Unfortunately my willingness to play Minecraft has gone out the window, so it may be some time before I play this mod again. However I do want to say that reading the changelog is tempting me something fierce.
Maybe in the future I'll pick up Minecraft, and the mod, and end up spending way too much time playing it.
So I want to say thank-you for making Better Than Wolves. It, along with Thaumcraft, are the only two mods I've ever played that actually have a proper progression system implemented. Where you couldn't get from the start of the tech tree to the end of it in a single day. (Unlike vanilla Minecraft, where you can reach it within an hour.)
I've also dropped a few dollars on your donation button as a way of saying thank-you for the many, many hours of entertainment you have given me.
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
So I want to say thank-you for making Better Than Wolves. It, along with Thaumcraft, are the only two mods I've ever played that actually have a proper progression system implemented. Where you couldn't get from the start of the tech tree to the end of it in a single day. (Unlike vanilla Minecraft, where you can reach it within an hour.)
I've also dropped a few dollars on your donation button as a way of saying thank-you for the many, many hours of entertainment you have given me.
Thanks man! Glad you enjoyed it so much, even if it's no longer on your active playlist
When I drew up my little recipe research sheet (self-gimping is great) I didn't do the doodle of the Mill Stone to reflect what it actually is too well, so I'm having trouble guessing the recipe. Don't look down upon me, I'm a loser, yes, but one who is enjoying himself.
Test your wordings; come up with a vague riddle to help me figure out the recipe for mill stone.
Also, Flower, are the hardcore slime changes in place because slimes were too prolific? Should I also burn the slimeballs I aquired from a swamp full of slimes?
Also, Flower, are the hardcore slime changes in place because slimes were too prolific? Should I also burn the slimeballs I aquired from a swamp full of slimes?
Nope, has nothing to do with abundance. More to do with them being entirely derpy in 1.5 and more likely to bang their head into a wall indefinitely than attack the player in any meaningful way
Nope, has nothing to do with abundance. More to do with them being entirely derpy in 1.5 and more likely to bang their head into a wall indefinitely than attack the player in any meaningful way
Is it intentional for the smallest slimes to be able to glitch through walls? Well, it's specifically magma cubes in question; I assume the update applies to them, as they haven't done this before. I'm now seeing them make their way into a completely sealed area. They are standing on hoppers when they do it, and the spot they are glitching through is setup like this (side view):
MG
H--
M = Magma Cube
H = Hopper
G = Glass
-- = Empty space
The glass goes all the way up, no holes, and this had never happened before the update. Even if they could jump infinity blocks high now, there'd be no way for them to enter this sealed area.
If it's intentional for them to be able to push their way through diagonal spaces, or glass walls, or whatever it is that's letting them get into there, then I guess I'll have to do a major overhaul on my Nether base. Or abandon it entirely and start somewhere else, which would almost definitely be faster and easier if it's glass walls that are ineffective against them.
In the meantime, I'm just going to keep murdering them as they manage to infiltrate my base.
Is it intentional for the smallest slimes to be able to glitch through walls?
Nope, definitely not. I think I have an idea of what may be happening there and will take a look.
I don't think it's glass btw. Small slimes have small collision bounding boxes. The Hopper also has a gap in its box towards the top into which items fall, which results in a very narrow space into that empty block. If you had another glass block there, I suspect it would be fine.
Still an issue mind you, and as I said, I'll take a look at it.
EDIT: Actually, no, sorry: there's no gap at the top of the bounding box with the Hopper. I was thinking of the way it worked a rather long time ago.
Running some tests, it looks like the problem isn't with that vertical diagonal gap. What does seem to cause problems however is a horizontal diagonal gap, so I suspect your setup may have one of those as well.
Ah you're right, on the side there's a horizontal diagonal gap where the switch is. I hadn't considered it since that gap is only in one spot, and they must jump down immediately afterwards, putting them in the space underneath the glass wall. Thanks for running the tests to figure it out so quickly; I'm glad the slimes aren't meant to be that hardcore
Ah you're right, on the side there's a horizontal diagonal gap where the switch is. I hadn't considered it since that gap is only in one spot, and they must jump down immediately afterwards, putting them in the space underneath the glass wall. Thanks for running the tests to figure it out so quickly; I'm glad the slimes aren't meant to be that hardcore
No worries. I've bumped up the horizontal element of the bounding box on small slimes back to what it was previous to the most recent release, and that seems to help quite a bit. I had mainly wanted to reduce the vertical dimension anyways so that small slimes could squeeze through half-block gaps, and had just adjusted the horizontal to match the new vertical value.
