-Changed Giant Spiders to not have silk, and Skeletons to not have bows, when created by mob spawners. This is to reduce rare early game progression workarounds, and to be more consistent with spawner creatures not having weapons and armor.
Sweet! Now I can destroy spawners without feeling like a failure.
-Changed Giant Spiders to not have silk, and Skeletons to not have bows, when created by mob spawners. This is to reduce rare early game progression workarounds, and to be more consistent with spawner creatures not having weapons and armor
Does this mean mob spawner spiders don't drop silk when killed, or does it mean they don't shoot webs to attack?
I noticed that with proper caution, creepers can provide a decent option for some early-game mining. Not sure if it's worth trying to grab ores this way due to loosing some drops, but it can get you a good amount of dirt or stone for minimal effort.
I noticed that with proper caution, creepers can provide a decent option for some early-game mining. Not sure if it's worth trying to grab ores this way due to loosing some drops, but it can get you a good amount of dirt or stone for minimal effort.
Yup, I do this all the time while playing. I actually changed the creeper AI a few releases back to make it a bit more dangerous than it was though.
I noticed that with proper caution, creepers can provide a decent option for some early-game mining. Not sure if it's worth trying to grab ores this way due to loosing some drops, but it can get you a good amount of dirt or stone for minimal effort.
Yup, I do this all the time while playing. I actually changed the creeper AI a few releases back to make it a bit more dangerous than it was though.
When I first tried out the update where you changed everything, I honestly couldn't figure out how to get stone and thought creepers were the only way to do it >_<
...Well, that's one more thing to add to my list of 'nopes in BTW'
Geeze this list is getting long.
Truth words. The high difficulty makes figuring out how to cheese the game feel like actual strategy though. I'm terrible at combat, so I'm always devising alternatives. It's more fun and rewarding to figure out what works for you and progress the way you see fit. You'll make mistakes, but recovering is part of the charm.
Something I'm not sure about: Is chicken farming intended to be a thing at all pre-nether? In earlier versions I appreciated them as an incremental step towards sustainable food. Currently, however, all available light sources require daily upkeep for little concrete benefit, so it seems inviting to leave them in the dark.
Edit: Went ahead and brought one home, and now I'm not so sure what I was worried about.
In the extremely unlikely event that he gets eaten, I'll just get another.
-Added Clay Piles as a new item. Clay blocks harvested without a shovel will produce Piles, much like with Dirt, but in the case of Clay only a Stone Shovel is needed for a full harvest. 2 Clay Piles may be combined in the crafting grid to produce a Clay ball.
-Added crafting sounds to the Anvil and Mill Stone.
-Added new Blocks Of Oysters and the corresponding slabs, which may be piston packed out of 16 Creeper Oysters.
-Changed Sandstone blocks to be harvested whole with Diamond Picks (or better), instead of through the isolate & chisel method of regular stone.
The intent here is to make sandstone a more practical mid-game building material without saturating the early game with versatile building blocks. This applies to sandstone stairs and slabs as well.
-Changed the direction in which the Piston Shovel ejects items so that it's a little more consistent, similar to the changes to the Mill Stone in the previous release.
-Changed (increased) the loss of durability when an Iron Chisel is used to convert a Stump into a Workbench, to make doing so more of a strategic consideration rather than something you can just spam all over the place.
-Changed Bone items to only stack up to 16, to be more consistent with other similar packable mob drops, and to further incentivize piston packing.
-Changed how the Fire Plough works internally to hopefully resolve some issues with it sometimes not working properly in SMP.
-Changed how multiple hardcore respawns in the same area work to discourage some exploits.
-Fixed a problem where re-opening a Hamper while the lid was in the process of closing could cause a looping sound to be played.
Exocentric!
-------------
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:
Is there any chance in the future you can make an installer for the mod cause i´ve been following everything by the book and still cant play the mod cause it crashes.It would be awesome to have an installer for the new launcher or the old one.
Love the mod and really wanna play it but an installer would be so much easy.Congrats for the mod.
Love it.
Sorry, but I enjoy utility programming about as much as tooth extraction. It's not something I'm willing to do for fun.
So er, I was actually going to register to the forums but for some reason, I can not find the register button? I would understand if I were banned something like this could happen but... I don't think I've had an account on there before. I know I can be blind at times but I don't think this is the case.
I was wondering if the wooden spike things(what happens when you carve a log down all the way while there's another log below it but not above it) could be used as an early-game trap, but after some testing, it seems that they don't have any function like that. In fact, other than looking cool, it does absolutely nothing much in particular.
