言2的现象似乎是个bug。修正了生成器并(临时)将代码设置为将元语言2的方块视为元语言0的方块。

Disabled the vignette rendering in the Twilight Forest, since it was always on

禁用了暮色的渐晕渲染,因为它一直处于启动状态

Added a boss health bar to the naga, lich and hydra

为娜迦,巫妖,九头蛇添加血量条

Added “panic particles” to the kobolds when they flee, to make them more pathetic and make the animation more understandable

为狗头人逃跑的时候添加“痛苦粒子”,使它更令人同情并使动画更易理解

Fixed an internal block ID conflict that was causing some block IDs to be assigned to the very end of the available ID space

修复一些方块ID被发配到可用ID空间的末尾的内源方块冲突

Fixed uncrafting table recipe

修复拆解台的合成表

2012-09-03

Fix for torchberry root block placement

修复火炬浆果根方块的放置

Marked fire jet blocks [WIP]

标记火焰喷射方块[WIP]

Minor fix for kobold texture (that I swear I’ve done before) to the ragged edge of their shirt

狗头人材质的小修复(之前我承诺过已经完成了),修复了它们衬衫边缘的参差不齐

Added kobold sounds

添加狗头人的音效

Fire jets now siphon from the lava reservoir under them as they go off

火焰喷射方块现在在喷射的时候会抽走底下的岩浆源

Fixed some display names for new creatures in certain circumstances

修复在特定情况下一些新生物的显示名称

Slightly changed firefly glow rendering

轻微改变萤火虫发光的效果

Split apart the “complex” block into firefly jar, uncrafting table, and fire jet blocks

将“复杂”方块分成萤火虫罐子,拆解台和火焰喷射方块

Re-enabled the ore meter (still WIP)

重新启用矿石感应仪(仍是WIP)

Changed the sky color to a deeper blue

将天空颜色改为更深的蓝色

Made the actual brightness level in the dimension slightly brighter

让维度的实际亮度更亮一些

Changed the trigger code for the twilight arrival achievement so it seems to actually trigger now

更改暮色到达成就的触发器代码以使它工作

Added new code to re-enable all the crafting achievements

添加新代码以重新启动所有的合成成就

Fixed NPE in goblin crafting table

修复哥布林合成台的NPE

Changed naga scale recipes to have specific enchants instead of random ones

更改娜迦鳞片的合成使它拥有特定而不是随机的附魔

Added mosquito swarms to the swamp spawn list, using the same tech as in the dark forest to restrict spawn rates

在沼泽生成名单上添加成群的蚊子,用跟黑暗森林一样的方法限制生成率

Implemented my own SkyRenderer

让我自己的天空渲染生效

Added death tomes

添加死亡之书

Added mosquito swarms

添加成群的蚊子

Custom particle rendering for my custom particles

为我的自定义粒子添加自定义渲染

2012-08-20

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

添加了“CreatureCompatibility”选项以修复从1.11.1升级的玩家的生成器

2012-08-26

Disabled fire swamp in biome creation - temporary

在生物群系创建中禁用火焰沼泽 - 临时

Fixed armor rendering registration so that new armors show properly

修复装甲渲染登记,以便新装甲显示正确

Plant blocks (roots and torchberry plants) now placeable on ceilings again

植物方块(根和火炬浆果)现在可以再次放置在天花板上

Regular plant blocks (fiddleheads and mushglooms) now placeable on floors

现在可以在地板上放置常规植物方块(蕨类和苔藓植物)

Torchberry plants drop only the plant when sheared

当剪切时,火炬浆果仅掉落植物

Fiddlehead item icon now properly colored

蕨类物品图标现在正确着色

Fixed Zombie wand recharge recipe - did potion IDs change?

修复僵尸权杖充能合成表 - 药水ID改变了吗?

Updated potion IDs in treasure tables

更新了宝藏表中的药水ID

Fixed TF spawn egg names to pull from mod-specific entity list

修复暮色森林生成蛋名称从特定模组的实体列表中提取

Removed entity IDs from config file since there is now no way they can conflict

从配置文件中删除了实体ID,因为它们现在无法冲突

Pushed sound registration into client proxy to fix a dedicated server crash

推送声音注册到客户端代理以修复专用服务器崩溃

Updated mob spawner names to contain the mod name (“TwilightForest.mobname”)

更新了刷怪笼名称以包含模组名称(“TwilightForest.mobname”)