At it's core though, this is largely an issue with 1.5 collision detection and resolution being held together with duct tape. Not sure if it's better in more recent versions of MC.
My main objective there was to cut down on the different kinds of barricades available in the very early game. Fences in particular are an issue as they're very easy to make and basically act as gigantic pathing-exploits vs mobs which wind up negating some of the cooler things that can happen in the early game like with small mobs being able to get past slabs. I've actually been considering getting rid of the invisible block on top of them entirely for a long time now.
So, I wanted to bump those up the tech tree in particular, and the other blocks largely fit with that idea. You can still make cobble fences mind you, but given that stone is a rather valuable resource in the very early game, this seemed like a reasonable intermediate step while considering other options. Doors aren't as big an issue as they can still be beaten down by zombies, but on the other hand it's pretty easy to get around that with a well placed block.
Yeah. Dirt blocks pretty much negate a majority of monsters for most situations - I think the only dangerous ones are if there are trees skeletons can lurk under right by the entrance, or you're close enough to activate a creeper so that it won't despawn or something. It'd be interesting if zombies could dig, but then again that might make surviving the first night incredibly difficult for most spawns
I like the change to fences etc. I remember watching the video you mentioned and IcyNewYear made wicker pieces for transparent "windows" for his little hovel, and then mentioned that it was actually cheaper to just make fences instead.
I'll hop on the ego-stroking bandwagon and chip in that BTW is unique in that it's the only complete "tougher vanilla" style mod out there. There are a few that qualify for 1.7.10, and a few that qualify for... is it 1.6.4? But they all only affect individual elements of the game and unfortunately don't result in a complete "tougher vanilla" experience. Even ignoring the new blocks, mechanical power concept, etc BTW still functions as a more complete mod than an entire suite of Forge mods, and it's awfully hard to go back to plain vanilla after getting used to BTW. That does mean that some pretty inventive Forge mods go unplayed, and it does mean we'll probably never get to turn those annoying damn horses into glue factories, but... oh well. BTW's still the best game in town
Yeah. Dirt blocks pretty much negate a majority of monsters for most situations - I think the only dangerous ones are if there are trees skeletons can lurk under right by the entrance, or you're close enough to activate a creeper so that it won't despawn or something. It'd be interesting if zombies could dig, but then again that might make surviving the first night incredibly difficult for most spawns
In 7 Days to Die (almost similar to Minecraft) zombies do indeed dig through things, and when they weren't digging through a wall or a floor, it felt silly.
There'd be these enigmatic zombies having a fit in very close proximity to myself, and I'd have to get out of my hole and go looking for the tiny little hole the several zombies decided to spend all night tunneling through. Maybe it would've been less annoying if they only did that if the wall separating us was only a couple of metres thick.
If only there was a way in which every single significant raise in heartbeat, in all who have played BTW, could be recorded, for whenever you needed a good chuckle and a self-given pat on the back. Slimes helped me flush out my arterial system - thanks xoxo. Seriously, though, they actually feel like a new type of enemy. You know, as in the overworld's crew of baddies is no longer 'creeper, skeleton, zombie, spider'; slime is now part of the gang.
I also can't seem to enact my dirtier methods of slaughter on the friendly animals anymore. I find myself kept up at night, pondering on the subject. "Was it my smell? I always deodorize before a hunt"
You rock, man ;P
Is it alright me posting my poorly documented travels here on your forum? It is not important to me, it's a 'might as well' kinda thing.
Page 4
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(don't read this if you're new, explore the game for yourself first)
I guess I'll have to dig in and see what these new slimes are all about. I've never really found them to be particularly dangerous, just really good at devouring durability on your tools.
If only there was a way in which every single significant raise in heartbeat, in all who have played BTW, could be recorded, for whenever you needed a good chuckle and a self-given pat on the back. Slimes helped me flush out my arterial system - thanks xoxo. Seriously, though, they actually feel like a new type of enemy. You know, as in the overworld's crew of baddies is no longer 'creeper, skeleton, zombie, spider'; slime is now part of the gang.
