No. The reason I'm not a fan of it is because I'm the kind of person that will travel great distances in order to find an ideal spot to settle down for a base. I don't like having to build right by spawn where the layout of the land doesn't look exciting to me. And since I do that, I have the constant threat of dying two in-game days away from my spawn, which I've done before. I understand that people like that kind of risk, but I'm just not in the mood to travel that whole long distance two times in a row and then possibly end up dying again and doing it a third time. I find it much easier to start a new world and have brand new terrain near the spawn point where I could possibly find a spot to call home much sooner.
EDIT: If I wanted my world deleted upon death, I'd play on Hardcore mode.
Just stay at home/mining/AFK when it's night time.And once you get enough iron, MAKE A GOD DAMNED ARMOR.
What i personally want is:
1)More Endermen tweaks:
1.Nerf their health(they are too strong of a mob to deal with groups)
2.Make them ALWAYS spawn in groups(to rebalance them)
3.Make that if an enderman got caught in a creeper explosion, he will explode too and drop endstone
4.Make that they can teleport inside your house and mess with redstone if you are outdoors
5.Make that they can pick up:
WoodPlanks
WoodLogs
Glass
Wicker
WickerBlock
Grate
Hopper
And other wood blocks
2)some various mob tweaks:
1.Skeletons and spiders like to ambush you(spiders will climb at top of the trees and then jump on you, skeletons hide under the trees)
2.Creepers are more annoying(they'll not stop chasing you even if you got far away, and if you try to hide inside your house, they will EXPLODE AGAINST A DOOR!!!.Luckly, they cannot see/sense you thru blocks)
3.Zombies spawn in groups(a single zombie is weak, but a swarm of them is more powerful!)
3)Some dungeon tweaks:
1.The following Arcane Scrolls will sometimes appear in dungeons:
Silk Touch
Fire Aspect(Nether Ruins only)
Flame(Nether Ruins only)
Sharpness
Looting
2.Bigger Overworld dungeons(labyrinths maybe?)
4)HARDCORE MODES!!MUAHAHAHAHA!!:
1.Hardcore Brewing:
Removes the Brewing Stand and replaces it with a new brewing system.
2.Hardcore Building:
Makes some blocks affected by gravity:
Cobblestone(but not smoothstone)
Dirt
Just stay at home/mining/AFK when it's night time.And once you get enough iron, MAKE A GOD DAMNED ARMOR.
What i personally want is:
1)More Endermen tweaks:
1.Nerf their health(they are too strong of a mob to deal with groups)
2.Make them ALWAYS spawn in groups(to rebalance them)
3.Make that if an enderman got caught in a creeper explosion, he will explode too and drop endstone
4.Make that they can teleport inside your house and mess with redstone if you are outdoors
5.Make that they can pick up:
WoodPlanks
WoodLogs
Glass
Wicker
WickerBlock
Grate
Hopper
And other wood blocks
2)some various mob tweaks:
1.Skeletons and spiders like to ambush you(spiders will climb at top of the trees and then jump on you, skeletons hide under the trees)
2.Creepers are more annoying(they'll not stop chasing you even if you got far away, and if you try to hide inside your house, they will EXPLODE AGAINST A DOOR!!!.Luckly, they cannot see/sense you thru blocks)
3.Zombies spawn in groups(a single zombie is weak, but a swarm of them is more powerful!)
3)Some dungeon tweaks:
1.The following Arcane Scrolls will sometimes appear in dungeons:
Silk Touch
Fire Aspect(Nether Ruins only)
Flame(Nether Ruins only)
Sharpness
Looting
2.Bigger Overworld dungeons(labyrinths maybe?)
4)HARDCORE MODES!!MUAHAHAHAHA!!:
1.Hardcore Brewing:
Removes the Brewing Stand and replaces it with a new brewing system.
2.Hardcore Building:
Makes some blocks affected by gravity:
Cobblestone(but not smoothstone)
Dirt
This is hardly coherent. But I don't think most of these are good ideas:
Endermen tweaks
- Doesn't make sense to make them easier and also harder. They are meant to be difficult to fight.
