was and still am just a little frustrated that I can play a great mod as much as I wish because of developers disagreeing (to what I heard anyways). A couple other reasons too, but its a free country I guess. I'll just sit here patiently till BTW and forge to be compatible again.
It won't be. I want nothing to do with Forge for both personal and technical reasons.
BTW is designed to be played alone. If you wish to play it, you are free to do so on a separate instance of MC. If you wish to play other mods, you are free to do the same.
I am in no way preventing you playing this or other mods, any more than one game prevents you from playing another. The only thing I'm preventing people from doing is playing them *at the same time*, both because of my desire not to use Forge, and because it would provide next to no benefit to play them together anyways given this mod's standalone approach. In fact, other mods played alongside this one just tend to wreck what I've done here and diminish your own play experience.
People like to go on...and on...and on...about it, hurling insults at me all the while for me having the gall to hand out free stuff while not providing it with the color of gift wrapping they prefer, but seriously: it's not a big deal. Play this mod, play that one, enjoy the free content I provide, or don't. It's all the same to me.
AFAIK NEI requires Forge and is therefore imcompatible. No, this stance will not change, don't even ask. However, you can always use CraftGuide, which is BTW compatible by default.
Holy shizwizzle! I actually understood what AFAIK means!
It won't be. I want nothing to do with Forge for both personal and technical reasons.
BTW is designed to be played alone. If you wish to play it, you are free to do so on a separate instance of MC. If you wish to play other mods, you are free to do the same.
I am in no way preventing you playing this or other mods, any more than one game prevents you from playing another. The only thing I'm preventing people from doing is playing them *at the same time*, both because of my desire not to use Forge, and because it would provide next to no benefit to play them together anyways given this mod's standalone approach. In fact, other mods played alongside this one just tend to wreck what I've done here and diminish your own play experience.
People like to go on...and on...and on...about it, hurling insults at me all the while for me having the gall to hand out free stuff while not providing it with the color of gift wrapping they prefer, but seriously: it's not a big deal. Play this mod, play that one, enjoy the free content I provide, or don't. It's all the same to me.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/4/2012
Posts:
50
Member Details
ok, I tried every thing that seems logical, and even somethings that barely would fit there, but I didn't discover how to make nether groth without mycelium.
could anybody help me?
Edit: Even if it's just a hint, I really don't want to go looking randomly for a mushroom biome in my large biomes world. please.
On a more serious note: Had to start a new world and MAN does Hardcore Spawning kick ass. Still trying to deter myself from making it look nice before making it functional.
Thanks man! Yeah, I quite enjoy it myself as it goes a long way to restoring that "new world" feel to Minecraft during the course of normal play.
I actually find myself enjoying dying these days somewhat due to that. There's the initial frustration of dying of course, but then I find that's rapidly followed by the thrill of exploring a never before seen part of my world and building myself back up
The Meaning of Life, the Universe, and Everything.
Location:
Madison
Join Date:
7/11/2012
Posts:
1,706
Minecraft:
Mikko_blu
Member Details
I think it's quite fun building misc lodges everywhere. I'm not sure if i'm even going to build the SFS beacon, i've spent too much time making roads and markers all over.
I think it's quite fun building misc lodges everywhere. I'm not sure if i'm even going to build the SFS beacon, i've spent too much time making roads and markers all over.
Yeah, I can hear that. It was definitely a tough choice for me with regards to the SFS beacon as there's the potential for it interfering with the fun of Hardcore Spawning.
In the end though, I decided that the cost involved was sufficient that a player is very unlikely to miss out on that fun, especially given the progressive aspect of the SFS beacon, and how to really get fully reliable respawns, you need an insane 164 blocks of SFS.
That breaks down to the following resources:
-2624 iron ingots
-2624 lumps of coal charcoal
-656 blocks of clay
-A whopping 20,992 blocks of netherrack
Plus of course all the effort to automate SFS production to the point where you can effectively produce that much of it in a finite lifespan
Even if you *start* building a SFS beacon, you're still going to encounter HC spawning until you fully complete it out to level 4, and that's an in-game project that will likely keep you busy for a very long time to come.
