Twilight Forest Guide Diskografie
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This can be avoided by using all mushrooms, which can be placed on other surfaces, such as stone. Now you should have a little pool; why isn't there a portal yet you ask?
That's because the portal needs a catalyst to activate it. All you need to do is walk up to the pool, and drop a diamond into the pool.
Shortly after it falls in, you should hear the crack of thunder and see lightning strike the pool— this will do minor damage to nearby players.
This lightning strike does not cause fires. If successful, you will see portal blocks where the water was. The Twilight Forest TF is perpetually in twilight, as its name implies, meaning that it will remain in constant dusk and sleep won't be possible, but default undead mobs will not spawn above ground.
There are new passive mobs in the TF such as:. And many others! Furthermore, hostile entities do not spawn on the surface, which allows for more spawning room of passive entities.
Mining in the Twilight Forest is a generally easy task, as the height of the world is usually between 30 and 60, as opposed to the overworld which can be , which makes getting to Diamonds less arduous.
Torchberries are glowing plants found in caves, which emit light, you can harvest them to combine with sticks which can be obtained from the Root Strands found underground to Torches.
Another feature of the underground is that some of the roots you will find have a greenish texture which contain Liveroot which are used in the creation of Ironwood.
These magically infused ingots produce pre-enchanted tools and armors when crafted such as an Unbreaking I shovel , Efficiency I pickaxe , or Featherfall I boots.
The Gold Nuggets used in the creation of Ironwood, along with Wheat , can be obtained easily while underground by slaying Kobolds.
All these features make for a fairly "friendly" mining experience, and certainly one that prolongs mining trips by providing you with the resources you need to keep mining.
There are still many fantastical features of the Forest, including fearsome Hollow Hills , filled with treasure and valuable ores but guarded by dozens of dangerous mobs, and the mystical grove where a certain magical animal can spawn.
Watch out for the massive Lich keeps , as they are fairly powerful and filled with mobs, along with the other bosses that are found throughout the world.
One last tip: the magical map can track an area much larger than the default map and holds an additional feature of showing the prominent landmarks in each biome, such as the Lich Tower, various mazes, and large mangrove forests.
Sign In. From Feed The Beast Wiki. Jump to: navigation , search. This page was originally created by Sirbab.
For now, we're going to deal with how to conquer a Hedge Maze. This section is geared towards players of lower skill so that they can be acclimated to combat in the Forest.
Now that we have a Magic Map, we can easily map the Forest, and quite a bit of it as well. The first thing you're going to want to do is find a Hedge Maze so that you can get acclimated to a bit of combat in the Forest.
These are not very dangerous but can sometimes contain very valuable vanilla loot. Occasionally, a Diamond Hoe can be found in one of the chests, which can be reduced into two Diamonds with aid from FTB machines.
Use your Magic Map to do so, as well as navigational skills. Bring up the F3 menu and focus on the biome. Stay away from Fire Swamps, which always spawn Hydra Lairs, as well as from Enchanted Forests they're great, but not the focus at the moment , Glaciers no landmarks to be had and Clearings only Labyrinths here.
Explore the area that your Map covers, and when you note an icon that looks like the Hedge Maze icon displayed in the key to the right, start heading there.
Important: The icon for the Hedge Maze and the icon for the Labyrinth are basically the same icon; what the mod maker did when making the Labyrinth icon was he took the icon for the Hedge Maze and lowered its saturation value, making them almost identical, so be careful not to wander into the lion's maw and go into a Labyrinth.
The former are characteristics of a Hedge Maze, the latter of a Labyrinth. Once you have found a Hedge Maze, you're going to rapidly notice that some new mobs have been created by the mod maker.
Let's take a look at them here. Note: Don't bring wolves into a Hedge Maze, for reasons we'll talk about in a bit, and try not to approach a Hedge Maze near a colony of wolves.
Because the threat level is low in a Hedge Maze, it makes the perfect learning grounds for learning new and better techniques and tactics.
Even though the threat of death is fairly low as compared to other TF locations, it's still a bit of a challenge. Swarm Spiders are just there to annoy you and push you around.
