Ok, with that quick release out of the way (did I mention that I hate bugs?), time to return to business as usual and reply to the overnight posts :smile.gif:
Quote from Battosay »
I saw it coming from miles ^^
I had a very small doubt, because of your anti-aesthetic-only feature rule, but I knew you might break this one as well one day :smile.gif:
Hehe...with the code I had written for the anchor it was just too damn easy for me to put this in man. It would have been rediculous for me not to given how many people wanted this feature in the game.
As I posted shortly after finishing the anchor, I had accidentally created a way to create a universal half-block. That was the "hint" I had been referring to :wink.gif:
Quote from Battosay »
Wow, that was quick. Thanks for doing so in such a short delay, I know you wanted to do this later and I kinda rushed it out, so I hope this will fix my problem, I'll let you know soon.
[Edit : I did so by PM]
No problem man. It was unfortunate that wasn't the source of the problem, but it needed to be done anyways,
Out of curiosity, have you checked if my new fire class works with Xie's mod now that I've done the conversion? I'm hoping it at least solved that problem.
Quote from Battosay »
[Edit : Yep, it is. Just launched the game and I read
"Better Than Wolves: Taking the 'b' out of 'banal'!"
=D
You should have warned me, I almost died out of laugh :tongue.gif:]
Hehe...I had long ago seen all the original messages, so I figured "What the heck? Let's inject some mod flavour into them" :smile.gif:
Quote from Battosay »
It's weird how, when I first saw your topic, I read it and was like "Hmm, using souls for cement, cannibalism ... this guy seems really twisted ... I'm sure I'll like what he did" and didn't even notice the dog killing part.
Being twisted is something I've never found particularly challenging :smile.gif:
Quote from beserker »
good mod, shame the omni block dosen't work for the better blocks mods aswell. Is there anyway to remove some of the splash texts at the start? becuase while i may laugh at, "never marry a stripper" my parents and younger siblings won't.
I can't even find proper info on the Better Block mod. I went to his forum thread, which redirects you to MCModCenter, and I can't find zip about the mod on that site.
If you have a link for me, I'll look into potential compatibility.
I think you already got your answer on modifying the splash texts, but as I pointed out, just don't fall in love with a stripper. Marrying one is fine...just don't become emotionally attached.
Quote from Craftineer »
I enjoy this mod so much, I made these improved textures for you.
=donut
=rope (if this looks like crap[literally], then don't add it)
Thanks for the textures man! Yeah, the rope looks a little too much like a steaming-pile, but I might use the donut with some modifications.
Mind if I rework it to fit the shading on the other in-game objects a bit better?
And glad you like the mod :smile.gif:
EDIT: Actually, nm. It fits the shading just fine. Many of the items have the light-source coming from the top left, but many also have the harsh black outline you have in the donut around them too. I never realized that even the in-game objects had an inconsistent artistic style :wink.gif:
Quote from Thalmane »
I present to you an overly complicated way too deliver a simple message
Dude, that's a total riot. I'm always getting a kick out of the creative uses you guys are putting the mod to. Please keep the pictures coming. They keep me motivated amidst all the trolling :smile.gif:
Quote from Battosay »
That's the 2nd thing I built on my world, but unlike some of you, I did it 300blocks away from my house, 'cause it's quite ugly ^^
Oh, I did the same thing man. My mob-tower is at least 300 (probably more) from my spawn point and "house" (you see my house, which is in a completely seperate area, in the Block Dispenser vid where I'm controlling water flow). The thing is, with time it became such a focus of all my activities, that my base of operations slowly shifted over to it. Now I hardly go back to my house at all :smile.gif:
Quote from Quesoman »
I definitely do not understand MC modding. I'm a lost cause, don't cry for me :sad.gif:
Lol. Don't sweat it man. Normally, this kind of block would also consume an ItemID.
The thing is, I used some programming trickery so that both the block and the associated item both reference the blockID, thus saving an ItemID.