I also can't seem to enact my dirtier methods of slaughter on the friendly animals anymore. I find myself kept up at night, pondering on the subject. "Was it my smell? I always deodorize before a hunt"
You rock, man ;P
Hehe...thanks man. The credit for the slimes really goes to Notch though. He came up with a cool Asteroids-style mechanic for them which yes, I believe fits well with the archetypal style of the other basic mobs (creeper, skeleton, etc.), but unfortunately kinda made that largely irrelevant in the end with the decision that small slimes wouldn't do any damage. If you remember the arcade game, that mechanic really relies on the smaller rocks being more dangerous than the larger ones to make it interesting, and to make target selection and accuracy ongoing considerations for the player.
Of course, the movement rules for them also got mangled at some point which resulted in them getting stuck way too often and being largely irrelevant, which was the primary thing I was wanting to fix there, with the other stuff just being done along the way.
So yeah, this is all Notch. There were just a few levels of accumulated grime over his design there that were preventing slimes from shining that I tried to wipe away
And yeah, dirty animal slaughter methods were something I really wanted to address for awhile now as one of my primary goals with the whole hoofsies thing was to give the bow and arrows more of a role in the early game progression (as well as stuff like making leather armor a meaningful upgrade to cloth that you had to work for rather than just a given). You actually helped a great deal with that when you mentioned the falling sand bit as after some testing, it turned out what I already had in place didn't address that properly. Made sure to take care of that one before release
So yeah, this is all Notch. There were just a few levels of accumulated grime over his design there that were preventing slimes from shining that I tried to wipe away
I played asteroids when I was little baby, and I didn't really appreciate it that much. I noticed that while fighting the slimes I was thinking to myself whether I should kill the larger ones just yet before dealing with the other baddies about. I like that I was prompted to think that by the new way of things.
Made sure to take care of that one before release
It feels good now. The animals get nearly as scared of everything as I am!
I played asteroids when I was little baby, and I didn't really appreciate it that much. I noticed that while fighting the slimes I was thinking to myself whether I should kill the larger ones just yet before dealing with the other baddies about. I like that I was prompted to think that by the new way of things.
It feels good now. The animals get nearly as scared of everything as I am!
Is the new response only to trying to kill them with sand, gravel, etc? They don't seem to be behaving differently otherwise.
Weird. They seem oddly complacent when I start walking towards them with an axe. Guess I'll have to try some more inventive ways of murdering the wildlife, then. This is the fun kind of science!
Weird. They seem oddly complacent when I start walking towards them with an axe. Guess I'll have to try some more inventive ways of murdering the wildlife, then. This is the fun kind of science!
It is the fun of science at my rate of scientific research, I'll be grey haired before I invent the mill stone. Back in 2010 I'd contrive progression systems for myself for lots of things. I'd played the game for 4 months and never went to the nether because I was just waiting for the 'right moment'. I still haven't been to the nether before. This lead up to things I contrive for myself could be considered a problem, but just imagine the awe and excitement I'll feel when I finally jump through that portal at the turn of the century.
I've been saved the horror of Hardcore Slime, but I strongly suspect I know what the nervousness means. I've had some luck working around it (and catching terrified chickens in corners ), though.
I mainly figured I'd pop in here to mention a small thing I've been really appreciating that didn't seem relevant anywhere on the main forum: I've been loving the Hardcore Hoofsies. It's wonderful to watch at night, especially near water (unless I thought I saw something I didn't).
Rollback Post to RevisionRollBack
Fly, high, to apocalypse skies
Fight for the world we must save
Like tears of a unicorn lost in the rain
Chaos will triumph this day
Unfortunately my willingness to play Minecraft has gone out the window, so it may be some time before I play this mod again. However I do want to say that reading the changelog is tempting me something fierce.
Maybe in the future I'll pick up Minecraft, and the mod, and end up spending way too much time playing it.
So I want to say thank-you for making Better Than Wolves. It, along with Thaumcraft, are the only two mods I've ever played that actually have a proper progression system implemented. Where you couldn't get from the start of the tech tree to the end of it in a single day. (Unlike vanilla Minecraft, where you can reach it within an hour.)
I've also dropped a few dollars on your donation button as a way of saying thank-you for the many, many hours of entertainment you have given me.
