Do you have any idea when that version will be ready?
Look at the progress list at the top of the OP. I update it whenever I find I make significant progress. I cannot give an ETA (which you shouldn't be asking for anyway), but I can give you a progress report.
Apparently the license section of the OP contains sunglasses emoji: . Those are supposed to be the letter b followed by a closing parenthesis. The forums have no way to escape out of emoji.
I just discovered that this mod found its way to MinecraftDL.com, MinecraftTime.com, and about a dozen other sites. I am both flattered and angered by this blatant misuse of my mod. Although this mod is open-source, they are nonetheless violating the copyright (*left) I put on this mod. They have not posted any link to the source code, which is required by the GPL v3 license I have attached to the mod. This is nonetheless a crime.
These sites are scams. They have a nasty reputation for posting malware and viruses in the name of a Minecraft mod. For the safety of your computer, do not download from these sites. MinecraftDL.com has also stated that my mod works for Minecraft 1.7.2. This is misinformation, spread to marginally increase download count. If this mod crashes, that is because the mod is currently only for 1.7.10. There was no version for 1.7.2, and I will not create a version for 1.7.2. The two Forge versions are almost entirely incompatible.
I have requested to these sites to take down the infringing pages, but I am quite certain the requests will be ignored.
What I want to know is why bother reposting an open-source mod?
As of now I will be taking down all non-curse links to the mod, to help stifle further reposts. It's not like it'll do much, but it will bring attention to the issue.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/6/2013
Posts:
43
Minecraft:
StormCancer21
Member Details
Hello! I love your mod , i find it almost impossible to enjoy minecraft without your mod in my mod list! Thank you very much! The only think i would love would be if i could cook foods from other mods with this mod , something that isn't possible now. Thats my only request Again thanks
Hello einsteinsci. I'm a big fan of re-balancing the basic mechanics of Minecraft, especially around the beginning stages, to be more intuitive and and immersive with the whole survival aspect. I'm also a big fan of the many changes made in TerraFirmaCraft, however I don't like its incompatibility with other mods.
I have been putting together a modpack to best simulate TerraFirmaCraft, but with more compatibility with other mods, and your BetterBeginnings mod has been very helpful. I wanted to say thanks for making this mod, and ask if you're interested in sharing ideas on making survival a better experience. I'm learning mod-making through eclipse and would love to ask you question here and there. What do you think?
I just discovered that this mod found its way to MinecraftDL.com, MinecraftTime.com, and about a dozen other sites. I am both flattered and angered by this blatant misuse of my mod. Although this mod is open-source, they are nonetheless violating the copyright (*left) I put on this mod. They have not posted any link to the source code, which is required by the GPL v3 license I have attached to the mod. This is nonetheless a crime.
These sites are scams. They have a nasty reputation for posting malware and viruses in the name of a Minecraft mod. For the safety of your computer, do not download from these sites. MinecraftDL.com has also stated that my mod works for Minecraft 1.7.2. This is misinformation, spread to marginally increase download count. If this mod crashes, that is because the mod is currently only for 1.7.10. There was no version for 1.7.2, and I will not create a version for 1.7.2. The two Forge versions are almost entirely incompatible.
I have requested to these sites to take down the infringing pages, but I am quite certain the requests will be ignored.
What I want to know is why bother reposting an open-source mod?
I got malicious software from downloading an infected Shards of the Void (adventure map) post from MinecraftDL.com (although no other site seemed to have it at the moment). You are entirely right, and I don't think just posting it here is enough. I think we should all post comments specifically showing that it is a false site and illegal in the comments section of all of those reposts.
Hello einsteinsci. I'm a big fan of re-balancing the basic mechanics of Minecraft, especially around the beginning stages, to be more intuitive and and immersive with the whole survival aspect. I'm also a big fan of the many changes made in TerraFirmaCraft, however I don't like its incompatibility with other mods.
I have been putting together a modpack to best simulate TerraFirmaCraft, but with more compatibility with other mods, and your BetterBeginnings mod has been very helpful. I wanted to say thanks for making this mod, and ask if you're interested in sharing ideas on making survival a better experience. I'm learning mod-making through eclipse and would love to ask you question here and there. What do you think?
