-Added the Chopping Block as a new block type. This block has grooves cut in it which means that it can be placed in front of a Saw while neither destroying the block, nor the Saw itself. It is created with 6 smooth stone in a "U" pattern on the Anvil. Note that trapping a player or mob between a Saw and Chopping block will result in a *big* bonus to damage caused by the Saw, and the same bonus to skull-drops as if they were killed by a Battle Axe.
-Added custom death messages for the Saw, Dead Weight, Groth, and for when the player is killed between a Saw and Chopping Block.
-Added high efficiency recipe for the Saw involving wood Siding instead of planks.
-Added Arcane Scroll drop to blazes as they can now reliably be farmed.
-Added the ability to plant carrots and potatoes with the Block Dispenser.
-Changed (reduced) the cost for using the Infernal Enchanter from base 50, to base 30 in order to better match the values used with the vanilla enchanter.
-Changed skeleton Arcane Scroll drop so that they don't drop from wither skeletons.
-Changed the "limit pigman and magma cube" option to the more general "limit nether mob spawns", and applied it to blazes and wither skeletons as well. These mobs can now only spawn on netherrack, and netherbrick.
-Changed the Mining Charge recipe to use slime balls instead of Glue, as it fits the idea of Glue being a permanent adhesive vs slime being a "tacky" substance better.
-Changed the limited slime spawning code so that they can now also spawn on grass, gravel, and sand (as well as the previous dirt and smooth stone), to better fit them being able to spawn above-ground now.
-Changed skeletons and wither skeletons to be able to spawn in the nether regardless of light level, to match the other nether mobs. Without this they couldn't spawn near fire and lava, which obviously doesn't make much sense in the nether.
-Fixed a very small problem in the Water Wheel rendering code that caused a tiny gap to appear between the struts and blades.
-Fixed problem with the Block Dispenser being able to harvest wheat, potato, and carrot crops before they were fully grown.
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:
Well FlowerChild This mod has certainly come a long way since the time I heckled you for being presumptuous but now I can say for certain your mod truely is better than wolves.
Now I have a request if you would listen, could you show Minecarts and such some more love?
New rails such as suspended rails, new carts like a plow cart? (damages and shoves mobs it contacts)
Rollback Post to RevisionRollBack
It seems you have trodden ona mine!
KAAABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!
Now I have a request if you would listen, could you show Minecarts and such some more love?
New rails such as suspended rails, new carts like a plow cart? (damages and shoves mobs it contacts)
Yeah, I definitely have some plans related to carts, but it's all a matter of time.
For example, a Hopper Cart was already announced awhile ago, but higher priority tasks always wind up coming up. I'll get there though
I'm glad to hear that!
By the way I'm have a slight problem with another mod called Biomes O' Plenty
when I install both BTW and BO'P I get this
java.lang.Exception: No more empty terrain sprite indices left!
Do you know of any work around or some such?
regarding minecarts, a friend emailed jeb asking for something similar and he responded that in the next big update tehy were going to tweak and improve minecarts.
i know that the source feels extremely not thruthsworthy, but i know him and is not the kind of person who make up things. and i was posting this in case that if FC wanted to do tweaks at the way minecarts worked, maybe would be good to see some snapshots? so FCs doesnt end making stuff for mojang breaking it on the next update XD.
I'm glad to hear that!
By the way I'm have a slight problem with another mod called Biomes O' Plenty
when I install both BTW and BO'P I get this
java.lang.Exception: No more empty terrain sprite indices left!
Do you know of any work around or some such?
That came up just a few pages ago, and I think they decided there wasn't really a solution. Read back a little ways and you'll find the discussion.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
That came up just a few pages ago, and I think they decided there wasn't really a solution. Read back a little ways and you'll find the discussion.
Just to add to that, I quickly downloaded Biomes o' Plenty to take a look, and found that is uses 19 sprite overrides through ModLoader. The terrain sprite sheet in vanilla Minecraft has 19 unused spots left. Add in the single override FC uses for stoked fire, and BoP and BTW cannot be used together.
