FlowerChild, Suggestion: You could make your woolen leather boots increase the player's speed slightly, or at least avoid slowing down on difficult terrain such as high grass or sand. Thus, the boots in the game would serve for something more than providing armor for player. This would also encourage the player to knit
Normal knitting consume lot of time, is good at early-game, when you dont have anything to do at night, but when are advanced at the early-game(iron rush, first millstone, and other home jobs, you havent enought time to knitting). Its my experience at the game.
Well, the idea there is that there's already an upgrade to wool armor that's available around the same time you mention, that being leather. All you really need for that is a bow and some rotted arrows.
MCPatcher works only with old version of the launcher. I'm unable to obtain in from minecraft.net (it always download the newest version possible, even from alternative download). And the guide on official wiki (manual edit of files) is not compatible with what i have. The contents of .minecraft are different, there is no minecraft.jar anywhere. The closest thing is 1.5.2.jar but modifing that is fruitless.
If I had to guess, you have to edit the json file to remove the download URLs so the launcher doesn't redownload a clean jar, as I explained in this thread; all older installation instructions that I've seen have not been updated to reflect this (it was changed in 2017):
Also, I don't know if the BTW download includes one but it would be a good idea to include a pre-modified json file, as I do for TMCW so you don't need to edit it (I've found that this is by far the biggest source of problems when installing mods.
MCPatcher works only with old version of the launcher. I'm unable to obtain in from minecraft.net (it always download the newest version possible, even from alternative download). And the guide on official wiki (manual edit of files) is not compatible with what i have. The contents of .minecraft are different, there is no minecraft.jar anywhere. The closest thing is 1.5.2.jar but modifing that is fruitless.
Man, it sounds like you're not even reading the install instructions in the readme if you haven't made it that far. I'd recommend checking out the BTW forums linked in the OP, or asking on the Discord for additional help. Those two places are where people more experienced with the mod tend to hang out.
In case anyone is still having trouble, I've updated the "official" installation instructions for the mod to make use of the newest MC launcher. As mentioned in the readme, the install instructions can be found here:
So I download the latest version after having not played in a while and expect to get a bunch of pain when punching a tree... Instead, I get a tree that is nicely chiseled with bark and sawdust. Frankly, the block looks pretty sweet but it makes me aware of how long it has been since I played the mod.
... Now to figure out what to do with this bark and sawdust.
-If you kill one and it hasn't fired a web yet, it'll drop either no string, 1 string, or 2 string. If it's already fired its web, it drops nothing.
-If it's attacking something (usually the player or a chicken), it'll fire a web which will form a block when it hits something. You can harvest that web with a sharp stone or iron chisel to get a string.
-Spiders that spawn from spawner blocks DO NOT spawn with or drop any string or webs.
this is not much helper i not have much stone axe to kill spiders and i try harvest with ground. Helpfull is info i can harvest with iron chisel on early game is problematic when you not have spider webs on gound maybe on next update you change somthing with this mechanic. or change make stone axe recepture
As I said above, you can use a sharp stone to harvest spider webs (just like the iron chisel). You only need 1 stone to do this, not even a stone axe.
Step by step:
-Place 1 stone in crafting grid. Craft "Sharp Stone".
-Use Sharp Stone on Spider Web Block.
-It'll go through 4 stages. On the last, it will drop string.
My problem is i not have chicens or mobs in my base only have one chicken and spiders not drop spiders web and have problem to make stone axe on irons tools not have much iron. In early game is problem. How i can use sharp stone on spider web when spiders not drop spiders web?? How kill spider when not have stone axe? Only i have this problem?
I haven't heard of anyone else having this issue. Maybe look at videos of people playing the early game to see where you might be missing something? Right now I'm just guessing as to what the problem might be.
You might want to try making clubs then using either two sticks or two bone to kill spiders. The bone ones are just as good as stone axes for combat.
Spiders also shoot webs at you, not just chickens. If you fight some spiders, you're eventually going to have web blocks to harvest.
-Added a big revamp of how chunk loading and block/entity updates work to create a more consistent system overall. The individual changes involved are listed below, but as a quick summary: chunks around original spawn are now fully loaded and updated. Chunks are loaded up to 10 chunks away from the player / original spawn, and all entities and blocks are fully updated up to 8 chunks away. That's all the explanation really needed to understand how chunk loading now works.
-Added the ability to activate (right click) string blocks stretched between two Stakes to find out how much distance is between them.
-Added the ability to place Buckets as blocks and to push them over a ledge with a Piston causing them to tip over. In situations where either using the bucket or placing the block are both valid (collecting water, or placing it for example), sneak clicking will force placement of the bucket as a block. At present this feature isn't very useful as it is part of a larger system I am continuing to develop, but they are fun to play around with regardless, and are an interesting decorative block in their own right.