Unless they are found in very, very large numbers a swarm of 10 or 12 is about right they can't even deal damage at all. Don't make them a secondary priority, though; get right to the spawner and destroy it if you can.
This is very helpful. Hedge Spiders have a different name from vanilla spiders but are essentially vanilla spiders.
They have the same health, deal the same damage, are the same size, have the same abilities and so forth. Treat them like you would a normal spider.
Hostile Wolves, on the other hand, are another matter. These guys are a little bit tougher. They spawn from a specific type of spawner which doesn't always occur within a Hedge Maze.
Here's why you don't want to bring wolves into the Hedge Maze and why you don't want wolves to be nearby: if you try to attack them, that may cause other wolves to become hostile as well, attacking you instead.
This may cause a swarm of hostile wolves, which is never a good thing. My tactics for the Twilight Forest are basically as follows: no matter what level my armor, preparedness and weapons are at, I always go into "Super Hostile" mode.
For those of you who have played the Super Hostile series by Vechs or other Complete-the-Monument maps, you'll know exactly what I mean. For those of you who haven't, in a nutshell, the Super Hostile series is like Minecraft but more difficult by an order of magnitude.
There's traps, monsters that can't normally spawn in vanilla or do so very rarely e. Take it seriously, be paranoid, and be prepared.
I'm going to preface this with saying that yes , a jetpack is immensely helpful here, as you can jump over the walls, get to the spawners, destroy them with your mining drill and collect the loot from the boxes.
However , this dungeon is intended to adjust you from vanilla Minecraft combat to the chaotic combat that is the Twilight Forest. In the Forest, there's some dungeons where having a jetpack is more of a dis advantage than anything else, so get used to not having a jetpack.
NanoSuit is fine, electric tools are iffy, and a BatPack or a LapPack can land you in very great danger if you equip it in the heat of battle that is, barring having a Nano Saber and full quantum with a GraviChestPlate , which you probably don't and don't defend yourself properly with your actual armor chestplate.
Here's what you want to do to prevent death. These guidelines also apply to pretty much any dungeon in the Forest, although there are specific guidelines for some dungeons that may differ from these:.
Establish a base. Even if you don't feel that you need it, establish a quick base with a bed, a few chests, a workbench and maybe a furnace.
It doesn't need to be large, just somewhere where you can get re-equipped and get your bearings before venturing back into the fray to recover your items.
This holds true for this and all other landmarks in the Forest. Also make sure to build your base a decent distance away from the landmark so that your base isn't swarming with spiders while you attempt to recover from dying.
Two major tenets: building blocks and lighting. Have several stacks of each when going in. This is less necessary for the Hedge Maze, as odds are that the Hedge Maze is in broad daylight, so lighting won't help in the first place, as all Hedge Maze monsters spawn independent of light levels.
Building blocks are helpful for so many reasons: you can build barriers to prevent monsters from getting in, you can seal yourself off to regen health or drink a potion, you can pillar upwards to survey the dungeon from above not as useful with dungeons such as the Labyrinth that have a low ceiling; keep that in mind and more.
For this particular dungeon, I would advise building barriers and lots of them to wall off passageways that you haven't yet explored.
This way, you stay organized and you don't get lost. Obviously, you pretty much can't build a roof over the entire thing without great unnecessary effort, so stick to barriers.
These don't always keep spiders away unless you build a lip halfway up for spider prevention, which is tricky, but they do give you some time to retreat and think.
If you're low on blocks or time, you can also do a "waffle"-patterned wall. Build two rows of blocks going across with a one-block gap between the two, and then, to prevent the wolves and spiders from easily entering in, do the same thing with two columns.
This is easier with a jetpack. Don't underestimate the threat level. Even if the potential threat level of a landmark is fairly low, don't underestimate it.
This causes arrogance, which will inevitably lead to failure. Treat each landmark as if there's a very real and imminent chance that it will kill you.
Don't forget the block button. Blocking with your sword reduces incoming damage, whether or not you have armor. If an enemy is approaching and you're confident that you can't kill them, hit them once and then try to block.