It's crashing again Can somebody help me again? lol:
--- BEGIN ERROR REPORT 891cc61 --------
Generated 11/13/12 10:48 AM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 454023624 bytes (432 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_FCBetterThanWolves 4.31c
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_BackTools 1.4.2v2
java.lang.NoSuchMethodError: asc.InstallationIntegrityTest()Z
at mod_FCBetterThanWolves.ModInstallationIntegrityTest(mod_FCBetterThanWolves.java:797)
at mod_FCBetterThanWolves.load(mod_FCBetterThanWolves.java:742)
at ModLoader.init(ModLoader.java:906)
at ModLoader.addAllRenderers(ModLoader.java:215)
at azw.<init>(RenderManager.java:92)
at azw.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:515)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8ea35931 ----------
It's crashing again Can somebody help me again? lol:
--snip--
One of the mods you are running is overwriting one of the BTW's files. Make sure to install it last, although I am pretty sure BTW is now not compatable at all with Rei's minimap.
One of the mods you are running is overwriting one of the BTW's files. Make sure to install it last, although I am pretty sure BTW is now not compatable at all with Rei's minimap.
It has been compatible, because I've been using it ever since I first used BTW :/
Care to add more options to config? like enable ore exp orb drops, or enable vanilla anvil kind of stuff?
I 2nd this request, while I understand the abundance of xp you receive from mining ore, on normal/hard settings this is offset by the amount of times you will die losing all or most of this xp. Combined with the fact that early tier 1 enchantments are random and minimal in their effectiveness, you don't really see anything overpowering until much later in the game.
Now that the infernal enchanter is closer in line to the vanilla xp cost (3.44), you've somewhat nerfed a big part of the game rather than altering it to make it more balanced/fun like so many other changes. The xp from mining gave a bit more progression to an otherwise tired system of slowly accruing xp from mobs to possibly get a good enchantment (vanilla table). Mining xp was a breath of fresh air into this system as passive players could sneak around gaining xp without being spotted by mobs. Your infernal enchanter took this even further allowing us choice in the matter but at a higher cost than random enchantments. This is actually well balanced in 4.32, which I've put about 48 hours worth of play time into.
I do, however, agree with the vanilla anvil stuff though, it really is trivial once you get the crucible up.
Nimh, you claim that the normal player dies alot on normal and hard levels. While I can't dispute that, I play exclusivly hard or hardcore modes and it doesn't take much effort at all to never die, especially once iron armor or better is achieved(endermen are the exception).
XVeris I don't know what to tell you other than install BTW last and see if another mod complains, and if it does get rid of it and keep trying till it works.
Now that the infernal enchanter is closer in line to the vanilla xp cost (3.44), you've somewhat nerfed a big part of the game rather than altering it to make it more balanced/fun like so many other changes. The xp from mining gave a bit more progression to an otherwise tired system of slowly accruing xp from mobs to possibly get a good enchantment (vanilla table). Mining xp was a breath of fresh air into this system as passive players could sneak around gaining xp without being spotted by mobs. Your infernal enchanter took this even further allowing us choice in the matter but at a higher cost than random enchantments. This is actually well balanced in 4.32, which I've put about 48 hours worth of play time into.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
Nimh, you claim that the normal player dies alot on normal and hard levels. While I can't dispute that, I play exclusivly hard or hardcore modes and it doesn't take much effort at all to never die, especially once iron armor or better is achieved(endermen are the exception).
Yes iron armor is legit, i usually make a set with the first iron I get each new world. I also play with all hardcore modes on. I'm aware its very possible to not die, and gaining 20-30 levels of xp is easy to do on mining ore alone, but to spend on what? Still need to get a table up, and once you pull that off, you'll need enough book shelves. Stay in the safety of your home till you've got enough cows and sugar cane to allow you to spend that much xp and you'll finally end up with some top tier enchantments. Then what? Put a level 30 enchantment on a iron pick? That'll be out of use in about 20 minutes. If you happen to have diamonds, well that'll be outclassed by soulforge eventually anyway.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sink. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sync. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
Please do not try to appeal to everyone haha, this would not be wise. That's also not what I'm requesting here, but if its too much trouble than its worth to add another config option (ie hardcore mode), please continue working on new features. I'm merely expressing my observations from playing your mod which I thought may be helpful to you.
As for mob traps, I'm a classic MC player myself (don't let the post count fool you) and remember the days before enchantments. I suppose I'm confusing mob spawner traps, which were classic xp exploits of the day, with what you are now referring to as "full blown mob traps." I assume this means something like using netherrack spawning for pigmen and wither skeles, or the classic "if its dark there, they will spawn" type trap. I'd be very interested in seeing example of these in use with the mod, as I'm pretty sure I'm just not aware of what's possible.