IcyNewYear just put out an update video for the new release!
Thanks man! Glad you enjoyed it so much, even if it's no longer on your active playlist
When I drew up my little recipe research sheet (self-gimping is great) I didn't do the doodle of the Mill Stone to reflect what it actually is too well, so I'm having trouble guessing the recipe. Don't look down upon me, I'm a loser, yes, but one who is enjoying himself.
Test your wordings; come up with a vague riddle to help me figure out the recipe for mill stone.
Also, Flower, are the hardcore slime changes in place because slimes were too prolific? Should I also burn the slimeballs I aquired from a swamp full of slimes?
I used to have toes
Nope, has nothing to do with abundance. More to do with them being entirely derpy in 1.5 and more likely to bang their head into a wall indefinitely than attack the player in any meaningful way
They attack? (el winko face-o)
I used to have toes
Is it intentional for the smallest slimes to be able to glitch through walls? Well, it's specifically magma cubes in question; I assume the update applies to them, as they haven't done this before. I'm now seeing them make their way into a completely sealed area. They are standing on hoppers when they do it, and the spot they are glitching through is setup like this (side view):
MG
H--
M = Magma Cube
H = Hopper
G = Glass
-- = Empty space
The glass goes all the way up, no holes, and this had never happened before the update. Even if they could jump infinity blocks high now, there'd be no way for them to enter this sealed area.
If it's intentional for them to be able to push their way through diagonal spaces, or glass walls, or whatever it is that's letting them get into there, then I guess I'll have to do a major overhaul on my Nether base. Or abandon it entirely and start somewhere else, which would almost definitely be faster and easier if it's glass walls that are ineffective against them.
In the meantime, I'm just going to keep murdering them as they manage to infiltrate my base.
Nope, definitely not. I think I have an idea of what may be happening there and will take a look.
I don't think it's glass btw. Small slimes have small collision bounding boxes. The Hopper also has a gap in its box towards the top into which items fall, which results in a very narrow space into that empty block. If you had another glass block there, I suspect it would be fine.
Still an issue mind you, and as I said, I'll take a look at it.
EDIT: Actually, no, sorry: there's no gap at the top of the bounding box with the Hopper. I was thinking of the way it worked a rather long time ago.
Running some tests, it looks like the problem isn't with that vertical diagonal gap. What does seem to cause problems however is a horizontal diagonal gap, so I suspect your setup may have one of those as well.
Ah you're right, on the side there's a horizontal diagonal gap where the switch is. I hadn't considered it since that gap is only in one spot, and they must jump down immediately afterwards, putting them in the space underneath the glass wall. Thanks for running the tests to figure it out so quickly; I'm glad the slimes aren't meant to be that hardcore
No worries. I've bumped up the horizontal element of the bounding box on small slimes back to what it was previous to the most recent release, and that seems to help quite a bit. I had mainly wanted to reduce the vertical dimension anyways so that small slimes could squeeze through half-block gaps, and had just adjusted the horizontal to match the new vertical value.
At it's core though, this is largely an issue with 1.5 collision detection and resolution being held together with duct tape. Not sure if it's better in more recent versions of MC.
Yeah. Dirt blocks pretty much negate a majority of monsters for most situations - I think the only dangerous ones are if there are trees skeletons can lurk under right by the entrance, or you're close enough to activate a creeper so that it won't despawn or something. It'd be interesting if zombies could dig, but then again that might make surviving the first night incredibly difficult for most spawns
I like the change to fences etc. I remember watching the video you mentioned and IcyNewYear made wicker pieces for transparent "windows" for his little hovel, and then mentioned that it was actually cheaper to just make fences instead.
I'll hop on the ego-stroking bandwagon and chip in that BTW is unique in that it's the only complete "tougher vanilla" style mod out there. There are a few that qualify for 1.7.10, and a few that qualify for... is it 1.6.4? But they all only affect individual elements of the game and unfortunately don't result in a complete "tougher vanilla" experience. Even ignoring the new blocks, mechanical power concept, etc BTW still functions as a more complete mod than an entire suite of Forge mods, and it's awfully hard to go back to plain vanilla after getting used to BTW. That does mean that some pretty inventive Forge mods go unplayed, and it does mean we'll probably never get to turn those annoying damn horses into glue factories, but... oh well. BTW's still the best game in town
In 7 Days to Die (almost similar to Minecraft) zombies do indeed dig through things, and when they weren't digging through a wall or a floor, it felt silly.