Likewise, don't forget the attack button either , as if you simply hold the block button while enemies pound you into a corner, you're going to die painfully.
Mobs before loot. When I enter a cave, I always make sure that the cave is fully lit or, at least, the tunnel I'm in is before I mine the first block of ore.
Make sure that there are no spawners and no residual mobs within a good distance of you before you open a chest and collect loot, not after. Eyes open, sword out.
Even if you think that you've secured the area, keep your sword out at all times. Always stay alert and have your sword selected except when you are using your pickaxe or another tool to do something, e.
As a matter of fact, if you really want to be secure in loot-gathering, a sound method of doing this is to destroy all the spawners and residual monsters not just those in your area , then go through and open the boxes.
Don't try to cheat. The Twilight Forest is intentionally made so that you can cheat if you absolutely need to, but it punishes you dearly for it.
Cheating, more often than not, is a detriment. For example, you can walk on the walls of the Hedge Maze, but the Hedges hurt you when you walk on them.
You can dig through the one-block-thick walls, but this also damages you, and fairly quickly. For this one, I would advise not cheating unless you are desperate and you need to escape and regroup your resources.
When you walk into the Hedge Maze, start building barriers, if only to keep yourself organized. Denote your base that you made and the entrance that you used with waypoints to keep yourself properly oriented.
Focus on one path. Don't multitask. Deal with enemies first, then collect loot. Don't dig through the hedges, keep your sword out at all times, and take it seriously.
Once you feel that you've been adjusted to combat within the Twilight Forest, we can continue to the next section, in which we will take on a Small Hollow Hill.
You've probably heard that the Twilight Forest is a good way to jump-start your game by getting a lot of resources in a very short time.
This is true, but such resource gathering is not for the light of heart or the faint of combat. You may notice that the icons for the different types of Hollow Hill are similar in design, which is due to the fact that they are essentially the same icon at different sizes.
A Small Hollow Hill will have an icon a total of four pixels wide, a Medium Hollow Hill will have one six pixels wide, and a Large Hollow Hill will have an icon eight pixels wide.
Find a Hollow Hill which looks noticeably smaller than the rest, and then we can proceed. Kobolds are small, blue-looking goblin-like mobs that scurry around and make quite annoying grunting sounds.
If you are sensitive to annoying or high-pitched noises, I suggest you turn your speakers or in-game sounds off, as both these and the Redcap Goblins make annoying and high-pitched noises.
They will almost never be found alone. Kobolds are not very strong and do not deal much damage. They are also very cowardly creatures, and they aren't very smart either.
As soon as one of their Kobold friends has died, the rest will begin weeping, fleeing for a few seconds before attacking again.
Kobolds will drop Wheat and Gold Nuggets when killed. Redcap Goblins are a bit more dangerous. Although they aren't as dangerous as some other mobs we'll encounter later, they can pose a bit of a challenge as they have the same health as you but are also armored with a pair of Iron Boots.
This makes them marginally more difficult to kill than killing an unarmored player. They also have a stronger variant, the Redcap Sapper , which we'll talk about later.
They also drop a Maze Map Focus , but this is a very rare occurrence in later versions of the Twilight Forest mod.
If you're playing on nearly any pack except Beta Pack A, the drop chance of a Focus will be very rare. Later versions of TF make this a very valuable item, only dropped by Minotaurs or found in Labyrinth chests on any sort of regular basis.
Thus, acquiring one from a Redcap is a stroke of good fortune, and the Focus should most likely be reserved for the creation of an Uncrafting Table , a versatile crafting table that also carries some functions of an Anvil from vanilla Minecraft and allows for the "uncrafting" of items, i.
This doesn't work with all mod items, though, and you'll still need an anvil for applying enchanted books to items.
Take an Ender Pouch. You will be acquiring lots and lots of items, some of which you'll want, some of which you won't and some of which you might lose.
If you want to keep things safe, take an Ender Pouch or even two and store the items you want to keep in there. It's also helpful for inventory management; instead of making the hard choices, like "Now, do I want to keep the redstone or get that Maze Map Focus?
This is especially easy if you can sync up the Ender Pouch's respective Ender Chest to have items being automatically extracted by an Engine on the overworld.