- Messing with redstone or other building blocks is annoying and how mojang originally didn't. Then they basically become griefers which is the opposite of fun
Working on AI like this, and making it work right would be a lot of work and would probably not be worth the effort. In fact, the fact that making decent AI is difficult is actually where this mod came from (it's time *better* spent *than* the time spent on *wolves*)
- Creepers exploding through doors is just annoying and not fun, doors are expected to be safe.
-Zombies already (sometimes) spawn in groups)
Not everything has to be obtainable in multiple ways. They are intended to require a mob trap to get them, dungeons aready have their own benefit (mossy cobble) they don't need more.
I've only been playing MC for a few months and a friens of mine recommended BTW.
Needless to say, the addition of Mech. Power was something that made me realize how lacking Vanilla MC was in its execution.
I do have a few questions, if you don't mind.
1) My black screen when using the new 1.4.2 Modloader and BTW, i assume this is due to an as of yet unadressed incompatability problem, since it only went public today
2) Conveyor belts :-)
Deepest regards, and chapeau, you engineering genius, you
First of all the title might give you an indication of why it's not working for 1.4.2
[1.3.2] [SSP/SMP] BETTER THAN WOLVES MOD (NOW WITH VERTICAL WIND MILLS)! [V4.30 UPD: OCT 25]
And secondly, I would suggest you don't make any suggestions.
We already have conveyor belts, they're called water streams.
Rollback Post to RevisionRollBack
"Not everyone who has a built a nice chair owes money to the guy that invented chairs"
I was prepared (and perfectly willing) to have a long wait for 1.4 stuff but it sure doesn't look like it is going to take weeks after all.
I haven't even made blasting oil yet in my single player game, so I've got plenty to do for however long it takes. Plus there's always the dilemma of making a new world or not for a major new version. I love starting out fresh so much and what BTW adds to that is making the 'starting out' stages of the game last so much longer.
I would like an item to replace the lost coords on f3. The basic function is that it would get a better signal the closer it was to a portal on the other side and ignore portals in the same dimension. I used the numbers to determine the best spot for adding a nether portal that is also in range of another portal. (IE have two portals next to each other in the nether go to different portals in the overworld and back.)
I would like an item to replace the lost coords on f3. The basic function is that it would get a better signal the closer it was to a portal on the other side and ignore portals in the same dimension. I used the numbers to determine the best spot for adding a nether portal that is also in range of another portal. (IE have two portals next to each other in the nether go to different portals in the overworld and back.)
Thanks,
IMarv
You should be able to do that simply by measuring the distance between your normal portal in the overworld and that place where you want to place a new nether portal using the stakes. Then simply divide that number by 8 and you'll have the distance that you need to travel in the nether in order to place your new portal.
You should be able to do that simply by measuring the distance between your normal portal in the overworld and that place where you want to place a new nether portal using the stakes. Then simply divide that number by 8 and you'll have the distance that you need to travel in the nether in order to place your new portal.
The first portal is not placed in the nether perfectly, it seeks an adequate surface within a range of perfect, so you can't count from there.
The first portal is not placed in the nether perfectly, it seeks an adequate surface within a range of perfect, so you can't count from there.
Well, if your second nether portal in the overworld is at least 1000 blocks away, it'll generate a new one in the nether. Then you could just build a railway through the nether between the two portals. Otherwise, you couldn't get the two different portals to work the way you want them to. Maybe that would be helpful to know?
I would like an item to replace the lost coords on f3. The basic function is that it would get a better signal the closer it was to a portal on the other side and ignore portals in the same dimension. I used the numbers to determine the best spot for adding a nether portal that is also in range of another portal. (IE have two portals next to each other in the nether go to different portals in the overworld and back.)
Thanks,
IMarv
You can use stakes. Click a stake with a stack of strings and it will connect itself with the nearest axis-aligned stake, using reasonable amount of string (equal to distance between them). It it is too little string for this, it will do nothing. That's how you measure distances.
Then, create one portal, go to Nether, make place for another, create another, go back to the Overworld through the first portal, create a portal there. They should connect if Overworld distance is a multiply of 8.