There'd be these enigmatic zombies having a fit in very close proximity to myself, and I'd have to get out of my hole and go looking for the tiny little hole the several zombies decided to spend all night tunneling through. Maybe it would've been less annoying if they only did that if the wall separating us was only a couple of metres thick.
If only there was a way in which every single significant raise in heartbeat, in all who have played BTW, could be recorded, for whenever you needed a good chuckle and a self-given pat on the back. Slimes helped me flush out my arterial system - thanks xoxo. Seriously, though, they actually feel like a new type of enemy. You know, as in the overworld's crew of baddies is no longer 'creeper, skeleton, zombie, spider'; slime is now part of the gang.
I also can't seem to enact my dirtier methods of slaughter on the friendly animals anymore. I find myself kept up at night, pondering on the subject. "Was it my smell? I always deodorize before a hunt"
You rock, man ;P
Is it alright me posting my poorly documented travels here on your forum? It is not important to me, it's a 'might as well' kinda thing.
Page 4
Page 5
Page 6
(don't read this if you're new, explore the game for yourself first)
I used to have toes
I guess I'll have to dig in and see what these new slimes are all about. I've never really found them to be particularly dangerous, just really good at devouring durability on your tools.
Hehe...thanks man. The credit for the slimes really goes to Notch though. He came up with a cool Asteroids-style mechanic for them which yes, I believe fits well with the archetypal style of the other basic mobs (creeper, skeleton, etc.), but unfortunately kinda made that largely irrelevant in the end with the decision that small slimes wouldn't do any damage. If you remember the arcade game, that mechanic really relies on the smaller rocks being more dangerous than the larger ones to make it interesting, and to make target selection and accuracy ongoing considerations for the player.
Of course, the movement rules for them also got mangled at some point which resulted in them getting stuck way too often and being largely irrelevant, which was the primary thing I was wanting to fix there, with the other stuff just being done along the way.
So yeah, this is all Notch. There were just a few levels of accumulated grime over his design there that were preventing slimes from shining that I tried to wipe away
And yeah, dirty animal slaughter methods were something I really wanted to address for awhile now as one of my primary goals with the whole hoofsies thing was to give the bow and arrows more of a role in the early game progression (as well as stuff like making leather armor a meaningful upgrade to cloth that you had to work for rather than just a given). You actually helped a great deal with that when you mentioned the falling sand bit as after some testing, it turned out what I already had in place didn't address that properly. Made sure to take care of that one before release
I played asteroids when I was little baby, and I didn't really appreciate it that much. I noticed that while fighting the slimes I was thinking to myself whether I should kill the larger ones just yet before dealing with the other baddies about. I like that I was prompted to think that by the new way of things.
It feels good now. The animals get nearly as scared of everything as I am!
I used to have toes
Is the new response only to trying to kill them with sand, gravel, etc? They don't seem to be behaving differently otherwise.
Nope, that's not it.
Weird. They seem oddly complacent when I start walking towards them with an axe. Guess I'll have to try some more inventive ways of murdering the wildlife, then. This is the fun kind of science!
It is the fun of science at my rate of scientific research, I'll be grey haired before I invent the mill stone. Back in 2010 I'd contrive progression systems for myself for lots of things. I'd played the game for 4 months and never went to the nether because I was just waiting for the 'right moment'. I still haven't been to the nether before. This lead up to things I contrive for myself could be considered a problem, but just imagine the awe and excitement I'll feel when I finally jump through that portal at the turn of the century.
I got problem
I used to have toes
Slime sounds now haunt my dreams.
I've been saved the horror of Hardcore Slime, but I strongly suspect I know what the nervousness means. I've had some luck working around it (and catching terrified chickens in corners ), though.
I mainly figured I'd pop in here to mention a small thing I've been really appreciating that didn't seem relevant anywhere on the main forum: I've been loving the Hardcore Hoofsies. It's wonderful to watch at night, especially near water (unless I thought I saw something I didn't).
Fly, high, to apocalypse skies
Fight for the world we must save
Like tears of a unicorn lost in the rain
Chaos will triumph this day