Normally, you'd be right. My Minecraft modding skills have just advanced to the point where I'm pulling some pretty obscure hocus-pocus to get the job done at minimal cost :wink.gif:
Quote from Battosay »
Hemp fibers back in place, cauldron's working fine again (even with stackable food), nothing bad to report, you're good to go :smile.gif:
As usual, thanks for the instant update :smile.gif:
Excellent! That's what I like to hear!
All right, time to get back to the REALLY cool stuff :smile.gif:
And you're welcome man...did I mention I HATE bugs? :smile.gif:
Hey, I gotta say this is pretty nice. It adds a lot of blocks that are either good for aesthetics, add new mechanics, or are just plain fun to play around with. I rememeber seeing the "Better Than Wolves" thread way back when, and though I did not necessarilly agree that wolves shouldn't have been added, I liked a lot of the ideas that appeared in that thread. It's great to see that someone has taken it upon themselves to mod some of that stuff in! Kudos to you, good sir. :happy.gif:
I will say the Detector block would be my first choice for adding into MC though, it's a great block that adds an additional triggering method to further new redstone applications.
Rollback Post to RevisionRollBack
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Hey, I gotta say this is pretty nice. It adds a lot of blocks that are either good for aesthetics, add new mechanics, or are just plain fun to play around with. I rememeber seeing the "Better Than Wolves" thread way back when, and though I did not necessarilly agree that wolves shouldn't have been added, I liked a lot of the ideas that appeared in that thread. It's great to see that someone has taken it upon themselves to mod some of that stuff in! Kudos to you, good sir. :happy.gif:
I will say the Detector block would be my first choice for adding into MC though, it's a great block that adds an additional triggering method to further new redstone applications.
Thanks man! I'm glad you like the mod!
I was actually the guy that created the thread which you're referring to from back in the day, so I just took the "hey, what do you guys want to see in Minecraft?" idea to the next level in actually modding the stuff :wink.gif:
Everyone seems to have their favorite block for playing around with. Probably the most popular amongst the redstone crowd is the Block Dispenser, so that's something you might want to experiment with.
But I must say, you referring to this mod or some of its features as being "good for aesthetics" is like a knife through my cold black heart. That's the LAST thing I wanted to focus on with this mod :smile.gif:
Compatibility update:
Your compatible with Mo' Creatures - v2.9.3 with Piranhas!
I'm going to see if i can make an automatic fishery :] the detector block and the block dispenser will come in handy.
Compatibility update:
Your compatible with Mo' Creatures - v2.9.3 with Piranhas!
I'm going to see if i can make an automatic fishery :] the detector block and the block dispenser will come in handy.
Cool! Keep in mind though that you can't use the Detector Block Underwater as it detects the water in front of it :smile.gif:
if this hasn't been suggested before
a upgraded furnace that lets you smelt multiple stacks at once or that lets you queue up tasks would be nice
i know a bunch of other mods have this already but one thats part of this mod would be nice so compatablilty and what not woun't be an issue
Excelent mod, great work! Defnitely better that wolves...
Anyway, I had a few questions:
Why does the hemp drop hemp fibers instead of string, which would then be craftable into rope? Is it for balance issues or something?
For the omnislabs, have you seen the 8th blocks idea/proto-mod? It would be the ultimate solution to any 1/2 block/corner stairs/side block problems. There is a link in my sig.
Last, why the harshness to wolves? I can understand your dislike for them, and agree with the points you made in the original thread, but is this really neccesary? I dont mind the meat drops (in my ideal minecraft, all animals would drop realistic products (meat, leather/feathers, bones, etc)), but the companion cubes, I do not really like. I may be over thinking this, but when I see the companion cube, I imagine the block dispenser (painfully) converting the wolf into a block-shape that cannot move, and must sit motionless for all eternity. The only way to kill it is by dousing in lava, or burning to death. Not the sort of enjoyment I see in a sandbox-creative game.
Oh well..I suppose I can prevent it by making certain wolves dont get near my block despensers, but it does give them (the dispensers) a more sinister nature.
(As a note to all of that - I can live with it in the game, but I don't see any point to it, and would prefer it if it was not in the game.)