You can use stakes. Click a stake with a stack of strings and it will connect itself with the nearest axis-aligned stake, using reasonable amount of string (equal to distance between them). It it is too little string for this, it will do nothing. That's how you measure distances.
Then, create one portal, go to Nether, make place for another, create another, go back to the Overworld through the first portal, create a portal there. They should connect if Overworld distance is a multiply of 8.
Mining straight line tunnels between portals can be virtually impossible in the Nether and impractical or destructive to machines in the overworld. Even temporary ones. I'm guessing you don't often connect your various buildings via portal network often.
Mining straight line tunnels between portals can be virtually impossible in the Nether and impractical or destructive to machines in the overworld. Even temporary ones. I'm guessing you don't often connect your various buildings via portal network often.
No. It's fairly easy to make tunnels in the nether. Just take a pickaxe and a couple stacks of cobblestone. Or, if you don't want to mine it, you could pillar up on each portal spot to a place where it's a clear straight line. But you need to make sure that, when you break the string wire on the stakes, it doesn't fall into lava. After all, losing your measurement items doesn't help with accuracy.
Mining straight line tunnels between portals can be virtually impossible in the Nether and impractical or destructive to machines in the overworld. Even temporary ones. I'm guessing you don't often connect your various buildings via portal network often.
But you can dig a straight line somewhere parallel to the line connecting portals, that's first.
Nothing restricts you to straight lines between portals, that's second.
Rollback Post to RevisionRollBack
Hijacking is probably the least cool thing in the world.
But you can dig a straight line somewhere parallel to the line connecting portals, that's first.
Nothing restricts you to straight lines between portals, that's second.
I'm saying nothing more on this after this post. The simple answer is: I don't want to measure long distances with string.
I'm saying nothing more on this after this post. The simple answer is: I don't want to measure long distances with string.
Actually, i was making a nether railway. You see, every 38th rail has to be a powered one. After thinking "i don't want to use a stake" i realized i could just as easily carry stacks of 38 rails with me....
I'm saying nothing more on this after this post. The simple answer is: I don't want to measure long distances with string.
The F3 coordinates were removed because Flowerchild doesn't want you to be able to, instantly and accurately, measure long distances at all.
FC doesn't want minecraft Better Than Wolves to be a sandbox-creative tool. He wants it to be a game. The more sandbox-creative your leanings are, the more BTW will likely diverge from exactly what you want from a mod.
Gah, the wait for this to update is whats holding me back from playing MC now. vMC just doesnt cut it anymore!
Hehe, take your time FC, you always seem to fix the game better each time anyhow. Im just curious if your intending to put all those fixes you mentioned into the game with the update, or churn out a 1.4.2 compatible version then throw in the new stuff after.
If the enderman poop out endstone I'm never touching the stuff again.
No way I'm picking up enderman poop.
Just stay at home/mining/AFK when it's night time.And once you get enough iron, MAKE A GOD DAMNED ARMOR.
What i personally want is:
1)More Endermen tweaks:
1.Nerf their health(they are too strong of a mob to deal with groups)
2.Make them ALWAYS spawn in groups(to rebalance them)
3.Make that if an enderman got caught in a creeper explosion, he will explode too and drop endstone
4.Make that they can teleport inside your house and mess with redstone if you are outdoors
5.Make that they can pick up:
WoodPlanks
WoodLogs
Glass
Wicker
WickerBlock
Grate
Hopper
And other wood blocks
1.Skeletons and spiders like to ambush you(spiders will climb at top of the trees and then jump on you, skeletons hide under the trees)
2.Creepers are more annoying(they'll not stop chasing you even if you got far away, and if you try to hide inside your house, they will EXPLODE AGAINST A DOOR!!!.Luckly, they cannot see/sense you thru blocks)
3.Zombies spawn in groups(a single zombie is weak, but a swarm of them is more powerful!)
3)Some dungeon tweaks:
1.The following Arcane Scrolls will sometimes appear in dungeons:
Silk Touch
Fire Aspect(Nether Ruins only)
Flame(Nether Ruins only)
Sharpness
Looting
2.Bigger Overworld dungeons(labyrinths maybe?)