Yes, I realize that people with established worlds that they've been playing for a long time may already have these resources at their disposal, but if you look at it from the perspective of the entire BTW playthrough experience from start to finish, it really is an incredible amount of material that is required.
And that's for *one* beacon, so if you're wanting to go elsewhere in your world, it still comes down to your road and rail networks. Those beacons are also a severe pain in the neck to move, as I can attest to from relocating what was only a level 2 beacon a couple of times while I was testing this feature out.
In other words, this is true "end game" content for when people have been playing their world for a very long time indeed. Certainly an extremely far cry from 3 blocks of wood and wool
Yeah, I can hear that. It was definitely a tough choice for me with regards to the SFS beacon as there's the potential for it interfering with the fun of Hardcore Spawning.
In the end though, I decided that the cost involved was sufficient that a player is very unlikely to miss out on that fun, especially given the progressive aspect of the SFS beacon, and how to really get fully reliable respawns, you need an insane 164 blocks of SFS.
That breaks down to the following resources:
-2624 iron ingots
-2624 lumps of coal charcoal
-656 blocks of clay
-A whopping 20,992 blocks of netherrack
Plus of course all the effort to automate SFS production to the point where you can effectively produce that much of it in a finite lifespan
Even if you *start* building a SFS beacon, you're still going to encounter HC spawning until you fully complete it out to level 4, and that's an in-game project that will likely keep you busy for a very long time to come.
Yes, I realize that people with established worlds that they've been playing for a long time may already have these resources at their disposal, but if you look at it from the perspective of the entire BTW playthrough experience from start to finish, it really is an incredible amount of material that is required.
And that's for *one* beacon, so if you're wanting to go elsewhere in your world, it still comes down to your road and rail networks. Those beacons are also a severe pain in the neck to move, as I can attest to from relocating what was only a level 2 beacon a couple of times while I was testing this feature out.
In other words, this is true "end game" content for when people have been playing their world for a very long time indeed. Certainly an extremely far cry from 3 blocks of wood and wool
Well don't get me wrong, i love the idea of the beacon. I just think that in this particular world where i spent so much time and resources making a generalized base with outward roads and hidden houses and stuff, it wouldn't be much fun to just build a beacon and then be done, given the amount of said work.
That being said, I think that for my next world, I'm definatley going to be keeping the beacon in mind, and begin building it from the start, and focus less on outward transportation routes and houses.
It also kinda reminds me of 'Wonders' in strategy games in like Age of Empires, and stuff like that. I like that alot.
Also i have a quick question: How does hardcore spawning work on premade maps, not made with BTW?
That being said, I think that for my next world, I'm definatley going to be keeping the beacon in mind, and begin building it from the start, and focus less on outward transportation routes and houses.
It also kinda reminds me of 'Wonders' in strategy games in like Age of Empires, and stuff like that. I like that alot.
Cool stuff man. Yeah, that's kind of the idea right now. Given I'm "wrapping up" BTW in preparation to moving on to a new project, I'm trying to provide long term content and goals for players to aim for while I am otherwise occupied.
I like the "wonder" analogy, as yes, there's definitely some similarities there.
Also i have a quick question: How does hardcore spawning work on premade maps, not made with BTW?
Not sure what you mean here. Yes, HC spawn should work on custom maps, but I'm not certain what specific issues you might be concerned with.
I don't modify worldgen in any way with the mod though, so there really shouldn't be issues with any mod features and maps that weren't created with the mod.
My point being that it is another (but more expensive) way of changing your spawn point, something that I thought you were trying to discourage with the removal of beds. However, your reply to Mikko_Blu (oh, and the Hardcore Spawning thing. I thought that only 1 leveled Soulforged Steel Beacon was needed, and 9 blocks of Steel are not THAT hard to make) was more than enough to answer my question too.