I'm still considering lining the bottom of my moat/trench with it anyways(once I get enough logs) just for the looks though.
-Added new regular Torches (the ones made with nethercoal) that start fires above them in the same way as Crude Torches. This does not affect lit torches already placed in the world, so your existing builds are safe. This was done both as part of my ongoing effort to make fire a more interesting part of the game, and also to increase the value of late game lighting options like Glowstone, Light Blocks, and the Lens. These new torches may also be crushed by falling blocks, like Crude Torches. The flame particles have been removed from the old torches, to make them a little easier to identify.
-Added Burned Meat as a new item. It's created when food is cooked for too long over a blazing campfire, and is similar to Cured Meat in terms of being a substandard processed meat product. This will hopefully serve to better instruct new players in how the Campfire works, and can also work as an emergency method of quickly sterilizing meat in a pinch.
-Added a sound effect for when Campfires die down to a small state, to make maintaining them a bit easier. Also changed the sound when they burn out so that it's easier to distinguish from the Crude Torch sound.
-Added the ability to burn flowers in Campfires and Ovens, just in case your world has yet to be completely reduced to an ashen husk.
-Added a Pile Of Gravel drop to the first level of Smooth Stone chiseling, to provide a little more feedback to players that their chiseling is doing something, and to create an interesting mechanic where having a lot of exposed stone has some small advantages in the early game.
-Added Chicken Feed as a new Item. It is created by combining seeds and Bone Meal in the crafting grid. Its role is explained below.
-Added an indicator next to the crafting output when recipes output secondary items (eg. bark and saw dust when splitting logs). Note that I have to manually set these indicators at present, so if I missed any, please let me know.
-Added Bone Fish Hooks as a new item. These are created with a single Bone in the crafting grid, which then turns into an item that needs to be worked over time to complete, similar to knitting.
-Added sound when baiting Fishing Rods.
-Changed the Fishing Rod recipe to be shapeless and to use only a single stick, 2 string, and an iron nugget (or Bone Fish Hook), so that it can be crafted in the player's inventory.
-Changed (decreased) the odds of catching fish somewhat, and changed fishing to require water source blocks rather than just regular water blocks, to prevent some exploits with man made ponds.
-Changed Fishing Rods to have less durability than previously.
-Changed the breeding items for various animals listed below to make wheat less of an uber item and to introduce some additional late game activity diversity. Note that this may make automating the breeding of some of them impossible, which is something that will be addressed in future releases.
-Changed Chickens to breed (lay eggs) with Chicken Feed instead of seeds.
-Changed Pigs to *only* breed with Chocolate, whereas they could be bred with a variety of items previously.
-Changed Sheep to breed with Cookies rather than wheat.
-Changed Cows to breed with Cake rather than wheat.
-Changed fire blocks to no longer be extinguished just by clicking on them in order to make fire a more dangerous and persistent threat, as well as to make it more consistent with the fire mechanics added with burning ladders. Note that fire may still be extinguished with water, or smothered with other blocks, it's just slightly trickier to deal with now.
-Changed (increased) the lag tolerance on Fire Ploughs and Bow Drills slightly to help reduce issues in high latency SMP games.
-Changed the order in which items are shift-clicked into the player's inventory from other containers (like chests) so that it's more consistent with stuff like picking up items. This handles stuff like how when you pickup an item, it'd go to the leftmost slot of your hotbar, but if you shift click it from the crafting grid, it'd go to the rightmost. This is just a small quality of life thing, but the inconsistency really annoyed me.
-Changed the name of Stone blocks to "Smooth Stone" to reduce confusion with the individual Stone item.
-Changed Gravel, Sand, and Dirt blocks to consist of 8 piles (4 for slabs) in order to provide a bit more resolution to pile drops, such as with the change to Smooth Stone chiseling listed above.
-Changed (increased) the minimum amount of hunger the player can respawn with after death, to make death spirals slightly less punishing.
-Fixed a problem where ladders weren't displaying the crack texture correctly while being harvested.
-Fixed a problem where tools placed as blocks wouldn't update neighboring blocks when first placed. This would result in stuff like water not flowing into the block and such.
-Fixed a problem where Snow Golems could not be created with the new snow blocks that were added in a recent release.
-Fixed a problem where pushing both an unfired pottery (like an Urn) block, and the block below it, at the same time with pistons, could result in a visual duplicate of the unfired pottery block.
-Fixed a problem where wolves would sometimes just sit back and chill in the middle of attacking you.
-Removed zombie villagers decaying into regular zombies with time as I didn't like how it played out in the mid to late game when respawning near a village and just needing to wait out the decay to collect the bootsies. Its main purpose was to discourage the early game wheat rush, which is no longer as much of an issue anyways due to the above changes to animal breeding.