4)HARDCORE MODES!!MUAHAHAHAHA!!:
1.Hardcore Brewing:
Removes the Brewing Stand and replaces it with a new brewing system.
2.Hardcore Building:
Makes some blocks affected by gravity:
Cobblestone(but not smoothstone)
Dirt
This is hardly coherent. But I don't think most of these are good ideas:
- Messing with redstone or other building blocks is annoying and how mojang originally didn't. Then they basically become griefers which is the opposite of fun
-Zombies already (sometimes) spawn in groups)
First of all the title might give you an indication of why it's not working for 1.4.2
[1.3.2] [SSP/SMP] BETTER THAN WOLVES MOD (NOW WITH VERTICAL WIND MILLS)! [V4.30 UPD: OCT 25]
And secondly, I would suggest you don't make any suggestions.
We already have conveyor belts, they're called water streams.
I was prepared (and perfectly willing) to have a long wait for 1.4 stuff but it sure doesn't look like it is going to take weeks after all.
I haven't even made blasting oil yet in my single player game, so I've got plenty to do for however long it takes. Plus there's always the dilemma of making a new world or not for a major new version. I love starting out fresh so much and what BTW adds to that is making the 'starting out' stages of the game last so much longer.
Thanks,
IMarv
You should be able to do that simply by measuring the distance between your normal portal in the overworld and that place where you want to place a new nether portal using the stakes. Then simply divide that number by 8 and you'll have the distance that you need to travel in the nether in order to place your new portal.
The first portal is not placed in the nether perfectly, it seeks an adequate surface within a range of perfect, so you can't count from there.
Well, if your second nether portal in the overworld is at least 1000 blocks away, it'll generate a new one in the nether. Then you could just build a railway through the nether between the two portals. Otherwise, you couldn't get the two different portals to work the way you want them to. Maybe that would be helpful to know?
You can use stakes. Click a stake with a stack of strings and it will connect itself with the nearest axis-aligned stake, using reasonable amount of string (equal to distance between them). It it is too little string for this, it will do nothing. That's how you measure distances.
Then, create one portal, go to Nether, make place for another, create another, go back to the Overworld through the first portal, create a portal there. They should connect if Overworld distance is a multiply of 8.
Mining straight line tunnels between portals can be virtually impossible in the Nether and impractical or destructive to machines in the overworld. Even temporary ones. I'm guessing you don't often connect your various buildings via portal network often.
No. It's fairly easy to make tunnels in the nether. Just take a pickaxe and a couple stacks of cobblestone. Or, if you don't want to mine it, you could pillar up on each portal spot to a place where it's a clear straight line. But you need to make sure that, when you break the string wire on the stakes, it doesn't fall into lava. After all, losing your measurement items doesn't help with accuracy.
But you can dig a straight line somewhere parallel to the line connecting portals, that's first.
Nothing restricts you to straight lines between portals, that's second.
I'm saying nothing more on this after this post. The simple answer is: I don't want to measure long distances with string.
Actually, i was making a nether railway. You see, every 38th rail has to be a powered one. After thinking "i don't want to use a stake" i realized i could just as easily carry stacks of 38 rails with me....
The F3 coordinates were removed because Flowerchild doesn't want you to be able to, instantly and accurately, measure long distances at all.
FC doesn't want
minecraftBetter Than Wolves to be a sandbox-creative tool. He wants it to be a game. The more sandbox-creative your leanings are, the more BTW will likely diverge from exactly what you want from a mod.I just created my first portal to the nether in my new game.
RIGHT INTO A NETHERFORTRESS
*WHOOHOO!*
nicely!
1. it give a challage
2. it makes me think
3. it makes me hate creepers more than ever
4. it makes me build things i never used before, i.e. mobtraps
5.it also had me used railtracks for quicker travel. before, i never used them
all in all EPIC Mod.
i look forward to more epic things in the mod
Thanks man! Much obliged
Hehe, take your time FC, you always seem to fix the game better each time anyhow. Im just curious if your intending to put all those fixes you mentioned into the game with the update, or churn out a 1.4.2 compatible version then throw in the new stuff after.