You don't need to ask my permission, go ahead! (Though I suggest you wait for the 1.0 update, there will be a lot of bugfixes and compatibility-related stuff there.)
I'd like to reiterate that this mod is not officially or unofficially related to TerraFirmaCraft, and is in no way based off of it. In fact, I had not heard of TFC until after the initial release. The original idea came from AnonTheMouse, and his idea "Noobcraft". The reason I went with "BetterBeginnings" is because there was already an existing mod named "Noobcraft" from 1.5 that had the exact opposite purpose of this mod, was a base edit, and was fairly low on features.
If you plan on developing mods, you should at least have a significant amount of Java experience (or lots of C# experience and a little Java experience, like it was for me). You should at least be very familiar with the concepts of classes and inheritance, but I also recommend you continue learning all the way to multi-threading, functional types, reflection, and annotations, so you understand how Forge loads mods and how the event system works. In other words, an "AP Computer Science" level of understanding of Java. If you're new to programming, you really should get some Java experience first. I'd been using C# for several years, and was very lucky that Minecraft was coded in Java, which is nearly identical to C#, so learning to mod was pretty easy for me.
For the IDE, I strongly recommend IntelliJ IDEA over Eclipse. IntelliJ has a far better Intellisense mechanic when coding, and has many other IDE features that make the specifics of writing code in Java less tedious, such as the entire Alt-Enter mechanic. I'd say the only major feature Eclipse has that IntellJ does not is that Eclipse can have a portable install (extract the ZIP wherever), while IntelliJ has to be installed on the hard drive like most other programs.
As for tutorials, I recommend Pahimar's Let's Mod Reboot tutorials. I wasn't aware of them until halfway to the initial release for BetterBeginnings, and trying to scrap together algorithms and concepts from half a dozen different tutorial series' resulted in some particularly poor code (like the code for the basic kiln). He also uses IntelliJ and goes into Source Control (which is absolutely necessary with modding) and Licensing too, which most tutorials skip over. He doesn't go into the basic Java stuff, and assumes you have a good understanding of inheritance and the like, so you won't find yourself skipping over half the tutorials. He also keeps the source code in a GitHub repository so you can see every line of it.
I'm sorry I have not had much time at all to work on this lately, school has been ramping up the past few weeks trying to fit in as much of the intended class plan as possible. Right now it's finals week, so after next week, I'll be able to code some more and keep that 1.8 update moving.
EDIT: Apparently MCForums has the worst WYSIWIG editor ever, it can't even let me put a blank line between paragraphs.
I'd like to reiterate that this mod is not officially or unofficially related to TerraFirmaCraft, and is in no way based off of it. In fact, I had not heard of TFC until after the initial release. The original idea came from AnonTheMouse, and his idea "Noobcraft". The reason I went with "BetterBeginnings" is because there was already an existing mod named "Noobcraft" from 1.5 that had the exact opposite purpose of this mod, was a base edit, and was fairly low on features.
Yeah I didn't mean to imply there was any link, sorry. The spirit of balancing the early progression in Minecraft survival is where I relate the two, but your mod is more concise and much more compatible with other mods. TFC is great, but they choose to tackle everything from a total conversion standpoint, alienating themselves from established mods that already do certain things very well (like terrain generation).
To share my thoughts: I really liked how you require a knife to make sticks and leather strips, so I expanded on it in a huge way. I made the knife necessary for making many things, such as leather from hide, twine from sticks, etc. The hatchet is needed for making planks from logs, and higher tier hatchets increase the output of planks. I'd like to create more tools specifically for expanding recipes in your new crafting table, for ex. making paper should require a bucket of water and strainer in the side slots.
I'd especially like to expand on the campfire, so that you need a stick to cook meats, a bowl to cook stews, a mould to cook bricks, etc. I love the idea of the campfire/oven.etc being a combination of crafting table and forge. ModTweaker support would be amazing, since it's designed to allow tweaking recipes for your special blocks!
I'm not a programmer, but I'm also in IT and have done scripting and basic programming in the past. I have your source loaded in eclipse with a couple others and been playing with it, learning as I go. I'll wait for the 1.0 update though before trying anything crazy.