Attempted to re-enable the firefly & torchberry light value checker/updater

尝试重新启用firefly&torchberry light value checker / updater

Disabled global entity registration

禁用范围实体注册

Ripped a lot of old code out of TFWorldClient that is apparently no longer necessary

从TFWorldClient中删除了很多旧代码,显然已经不再需要了

Set up the flame jet blocks and their lifecycle

设置火焰喷射块及其发射周期

Tried out smoker blocks for fire swamp

尝试在火焰沼泽中摆放烟雾方块

Fixed a bug causing extra ferns not to generate in any of the biome dimensions

修复了导致额外蕨类植物无法在任何生物群系维度中生成的错误

Added fire swamp biome - disabled from generating in this build

添加了火焰沼泽生物群系 - 禁止在此构建中生成

Added hydra lair - only generates in fire swamp, disabled

添加了九头蛇巢穴 - 仅在火焰沼泽中生成,禁用

2012-08-20

Changed default block and item IDs to ones even less likely to conflict in the future

将默认方块和物品ID更改为更不可能在将来发生冲突的ID

Fixed crash on dedicated server startup

修复了专用服务器启动时崩溃

Fixed crash on penguin render

修复了企鹅渲染的崩溃问题

2012-08-20

Removed some debug messages

删除了一些调试消息

Increased default entity tracking range and frequency to more closely match vanilla entities

增加默认实体跟踪范围和频率,以更接近地匹配原版实体

Made it so that you appear on the edge of the portal pool after going through. This stops some problems with instant re-portalling

这样做是为了让您在通过后出现在传送门的边缘。 这可以解决即时重新传送的一些问题

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

更改了传送池的检测,以便池可以被草或泥块包围,因为似乎很多人都有这个问题

Split up cicadas and firefly blocks again, since keeping their facing in the TileEntity was annoying and bug-prone (ha! pun!)

再次分开蝉和萤火虫方块,因为保持他们在TileEntity中的面对很烦人且容易出错(ha!pun!)

Updated chunk generation for full 4096 block id support

更新了方块生成以获得完整的4096方块ID支持

Moved root blocks into their own block ID

将根方块移动到它们自己的方块ID中

Made the 4 wood types work like the vanilla wood types, with sideways wood

使4种木材类似于原版的木头类型,及侧面的木头

Changed the trees so that they generate “normal” logs in the trunk and the branch blocks are entirely bark-textured

更改树以便它们在树干中生成“正常”原木,并且分支方块完全树皮纹理化

Added all blocks & items that we want to appear in creative mode into the proper tabs

将我们想要以创造模式显示的所有方块和物品添加到正确的标签中

Switched lich tower roof slabs to birch instead of default

切换巫妖塔屋顶的台到桦木而不是默认的橡木

Upgraded to Minecraft 1.3.2 and Forge 193

升级到Minecraft 1.3.2和Forge 193

Re-did maze & magic map packets for the new forge

为新forge重新制作了迷宫和魔法地图

Moved block IDs around to fit in the new environment

移动方块ID以适应新环境

Made the portal block instant transport for now (or permanently)

现在(或永久)使传送门方块即时运输

Refactored, moved, and re-wrote a lot of code for the new Forge & Minecraft version

为Forge&Minecraft新版本重构,移动并重写了大量代码

Began porting to Forge 171 and minecraft 1.3.1

开始移植到Forge 171和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

更改了传送门的创建逻辑,以便代替方块(花,草,蘑菇)列表,它只检查Material.plants,Material.vines或Material.leaves的才质。 这应该允许mod的植物工作,假设他们编码正确

Quest Ram now fully operational

任务内存现在全面运作

Added model and entity for Kobolds

为地精添加了模型和实体

Redcaps updated to new AI with new avoid frontal assault task

红帽地精更新到新的AI,新的避免正面攻击的任务

Code reorganizations for features

功能的代码重新组合

2012-06-05

Fixed horizon rendering with the proper sea level in TFWorld

修正暮色森林中适当海平面的水平渲染

Changed many blocks to use the forge metadata methods to allow essentially several types of blocks in one ID

更改了许多方块以使用forge元数据方法,在一个ID中基本上允许几种类型的方块

Caves are back - with a lot of dirt

洞穴又回来了 - 有很多泥土

Added root systems to all twilight forest trees

为所有暮色森林的树添加了根系统

Also a ton of miscellaneous roots, some with ore

还有一大堆杂根,有些还有矿石

Turned on monster spawning underground

打开地下的怪物生成

Added ironwood ingots, armor and tools

添加了铁树锭,装甲和工具

Added torchberries and recipes for torches

为火炬添加了火炬和配方

Goblin Tinkering Table

地精工匠台

Fixed a strange bug in biome determination for features

修复了生物群系功能测定中的一个奇怪错误

Made ravines stop generating through my features where the decorations are disabled