Enter from the side. The rule of "never dig straight down" applies here. Although it's tempting to enter from the top, grab the ores and sneak out unnoticed, this doesn't happen in Small Hollow Hills or anywhere else.
This is especially true because Small Hollow Hills are very cramped and there's little to no breathing room, which can give you a tactical advantage, as mobs won't be able to get to you.
Enter from the side of the hill the elevation of the floor inside the hill is approximately the same as regular floor in the Forest and light up the floor.
This is also true because, amid all the stalactites, it's hard to relocate a ceiling-based entrance, even with use of a Jetpack.
I've tried and failed many times. Light up the floor first. Tying into the "mobs before loot" principle, this principle states that, before making staircases towards the stalactites of Iron and Redstone Ore, you should light up the floor, the spawners and so forth.
Otherwise, you can have Skeletons and in larger Hollow Hills, nastier creatures like Slime Beetles and Fire Beetles shooting at you while collecting ore, or a Zombie could wander up your staircase and push you to your death amidst a dozen Redcaps.
Destroy the chests. Once you've gotten the items out of a chest, break it so you don't keep looking in there.
This wastes valuable time. Even if there's items you don't want in there, break it and let the items despawn. Previous tactics also apply.
Major notable ones that still apply are stay alert , build a base , and don't underestimate threats. Barriers are almost built for you in a Small Hollow Hill, you just have to find a way to use them to your advantage.
Now that we've had some experience in combat and navigation in a Hollow Hill, we can move on to a larger variety. If you can, locate one using your Magic Map.
Remember, the icon will be six pixels wide at the base. By the way, this is where ore acquisition begins. Large amounts of Iron and Coal, decent amounts of Redstone and Lapis and small amounts of Diamond can be found in these hills, as well as a decent amount of mod-added ores, although mod-added ores will appear as veins in the walls, stalagmites or floor, but will not hang from the ceiling as vanilla ores will.
In addition to these, you may also seen mobs you've seen before, such as the Redcap Goblin and the Swarm Spider. The Fire Beetle is a bit of a nasty creature, although not too dangerous.
The Fire Beetle can deal either melee damage for two hearts, or it can light you on fire, which deals a variable amount of damage depending on how long the fire lasts.
I would advise carrying a water bucket on your bar at all times, as a water bucket will allow you to extinguish yourself should you be lit on fire.
An interesting side note: despite the Fire Beetle's command of fire via fire breath, it is not invulnerable to fire damage or lava.
The Pinch Beetle is a very, very nasty creature. If you can, stay away from any and all Pinch Beetles that you see. If a Pinch Beetle approaches, ready your sword and just start swinging as rapidly as you can.
The Pinch Beetle will "pinch" you with its large pincers if it gets in range note: range of the beetle is MUCH larger than the player's melee range which will allow it to pick you up and carry you around.
If this occurs, kill the beetle as rapidly as possible. If you dawdle, it may very well kill you, as an unarmored player will die after three hits from the Beetle, which will take only eight seconds to deal.
Once you kill the beetle, you will be able to move normally again. I very, very strongly advise using ranged weapons for this creature, such as a bow.
Otherwise, you may find yourself being carried through an angry group of Redcaps and Fire Beetles with no method of defending yourself or controlling where you go.
Be careful. The Slime Beetle is the best range-optimized beetle. It shoots projectiles that take on the sprite of a Slime Ball item from vanilla Minecraft which deal 5 hearts of damage per hit to an unarmored player, whom would be killed in two shots from these projectiles.
These originate from the tip of its tail which is made of resized meshes and textures from the slime mob and fly towards the player at a moderate velocity.
However, the fire rate of a Slime Beetle is a bit high, marginally greater than that of a Skeleton. Badly-armored players should treat this mob with caution and, like the other two beetle species, use ranged weapons.
This is really the best advice for dealing with Beetles: bows, mining lasers, whatever you are most comfortable with as a ranged weapon, as more often than not, melee just won't cut it.