Yeah...that's the thing man. It's on an entirely different scale (or planet) from beds in terms of the effort required from the player and the details of how they actually work. It's really not like you can just throw a SFS beacon into your inventory and set it up wherever you happen to make camp for the night
Plus of course, there's nothing about them that allows you to just skip through the night time portion of the game.
I think the differences will really become clear once people start playing around with them more and the details of their operation become more apparent. For now, they're still new enough that I don't want to post too much information about them and thus detract from the fun of players that want to experiment with them on their own.
-Added the last (for now anyways) of the new beacon types: obsidian.
-Changed the way Hardcore Chests works to completely rework the behavior of ender chests in the mod, and removed the option for disabling it from the config file. Don't worry...all your previously stored items are safe (whether you had Hardcore Chests enabled or not), but how to access them is left for you to discover
-Changed the means of obtaining Nether Groth Spores without mycelium slightly, but I don't think anyone has figured out how to do it yet anyways
-Changed the way the Block Dispenser "silk touch harvests" blocks it's swallowing to simplify the related code and so that it universally applies to any new blocks that may be added to the game without further changes. Please let me know if any problems arise as a result.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Oops, it seems I forgot something. I meant MODDING tutorials.
The MCP site has a number of tutorials. The mapping and modding discussion forum here has a number. If you're using Forge, then their site has a number as well.
Beyond that, your best place to learn the Minecraft code is from the code itself. If there's something you want to do then consult the code for something similar already in the game, and learn how it works from that.
This is extremely off-topic for this thread however. If you need help, then the mapping and modding discussion forum is the place to ask the community for it...not the mod thread of any particular mod author.
really enjoying BTW, just wished the damned dogs werent so bloody constapated all the time. I honestly had a couple of questions that im pretty sure your going to say "not gonna happen" to but im still gonna throw them out there to you FC.
1> i like having the tables and benches in my homes, it adds a true asthetic sence to the place, but it drives me a little batty when i want to sit down and well, you guessed it, it dont happen. would it be possible to amend a section of the code to allow for Steve to be able to sit on the benches?
2> like i mentioned before, kinda tired of waiting on the dogs to do their buisness, this is more of a suggestion than a question but take it as you may. could there be a second kibble recipe added one that adds something greasy to the mix so as to help speed up the digestive process of the dogs? (i say dogs because once you feed them a few bones they basicly go from wolves to deomesticated dogs, unless you try and feed them raw wolfchops, then they get ed).
but aside from that, really been enjoying the mod and will look forward to seeing anything new come out for it until you move on to your new project, speaking of which, will this new project be compatible or some how tied into BTW or will it be completely and utterl seperate and not a good idea to mix the two?
1> i like having the tables and benches in my homes, it adds a true asthetic sence to the place, but it drives me a little batty when i want to sit down and well, you guessed it, it dont happen. would it be possible to amend a section of the code to allow for Steve to be able to sit on the benches?
This is a good idea, Flowerchild!
Here's some food for thought:
Okay. I know this is going to sound crazy.. but.. a use for beds. You lie down on them. That's all. It's like sitting on a chair. (which should also be added, as rphares said) I think that's a pretty cool use. Not useful, but very cool, and the bed will finally be worth crafting.
This is not a suggestion.. just an add on to rphares'.
Besides, I don't think you'd add it anyways since it IS useless, and there's much more useful things, but it is pretty cool.
Okay. I know this is going to sound crazy.. but.. a use for beds. You lie down on them. That's all. It's like sitting on a chair. (which should also be added, as rphares said) I think that's a pretty cool use. Not useful, but very cool, and the bed will finally be worth crafting.
This is not a suggestion.. just an add on to rphares'.
Besides, I don't think you'd add it anyways since it IS useless, and there's much more useful things, but it is pretty cool.
as useless as it may be, sometimes just doing useless things is ok with me, like being able to lie down in my house on my bed while i go make ramen noodles and the clock ticks by normally which allows the world to work properly, or being able to sit at a table with a flower in a vase on it while i run to the bathroom. sure its useless, but then again, so is the government, just saying
as useless as it may be, sometimes just doing useless things is ok with me, like being able to lie down in my house on my bed while i go make ramen noodles and the clock ticks by normally which allows the world to work properly, or being able to sit at a table with a flower in a vase on it while i run to the bathroom. sure its useless, but then again, so is the government, just saying
First, you quoted a post from almost two years ago. Second, the title has a meaning. Just because you don't know what it means doesn't mean that it doesn't have a meaning..