通过装饰品功能使山沟停止生成的功能被禁用

Made new structure for the quest grove

为任务树丛制作新结构

Began stuffing all my code in packages, in (maybe) preparation for an API, or maybe just to make it easier to find things

开始将所有代码填入包中,(可能)准备API,或者只是为了更容易找到东西

Added tech that allows recipes to create enchanted items

添加了技术,允许创建附魔物品的合成表

Changed firefly jar into general purpose “complex” block and added goblin tinkering table to that block ID

将萤火虫罐子改为通用的“复杂”方块,并将地精工匠桌添加到该块ID中

Dark forest biome! With lots of code to support it

黑暗森林生物群系!有很多代码来支持它

Converted fireflies and cicadas into a single block id, which can support more critters in the future

将萤火虫和蝉转换成单个方块ID,将来可以支持更多的生物

Moved the armor render index far away from the default values. Hopefully no more collisions

移除了盔甲渲染索引远离默认值。希望没有更多的碰撞

Somewhere in there, I added the enchanted forest biome too

在暮色森林的某个地方,我也加入了魔法森林生物群系

Changed highlands to be less hilly, more high

高地不那么丘陵化,变得更高

2012-06-03

Updated to the most recent Forge and MCP versions

已更新至最新的Forge和MCP版本

Fixed an incompatibility with recent forge versions where the portal would get stuck teleporting you back and forth forever

修复了与最近forge版本不兼容的问题,在这些版本中,传送门会被卡住,让你永远地来回传送

Reduced the amount of animals spawning to a number more closely resembling vanilla minecraft

将生成的动物数量减少到更接近于原版minecraft的数量

Requires Forge 3.1 (last version did anyways, for achievements)

需要Forge 3.1(最后版本无论如何都取得了成就)

Fixed a bug displaying the magic map when biomes were set above 127

修复了当生物群落设置在127以上时魔法地图的显示错误

2012-05-01

Cut twilight forest woods now have the cut log look to them.

砍伐暮色森林的树木时可以看到原木。

New maps! Magic map, maze map (and upgraded maze/ore map)

新地图! 魔术地图,迷宫地图(以及升级的迷宫/矿石地图)

Set "rarity" colors for TF items

为暮色森林物品设置“稀有”颜色

Re-drew some items, including naga armors

重新画了一些物品,包括娜迦盔甲

New fancy config file, which actually works on the server

新的花哨的配置文件,实际上在服务器上运行

New sounds. You will need Forge 3.1.3 for the sounds, which as of this writing, is not yet the recommended version.

新的声音。 你需要Forge 3.1.3来获取声音,在撰写本文时,它还不是推荐的版本。

Tiny birds (with 4 variations), squirrels, bunnies (3 variants), and ravens added

小鸟(有4种变化),松鼠,兔子(3种变种)和乌鸦加入

Doubled the amount of animals spawning since there's so many more varieties now

由于现在种类繁多,动物生成量增加了一倍

Attempted fix for ConcurrentModificationException in SMP

在单人模式中尝试修复ConcurrentModificationException

Achievement Page (not quite all working yet)

成就页面(还没有全部完成)

A few new items, which mostly serve as ingredients for the new maps

一些新,主要作为新地图的成分

2012-04-19

Renamed the wands to scepters, and finished all the code for them.

将魔杖重命名为权杖,并完成了所有代码。

Naga scale armor is automagically enchanted when you craft it

娜迦鳞甲在制作时会自动附魔

Lich should no longer despawn until he's killed

在巫妖被杀之前,巫妖不应消失

Some revisions to hollow hill generation, with the goals of making them slightly more scenic and balancing monster/reward ratios

空心矿山配置的一些修改,目标是使它们更加风景化和平衡怪物/奖励比率

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!

将堡垒放回到它们应该在的地下空间

添加了地下矿山迷宫。他们没有装饰,怪物,宝藏只是预留品,但它们是迷宫!

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.

将骨骼德鲁伊移动到新的AI系统,并将它们的射弹移动到EntityThrowable类

调整了巫妖的模型和yOffset以阻止单人模式中的一个奇怪的抖动错误.

Made swarm spiders (and hedge spiders, for good measure) only able to ignore light levels for spawning in hedge mazes.