I'm working on a private modpack that is just focused on strengthening the core game-play of minecraft, by fixing a lot of balance issues, adding needed mechanics, and fleshing out the progression of survival/adventure play. My goal is to create a solid foundation for more content and theme-based mods to stand on, so everything becomes a more immersive and enjoyable experience. Your mod has been a tremendous help!
Hi, the mod is fantastic, really but i have found a "bug": The raw meat from another mod (Ex: Fantastic FIsh) Can't be smelt by furnance.
PS: Sorry for my english .-.
Hehe... don't cook food in a furnace, it's full of gunk that will make the food inedible; the brick oven serves a better purpose. That said, support for modded food is coming in 1.0.0 with an adaptive algorithm for anything that extends the class "ItemFood". For now you can use the config and change the option that disables all smelting recipes.
Also, you can break iron bars without a pickaxe
Do you have any idea when that version will be ready?
Look at the progress list at the top of the OP. I update it whenever I find I make significant progress. I cannot give an ETA (which you shouldn't be asking for anyway), but I can give you a progress report.
Its cool that you added knives. I like the concepts of making knives in the beginning.
Apparently the license section of the OP contains sunglasses emoji: . Those are supposed to be the letter b followed by a closing parenthesis. The forums have no way to escape out of emoji.
This mod is now on CurseForge! Please note that this thread will remain the official place for any BetterBeginnings info.
EDIT: Why the stretching?
I think its is because the picture need to fit completely in the box. If I'm wrong, then I don't know.
I just discovered that this mod found its way to MinecraftDL.com, MinecraftTime.com, and about a dozen other sites. I am both flattered and angered by this blatant misuse of my mod. Although this mod is open-source, they are nonetheless violating the copyright (*left) I put on this mod. They have not posted any link to the source code, which is required by the GPL v3 license I have attached to the mod. This is nonetheless a crime.
These sites are scams. They have a nasty reputation for posting malware and viruses in the name of a Minecraft mod. For the safety of your computer, do not download from these sites. MinecraftDL.com has also stated that my mod works for Minecraft 1.7.2. This is misinformation, spread to marginally increase download count. If this mod crashes, that is because the mod is currently only for 1.7.10. There was no version for 1.7.2, and I will not create a version for 1.7.2. The two Forge versions are almost entirely incompatible.
I have requested to these sites to take down the infringing pages, but I am quite certain the requests will be ignored.
What I want to know is why bother reposting an open-source mod?
#stopmodreposts
As of now I will be taking down all non-curse links to the mod, to help stifle further reposts. It's not like it'll do much, but it will bring attention to the issue.
Is it okay If I use this mod in a public modpack? I give all credit to the mod creators and I will post this link in the forums.
Thanks,
LordOfFireCoder
(by the way I saw what you said so in case your curious The modpack is call FopCraft and soon it will be posted here: http://minecraft.curseforge.com/modpacks/230479-fopcraft-1-0-0-for-minecraft-1-7-10/settings/general )
Sure. You don't need to ask.
BTW your link is broken.
Have you gotten the item overlays working yet?
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
Hello! I love your mod , i find it almost impossible to enjoy minecraft without your mod in my mod list! Thank you very much! The only think i would love would be if i could cook foods from other mods with this mod , something that isn't possible now. Thats my only request Again thanks
Hello einsteinsci. I'm a big fan of re-balancing the basic mechanics of Minecraft, especially around the beginning stages, to be more intuitive and and immersive with the whole survival aspect. I'm also a big fan of the many changes made in TerraFirmaCraft, however I don't like its incompatibility with other mods.
I have been putting together a modpack to best simulate TerraFirmaCraft, but with more compatibility with other mods, and your BetterBeginnings mod has been very helpful. I wanted to say thanks for making this mod, and ask if you're interested in sharing ideas on making survival a better experience. I'm learning mod-making through eclipse and would love to ask you question here and there. What do you think?
I got malicious software from downloading an infected Shards of the Void (adventure map) post from MinecraftDL.com (although no other site seemed to have it at the moment). You are entirely right, and I don't think just posting it here is enough. I think we should all post comments specifically showing that it is a false site and illegal in the comments section of all of those reposts.
You don't need to ask my permission, go ahead! (Though I suggest you wait for the 1.0 update, there will be a lot of bugfixes and compatibility-related stuff there.)