-Added a display of the number of chunks loaded in each dimension to the F3 debug display. This was primarily for my own use in tracking down various issues with chunk loading, but I left it in for now to help diagnose any potential issues that might still be lingering. Note that it'll only work in single player games as the display relies on the server being on the local computer.
-Changed logs to provide a Shaft when their 2nd level is punched, rather than just when a tool is used. This was done to speed up first day progress a smidge.
-Changed the Campfire to burn a bit longer for a given amount of fuel, while requiring less fuel to cook a piece of food. This means that food will take as long to cook as before, but less fuel will be consumed in the process, easing early game resource demands slightly.
-Changed the Campfire to smoulder for longer after going out to give the player more of a chance to relight it.
-Changed Snow and Iron Golems so that they can be created by hitting any of the blocks (snow or pumpkin) used to construct them with a Soul Urn, rather than just the head.
-Changed the Wither to be summoned by hitting its block construct (Bone Blocks and Infused Skulls) with a Soul Urn as is done with Golems, rather than by just placing the blocks.
-Changed a few non-progression related villager trades involving chocolate to make it a resource that peasants want to buy rather than one they sell.
-Changed a few non-troublesome details about the Wither's behavior which are left to the player to discover.
-Changed the Jack'O'Lantern recipe to require a Candle rather than a Torch to reduce their effectiveness as a non-fire-starting light source somewhat.
-Changed spawn chunks to behave in a manner more consistent with other loaded chunks. They will now update in the same way as chunks around the player, making original spawn an automation paradise. Note that these chunks will now even update when players are in other dimensions. In all cases I've tried to make this behave as if there's a player always standing at the original spawn location, but please let me know if I missed anything as it's a rather complex change, and one that can be difficult to test given it functions in the player's absence. There will of course be some performance overhead to this change, given it means a larger number of background updates going on at all times, but given that these chunks were partially loaded anyways, I haven't found the performance impact to be severe in my own tests. I've also performed a number of optimizations and bug fixes in this release that may even negate the performance loss entirely.
-Changed the despawn distance on mobs to be a rectangular solid rather than a sphere, to match the spawn distance. This should aid performance somewhat as mobs won't be spawning just to instantly despawn as much, and result in more consistent spawning behavior overall.
-Changed (increased) the number of hostile mobs that can be in the world at any time to compensate for the decreased density of them due to the above change to a rectangular despawn volume. This should result in mob density being roughly equivalent to what it was in previous versions in most cases, but will increase mob trap output somewhat if the surrounding area is well lit and all spawns are channeled into a small space.
-Changed updates of various kinds, including mob spawning, to occur up to the full world height (256 blocks), allowing automation projects and mob traps to be built as high as you like without their functionality being affected.
-Changed scheduled block updates to only occur up to 8 chunks away from the player/original spawn, instead of the full 10 that are normally loaded, for consistency with other update types, and to fix a number of issues (both vanilla and mod) with blocks loading neighboring chunks during their updates. This was actually causing a large number of chunks to load when they shouldn't, especially in the nether (from fire trying to spread), which I suspect was a rather significant drain on performance. These chunks would often also not be appropriately unloaded, resulting in memory leaks. I think that in many cases this change alone may compensate for the performance cost of fully updated spawn chunks in this release.
-Changed unscheduled/random/irregular block updates (grass and crops growing, etc.) to occur up to 8 chunks away from the player/original spawn, instead of the 7 in vanilla, to be more consistent with other update types. My goal here was to make the overall system easier for players to understand by using consistent distance values for a number of different update types.
-Changed chunk loading to get rid of some extraneous chunks at a larger than normal distance around original spawn that vanilla was keeping unnecessarily loaded, to help with performance.
-Changed the view-distance dedicated server parameter to appropriately scale the distances at which entities and blocks update to solve a number of potential issues with its use. All update distances mentioned in this release should now be appropriately scaled by this value, including those around original spawn. This should solve problems where adjusting that parameter could seriously mess up mob spawning in particular.
-Changed a bunch of other small internal details about chunk loading/unloading and updates to improve performance, reduce chunk loading errors, and to facilitate future development. At a certain point the number of changes became too large to track individually.
-Changed (refactored) how Wolves, Witches, Slimes, Endermen, Skeletons, Blazes, Pigmen, Magma Cubes, Ocelots, Bats, the Wither, and Villagers work internally to simplify the related code.
-Fixed problems where the gravel slab recipe involving two gravel blocks would return 2 slabs instead of the appropriate 4.
-Fixed a problem that prevented the Hopper from inserting items into Hampers.
-Fixed a problem where items in Brick Ovens would be improperly position when using the fast graphics option.
-Fixed a problem with tree stumps converted into Workbenches being retrieved intact by the Block Dispenser.