使集群蜘蛛(和树篱蜘蛛,为了好的测量)只能在树篱迷宫中生成时忽略亮度。

Removed custom swarm spider renderer in favor of just using the scaling methods made for cave spiders

删除了自定义集群蜘蛛渲染器,转而使用为洞穴蜘蛛制作的缩放方法

Added a new targetTask to hostile wolves so that they once again target nearby players

为敌对的狼添加了一个新的目标任务,以便他们再次瞄准附近的玩家

Developed new technology so that players should only be hurt harvesting and walking on hedge maze blocks and not from incidental clicking.

开发新技术,让玩家只在树篱迷宫方块上收割和行走时受伤,而不是偶然点击。

2012-04-08

Updated to minecraft 1.2.5 and the new forge modloadermp replacement

更新到Minecraft 1.2.5和新的forge modloadermp更换

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.

添加了几个正在进行中的新物品,包括娜迦鳞片护甲和你将能够从巫妖boss获得的新魔杖。

Fixed a nasty issue with "overkilling" the naga causing a crash

修复了一个令人讨厌的问题,“过度击杀”娜迦导致崩溃

Several other internal fixes

其他几个内部修复

2012-04-01

Added firefly jar decorative block. Shapeless recipe = firefly + glass bottle.

添加了萤火虫罐装饰方块。 无序合成表=萤火虫+玻璃瓶。

Added many attacks, abilities, and animations to the Lich boss. Still working on him, but he's playable now.

为巫妖boss增加了许多攻击,能力和动画。 仍在努力,但他现在可以玩了。

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.

在空心山丘和法师塔中添加了“自然的”黑暗怪物生成

许多的塔楼修改:使它们变暗,使楼梯摇摇晃晃,增加了阶梯交叉口,改变了一些房间布局,增加了更多更好的宝藏,调整了设置以使塔更大更精致。

Added variant larger canopy tree.

添加了更大的变种冠层树。

2012-01-20

Added ModloaderMP to the dependencies. You need it even for single player.

向依赖项添加了ModloaderMP。 即使是单人游戏也需要它。

Multiplayer is now working! Probably still a few bugs, but I think I got most of them.

多人游戏现在可以运作! 可能还有一些漏洞,但我认为我得到了大部分漏洞。

Throwing a diamond in the water now makes the diamond fizzle if your pool is built wrong.

如果你的游泳池造错的话,在水中投掷钻石现在会失败。

Fixed a dumb math bug that made the portal not work for some negative x and z values.

修复了一个愚蠢的数学错误,使得传送门不适用于某些负x和z值。

Added an option shouldOtherModsGenerateInTwlightForest defaulting to false.

添加了一个选项shouldOtherModsGenerateInTwlightForest默认为false。

2012-01-20

Updated to Minecraft version 1.1

已更新至Minecraft 1.1版

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.

为所有新怪物添加了创造模式的生成蛋。 我甚至包括了来自树篱迷宫的愤怒的狼等不太真实的怪物。 小心,娜迦会让你的世界苦苦挣扎

Fixed the situation where the player would respawn in midair and fall

修正了玩家在半空和下落重生的情况

The world should have bedrock again

世界应该再次拥有基岩

Other mods should no longer spawn features (like Millenaire villages) in the Twilight Forest that are supposed to only happen in the normal world

其他模组应该不再产生暮色森林中的特征(如Millenaire村庄),这些特征应该只发生在正常世界

Updated a lot of features to support variable world height. 

更新了许多功能以支持可变世界高度。

You'll need another mod to change the height, but this mod should be compatible

你需要另一个模组来改变高度,但这个模组应该是兼容的

Redid a lot of the generation code to support multiplayer better soon

重新编写了很多代代码,以便更快地支持多人游戏

Had to remove the mazes from under the hollow hills, as some of the code was too old to redo easily

不得不从空心矿山下移除迷宫,因为有些代码太旧而不能轻易重做

Redid some of the monster code to better work with multiplayer

重新编写一些怪物代码以更好地适用于多人游戏

2011-11-19

Updated a bunch of code to Minecraft version 1.0

更新了一堆代码到Minecraft 1.0版

Fixed all the animal models (deer, bighorn, boar) so that they support baby animals.

修复了所有动物模型(鹿,大角羊,野猪),以便它们支持幼小动物。

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).

改变了让axes影响新方块的代码,这样如果模组修改了ax类文件就不再崩溃了(现在这个代码似乎没有必要,因为axes会自动影响所有木类方块)。

Similarly changed the code that left fire effect the new blocks for better compatibility.

