Don't get me wrong: the people that play my mod definitely factor into my decisions, and I'm sure you can find evidence of that in many places both here and over on the BTW forums.
However, as I've made clear throughout the process: they aren't the priority for me. In fact, they can't be if I want to remain consistent to my own vision of making something *good* instead of *popular*.
What I need to focus on if I want to make something good is what *I* want to play, as opposed to someone else, because I can only most effectively judge what *I* find fun. Aspiring to do otherwise will at best give you an approximation of what you think someone else will find fun, with a good chance of pleasing no-one in the process.
Am I happy when people enjoy my work? Absolutely. There are many times that positive feedback and support from the community have picked me up out of the gutter and motivated me to keep going. However, I've also been at this long enough to know that if that is the aspect that drives me, I can not effectively design for anyone.
I also know that as a human being, if I am to continue doing this, I need to always be keenly aware of what I personally need to keep on going, and to not take actions that hinder my own ability to do so. If I don't do so, I will ultimately lose interest and stop, and everyone loses. The people that enjoy my work stop receiving new content, and I lose out on doing something I love.
It's a difficult balancing act at all times between the desires of the public, making sure you are designing for the person whose concept of fun you know best (yourself), and maintaining the conditions necessary to keep on going. In the short term, it can be easy to pull off, but when you're talking about years, or a lifetime, of development, it becomes very challenging indeed.
And thanks man. I very much appreciated this post and the others from you I've seen around the forums.
I can't say I deny your point. You've got my respect, since other people who publish personal mods like Eloraam don't update the community or give any warning. I much rather prefer getting nothing I ask for, but a direct approach rather than getting something I want, but not knowing whenever it will come. I must ask though, whatever happened to the BTB mod? I rather enjoyed that in 1.2.5 (i think....). Have you abandon it for some reason or just simply lost touch when Buildcraft didn't update as much?
Unfortunately, I decided to drop BTB after SpaceToad left the modding community and could no longer actively support the project.
We tried to prop it up for awhile after that, but it was eventually decided that given BC was under new management and was heading in new directions, it could no longer effectively be maintained without negatively impacting the development of BTW.
This is why I announced BTB 2 at one point, and then decided to scrap the idea. As much as I wanted to make that happen, it just wasn't a reasonable course of action for me to be taking.
I can't say I deny your point. You've got my respect, since other people who publish personal mods like Eloraam don't update the community or give any warning. I much rather prefer getting nothing I ask for, but a direct approach rather than getting something I want, but not knowing whenever it will come. I must ask though, whatever happened to the BTB mod? I rather enjoyed that in 1.2.5 (i think....). Have you abandon it for some reason or just simply lost touch when Buildcraft didn't update as much?
It relates to the break with Forge, as far as I know. Since BTW is no longer compatible, and Buildcraft requires it, there would be no way to make BTB work. You could always use MCNostalgia or the like to backgrade and play the old compatible versions. I guess if you really wanted to you could update/find someone to update BTB yourself, though I don't know why you would do that, when there is no (legitimate) Buildcraft-compatible build of BTW to use it with.
Edit: After doing some further research, it appears that I am misinformed. Please disregard the above. I can only blame my general lack of interest in Buildcraft, which I am constantly searching for a more complex and costly alternative to.
Anyone know of a good weapon mod that would be compatible with this? Something like Balkon's Weapon Mod, perhaps? Balkon's Weapon Mod was great when I first played around with it, but now it has counter intuitive issues (e.g. The Crossbow far outclassing the Musket in every way) as well as being a part of Forge. Forge is really finnicky for me, both because it can't function with BTW and because half the time I use it it causes my fps to drop to 10fps on my regular settings (any advice on how to fix that too would be appreciated). Anyway, I'm doubtful but does anyone know of some such mod? I'm really missing variety in my killing of creepers
That actually makes me curious. I've noticed that my performance isn't as good as it used to be, but it's been a while since I tried without Forge mods (there's just a lot of them I like). I may look into setting up a separate set of purely modloader files, and see if my performance improves.