Also, taking any requests for some mod simple mod ideas?
if this hasn't been suggested before
a upgraded furnace that lets you smelt multiple stacks at once or that lets you queue up tasks would be nice
i know a bunch of other mods have this already but one thats part of this mod would be nice so compatablilty and what not woun't be an issue
I have an idea in the works for this kind of thing, but it will be awhile before Steve accumulates the required technology to pull it off.
Hey...you just inspired me to drop a hint there :smile.gif:
Anyways, the overall spirit of the mod is that the player has to work for each of the items in-game to remain consistent with the rest of Minecraft. So, usually when I put something powerful in, it requires a certain investment on the player's part to make it work.
That used to involve a lot of crafting ingrediants found in the nether. However, now that the mod is becoming more robust in its feature set, the ingrediants are coming from the mod's own mechanisms.
Quote from Thethingamabob »
Excelent mod, great work! Defnitely better that wolves...
Thank you sir!
Quote from Thethingamabob »
Why does the hemp drop hemp fibers instead of string, which would then be craftable into rope? Is it for balance issues or something?
I was originally thinking about using string to make rope (in which case, I probably wouldn't have even included hemp in the mod), but string has a couple of problems:
-It's a resource that you either have a rediculously small quantity of, because you have to hunt spiders to get it, or, it's a resource that you have a rediculously huge quantity of because you have a mob-trap. This makes balancing crafting recipes and such rather difficult because there's a huge question mark next to how much of this resource is available depending on a person's play-style.
-There are certain aspects of my mechanical system that have yet to be revealed that wouldn't have seemed right with string made out of spider silk.
So, I decided to create my own fiber from which to construct rope, and give in-game farming an actual use at the same time.
Quote from Thethingamabob »
For the omnislabs, have you seen the 8th blocks idea/proto-mod? It would be the ultimate solution to any 1/2 block/corner stairs/side block problems. There is a link in my sig.
Yeah, I checked it out. It's all right, but not my kind of mod. The Omni Blocks were really just an accidental product of me programming the Anchor man. I wouldn't have done it otherwise, and don't plan to spend much time (if any) refining that particular feature.
It's definitely a secondary one.
Quote from Thethingamabob »
Last, why the harshness to wolves?
Because it's hysterical?
Quote from Thethingamabob »
Oh well..I suppose I can prevent it by making certain wolves dont get near my block despensers, but it does give them (the dispensers) a more sinister nature.
Ummm...man, if you haven't noticed, this whole mod has a rather sinister nature. I constantly joke in this thread (and even in the feature descriptions) about Steve's moral degradation. If you're bothered by that kind of thing, this may not be the mod for you.
To be clear:
I am a twisted *******, and the mod will ultimately reflect that.
Quote from Thethingamabob »
(As a note to all of that - I can live with it in the game, but I don't see any point to it, and would prefer it if it was not in the game.)
Well, that's unfortunate, but I personally do prefer having that kind of thing in the game, and seeing as how I'm the one creating the mod...
:wink.gif:
Quote from Thethingamabob »
Also, taking any requests for some mod simple mod ideas?
Always man. Fire away if you think they fit in with the rest of the mod.
Quote from Quesoman »
To be honest, I find the companion cubes to be an improvement of wolves. Wolves look happier, don't bark (which annoys me to no end) and are easily portable, and make a nice addition to the wall of my house. They are also as cute as always ^^
Glad to hear that I'm not the only one annoyed by the barking. I'm unfortunately required to keep a number of them around for my "experiments" so I can't convert all of them, and get annoyed quite frequently by the barking.
[...] but the companion cubes, I do not really like. I may be over thinking this, but when I see the companion cube, I imagine the block dispenser (painfully) converting the wolf into a block-shape that cannot move, and must sit motionless for all eternity. The only way to kill it is by dousing in lava, or burning to death.