However, he is quite a bit more dangerous than his cousin the Redcap Goblin. The Redcap Sapper likes to walk up behind the player, place a block of TNT, light it, and then run away at high speed.
Thus, the Sapper poses great danger to players who are using a Furnace, sorting their inventory, or making new tools. For these actions, I would advise walling yourself off behind two or more layers of a suitable building block, both for this purpose and defending yourself from the various kinds of Beetles.
As with Small Hollow Hills, previous tactics apply. Here are some new ones you'll want to take into account:. Trust your bow. Ranged mobs play a major role here and in the Large Hollow Hills.
Take lots of arrows, if you haven't been doing so already, and take a quality bow. I would recommend enchanting your bow if at all possible with Power II or greater, as Power II or a higher enchantment will allow you to two-shot mobs such as Skeletons, Zombies, and anything with ten hearts.
Power I will allow you to do this as well, but only sometimes, and it doesn't always work on Zombies. Take a good amount of tools.
You'll be mining a lot of ores, fighting a lot of mobs, lighting a lot of area, and so forth. Take several pickaxes, several swords, a backup shovel, some backup torches and building blocks obviously and stow them in an Ender Pouch or two so they don't clutter your inventory in the heat of combat or when you are trying to make space for that diamond you just mined.
If you have the ability to make Chunk Loaders or make and operate World Anchors and you are operating from an overworld base or a different location in the Forest, you can also set up a system to pump items that you place in one Ender Pouch back to base to be stored in chests from the Iron Chests mod, and stow your equipment in another pouch.
Beware that a Redstone Engine may not be sufficient to pump items rapidly enough. Make sure that you are well-armored.
Ironwood might just barely be sufficient for Medium Hollow Hills. This is not strictly necessary, but it may go a long way towards protecting you from damage.
Keep an eye on your exit. Caves can sometimes pierce the lining of a Hollow Hill. If they do, use this to your advantage. Keep one or two exits in mind at all times, so that you can escape when necessary if there are several Beetles chasing you.
Once you've filled your pockets with loot and gotten used to combat, we can move on to the final goal: the Large Hollow Hill.
Twilight Wraiths spawn in fairly large numbers, but only in Large Hollow Hills. After a period of time, there can be a dozen or so Wraiths flying around, provided that the floor is lit properly.
Wraiths can be very dangerous. I would advise using bows or other ranged weapons to kill them, as when they do attack the player, they fly up to the player rapidly, damage the player and then rapidly fly away, giving the player little or no time to retaliate via sword.
I would also advise staying very alert, as Wraiths can be hard to see due to their mostly transparent nature. No, really. I am not joking. Light the freaking floor up before you go for the freaking ores.
This is even more true in the Large Hollow Hill. Wraiths can fly, which means they can knock you off of the ore vein you are mining quite easily and send you reeling into a large group of enemies below.
Go for the valuables first. I would actually highly advise having an item-pumping system to allow for Ender Pouched items to be transferred back to base for a Large Hollow Hill.
This way, you can grab the emeralds and the diamonds, stow them in the Ender Pouch, then go for the rest.
This removes the risk of creepers blowing up the ores or you. This will also prevent tricky inventory management decisions, e. Go for the chests last.
These will only distract you while lighting up the floor, and these will only clog your inventory when mining ores. Likewise, break chests you don't need or want, as these will distract you and slow you down while mining ores, lighting up the hill, and so forth.
Eye on the exit. As with a Medium Hollow Hill, keep a few exits in mind to escape quickly. This is even more necessary with the presence of Wraiths in these hills.
Keep your inventory clear. Regularly clear out mob drops like Bones, Arrows, Rotten Flesh and so forth so that you will have room for valuables and loot from chests.
Keep backup ingots on you. Storing a stack or half-stack of Iron, Ironwood or your crafting material of choice is much more compact than storing several sets of tools and a backup set of armor.
No such thing as a wasted precaution. Your armor set might break, as might your tools, your bow, and everything in your inventory. Anticipate the absolute worst, prepare for that, and then go beyond that.
That will ensure that you are prepared for a Large Hollow Hill, as there will be a lot of monsters, and although there's a lot of good loot, it can also be very dangerous.
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