-Fixed a problem where quickly glancing at an Enderman, for a shorter time than would normally cause it to attack, could still cause other nearby Endermen to attack you.
-Fixed a mod issue where brown mushroom generation would cause unnecessary chunk loading / memory leaks.
-Fixed a mod issue where Witches spawning around Witch Huts could cause unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue where zombies were causing unnecessary chunk loading / memory leaks while pathing.
-Fixed a vanilla issue where lava generation in the nether would cause unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue with village doors causing unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue where players travelling between dimensions would cause unnecessary chunk loading / memory leaks.
-Fixed a problem where Iron Golems could still be created just by placing the pumpkin "head" block, without using a Soul Urn.
-Fixed (maybe) a problem where the player would rarely be attacked by invisible mobs upon repeated hardcore respawns. This was a very infrequent bug, so unfortunately I can't be 100% certain it's actually resolved. Please let me know if you run into it after this release.
-Fixed an issue where falling blocks could not rest on Light Blocks.
-Removed the ability to insert items into the Brick Oven with a Hopper, fixing a few related bugs in the process. Such insertions were never intended.
-Removed vanilla restriction on mobs not spawning within 24 blocks of original spawn for more consistency. Having a no-spawn volume smack in the middle of the now always active chunks didn't make much sense.
Chunky Buckets!
-------------
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:
I just uploaded a :bee: version of yesterday's release and updated the links in the OP and release post to direct to it. It contains the following single change:
-Fixed a problem where spawn chunks would continue to be updated even after all players had left a server.
It occurred to me when I woke up this morning that I had forgotten to address that bit
The texture, for the crude torch after it went out, seems to be missing. When I place a burning crude torch it will show a "missing texture" texture. I am confused because I would expect that someone already noticed that.
I am using 4.ABCF:dancer::poo::dancer::bee: and the vanilla texture pack. I have no mods except BTW installed.
It's working fine on my end, and I haven't heard any other reports of a problem, so I suspect it's likely an install issue on your end.
Thank you for your reply. I have found the problem: There is a file "textures/blocks/fcBlockTorchFiniteIdle _burned.png" containing a space character and I am using linux which hates spaces in filenames. My install script could not handle this.
I fixed this on my end by copying the file manually and now it works.
Ah! Makes sense. I will make sure to get rid of that space for next release. Thanks for following up on this.
-Added a new type of Gearbox block, or more precisely, split Gearboxes into two different types. The existing one has been renamed to "Redstone Clutch" and its recipe remains the same (using a redstone latch). All existing Gearboxes in your world will be converted to a Redstone Clutch block. The new Gearbox is crafted in the same manner as before, but with an Axle in the middle of the grid, rather than a latch. It functions in a manner identical to the old Gearbox, except it can no longer be turned off via redstone. This was done because I found the increased value of Gearboxes that resulted from the inclusion of the latch in the recipe had unfortunate side-effects like inspiring people to deconstruct their existing devices to build new ones, or to avoid automation projects all together because of gold shortages. Hopefully this change will represent a better balance between gold value and automation fun-time. Note that I've also added new textures for both kinds of Gearboxes to make them more visually distinct.
-Added a new Lightning Rod block that is crafted with a vertical line of 1 gold ingot as a base, with two gold nuggets above it. It replaces the functionality of the old one entirely, and adds a number of additional aesthetic options as well in that it can be anchored to a block in any direction, not just below it. It draws any lightning bolts that are striking a lower point up to 16 blocks away from it horizontally to the rod instead, and this is checked after the bolt is drawn to any nearby high points, guaranteeing that the area around the rod will be totally safe.
-Added a new Iron Spike block that is crafted with a vertical line of 1 iron ingot as a base, with two iron nuggets above it. It is intended to replace the aesthetic uses of the old Soulforged Steel lightning rods, and looks identical to how the old ones did, but with the additional aesthetic options of the new Lightning Rod. A reminder that these kinds of blocks make excellent Candle holders, which is a much bigger deal now given the fire-starting tendency of torches.
-Added the ability to place Chunks of Iron and Gold Ore as blocks, and to smelt them in a Kiln.
-Added the ability to melt down the Piston Shovel in the Crucible.
-Added the ability for ground cover (snow and ash) to share space with a few additional blocks: Shafts, unlit Torches, unlit Campfires, tools stuck in blocks, Flower Pots, Fences, Redstone Dust, Buttons, Levers, Urns, Axles, Vases, Stakes and String.
-Added a concussive effect to lightning strikes.
-Changed Gear Boxes so that they may not be rotated by right clicking if they have any connected axles. This is to make them feel a little more solid once placed, and to prevent accidents involving mistakenly right clicking on a block resulting in broken automation builds.
-Changed Gear Boxes so that they will display their output texture on the side opposite the input, if they have no connected output axles. This sounds complicated but should be intuitive in practice, and makes orienting them easier under many circumstances.