It won't be. I want nothing to do with Forge for both personal and technical reasons.
BTW is designed to be played alone. If you wish to play it, you are free to do so on a separate instance of MC. If you wish to play other mods, you are free to do the same.
I am in no way preventing you playing this or other mods, any more than one game prevents you from playing another. The only thing I'm preventing people from doing is playing them *at the same time*, both because of my desire not to use Forge, and because it would provide next to no benefit to play them together anyways given this mod's standalone approach. In fact, other mods played alongside this one just tend to wreck what I've done here and diminish your own play experience.
People like to go on...and on...and on...about it, hurling insults at me all the while for me having the gall to hand out free stuff while not providing it with the color of gift wrapping they prefer, but seriously: it's not a big deal. Play this mod, play that one, enjoy the free content I provide, or don't. It's all the same to me.
Holy shizwizzle! I actually understood what AFAIK means!
*Achievment Get* *Teach yourself new slang*
It means As Far As I Know, right?
I agree with you 100%
could anybody help me?
Edit: Even if it's just a hint, I really don't want to go looking randomly for a mushroom biome in my large biomes world. please.
I don't think anyone has discovered it yet, and it's unlikely people will for awhile.
I love the way you implemeneted it. A little sick and twisted, but genius. The more I play this mod, without cheats etc... the more I appreciate it.
Thanks man! Yeah, I quite enjoy it myself as it goes a long way to restoring that "new world" feel to Minecraft during the course of normal play.
I actually find myself enjoying dying these days somewhat due to that. There's the initial frustration of dying of course, but then I find that's rapidly followed by the thrill of exploring a never before seen part of my world and building myself back up
Yeah, I can hear that. It was definitely a tough choice for me with regards to the SFS beacon as there's the potential for it interfering with the fun of Hardcore Spawning.
In the end though, I decided that the cost involved was sufficient that a player is very unlikely to miss out on that fun, especially given the progressive aspect of the SFS beacon, and how to really get fully reliable respawns, you need an insane 164 blocks of SFS.
That breaks down to the following resources:
-2624 iron ingots
-2624 lumps of coal charcoal
-656 blocks of clay
-A whopping 20,992 blocks of netherrack
Plus of course all the effort to automate SFS production to the point where you can effectively produce that much of it in a finite lifespan
Even if you *start* building a SFS beacon, you're still going to encounter HC spawning until you fully complete it out to level 4, and that's an in-game project that will likely keep you busy for a very long time to come.
Yes, I realize that people with established worlds that they've been playing for a long time may already have these resources at their disposal, but if you look at it from the perspective of the entire BTW playthrough experience from start to finish, it really is an incredible amount of material that is required.
And that's for *one* beacon, so if you're wanting to go elsewhere in your world, it still comes down to your road and rail networks. Those beacons are also a severe pain in the neck to move, as I can attest to from relocating what was only a level 2 beacon a couple of times while I was testing this feature out.
In other words, this is true "end game" content for when people have been playing their world for a very long time indeed. Certainly an extremely far cry from 3 blocks of wood and wool
Well don't get me wrong, i love the idea of the beacon. I just think that in this particular world where i spent so much time and resources making a generalized base with outward roads and hidden houses and stuff, it wouldn't be much fun to just build a beacon and then be done, given the amount of said work.
That being said, I think that for my next world, I'm definatley going to be keeping the beacon in mind, and begin building it from the start, and focus less on outward transportation routes and houses.
It also kinda reminds me of 'Wonders' in strategy games in like Age of Empires, and stuff like that. I like that alot.
Also i have a quick question: How does hardcore spawning work on premade maps, not made with BTW?