As to your question, I like Swords+ myself, which is non-forge and might work, but it's 1) more of "additional flavours of icecream" than "more frozen treats", and 2) I'm not sure if Starshades has been updating it while working on its successor. Other than that, I'm sorry to say I can't think of any immediately.
I'm not so sure about that in all honesty. Being able to move Ice around in itself is not that strange, I mean, it's a solid block. It should vaporize/go into the ground when it is broken as it turns back into water. I don't see how movable ice blocks affected HCB.
No, don't get me wrong...it's not the ability to move ice that was funky, but how that related to HCB given it had already been around for a long time since and had originally been implemented with the "ice can't be moved" rule in effect.
The problem is with the 1 ice block = 1 water water source thing. It basically creates a way to move water sources around, and as we've been discussing, my resolution of that so far (just not having ice create sources) causes its own issues.
Granted, I also really don't like what ice can do to item transport, and I think that aspect just has "exploit" written all over it, but that's another story
Just wanted to ask: Are Hopper Carts still on the menu or are they going out the window with the wrap up? and more importantly, Companion Carts?
Right now, I'm waiting to see what Mojang is doing in that area, as they made some statements about loading and unloading carts for item transport recently.
So, the answer to that is, they won't be part of the "wrap up" of BTW, but if Mojang's solution doesn't come around, or if it's overpowered for BTW, I'll probably revisit that subject for BTW later.
Edit: After doing some further research, it appears that I am misinformed. Please disregard the above. I can only blame my general lack of interest in Buildcraft, which I am constantly searching for a more complex and costly alternative to.
Well, in a lot of ways, that's actually what BTB (Better Then BuildCraft) represented
It was a mod that me and SpaceToad worked on to unify the tech trees and functionality from the two in the attempt to provide a cohesive play experience when the two were played together. Obviously, the end result was much more challenging than BC alone given BTW's focus on that gameplay element.
It was extremely fun in its own right, but with SpaceToad leaving the modding scene, and the end result never being precisely what I was shooting for (and with it taking a lot more work to get it to that point), I decided to let it go in favor of the development of BTW itself.
But I did play a heck of a lot of it myself, and had a lot of fun with it, as this screenshot of my BTB cow breeding facility will attest (those are automatic wheat-farm modules in the foreground which feed into the system):
for contrast, here's my BTW pure cow-breeding facility:
Letting go of that project was a rather painful experience for me, especially given the amount of work and creative energy I poured into it, but one that I decided was for the best in the end.
That's quite the interesting/impressive setup. Alas, for now my quest for an item transport system that meets my needs - and more importantly, doesn't do silly things like letting just anything transport lava, or magically give simple building materials the properties of complex machines (I am glaring impotently at wooden, obsidian, and diamond pipes behind my monitor) - continues.
That's quite the interesting/impressive setup. Alas, for now my quest for an item transport system that meets my needs - and more importantly, doesn't do silly things like letting just anything transport lava, or magically give simple building materials the properties of complex machines (I am glaring impotently at wooden, obsidian, and diamond pipes behind my monitor) - continues.
If you are looking for something for your forge setup, Assembly Line for the Universal Electricity makes you build conveyer belts that need to be powered, I find it a bit more satisfying than magical pipes
part of me wishes we could stitch together leather and use axles and the long leather loops to create conveyer belts lol
That's quite the interesting/impressive setup. Alas, for now my quest for an item transport system that meets my needs - and more importantly, doesn't do silly things like letting just anything transport lava, or magically give simple building materials the properties of complex machines (I am glaring impotently at wooden, obsidian, and diamond pipes behind my monitor) - continues.
And if you're looking for something in a non-Forge install, then you've done right in finding BTW
This reply comes a bit late, but well, posts go fast in this thread.
I'm not so sure about that in all honesty. Being able to move Ice around in itself is not that strange, I mean, it's a solid block. It should vaporize/go into the ground when it is broken as it turns back into water. I don't see how movable ice blocks affected HCB.