On a final note, I have to say you've done an amazing job with this mod. Even with the intended direction with mob traps, you have appealed to many different play styles thus far, even if this was not your intention.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
Agreeable. The abundance of experience(xp) really doesn't create an unbalance if you take in what nimh said.
most people will not be able to utilize the experience without the proper equipment
the experience in the starting world era adds increased tension not to die
durability on these armor enchantments don't last as long since players are forced to deal with more enemies due to no sleep
My first experience with BTW was with 1.4.2, so it felt natural to get XP and added that much needed excitement in the first era of time. Not having it anymore made mining feel very stagnant and due to the some of those lengthier trips to get materials, it was nice to have a few items with some enchantments on my one iron armor suit. Even with these few enchanted items I have, they are now all sitting in a chest with almost 0 durability collecting dust until I can melt down the precious iron.
I would like to petition to allow the XP mining to be enabled at admin's discretion. It does increase the overall difficulty to have this option on but it also is a hardcore mode that definitely decreases the brief moments of excitement when first starting out until you have an establishment.
MobSpawner machines are cool in functionality but I freaking hate having those things near my establishment (not enjoyable to listen to the mobs) and I just feel its a waste of CPU usage for the server when this classic vanilla hack can be offset with something I do like doing... exploring.
Version 4.34 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added the Chopping Block as a new block type. This block has grooves cut in it which means that it can be placed in front of a Saw while neither destroying the block, nor the Saw itself. It is created with 6 smooth stone in a "U" pattern on the Anvil. Note that trapping a player or mob between a Saw and Chopping block will result in a *big* bonus to damage caused by the Saw, and the same bonus to skull-drops as if they were killed by a Battle Axe.
-Added custom death messages for the Saw, Dead Weight, Groth, and for when the player is killed between a Saw and Chopping Block.
-Added high efficiency recipe for the Saw involving wood Siding instead of planks.
-Added Arcane Scroll drop to blazes as they can now reliably be farmed.
-Added the ability to plant carrots and potatoes with the Block Dispenser.
-Changed (reduced) the cost for using the Infernal Enchanter from base 50, to base 30 in order to better match the values used with the vanilla enchanter.
-Changed skeleton Arcane Scroll drop so that they don't drop from wither skeletons.
-Changed the "limit pigman and magma cube" option to the more general "limit nether mob spawns", and applied it to blazes and wither skeletons as well. These mobs can now only spawn on netherrack, and netherbrick.
-Changed the Mining Charge recipe to use slime balls instead of Glue, as it fits the idea of Glue being a permanent adhesive vs slime being a "tacky" substance better.
-Changed the limited slime spawning code so that they can now also spawn on grass, gravel, and sand (as well as the previous dirt and smooth stone), to better fit them being able to spawn above-ground now.
-Changed skeletons and wither skeletons to be able to spawn in the nether regardless of light level, to match the other nether mobs. Without this they couldn't spawn near fire and lava, which obviously doesn't make much sense in the nether.
-Fixed a very small problem in the Water Wheel rendering code that caused a tiny gap to appear between the struts and blades.
-Fixed problem with the Block Dispenser being able to harvest wheat, potato, and carrot crops before they were fully grown.
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:
Nah, I'll pass. Thanks for offering though.
Now I have a request if you would listen, could you show Minecarts and such some more love?
New rails such as suspended rails, new carts like a plow cart? (damages and shoves mobs it contacts)
KAAABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!
Yeah, I definitely have some plans related to carts, but it's all a matter of time.
For example, a Hopper Cart was already announced awhile ago, but higher priority tasks always wind up coming up. I'll get there though
By the way I'm have a slight problem with another mod called Biomes O' Plenty
when I install both BTW and BO'P I get this
java.lang.Exception: No more empty terrain sprite indices left!
Do you know of any work around or some such?
KAAABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!
i know that the source feels extremely not thruthsworthy, but i know him and is not the kind of person who make up things. and i was posting this in case that if FC wanted to do tweaks at the way minecarts worked, maybe would be good to see some snapshots? so FCs doesnt end making stuff for mojang breaking it on the next update XD.
That came up just a few pages ago, and I think they decided there wasn't really a solution. Read back a little ways and you'll find the discussion.
Just to add to that, I quickly downloaded Biomes o' Plenty to take a look, and found that is uses 19 sprite overrides through ModLoader. The terrain sprite sheet in vanilla Minecraft has 19 unused spots left. Add in the single override FC uses for stoked fire, and BoP and BTW cannot be used together.