The way I see it, the wolves are actually happier as companion cubes. They don't bark constantly anymore and you can even see hearts appear each time you use a cube. I guess it's just that I can see a bright side in everything. :smile.gif:
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
The way I see it, the wolves are actually happier as companion cubes. They don't bark constantly anymore and you can even see hearts appear each time you use a cube. I guess it's just that I can see a bright side in everything. :smile.gif:
Well, they certainly display gratitude when you take them out of your pocket anyways :smile.gif:
Speaking of putting them out of their misery...I was actually tempted at one point to have them display hearts when consumed by fire as well :wink.gif:
EDIT: Ok, I'm editing this message instead of posting a new one not to spoil my post count :smile.gif:
Quote from logorouge »
Lmao! Looking at your post count, I find this post twice as funny. :biggrin.gif:
Thanks for noticing that man. That's too funny :smile.gif:
I actually just added the heart thing to my todo list. I can't believe i forgot about that idea until just now :smile.gif:
Speaking of putting them out of their misery...I was actually tempted at one point to have them display hearts when consumed by fire as well :wink.gif:
Lmao! Looking at your post count, I find this post twice as funny. :biggrin.gif:
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
What i find to be really funny is that wolfaboos find making a super compact wolf to be a generally bad thing and yet they are the ones out there tamings these wolves. removing them from their natural enviroment forcing them to fight in life or death battles simply to aid this gluttonous man who feels he should own everything in the world. honestly which course is truly better for wolves? Death for fun or death by slave labor?
Hrm..I though I posted a reply, but it seems to have disappeared. Anyway, here is the quick version as I dont feel at the moment like typing a lot.
First, I was unaware of the sadistic nature of your making this mod. I will keep that in mind.
For the companion cubes, my mind tends to over think things, so I imagined the act of turning a dog into a cube as something more horrible than should be given credit to it. Regardless, I'll just chalk it up to a special dungeony property of the block dispenser, which tends to do such things to animals that walk by. Just hope it dosen't happen to you.
For hemp/fibers/string, I thought hemp giving off string would be good, as it would give a reliable source of string to the player, without having to hunt for spiders. Either way, to get optimal growth rate for hemp, the player would have to get to the nether for glowstone, or make farms on the surface. And if hemp is only useable for rope, and the player in question does not uses rope frequently, then that would result in hemp being fairly useless to that player. I was thinking more versatility would be better for the player.
As for my mod idea, I dont know how much it would go with your other mods, but I call it redstone/track control. There is a link to it in my sig, but the core idea is to allow the player to control the orientation of redstone/tracks, so it does not automatically orient to adjacent pieces (to relieve the frustration of making compact redstone mechanisms, and the problem of all the new redstone blocks not controlling the orientation, so you have to make a little loop, just so it lines up.)
Ok, I held off as long as I could not posting to preserve my 666 post count :wink.gif:
Quote from Thalmane »
What i find to be really funny is that wolfaboos find making a super compact wolf to be a generally bad thing and yet they are the ones out there tamings these wolves. removing them from their natural enviroment forcing them to fight in life or death battles simply to aid this gluttonous man who feels he should own everything in the world. honestly which course is truly better for wolves? Death for fun or death by slave labor?
Agreed, and well put :smile.gif:
Quote from Thethingamabob »
First, I was unaware of the sadistic nature of your making this mod. I will keep that in mind.
I'm not sure if "sadistic" is quite the right word in this context. I have a twisted and dark sense of humour to be sure, but whether torturing fictional animals can really be considered sadistic is another matter entirely. If that weren't the case the guys that created the original Bugs Bunny cartoons would be considered the equivalent of the Marquis De Sade.
I've never intentionally harmed a real animal for pleasure in my life.
Quote from Thethingamabob »
For hemp/fibers/string, I thought hemp giving off string would be good, as it would give a reliable source of string to the player, without having to hunt for spiders. Either way, to get optimal growth rate for hemp, the player would have to get to the nether for glowstone, or make farms on the surface. And if hemp is only useable for rope, and the player in question does not uses rope frequently, then that would result in hemp being fairly useless to that player. I was thinking more versatility would be better for the player.
See, that really doesn't take into account what I was saying about the HIGHLY variabe availability of string as a resource. Once you have a mob trap, your "economy" is basically totally saturated with string (it's probably by far the most underused resource I have lying around in chests in my world), meaning, that players with a mob trap would have ZERO reason to grow hemp for it. I think your idea accomplishes the exact opposite of what you say it does as a result: it actually discourages the farming of hemp and once again makes farming useless within the game. It also makes the creation of rope an entirely trivial process for "high level" players (which is largely whom I'm designing this mod for in making everything so difficult to get).