That said though: I practically make love to all the hardcore options, apart from hardcore spawn (non anarchy ), and the thrill of using water streams for the first time now since I got the water up in my sky city was amazing. Now that was a feeling of accomplishment. So I may overlook something as I just focus on the awesomeness of HCB.
I'd love to see more tutorials or studies based on HCB building. I'm such a rubbish player I barely grok vanilla water behavior (I mean, signs???). My Steve spends a lot of his time hip-deep in a water channel going "now what?"
I'd love to see more tutorials or studies based on HCB building. I'm such a rubbish player I barely grok vanilla water behavior (I mean, signs???). My Steve spends a lot of his time hip-deep in a water channel going "now what?"
It's not so hard if you think of everything as occupying the entire block, even signs and flowers. (except of course mobs do not occupy blocks) sincs water is a block it can't co-occupy a block like a sign and a pig can.
Hey, FC. Do you have a config file for what items do with hardcore bouy? That way wooden items from other other mods could float to keep a consistency.
Hey, FC. Do you have a config file for what items do with hardcore bouy? That way wooden items from other other mods could float to keep a consistency.
I don't, but given the way it's setup internally, it would be very easy for a mod to specify buoyancy values within BTW through code.
One of the more awkward parts of HCB is thinking in 7s. Too much experience with normal water will have you designing around even numbers, and feeling confused when everything comes up short :3
7's ? Sorry, I'm kind of a Monkey on a Monolith here. Why should think in sevens for HCB?
7's ? Sorry, I'm kind of a Monkey on a Monolith here. Why should think in sevens for HCB?
The number of blocks water will travel after it descends one. If you can place water sources (i.e. non-HCB), a water channel can transport items 8 blocks before descending a level. With HCB though, because the water itself has to drop down when the channel does, you can only travel items for 7 blocks at the same height level.
I don't, but given the way it's setup internally, it would be very easy for a mod to specify buoyancy values within BTW through code.
What value? I'd probably have to go in and change it myself (I'm not a modder and know less than nothing about the class files.) would it be possible to add to the config "item # bouy=1" or something like that.
What value? I'd probably have to go in and change it myself (I'm not a modder and know less than nothing about the class files.) would it be possible to add to the config "item # bouy=1" or something like that.
it would be possible to make a BTW add-on which lets you modify every items buoy value, but FC won't do that as supporting it wouldn't be worth the effort. A modder could fairly easily do that though. They could also easily make their BTW compatible mod have items with specific buoyancy values.
i don't like the hardcore bukkets and that i cant sleap. i can't create a farm. i had made nice buildings and now i can delete them and finde anther good mod
wtf ,i can't create pumps and i build first i house then a farm and then i go mining.
wtf again
O0O scarry
First, learn to use the quote button to make your posts easier to read.
Second, look in the BTWconfig file to turn off HC Buckets if it annoys you that much.
Thirds, learn to live without beds, its really not that big a loss.
I can't say I deny your point. You've got my respect, since other people who publish personal mods like Eloraam don't update the community or give any warning. I much rather prefer getting nothing I ask for, but a direct approach rather than getting something I want, but not knowing whenever it will come. I must ask though, whatever happened to the BTB mod? I rather enjoyed that in 1.2.5 (i think....). Have you abandon it for some reason or just simply lost touch when Buildcraft didn't update as much?
It relates to the break with Forge, as far as I know. Since BTW is no longer compatible, and Buildcraft requires it, there would be no way to make BTB work. You could always use MCNostalgia or the like to backgrade and play the old compatible versions. I guess if you really wanted to you could update/find someone to update BTB yourself, though I don't know why you would do that, when there is no (legitimate) Buildcraft-compatible build of BTW to use it with.Edit: After doing some further research, it appears that I am misinformed. Please disregard the above. I can only blame my general lack of interest in Buildcraft, which I am constantly searching for a more complex and costly alternative to.