Cool stuff man. Yeah, that's kind of the idea right now. Given I'm "wrapping up" BTW in preparation to moving on to a new project, I'm trying to provide long term content and goals for players to aim for while I am otherwise occupied.
I like the "wonder" analogy, as yes, there's definitely some similarities there.
Not sure what you mean here. Yes, HC spawn should work on custom maps, but I'm not certain what specific issues you might be concerned with.
I don't modify worldgen in any way with the mod though, so there really shouldn't be issues with any mod features and maps that weren't created with the mod.
Yeah...that's the thing man. It's on an entirely different scale (or planet) from beds in terms of the effort required from the player and the details of how they actually work. It's really not like you can just throw a SFS beacon into your inventory and set it up wherever you happen to make camp for the night
Plus of course, there's nothing about them that allows you to just skip through the night time portion of the game.
I think the differences will really become clear once people start playing around with them more and the details of their operation become more apparent. For now, they're still new enough that I don't want to post too much information about them and thus detract from the fun of players that want to experiment with them on their own.
I always read my PM's but I hardly ever respond to them unless the message actually warranted someone trying to contact me personally.
Version 4.53 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added the last (for now anyways) of the new beacon types: obsidian.
-Changed the way Hardcore Chests works to completely rework the behavior of ender chests in the mod, and removed the option for disabling it from the config file. Don't worry...all your previously stored items are safe (whether you had Hardcore Chests enabled or not), but how to access them is left for you to discover
-Changed the means of obtaining Nether Groth Spores without mycelium slightly, but I don't think anyone has figured out how to do it yet anyways
-Changed the way the Block Dispenser "silk touch harvests" blocks it's swallowing to simplify the related code and so that it universally applies to any new blocks that may be added to the game without further changes. Please let me know if any problems arise as a result.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
The MCP site has a number of tutorials. The mapping and modding discussion forum here has a number. If you're using Forge, then their site has a number as well.
Beyond that, your best place to learn the Minecraft code is from the code itself. If there's something you want to do then consult the code for something similar already in the game, and learn how it works from that.
This is extremely off-topic for this thread however. If you need help, then the mapping and modding discussion forum is the place to ask the community for it...not the mod thread of any particular mod author.
If you knew, then why do it? Your questions have resulted in a whole series of off-topic posts above that have nothing to do with the mod.
Please move along to the appropriate location in these forums and refrain from posting here unless it is actually related to the mod.
1> i like having the tables and benches in my homes, it adds a true asthetic sence to the place, but it drives me a little batty when i want to sit down and well, you guessed it, it dont happen. would it be possible to amend a section of the code to allow for Steve to be able to sit on the benches?
2> like i mentioned before, kinda tired of waiting on the dogs to do their buisness, this is more of a suggestion than a question but take it as you may. could there be a second kibble recipe added one that adds something greasy to the mix so as to help speed up the digestive process of the dogs? (i say dogs because once you feed them a few bones they basicly go from wolves to deomesticated dogs, unless you try and feed them raw wolfchops, then they get ed).
but aside from that, really been enjoying the mod and will look forward to seeing anything new come out for it until you move on to your new project, speaking of which, will this new project be compatible or some how tied into BTW or will it be completely and utterl seperate and not a good idea to mix the two?
This is a good idea, Flowerchild!
Here's some food for thought:
Okay. I know this is going to sound crazy.. but.. a use for beds. You lie down on them. That's all. It's like sitting on a chair. (which should also be added, as rphares said) I think that's a pretty cool use. Not useful, but very cool, and the bed will finally be worth crafting.
This is not a suggestion.. just an add on to rphares'.
Besides, I don't think you'd add it anyways since it IS useless, and there's much more useful things, but it is pretty cool.
as useless as it may be, sometimes just doing useless things is ok with me, like being able to lie down in my house on my bed while i go make ramen noodles and the clock ticks by normally which allows the world to work properly, or being able to sit at a table with a flower in a vase on it while i run to the bathroom. sure its useless, but then again, so is the government, just saying
lol so true.