This mod is really designed so that you don't have access to these devices at the start of the game. As such, I have to take into account what kinds of materials high-level players are likely to have at their disposal. Infinite string is almost a given for anybody that's been playing this game awhile. It's basically the most easily available and overproduced resource in the Minecraft world right next to cobble.
Secondly, whether you want to climb it or not, the number of people who will likely be using this mod who won't want to use rope is going to be close to zero after the next couple of releases. As I've mentioned before, the main uses of rope aren't even in the mod yet. I just released it as is because it was useful with just that basic functionality in place.
Quote from Thethingamabob »
As for my mod idea, I dont know how much it would go with your other mods, but I call it redstone/track control. There is a link to it in my sig, but the core idea is to allow the player to control the orientation of redstone/tracks, so it does not automatically orient to adjacent pieces (to relieve the frustration of making compact redstone mechanisms, and the problem of all the new redstone blocks not controlling the orientation, so you have to make a little loop, just so it lines up.)
Hm...Mabey that was not so quick. :smile.gif:
It's an interesting idea that might possible be combined with the "turn-table" that was suggested a couple of days ago as a mechnical device. The two would basically create a "rotating switching station" like you see in some railway yards.
...I also like it because it can conceivably be used to rotate wolves at high velocity until they produce vomit, which can be used in other crafting recipes...
I have something of the sort: I delete the audiofile of the wolves' barks, and use this: viewtopic.php?f=25&t=141760#SME mod to prevent MC from autoupdating.
Bah...wouldn't it be so much cooler to actually muzzle them?
I see a hint at a minor secondary use of tanned leather coming here...
:wink.gif:
Quote from Quesoman »
Oh and I'm sorry for your lost title :tongue.gif:
Suited you in some dark way.
Sniff....I know :sad.gif:
Quote from Thalmane »
For those with large amounts of hemp/leather to mill and havent thought of this here is a faster solution :wink.gif:
Was wondering when someone would think of that :smile.gif:
I intentionally left that possibility in the Hand Crank release. Once the proper power-source comes out in the next release, trying to power more than one device with the Hand Crank will break it, but until that comes out, I figured I'd cut you guys some slack :wink.gif:
Nice job discovering it man :smile.gif:
Quote from Thalmane »
Sadly right after that shot a random creeper jumped off a mountain in mid day and i lost over 128 hemp fiber :sad.gif:
Doh! Yeah, ejecting the contents of the Mill Stone when it is destroyed is already on my todo list :smile.gif:
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
PS : I'm testing some custom texture for the dispenser, what you guys think of it ?
I think it looks pretty damn cool. I love the "Easter Island" feel of it :smile.gif:
Quote from Battosay »
Actually, while trying to figure out what was wrong, I made my save Xie's mod-free. I destroyed my farms, my chests, everything from his from, so I could use your xg.class. Not a bad thing though, his mod is cool, but ... new things to farm, cool, for a time ... not that much to do with it after. That's not the BTW spirit, so goodbye Xie.
Sorry to hear that man. Xie's stuff looks very cool.
If anyone else is still using his mod, would you mind checking if the xg.class file from the newest version of BTW works with his?
Quote from Pentigan »
What is the lens block for?
If you press your face to the dark end of it, you'll see pictures of french girls in bikinis.
My observations with it are that if there's a light source on the black wool side (The side you said to look into) the opposite side changes from diamond to iron texture. I can't light wood blocks on fire however.
Oh, and it also doesn't transmit light like I expected.
I guess it's still in development.
EDIT:
Time for some science.
SUB-EDIT:
There's a way to make an item from vanilla Minecraft that's not normally makeable without hacks in this mod.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Hehe...with the code I had written for the anchor it was just too damn easy for me to put this in man. It would have been rediculous for me not to given how many people wanted this feature in the game.