Superlative!
-------------
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:
Both. The two are connected for spiders as per several releases ago.
I noticed that with proper caution, creepers can provide a decent option for some early-game mining. Not sure if it's worth trying to grab ores this way due to loosing some drops, but it can get you a good amount of dirt or stone for minimal effort.
Yup, I do this all the time while playing. I actually changed the creeper AI a few releases back to make it a bit more dangerous than it was though.
When I first tried out the update where you changed everything, I honestly couldn't figure out how to get stone and thought creepers were the only way to do it >_<
Say, does anyone know a good way to find reeds?
I can't find a single one anywhere and my inventory is starting to get a little crowded.
Check swamps and jungle. Jungle is more dangerous though.
So uh, I found an abandoned village, and for some reason, it was full of really fast villager zombies that don't burn in the sun?
Walked in to see if there was anything worth grabbing like fences and got ambushed by about four at once.
This is a bug, right?
...Well, that's one more thing to add to my list of 'nopes in BTW'
Geeze this list is getting long.
Truth words. The high difficulty makes figuring out how to cheese the game feel like actual strategy though. I'm terrible at combat, so I'm always devising alternatives. It's more fun and rewarding to figure out what works for you and progress the way you see fit. You'll make mistakes, but recovering is part of the charm.
Something I'm not sure about: Is chicken farming intended to be a thing at all pre-nether? In earlier versions I appreciated them as an incremental step towards sustainable food. Currently, however, all available light sources require daily upkeep for little concrete benefit, so it seems inviting to leave them in the dark.
Edit: Went ahead and brought one home, and now I'm not so sure what I was worried about.
In the extremely unlikely event that he gets eaten, I'll just get another.
[**** NEW RELEASE ****]
Version 4.ABCEEEFA of Better Than Wolves is ready for download!
Download Link
-Added Clay Piles as a new item. Clay blocks harvested without a shovel will produce Piles, much like with Dirt, but in the case of Clay only a Stone Shovel is needed for a full harvest. 2 Clay Piles may be combined in the crafting grid to produce a Clay ball.
-Added crafting sounds to the Anvil and Mill Stone.
-Added new Blocks Of Oysters and the corresponding slabs, which may be piston packed out of 16 Creeper Oysters.
-Changed Sandstone blocks to be harvested whole with Diamond Picks (or better), instead of through the isolate & chisel method of regular stone.
The intent here is to make sandstone a more practical mid-game building material without saturating the early game with versatile building blocks. This applies to sandstone stairs and slabs as well.
-Changed the direction in which the Piston Shovel ejects items so that it's a little more consistent, similar to the changes to the Mill Stone in the previous release.
-Changed (increased) the loss of durability when an Iron Chisel is used to convert a Stump into a Workbench, to make doing so more of a strategic consideration rather than something you can just spam all over the place.
-Changed Bone items to only stack up to 16, to be more consistent with other similar packable mob drops, and to further incentivize piston packing.
-Changed how the Fire Plough works internally to hopefully resolve some issues with it sometimes not working properly in SMP.
-Changed how multiple hardcore respawns in the same area work to discourage some exploits.
-Fixed a problem where re-opening a Hamper while the lid was in the process of closing could cause a looping sound to be played.
Exocentric!
-------------
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:
Sorry, but I enjoy utility programming about as much as tooth extraction. It's not something I'm willing to do for fun.
Cool.
Nothing personal. That rule is in place so I can get a sense of whether new people are legit users or are just dummy accounts.
If I can't get a sense of that from a person's first post, I assume the latter.
So er, I was actually going to register to the forums but for some reason, I can not find the register button? I would understand if I were banned something like this could happen but... I don't think I've had an account on there before. I know I can be blind at times but I don't think this is the case.
Relax, my cure is most effective. I. Am the cure.
I was wondering if the wooden spike things(what happens when you carve a log down all the way while there's another log below it but not above it) could be used as an early-game trap, but after some testing, it seems that they don't have any function like that. In fact, other than looking cool, it does absolutely nothing much in particular.
I'm still considering lining the bottom of my moat/trench with it anyways(once I get enough logs) just for the looks though.
[**** NEW RELEASE ****]
Version 4.ABCEEFAB of Better Than Wolves is ready for download!
Download Link
-Added new regular Torches (the ones made with nethercoal) that start fires above them in the same way as Crude Torches. This does not affect lit torches already placed in the world, so your existing builds are safe. This was done both as part of my ongoing effort to make fire a more interesting part of the game, and also to increase the value of late game lighting options like Glowstone, Light Blocks, and the Lens. These new torches may also be crushed by falling blocks, like Crude Torches. The flame particles have been removed from the old torches, to make them a little easier to identify.