-Changed lightning to "travel" further when looking for a high point to strike.
-Changed lightning strikes to take entities into account in determining the highest point in an area to strike. This makes stuff like standing in an open field, or on a hill, during a lightning storm, an exceedingly bad idea.
-Changed lightning strikes to occur in Desert biomes when there's a storm raging. This makes the desert just a wee bit less of a base building uber biome, and more of a barren uncaring landscape of unending torment.
-Changed the name of the old Lightning Rod to "Old Soulforged Rod", and removed its crafting recipe. It only remains to melt down or for decorative builds that already make use of it.
-Changed how the flames on Candles look, to make them a little more candley.
-Changed Mycelium slabs to display a snow side texture when snow cover is resting on them, just like with the full blocks.
-Fixed a problem where a Mycelium full block wouldn't display its side snow texture if it had snow cover resting on it, and if the snow cover was combined with another block.
-Removed an extraneous space from the filename of the "fcBlockTorchFiniteIdle_burned.png" texture file, as it was reported to be causing problems on some systems.
Happy Thanksgiving everyone!
-------------
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:
-Added the Stone Brick as a new item. Stone Bricks can be harvested in place of Loose Stones by using an Iron Chisel on Smoothstone blocks. They may also be created in greater numbers by combining Smoothstone Blocks with an Iron Chisel in the crafting grid (similar to splitting wood with an axe), and individual bricks can be split into Loose Stones via this same method.
-Added Loose Stone Brick blocks, stairs and slabs as new block types. They may be crafted with individual Stone Bricks, in the same manner as similar blocks. Applying mortar to them to create vanilla Stone Brick blocks replaces the old creation method entirely.
-Added Loose Nether Brick blocks, stairs, and slabs as new block types. As with Stone Brick, applying mortar replaces the old creation method.
-Added a variant of Netherrack that is affected by gravity. Netherrack will now function as before when placed in the Nether, but if placed in other dimensions, will be subject to gravity. Blocks already placed in your world will continue to behave as before, regardless of dimension.
-Added variable cook times for different block types to the Kiln, similar to the Brick Oven, and increased cook times overall. Stuff like chunks of ore and logs will now take much longer to cook than baked goods. This was done to further incentivize automation, as well as to increase the value of having multiple Hibachis in use.
-Added an additional particle effect (white smoke) when something is cooking in the Kiln, as the slower cook times made it difficult to tell if it was working.
-Added a new Smoothstone creation method where running lava over Loose Cobblestone or Loose Stone Bricks will fill in gaps in the block with hot lava. Running water over the resulting block will then cool it off, forming a Smoothstone block. Along with other changes in this release, this new system is intended to replace all other methods of stone generation previously in the game.
-Added the Lava Pillow as a new block type. This block replaces the Smoothstone and Cobblestone that was previously created when lava blocks came into contact with water blocks, effectively removing lava based cobble generators from the game. Note that the Lava Pillow may not be harvested intact through any means, including silk touch or the Block Dispenser.
-Added recipes for the stairs of the various "Loose" blocks (Cobble, Brick, etc.) that use 3 full blocks or slabs of the type in an "L" pattern in the crafting grid so that such stairs may be crafted in the player's inventory.
-Changed several crafting recipes involving Smoothstone to use Stone Bricks instead. This affects the following: Hand Crank, Mill Stone, Turntable, Hibachi, Anchor, Piston, Redstone Repeater, Lever, Dispenser, Block Detector, Block Dispenser, Buddy Block, and the Chopping Block (now 8 bricks in a 'U'). Basically, almost every block that isn't entirely made of Smoothstone (like stairs or slabs) now uses Stone Bricks instead.
-Changed the Saw to take longer to cut blocks to further incentivize automating it, and adjusted the associated sound to fit the new timing better.
-Changed Chunks of Iron and Gold Ore to have a random facing when placed, rather than one based on player orientation, to make them feel a tad more irregular.
-Changed the name of the Stone item to "Loose Stone" to help further differentiate it from Smoothstone blocks.
-Changed Cactus blocks to be destroyed when hit by lightning.
-Changed (refactored) the way Oak and Nether Brick fences work internally to hopefully resolve some collision issues with them. This change is largely a test that is being discussed on the BTW forums, and other fence types will be converted to this new format if the test is successful.
-Fixed a problem where Slimes, Squid, and Ghasts weren't reliably despawning within spawn chunks.
-Fixed a vanilla problem where Fireballs and Wither Skulls could hang around indefinitely in your world.
-Fixed a potential crash when baskets would catch on fire.
-Removed the ability to stop Cement from drying by applying a redstone signal to it. This removes another form of infinite stone generator from the game.
-Removed the ability to harvest whole Smoothstone blocks by isolating them from their neighbors and then harvesting. In practice I found this mechanic to be rather clunky and unintuitive, and the need for it has been largely replaced by the inclusion of Stone Bricks.