As I posted shortly after finishing the anchor, I had accidentally created a way to create a universal half-block. That was the "hint" I had been referring to :wink.gif:
No problem man. It was unfortunate that wasn't the source of the problem, but it needed to be done anyways,
Out of curiosity, have you checked if my new fire class works with Xie's mod now that I've done the conversion? I'm hoping it at least solved that problem.
Hehe...I had long ago seen all the original messages, so I figured "What the heck? Let's inject some mod flavour into them" :smile.gif:
Being twisted is something I've never found particularly challenging :smile.gif:
I can't even find proper info on the Better Block mod. I went to his forum thread, which redirects you to MCModCenter, and I can't find zip about the mod on that site.
If you have a link for me, I'll look into potential compatibility.
I think you already got your answer on modifying the splash texts, but as I pointed out, just don't fall in love with a stripper. Marrying one is fine...just don't become emotionally attached.
Thanks for the textures man! Yeah, the rope looks a little too much like a steaming-pile, but I might use the donut with some modifications.
Mind if I rework it to fit the shading on the other in-game objects a bit better?
And glad you like the mod :smile.gif:
EDIT: Actually, nm. It fits the shading just fine. Many of the items have the light-source coming from the top left, but many also have the harsh black outline you have in the donut around them too. I never realized that even the in-game objects had an inconsistent artistic style :wink.gif:
Dude, that's a total riot. I'm always getting a kick out of the creative uses you guys are putting the mod to. Please keep the pictures coming. They keep me motivated amidst all the trolling :smile.gif:
Oh, I did the same thing man. My mob-tower is at least 300 (probably more) from my spawn point and "house" (you see my house, which is in a completely seperate area, in the Block Dispenser vid where I'm controlling water flow). The thing is, with time it became such a focus of all my activities, that my base of operations slowly shifted over to it. Now I hardly go back to my house at all :smile.gif:
Lol. Don't sweat it man. Normally, this kind of block would also consume an ItemID.
The thing is, I used some programming trickery so that both the block and the associated item both reference the blockID, thus saving an ItemID.
Normally, you'd be right. My Minecraft modding skills have just advanced to the point where I'm pulling some pretty obscure hocus-pocus to get the job done at minimal cost :wink.gif:
Excellent! That's what I like to hear!
All right, time to get back to the REALLY cool stuff :smile.gif:
And you're welcome man...did I mention I HATE bugs? :smile.gif:
I will say the Detector block would be my first choice for adding into MC though, it's a great block that adds an additional triggering method to further new redstone applications.
Thanks man! I'm glad you like the mod!
I was actually the guy that created the thread which you're referring to from back in the day, so I just took the "hey, what do you guys want to see in Minecraft?" idea to the next level in actually modding the stuff :wink.gif:
Everyone seems to have their favorite block for playing around with. Probably the most popular amongst the redstone crowd is the Block Dispenser, so that's something you might want to experiment with.
But I must say, you referring to this mod or some of its features as being "good for aesthetics" is like a knife through my cold black heart. That's the LAST thing I wanted to focus on with this mod :smile.gif:
Your compatible with Mo' Creatures - v2.9.3 with Piranhas!
I'm going to see if i can make an automatic fishery :] the detector block and the block dispenser will come in handy.
Cool! Keep in mind though that you can't use the Detector Block Underwater as it detects the water in front of it :smile.gif:
a upgraded furnace that lets you smelt multiple stacks at once or that lets you queue up tasks would be nice
i know a bunch of other mods have this already but one thats part of this mod would be nice so compatablilty and what not woun't be an issue
Anyway, I had a few questions:
Why does the hemp drop hemp fibers instead of string, which would then be craftable into rope? Is it for balance issues or something?
For the omnislabs, have you seen the 8th blocks idea/proto-mod? It would be the ultimate solution to any 1/2 block/corner stairs/side block problems. There is a link in my sig.
Last, why the harshness to wolves? I can understand your dislike for them, and agree with the points you made in the original thread, but is this really neccesary? I dont mind the meat drops (in my ideal minecraft, all animals would drop realistic products (meat, leather/feathers, bones, etc)), but the companion cubes, I do not really like. I may be over thinking this, but when I see the companion cube, I imagine the block dispenser (painfully) converting the wolf into a block-shape that cannot move, and must sit motionless for all eternity. The only way to kill it is by dousing in lava, or burning to death. Not the sort of enjoyment I see in a sandbox-creative game.