同样地改变了激活新代码的代码,以获得更好的兼容性

Reverted the spawn point changing code (so that it never changes the spawn point). Back to the drawing board.

恢复出生点的更改代码(以便它永远不会更改生成点)。 回到绘图板。

Slightly changed the code that supports holding the new wood blocks as items.

略微更改了支持将新木类方块作为物品保存的代码。

Added bigger giant mushrooms that mesh into the canopy layer in mushroom biomes

添加了更大的巨型蘑菇,它们与蘑菇生物群系中的冠层相啮合

Added swamp coloring. It's less intense than regular minecraft. There's still no good transition

添加沼泽着色。 它不像常规的minecraft那么强烈。 仍然没有良好的过渡

2011-11-02

Wizards towers, the stronghold-equivalent of the Twilight Forest

巫妖塔,相当于暮色森林的堡垒

Normal strongholds still generate, but steps have been taken to shove them back underground where they belong

正常的堡垒仍然会产生,但已经采取措施将它们推回到它们所属的地下

Oceans have been mostly banished from the map, replaced with large, deep lakes.

海洋大部分被放逐出地图,取而代之的是大而深的湖泊。

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.

修改了“空心矿山”,“树篱迷宫”,“娜迦庭院”等“特征”的生成表。特征之间应该有更多的森林空间,有些特征比较少见

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.

娜迦调整! 娜迦现在只受到直接击打头部的熔岩,火焰或爆炸伤害。 他可以在更大的垂直范围内进行攻击,所以不要试图隐藏在洞中。 最后,他的血量已经降低,具体取决于难度设定。 困难= 125颗心,正常= 100颗心,简单= 60颗心。

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.

娜迦鳞片可用于制作钻石防御的盔甲(仅胸甲和护腿)。 这是一个预留物品。 我的目的是在放出1.9版本,让娜鳞片成为一种自定义装甲类型,它会自动的拥有适宜的附魔。

Skeletal druid spells finally have effects. The druids still need a little more work, which could be the subject of a future update.

骷髅德鲁伊的法术终于有效果了。 德鲁伊仍然需要更多的修改,这可能是未来更新的主题

The players spawn in the twilight forest is set to the portal where they first enter.

在暮色森林中玩家的出生点被设置在他们第一次进入的传送门。

The mod generates a config file in which the block IDs can be changed.

模组生成一个配置文件,可以在其中更改方块ID。

Axes and fire effect the new blocks, and they should properly have names.

Axes和fire会影响新方块,它们应该具有名称。

Fireflies and cicadas fall off properly when the block they are on is destroyed.

当它们所在的方块被破坏时,萤火虫和蝉会掉落。

2011-10-04

The first boss: The Naga, and his ruined temple courtyard.

第一个boss:娜迦,和他的毁灭庭院

Glaciers should appear rarely in the world, surrounded by snow biomes (currently without snow).

冰川应在世界上罕见生成,由寒冷生物群系环绕而成(目前没有雪)

A new and unique portal-pool.

一个崭新独特的传送池

Fixed a bug where the player would be stuck underground in the normal world when loading or respawning in a Twilight Forest save game.

修复当在暮色森林加载或重生时卡在普通世界的地上的漏洞

Fixed oceans to be slightly more forest-y. Still deciding about them.

修复海洋的更加森林化.仍在决定中

Bighorn sheep no longer appear in white. Instead they have many colors (mostly brown).

大角羊不再以白色生成.它们现在有更多的颜色(大部分是棕色)

Smoothed the transition between temple/maze platforms and the surrounding terrain.

平滑了寺庙/迷宫平台与周围地形之间的过渡

你已经到达了世界的尽头..
2013-03-21
  • Updated to Minecraft version 1.5.1

  • 升级到Minecraft1.5.1

  • Fixed penguins to breed with fish again

  • 再次修复用鱼喂养企鹅的漏洞

  • Moved naga scale armor textures to the proper location in the file

  • 将娜迦套装的材质移动到正确的文件中

  • Fixed a crash with the uncrafting table

  • 修复拆解台引起的崩溃

  • Allow crafting a new maze/ore map with a blank maze map, not just a full one

  • 允许用空白的迷宫地图制作一张新的迷宫/矿石地图,而非覆盖满的地图

  • Put carminite ghastling spawn egg back in

  • 将高塔幽灵的刷怪蛋放回创造物品栏

你已经到达了世界的尽头..