Rock out with new bricks out!
-------------
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:
Hey Flowerchild! I was just wondering, do you have a library of old versions of the mod up for download? (By the way, I was honestly surprised you're still working on this mod, I had no idea it's still going strong.)
FlowerChild, Suggestion: You could make your
woolenleather boots increase the player's speed slightly, or at least avoid slowing down on difficult terrain such as high grass or sand. Thus, the boots in the game would serve for something more than providing armor for player.This would also encourage the player to knitI'm using google translate, i hope you understand
Forgive me for my english, i'm a brazilian with a google translate
Could this be a error?
On first image: "Fast Graphics"
On second image: "Fancy Graphics"
Forgive me for my english, i'm a brazilian with a google translate
Well, the idea there is that there's already an upgrade to wool armor that's available around the same time you mention, that being leather. All you really need for that is a bow and some rotted arrows.
I just verified that and will fix it for next release.
i just wrote a wall of text. than i found the latest changelog. then i deleted the wall of text and wanted to hang myself.
i hope no one saw that...
all is k now.
Thanks for your attention
If I had to guess, you have to edit the json file to remove the download URLs so the launcher doesn't redownload a clean jar, as I explained in this thread; all older installation instructions that I've seen have not been updated to reflect this (it was changed in 2017):
https://www.minecraftforum.net/forums/support/java-edition-support/2929664-installing-older-mods-with-without-forge?comment=2
Also, I don't know if the BTW download includes one but it would be a good idea to include a pre-modified json file, as I do for TMCW so you don't need to edit it (I've found that this is by far the biggest source of problems when installing mods.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Man, it sounds like you're not even reading the install instructions in the readme if you haven't made it that far. I'd recommend checking out the BTW forums linked in the OP, or asking on the Discord for additional help. Those two places are where people more experienced with the mod tend to hang out.
In case anyone is still having trouble, I've updated the "official" installation instructions for the mod to make use of the newest MC launcher. As mentioned in the readme, the install instructions can be found here:
http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=9272
So I download the latest version after having not played in a while and expect to get a bunch of pain when punching a tree... Instead, I get a tree that is nicely chiseled with bark and sawdust. Frankly, the block looks pretty sweet but it makes me aware of how long it has been since I played the mod.
... Now to figure out what to do with this bark and sawdust.
I am the current maintainer of the Forge Essentials mod for Minecraft and long time gamer!
Spiders drop string / web as follows:
-If you kill one and it hasn't fired a web yet, it'll drop either no string, 1 string, or 2 string. If it's already fired its web, it drops nothing.
-If it's attacking something (usually the player or a chicken), it'll fire a web which will form a block when it hits something. You can harvest that web with a sharp stone or iron chisel to get a string.
-Spiders that spawn from spawner blocks DO NOT spawn with or drop any string or webs.
Hope that helps.
As I said above, you can use a sharp stone to harvest spider webs (just like the iron chisel). You only need 1 stone to do this, not even a stone axe.
Step by step:
-Place 1 stone in crafting grid. Craft "Sharp Stone".
-Use Sharp Stone on Spider Web Block.
-It'll go through 4 stages. On the last, it will drop string.
I haven't heard of anyone else having this issue. Maybe look at videos of people playing the early game to see where you might be missing something? Right now I'm just guessing as to what the problem might be.
You might want to try making clubs then using either two sticks or two bone to kill spiders. The bone ones are just as good as stone axes for combat.
Spiders also shoot webs at you, not just chickens. If you fight some spiders, you're eventually going to have web blocks to harvest.
[**** NEW RELEASE ****]
Version 4.ABCF:dancer::poo::dancer: of Better Than Wolves is ready for download!
Download Link
-Added a big revamp of how chunk loading and block/entity updates work to create a more consistent system overall. The individual changes involved are listed below, but as a quick summary: chunks around original spawn are now fully loaded and updated. Chunks are loaded up to 10 chunks away from the player / original spawn, and all entities and blocks are fully updated up to 8 chunks away. That's all the explanation really needed to understand how chunk loading now works.
-Added the ability to activate (right click) string blocks stretched between two Stakes to find out how much distance is between them.
-Added the ability to place Buckets as blocks and to push them over a ledge with a Piston causing them to tip over. In situations where either using the bucket or placing the block are both valid (collecting water, or placing it for example), sneak clicking will force placement of the bucket as a block. At present this feature isn't very useful as it is part of a larger system I am continuing to develop, but they are fun to play around with regardless, and are an interesting decorative block in their own right.
-Added a display of the number of chunks loaded in each dimension to the F3 debug display. This was primarily for my own use in tracking down various issues with chunk loading, but I left it in for now to help diagnose any potential issues that might still be lingering. Note that it'll only work in single player games as the display relies on the server being on the local computer.