Oh well..I suppose I can prevent it by making certain wolves dont get near my block despensers, but it does give them (the dispensers) a more sinister nature.
(As a note to all of that - I can live with it in the game, but I don't see any point to it, and would prefer it if it was not in the game.)
Also, taking any requests for some mod simple mod ideas?
I have an idea in the works for this kind of thing, but it will be awhile before Steve accumulates the required technology to pull it off.
Hey...you just inspired me to drop a hint there :smile.gif:
Anyways, the overall spirit of the mod is that the player has to work for each of the items in-game to remain consistent with the rest of Minecraft. So, usually when I put something powerful in, it requires a certain investment on the player's part to make it work.
That used to involve a lot of crafting ingrediants found in the nether. However, now that the mod is becoming more robust in its feature set, the ingrediants are coming from the mod's own mechanisms.
Thank you sir!
I was originally thinking about using string to make rope (in which case, I probably wouldn't have even included hemp in the mod), but string has a couple of problems:
-It's a resource that you either have a rediculously small quantity of, because you have to hunt spiders to get it, or, it's a resource that you have a rediculously huge quantity of because you have a mob-trap. This makes balancing crafting recipes and such rather difficult because there's a huge question mark next to how much of this resource is available depending on a person's play-style.
-There are certain aspects of my mechanical system that have yet to be revealed that wouldn't have seemed right with string made out of spider silk.
So, I decided to create my own fiber from which to construct rope, and give in-game farming an actual use at the same time.
Yeah, I checked it out. It's all right, but not my kind of mod. The Omni Blocks were really just an accidental product of me programming the Anchor man. I wouldn't have done it otherwise, and don't plan to spend much time (if any) refining that particular feature.
It's definitely a secondary one.
Because it's hysterical?
Ummm...man, if you haven't noticed, this whole mod has a rather sinister nature. I constantly joke in this thread (and even in the feature descriptions) about Steve's moral degradation. If you're bothered by that kind of thing, this may not be the mod for you.
To be clear:
I am a twisted *******, and the mod will ultimately reflect that.
Well, that's unfortunate, but I personally do prefer having that kind of thing in the game, and seeing as how I'm the one creating the mod...
:wink.gif:
Always man. Fire away if you think they fit in with the rest of the mod.
Glad to hear that I'm not the only one annoyed by the barking. I'm unfortunately required to keep a number of them around for my "experiments" so I can't convert all of them, and get annoyed quite frequently by the barking.
Perhaps a muzzle is in order?
The way I see it, the wolves are actually happier as companion cubes. They don't bark constantly anymore and you can even see hearts appear each time you use a cube. I guess it's just that I can see a bright side in everything. :smile.gif:
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Well, they certainly display gratitude when you take them out of your pocket anyways :smile.gif:
Speaking of putting them out of their misery...I was actually tempted at one point to have them display hearts when consumed by fire as well :wink.gif:
EDIT: Ok, I'm editing this message instead of posting a new one not to spoil my post count :smile.gif:
Thanks for noticing that man. That's too funny :smile.gif:
I actually just added the heart thing to my todo list. I can't believe i forgot about that idea until just now :smile.gif:
Lmao! Looking at your post count, I find this post twice as funny. :biggrin.gif:
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
First, I was unaware of the sadistic nature of your making this mod. I will keep that in mind.
For the companion cubes, my mind tends to over think things, so I imagined the act of turning a dog into a cube as something more horrible than should be given credit to it. Regardless, I'll just chalk it up to a special dungeony property of the block dispenser, which tends to do such things to animals that walk by. Just hope it dosen't happen to you.
For hemp/fibers/string, I thought hemp giving off string would be good, as it would give a reliable source of string to the player, without having to hunt for spiders. Either way, to get optimal growth rate for hemp, the player would have to get to the nether for glowstone, or make farms on the surface. And if hemp is only useable for rope, and the player in question does not uses rope frequently, then that would result in hemp being fairly useless to that player. I was thinking more versatility would be better for the player.