I'd like to reiterate that this mod is not officially or unofficially related to TerraFirmaCraft, and is in no way based off of it. In fact, I had not heard of TFC until after the initial release. The original idea came from AnonTheMouse, and his idea "Noobcraft". The reason I went with "BetterBeginnings" is because there was already an existing mod named "Noobcraft" from 1.5 that had the exact opposite purpose of this mod, was a base edit, and was fairly low on features.
If you plan on developing mods, you should at least have a significant amount of Java experience (or lots of C# experience and a little Java experience, like it was for me). You should at least be very familiar with the concepts of classes and inheritance, but I also recommend you continue learning all the way to multi-threading, functional types, reflection, and annotations, so you understand how Forge loads mods and how the event system works. In other words, an "AP Computer Science" level of understanding of Java. If you're new to programming, you really should get some Java experience first. I'd been using C# for several years, and was very lucky that Minecraft was coded in Java, which is nearly identical to C#, so learning to mod was pretty easy for me.
For the IDE, I strongly recommend IntelliJ IDEA over Eclipse. IntelliJ has a far better Intellisense mechanic when coding, and has many other IDE features that make the specifics of writing code in Java less tedious, such as the entire Alt-Enter mechanic. I'd say the only major feature Eclipse has that IntellJ does not is that Eclipse can have a portable install (extract the ZIP wherever), while IntelliJ has to be installed on the hard drive like most other programs.
As for tutorials, I recommend Pahimar's Let's Mod Reboot tutorials. I wasn't aware of them until halfway to the initial release for BetterBeginnings, and trying to scrap together algorithms and concepts from half a dozen different tutorial series' resulted in some particularly poor code (like the code for the basic kiln). He also uses IntelliJ and goes into Source Control (which is absolutely necessary with modding) and Licensing too, which most tutorials skip over. He doesn't go into the basic Java stuff, and assumes you have a good understanding of inheritance and the like, so you won't find yourself skipping over half the tutorials. He also keeps the source code in a GitHub repository so you can see every line of it.
I'm sorry I have not had much time at all to work on this lately, school has been ramping up the past few weeks trying to fit in as much of the intended class plan as possible. Right now it's finals week, so after next week, I'll be able to code some more and keep that 1.8 update moving.
EDIT: Apparently MCForums has the worst WYSIWIG editor ever, it can't even let me put a blank line between paragraphs.
EDIT 2: No wait, there it goes.
Yeah I didn't mean to imply there was any link, sorry. The spirit of balancing the early progression in Minecraft survival is where I relate the two, but your mod is more concise and much more compatible with other mods. TFC is great, but they choose to tackle everything from a total conversion standpoint, alienating themselves from established mods that already do certain things very well (like terrain generation).
To share my thoughts: I really liked how you require a knife to make sticks and leather strips, so I expanded on it in a huge way. I made the knife necessary for making many things, such as leather from hide, twine from sticks, etc. The hatchet is needed for making planks from logs, and higher tier hatchets increase the output of planks. I'd like to create more tools specifically for expanding recipes in your new crafting table, for ex. making paper should require a bucket of water and strainer in the side slots.
I'd especially like to expand on the campfire, so that you need a stick to cook meats, a bowl to cook stews, a mould to cook bricks, etc. I love the idea of the campfire/oven.etc being a combination of crafting table and forge. ModTweaker support would be amazing, since it's designed to allow tweaking recipes for your special blocks!
I'm not a programmer, but I'm also in IT and have done scripting and basic programming in the past. I have your source loaded in eclipse with a couple others and been playing with it, learning as I go. I'll wait for the 1.0 update though before trying anything crazy.
I'm working on a private modpack that is just focused on strengthening the core game-play of minecraft, by fixing a lot of balance issues, adding needed mechanics, and fleshing out the progression of survival/adventure play. My goal is to create a solid foundation for more content and theme-based mods to stand on, so everything becomes a more immersive and enjoyable experience. Your mod has been a tremendous help!
you should make the game easier and with one life only so it's more likely to real life and make some graves or something and a npc friend
Hehe... don't cook food in a furnace, it's full of gunk that will make the food inedible; the brick oven serves a better purpose. That said, support for modded food is coming in 1.0.0 with an adaptive algorithm for anything that extends the class "ItemFood". For now you can use the config and change the option that disables all smelting recipes.