-Changed logs to provide a Shaft when their 2nd level is punched, rather than just when a tool is used. This was done to speed up first day progress a smidge.
-Changed the Campfire to burn a bit longer for a given amount of fuel, while requiring less fuel to cook a piece of food. This means that food will take as long to cook as before, but less fuel will be consumed in the process, easing early game resource demands slightly.
-Changed the Campfire to smoulder for longer after going out to give the player more of a chance to relight it.
-Changed Snow and Iron Golems so that they can be created by hitting any of the blocks (snow or pumpkin) used to construct them with a Soul Urn, rather than just the head.
-Changed the Wither to be summoned by hitting its block construct (Bone Blocks and Infused Skulls) with a Soul Urn as is done with Golems, rather than by just placing the blocks.
-Changed a few non-progression related villager trades involving chocolate to make it a resource that peasants want to buy rather than one they sell.
-Changed a few non-troublesome details about the Wither's behavior which are left to the player to discover.
-Changed the Jack'O'Lantern recipe to require a Candle rather than a Torch to reduce their effectiveness as a non-fire-starting light source somewhat.
-Changed spawn chunks to behave in a manner more consistent with other loaded chunks. They will now update in the same way as chunks around the player, making original spawn an automation paradise. Note that these chunks will now even update when players are in other dimensions. In all cases I've tried to make this behave as if there's a player always standing at the original spawn location, but please let me know if I missed anything as it's a rather complex change, and one that can be difficult to test given it functions in the player's absence. There will of course be some performance overhead to this change, given it means a larger number of background updates going on at all times, but given that these chunks were partially loaded anyways, I haven't found the performance impact to be severe in my own tests. I've also performed a number of optimizations and bug fixes in this release that may even negate the performance loss entirely.
-Changed the despawn distance on mobs to be a rectangular solid rather than a sphere, to match the spawn distance. This should aid performance somewhat as mobs won't be spawning just to instantly despawn as much, and result in more consistent spawning behavior overall.
-Changed (increased) the number of hostile mobs that can be in the world at any time to compensate for the decreased density of them due to the above change to a rectangular despawn volume. This should result in mob density being roughly equivalent to what it was in previous versions in most cases, but will increase mob trap output somewhat if the surrounding area is well lit and all spawns are channeled into a small space.
-Changed updates of various kinds, including mob spawning, to occur up to the full world height (256 blocks), allowing automation projects and mob traps to be built as high as you like without their functionality being affected.
-Changed scheduled block updates to only occur up to 8 chunks away from the player/original spawn, instead of the full 10 that are normally loaded, for consistency with other update types, and to fix a number of issues (both vanilla and mod) with blocks loading neighboring chunks during their updates. This was actually causing a large number of chunks to load when they shouldn't, especially in the nether (from fire trying to spread), which I suspect was a rather significant drain on performance. These chunks would often also not be appropriately unloaded, resulting in memory leaks. I think that in many cases this change alone may compensate for the performance cost of fully updated spawn chunks in this release.
-Changed unscheduled/random/irregular block updates (grass and crops growing, etc.) to occur up to 8 chunks away from the player/original spawn, instead of the 7 in vanilla, to be more consistent with other update types. My goal here was to make the overall system easier for players to understand by using consistent distance values for a number of different update types.
-Changed chunk loading to get rid of some extraneous chunks at a larger than normal distance around original spawn that vanilla was keeping unnecessarily loaded, to help with performance.
-Changed the view-distance dedicated server parameter to appropriately scale the distances at which entities and blocks update to solve a number of potential issues with its use. All update distances mentioned in this release should now be appropriately scaled by this value, including those around original spawn. This should solve problems where adjusting that parameter could seriously mess up mob spawning in particular.
-Changed a bunch of other small internal details about chunk loading/unloading and updates to improve performance, reduce chunk loading errors, and to facilitate future development. At a certain point the number of changes became too large to track individually.
-Changed (refactored) how Wolves, Witches, Slimes, Endermen, Skeletons, Blazes, Pigmen, Magma Cubes, Ocelots, Bats, the Wither, and Villagers work internally to simplify the related code.
-Fixed problems where the gravel slab recipe involving two gravel blocks would return 2 slabs instead of the appropriate 4.
-Fixed a problem that prevented the Hopper from inserting items into Hampers.
-Fixed a problem where items in Brick Ovens would be improperly position when using the fast graphics option.
-Fixed a problem with tree stumps converted into Workbenches being retrieved intact by the Block Dispenser.
-Fixed a problem where quickly glancing at an Enderman, for a shorter time than would normally cause it to attack, could still cause other nearby Endermen to attack you.
-Fixed a mod issue where brown mushroom generation would cause unnecessary chunk loading / memory leaks.