That actually makes me curious. I've noticed that my performance isn't as good as it used to be, but it's been a while since I tried without Forge mods (there's just a lot of them I like). I may look into setting up a separate set of purely modloader files, and see if my performance improves.
As to your question, I like Swords+ myself, which is non-forge and might work, but it's 1) more of "additional flavours of icecream" than "more frozen treats", and 2) I'm not sure if Starshades has been updating it while working on its successor. Other than that, I'm sorry to say I can't think of any immediately.
No, don't get me wrong...it's not the ability to move ice that was funky, but how that related to HCB given it had already been around for a long time since and had originally been implemented with the "ice can't be moved" rule in effect.
The problem is with the 1 ice block = 1 water water source thing. It basically creates a way to move water sources around, and as we've been discussing, my resolution of that so far (just not having ice create sources) causes its own issues.
Granted, I also really don't like what ice can do to item transport, and I think that aspect just has "exploit" written all over it, but that's another story
Right now, I'm waiting to see what Mojang is doing in that area, as they made some statements about loading and unloading carts for item transport recently.
So, the answer to that is, they won't be part of the "wrap up" of BTW, but if Mojang's solution doesn't come around, or if it's overpowered for BTW, I'll probably revisit that subject for BTW later.
Well, in a lot of ways, that's actually what BTB (Better Then BuildCraft) represented
It was a mod that me and SpaceToad worked on to unify the tech trees and functionality from the two in the attempt to provide a cohesive play experience when the two were played together. Obviously, the end result was much more challenging than BC alone given BTW's focus on that gameplay element.
It was extremely fun in its own right, but with SpaceToad leaving the modding scene, and the end result never being precisely what I was shooting for (and with it taking a lot more work to get it to that point), I decided to let it go in favor of the development of BTW itself.
But I did play a heck of a lot of it myself, and had a lot of fun with it, as this screenshot of my BTB cow breeding facility will attest (those are automatic wheat-farm modules in the foreground which feed into the system):
for contrast, here's my BTW pure cow-breeding facility:
Letting go of that project was a rather painful experience for me, especially given the amount of work and creative energy I poured into it, but one that I decided was for the best in the end.
If you are looking for something for your forge setup, Assembly Line for the Universal Electricity makes you build conveyer belts that need to be powered, I find it a bit more satisfying than magical pipes
part of me wishes we could stitch together leather and use axles and the long leather loops to create conveyer belts lol
He's a mad man with a box
And if you're looking for something in a non-Forge install, then you've done right in finding BTW
And no jump from the iron age to the nanotech age either
He's a mad man with a box
I'd love to see more tutorials or studies based on HCB building. I'm such a rubbish player I barely grok vanilla water behavior (I mean, signs???). My Steve spends a lot of his time hip-deep in a water channel going "now what?"
It's not so hard if you think of everything as occupying the entire block, even signs and flowers. (except of course mobs do not occupy blocks) sincs water is a block it can't co-occupy a block like a sign and a pig can.
I don't, but given the way it's setup internally, it would be very easy for a mod to specify buoyancy values within BTW through code.
7's ? Sorry, I'm kind of a Monkey on a Monolith here. Why should think in sevens for HCB?
The number of blocks water will travel after it descends one. If you can place water sources (i.e. non-HCB), a water channel can transport items 8 blocks before descending a level. With HCB though, because the water itself has to drop down when the channel does, you can only travel items for 7 blocks at the same height level.
What value? I'd probably have to go in and change it myself (I'm not a modder and know less than nothing about the class files.) would it be possible to add to the config "item # bouy=1" or something like that.
it would be possible to make a BTW add-on which lets you modify every items buoy value, but FC won't do that as supporting it wouldn't be worth the effort. A modder could fairly easily do that though. They could also easily make their BTW compatible mod have items with specific buoyancy values.
He's a mad man with a box
First, learn to use the quote button to make your posts easier to read.
Second, look in the BTWconfig file to turn off HC Buckets if it annoys you that much.
Thirds, learn to live without beds, its really not that big a loss.