As for my mod idea, I dont know how much it would go with your other mods, but I call it redstone/track control. There is a link to it in my sig, but the core idea is to allow the player to control the orientation of redstone/tracks, so it does not automatically orient to adjacent pieces (to relieve the frustration of making compact redstone mechanisms, and the problem of all the new redstone blocks not controlling the orientation, so you have to make a little loop, just so it lines up.)
Hm...Mabey that was not so quick. :smile.gif:
Agreed, and well put :smile.gif:
I'm not sure if "sadistic" is quite the right word in this context. I have a twisted and dark sense of humour to be sure, but whether torturing fictional animals can really be considered sadistic is another matter entirely. If that weren't the case the guys that created the original Bugs Bunny cartoons would be considered the equivalent of the Marquis De Sade.
I've never intentionally harmed a real animal for pleasure in my life.
See, that really doesn't take into account what I was saying about the HIGHLY variabe availability of string as a resource. Once you have a mob trap, your "economy" is basically totally saturated with string (it's probably by far the most underused resource I have lying around in chests in my world), meaning, that players with a mob trap would have ZERO reason to grow hemp for it. I think your idea accomplishes the exact opposite of what you say it does as a result: it actually discourages the farming of hemp and once again makes farming useless within the game. It also makes the creation of rope an entirely trivial process for "high level" players (which is largely whom I'm designing this mod for in making everything so difficult to get).
This mod is really designed so that you don't have access to these devices at the start of the game. As such, I have to take into account what kinds of materials high-level players are likely to have at their disposal. Infinite string is almost a given for anybody that's been playing this game awhile. It's basically the most easily available and overproduced resource in the Minecraft world right next to cobble.
Secondly, whether you want to climb it or not, the number of people who will likely be using this mod who won't want to use rope is going to be close to zero after the next couple of releases. As I've mentioned before, the main uses of rope aren't even in the mod yet. I just released it as is because it was useful with just that basic functionality in place.
It's an interesting idea that might possible be combined with the "turn-table" that was suggested a couple of days ago as a mechnical device. The two would basically create a "rotating switching station" like you see in some railway yards.
...I also like it because it can conceivably be used to rotate wolves at high velocity until they produce vomit, which can be used in other crafting recipes...
Very cool, and I'll keep it in mind :smile.gif:
Sadly right after that shot a random creeper jumped off a mountain in mid day and i lost over 128 hemp fiber :sad.gif:
FlowerChild: I've never intentionally harmed a real animal for pleasure in my life.
cant say the same. i used to hunt birds with my BB gun :sad.gif: im a bad bad man
Bah...wouldn't it be so much cooler to actually muzzle them?
I see a hint at a minor secondary use of tanned leather coming here...
:wink.gif:
Sniff....I know :sad.gif:
Was wondering when someone would think of that :smile.gif:
I intentionally left that possibility in the Hand Crank release. Once the proper power-source comes out in the next release, trying to power more than one device with the Hand Crank will break it, but until that comes out, I figured I'd cut you guys some slack :wink.gif:
Nice job discovering it man :smile.gif:
Doh! Yeah, ejecting the contents of the Mill Stone when it is destroyed is already on my todo list :smile.gif:
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I think it looks pretty damn cool. I love the "Easter Island" feel of it :smile.gif:
Sorry to hear that man. Xie's stuff looks very cool.
If anyone else is still using his mod, would you mind checking if the xg.class file from the newest version of BTW works with his?
If you press your face to the dark end of it, you'll see pictures of french girls in bikinis.
My observations with it are that if there's a light source on the black wool side (The side you said to look into) the opposite side changes from diamond to iron texture. I can't light wood blocks on fire however.
Oh, and it also doesn't transmit light like I expected.
I guess it's still in development.
EDIT:
Time for some science.
SUB-EDIT:
There's a way to make an item from vanilla Minecraft that's not normally makeable without hacks in this mod.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
= hemp = rope = lava bucket
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make a hallucination and healing type thing when you smoke it lol