-Fixed a mod issue where Witches spawning around Witch Huts could cause unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue where zombies were causing unnecessary chunk loading / memory leaks while pathing.
-Fixed a vanilla issue where lava generation in the nether would cause unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue with village doors causing unnecessary chunk loading / memory leaks.
-Fixed a vanilla issue where players travelling between dimensions would cause unnecessary chunk loading / memory leaks.
-Fixed a problem where Iron Golems could still be created just by placing the pumpkin "head" block, without using a Soul Urn.
-Fixed (maybe) a problem where the player would rarely be attacked by invisible mobs upon repeated hardcore respawns. This was a very infrequent bug, so unfortunately I can't be 100% certain it's actually resolved. Please let me know if you run into it after this release.
-Fixed an issue where falling blocks could not rest on Light Blocks.
-Removed the ability to insert items into the Brick Oven with a Hopper, fixing a few related bugs in the process. Such insertions were never intended.
-Removed vanilla restriction on mobs not spawning within 24 blocks of original spawn for more consistency. Having a no-spawn volume smack in the middle of the now always active chunks didn't make much sense.
Chunky Buckets!
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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:
I just uploaded a :bee: version of yesterday's release and updated the links in the OP and release post to direct to it. It contains the following single change:
-Fixed a problem where spawn chunks would continue to be updated even after all players had left a server.
It occurred to me when I woke up this morning that I had forgotten to address that bit
Nice! Thanks for the update!
It's working fine on my end, and I haven't heard any other reports of a problem, so I suspect it's likely an install issue on your end.
Ah! Makes sense. I will make sure to get rid of that space for next release. Thanks for following up on this.
[**** NEW RELEASE ****]
Version 4.ABCFAFAFA of Better Than Wolves is ready for download!
Download Link
-Added a new type of Gearbox block, or more precisely, split Gearboxes into two different types. The existing one has been renamed to "Redstone Clutch" and its recipe remains the same (using a redstone latch). All existing Gearboxes in your world will be converted to a Redstone Clutch block. The new Gearbox is crafted in the same manner as before, but with an Axle in the middle of the grid, rather than a latch. It functions in a manner identical to the old Gearbox, except it can no longer be turned off via redstone. This was done because I found the increased value of Gearboxes that resulted from the inclusion of the latch in the recipe had unfortunate side-effects like inspiring people to deconstruct their existing devices to build new ones, or to avoid automation projects all together because of gold shortages. Hopefully this change will represent a better balance between gold value and automation fun-time. Note that I've also added new textures for both kinds of Gearboxes to make them more visually distinct.
-Added a new Lightning Rod block that is crafted with a vertical line of 1 gold ingot as a base, with two gold nuggets above it. It replaces the functionality of the old one entirely, and adds a number of additional aesthetic options as well in that it can be anchored to a block in any direction, not just below it. It draws any lightning bolts that are striking a lower point up to 16 blocks away from it horizontally to the rod instead, and this is checked after the bolt is drawn to any nearby high points, guaranteeing that the area around the rod will be totally safe.
-Added a new Iron Spike block that is crafted with a vertical line of 1 iron ingot as a base, with two iron nuggets above it. It is intended to replace the aesthetic uses of the old Soulforged Steel lightning rods, and looks identical to how the old ones did, but with the additional aesthetic options of the new Lightning Rod. A reminder that these kinds of blocks make excellent Candle holders, which is a much bigger deal now given the fire-starting tendency of torches.
-Added the ability to place Chunks of Iron and Gold Ore as blocks, and to smelt them in a Kiln.
-Added the ability to melt down the Piston Shovel in the Crucible.
-Added the ability for ground cover (snow and ash) to share space with a few additional blocks: Shafts, unlit Torches, unlit Campfires, tools stuck in blocks, Flower Pots, Fences, Redstone Dust, Buttons, Levers, Urns, Axles, Vases, Stakes and String.
-Added a concussive effect to lightning strikes.
-Changed Gear Boxes so that they may not be rotated by right clicking if they have any connected axles. This is to make them feel a little more solid once placed, and to prevent accidents involving mistakenly right clicking on a block resulting in broken automation builds.
-Changed Gear Boxes so that they will display their output texture on the side opposite the input, if they have no connected output axles. This sounds complicated but should be intuitive in practice, and makes orienting them easier under many circumstances.
-Changed lightning to "travel" further when looking for a high point to strike.
-Changed lightning strikes to take entities into account in determining the highest point in an area to strike. This makes stuff like standing in an open field, or on a hill, during a lightning storm, an exceedingly bad idea.
-Changed lightning strikes to occur in Desert biomes when there's a storm raging. This makes the desert just a wee bit less of a base building uber biome, and more of a barren uncaring landscape of unending torment.