-Added Burned Meat as a new item. It's created when food is cooked for too long over a blazing campfire, and is similar to Cured Meat in terms of being a substandard processed meat product. This will hopefully serve to better instruct new players in how the Campfire works, and can also work as an emergency method of quickly sterilizing meat in a pinch.
-Added a sound effect for when Campfires die down to a small state, to make maintaining them a bit easier. Also changed the sound when they burn out so that it's easier to distinguish from the Crude Torch sound.
-Added the ability to burn flowers in Campfires and Ovens, just in case your world has yet to be completely reduced to an ashen husk.
-Added a Pile Of Gravel drop to the first level of Smooth Stone chiseling, to provide a little more feedback to players that their chiseling is doing something, and to create an interesting mechanic where having a lot of exposed stone has some small advantages in the early game.
-Added Chicken Feed as a new Item. It is created by combining seeds and Bone Meal in the crafting grid. Its role is explained below.
-Added an indicator next to the crafting output when recipes output secondary items (eg. bark and saw dust when splitting logs). Note that I have to manually set these indicators at present, so if I missed any, please let me know.
-Added Bone Fish Hooks as a new item. These are created with a single Bone in the crafting grid, which then turns into an item that needs to be worked over time to complete, similar to knitting.
-Added sound when baiting Fishing Rods.
-Changed the Fishing Rod recipe to be shapeless and to use only a single stick, 2 string, and an iron nugget (or Bone Fish Hook), so that it can be crafted in the player's inventory.
-Changed (decreased) the odds of catching fish somewhat, and changed fishing to require water source blocks rather than just regular water blocks, to prevent some exploits with man made ponds.
-Changed Fishing Rods to have less durability than previously.
-Changed the breeding items for various animals listed below to make wheat less of an uber item and to introduce some additional late game activity diversity. Note that this may make automating the breeding of some of them impossible, which is something that will be addressed in future releases.
-Changed Chickens to breed (lay eggs) with Chicken Feed instead of seeds.
-Changed Pigs to *only* breed with Chocolate, whereas they could be bred with a variety of items previously.
-Changed Sheep to breed with Cookies rather than wheat.
-Changed Cows to breed with Cake rather than wheat.
-Changed fire blocks to no longer be extinguished just by clicking on them in order to make fire a more dangerous and persistent threat, as well as to make it more consistent with the fire mechanics added with burning ladders. Note that fire may still be extinguished with water, or smothered with other blocks, it's just slightly trickier to deal with now.
-Changed (increased) the lag tolerance on Fire Ploughs and Bow Drills slightly to help reduce issues in high latency SMP games.
-Changed the order in which items are shift-clicked into the player's inventory from other containers (like chests) so that it's more consistent with stuff like picking up items. This handles stuff like how when you pickup an item, it'd go to the leftmost slot of your hotbar, but if you shift click it from the crafting grid, it'd go to the rightmost. This is just a small quality of life thing, but the inconsistency really annoyed me.
-Changed the name of Stone blocks to "Smooth Stone" to reduce confusion with the individual Stone item.
-Changed Gravel, Sand, and Dirt blocks to consist of 8 piles (4 for slabs) in order to provide a bit more resolution to pile drops, such as with the change to Smooth Stone chiseling listed above.
-Changed (increased) the minimum amount of hunger the player can respawn with after death, to make death spirals slightly less punishing.
-Fixed a problem where ladders weren't displaying the crack texture correctly while being harvested.
-Fixed a problem where tools placed as blocks wouldn't update neighboring blocks when first placed. This would result in stuff like water not flowing into the block and such.
-Fixed a problem where Snow Golems could not be created with the new snow blocks that were added in a recent release.
-Fixed a problem where pushing both an unfired pottery (like an Urn) block, and the block below it, at the same time with pistons, could result in a visual duplicate of the unfired pottery block.
-Fixed a problem where wolves would sometimes just sit back and chill in the middle of attacking you.
-Removed zombie villagers decaying into regular zombies with time as I didn't like how it played out in the mid to late game when respawning near a village and just needing to wait out the decay to collect the bootsies. Its main purpose was to discourage the early game wheat rush, which is no longer as much of an issue anyways due to the above changes to animal breeding.
Superlative!
-------------
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:
Even the small tweaks like this are appreciated. That was irritating me for the longest time.
Ha! I was wondering about that. But I hate those guys, so I wasn't complaining.