Generated 11/13/12 10:48 AM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 454023624 bytes (432 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_FCBetterThanWolves 4.31c
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_BackTools 1.4.2v2
java.lang.NoSuchMethodError: asc.InstallationIntegrityTest()Z
at mod_FCBetterThanWolves.ModInstallationIntegrityTest(mod_FCBetterThanWolves.java:797)
at mod_FCBetterThanWolves.load(mod_FCBetterThanWolves.java:742)
at ModLoader.init(ModLoader.java:906)
at ModLoader.addAllRenderers(ModLoader.java:215)
at azw.<init>(RenderManager.java:92)
at azw.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:515)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8ea35931 ----------
One of the mods you are running is overwriting one of the BTW's files. Make sure to install it last, although I am pretty sure BTW is now not compatable at all with Rei's minimap.
It has been compatible, because I've been using it ever since I first used BTW :/
I 2nd this request, while I understand the abundance of xp you receive from mining ore, on normal/hard settings this is offset by the amount of times you will die losing all or most of this xp. Combined with the fact that early tier 1 enchantments are random and minimal in their effectiveness, you don't really see anything overpowering until much later in the game.
Now that the infernal enchanter is closer in line to the vanilla xp cost (3.44), you've somewhat nerfed a big part of the game rather than altering it to make it more balanced/fun like so many other changes. The xp from mining gave a bit more progression to an otherwise tired system of slowly accruing xp from mobs to possibly get a good enchantment (vanilla table). Mining xp was a breath of fresh air into this system as passive players could sneak around gaining xp without being spotted by mobs. Your infernal enchanter took this even further allowing us choice in the matter but at a higher cost than random enchantments. This is actually well balanced in 4.32, which I've put about 48 hours worth of play time into.
I do, however, agree with the vanilla anvil stuff though, it really is trivial once you get the crucible up.
XVeris I don't know what to tell you other than install BTW last and see if another mod complains, and if it does get rid of it and keep trying till it works.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
Yes iron armor is legit, i usually make a set with the first iron I get each new world. I also play with all hardcore modes on. I'm aware its very possible to not die, and gaining 20-30 levels of xp is easy to do on mining ore alone, but to spend on what? Still need to get a table up, and once you pull that off, you'll need enough book shelves. Stay in the safety of your home till you've got enough cows and sugar cane to allow you to spend that much xp and you'll finally end up with some top tier enchantments. Then what? Put a level 30 enchantment on a iron pick? That'll be out of use in about 20 minutes. If you happen to have diamonds, well that'll be outclassed by soulforge eventually anyway.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sink. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
Please do not try to appeal to everyone haha, this would not be wise. That's also not what I'm requesting here, but if its too much trouble than its worth to add another config option (ie hardcore mode), please continue working on new features. I'm merely expressing my observations from playing your mod which I thought may be helpful to you.
As for mob traps, I'm a classic MC player myself (don't let the post count fool you) and remember the days before enchantments. I suppose I'm confusing mob spawner traps, which were classic xp exploits of the day, with what you are now referring to as "full blown mob traps." I assume this means something like using netherrack spawning for pigmen and wither skeles, or the classic "if its dark there, they will spawn" type trap. I'd be very interested in seeing example of these in use with the mod, as I'm pretty sure I'm just not aware of what's possible.
On a final note, I have to say you've done an amazing job with this mod. Even with the intended direction with mob traps, you have appealed to many different play styles thus far, even if this was not your intention.
Agreeable. The abundance of experience(xp) really doesn't create an unbalance if you take in what nimh said.
My first experience with BTW was with 1.4.2, so it felt natural to get XP and added that much needed excitement in the first era of time. Not having it anymore made mining feel very stagnant and due to the some of those lengthier trips to get materials, it was nice to have a few items with some enchantments on my one iron armor suit. Even with these few enchanted items I have, they are now all sitting in a chest with almost 0 durability collecting dust until I can melt down the precious iron.
I would like to petition to allow the XP mining to be enabled at admin's discretion. It does increase the overall difficulty to have this option on but it also is a hardcore mode that definitely decreases the brief moments of excitement when first starting out until you have an establishment.
MobSpawner machines are cool in functionality but I freaking hate having those things near my establishment (not enjoyable to listen to the mobs) and I just feel its a waste of CPU usage for the server when this classic vanilla hack can be offset with something I do like doing... exploring.