-Changed the name of the old Lightning Rod to "Old Soulforged Rod", and removed its crafting recipe. It only remains to melt down or for decorative builds that already make use of it.
-Changed how the flames on Candles look, to make them a little more candley.
-Changed Mycelium slabs to display a snow side texture when snow cover is resting on them, just like with the full blocks.
-Fixed a problem where a Mycelium full block wouldn't display its side snow texture if it had snow cover resting on it, and if the snow cover was combined with another block.
-Removed an extraneous space from the filename of the "fcBlockTorchFiniteIdle_burned.png" texture file, as it was reported to be causing problems on some systems.
Happy Thanksgiving everyone!
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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:
This looks amazing. Haven't played minecraft in 6 years.
Playing through this!
[**** NEW RELEASE ****]
Version 4.ABCFAFBFC of Better Than Wolves is ready for download!
Download Link
-Added the Stone Brick as a new item. Stone Bricks can be harvested in place of Loose Stones by using an Iron Chisel on Smoothstone blocks. They may also be created in greater numbers by combining Smoothstone Blocks with an Iron Chisel in the crafting grid (similar to splitting wood with an axe), and individual bricks can be split into Loose Stones via this same method.
-Added Loose Stone Brick blocks, stairs and slabs as new block types. They may be crafted with individual Stone Bricks, in the same manner as similar blocks. Applying mortar to them to create vanilla Stone Brick blocks replaces the old creation method entirely.
-Added Loose Nether Brick blocks, stairs, and slabs as new block types. As with Stone Brick, applying mortar replaces the old creation method.
-Added a variant of Netherrack that is affected by gravity. Netherrack will now function as before when placed in the Nether, but if placed in other dimensions, will be subject to gravity. Blocks already placed in your world will continue to behave as before, regardless of dimension.
-Added variable cook times for different block types to the Kiln, similar to the Brick Oven, and increased cook times overall. Stuff like chunks of ore and logs will now take much longer to cook than baked goods. This was done to further incentivize automation, as well as to increase the value of having multiple Hibachis in use.
-Added an additional particle effect (white smoke) when something is cooking in the Kiln, as the slower cook times made it difficult to tell if it was working.
-Added a new Smoothstone creation method where running lava over Loose Cobblestone or Loose Stone Bricks will fill in gaps in the block with hot lava. Running water over the resulting block will then cool it off, forming a Smoothstone block. Along with other changes in this release, this new system is intended to replace all other methods of stone generation previously in the game.
-Added the Lava Pillow as a new block type. This block replaces the Smoothstone and Cobblestone that was previously created when lava blocks came into contact with water blocks, effectively removing lava based cobble generators from the game. Note that the Lava Pillow may not be harvested intact through any means, including silk touch or the Block Dispenser.
-Added recipes for the stairs of the various "Loose" blocks (Cobble, Brick, etc.) that use 3 full blocks or slabs of the type in an "L" pattern in the crafting grid so that such stairs may be crafted in the player's inventory.
-Changed several crafting recipes involving Smoothstone to use Stone Bricks instead. This affects the following: Hand Crank, Mill Stone, Turntable, Hibachi, Anchor, Piston, Redstone Repeater, Lever, Dispenser, Block Detector, Block Dispenser, Buddy Block, and the Chopping Block (now 8 bricks in a 'U'). Basically, almost every block that isn't entirely made of Smoothstone (like stairs or slabs) now uses Stone Bricks instead.
-Changed the Saw to take longer to cut blocks to further incentivize automating it, and adjusted the associated sound to fit the new timing better.
-Changed Chunks of Iron and Gold Ore to have a random facing when placed, rather than one based on player orientation, to make them feel a tad more irregular.
-Changed the name of the Stone item to "Loose Stone" to help further differentiate it from Smoothstone blocks.
-Changed Cactus blocks to be destroyed when hit by lightning.
-Changed (refactored) the way Oak and Nether Brick fences work internally to hopefully resolve some collision issues with them. This change is largely a test that is being discussed on the BTW forums, and other fence types will be converted to this new format if the test is successful.
-Fixed a problem where Slimes, Squid, and Ghasts weren't reliably despawning within spawn chunks.
-Fixed a vanilla problem where Fireballs and Wither Skulls could hang around indefinitely in your world.
-Fixed a potential crash when baskets would catch on fire.
-Removed the ability to stop Cement from drying by applying a redstone signal to it. This removes another form of infinite stone generator from the game.
-Removed the ability to harvest whole Smoothstone blocks by isolating them from their neighbors and then harvesting. In practice I found this mechanic to be rather clunky and unintuitive, and the need for it has been largely replaced by the inclusion of Stone Bricks.
Rock out with new bricks out!
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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:
Hey Flowerchild! I was just wondering, do you have a library of old versions of the mod up for download? (By the way, I was honestly surprised you're still working on this mod, I had no idea it's still going strong.)