-Added a config file setting that allows you to specify a URL which the game will use to fetch player skins. This was necessary because Mojang deactivated the skin server for earlier versions of Minecraft. Alternative URLs can be found on the BTW forums.
-Added decay to zombie villagers. Note that this takes place regardless of whether the chunks they are in are loaded or not, making trapping them to cure at a later date an ineffective strategy.
-Changed Soul Flux to be used to increase the potency of potions rather than Brimstone as the recent changes to filtering glowstone into Brimstone caused these potions to revert to earlier in the tech progression than intended.
-Changed ladders so that they can be attached to the back of siding blocks.
-Changed Unfired Pottery, and other related blocks (like dough), so that they can be placed on glass blocks.
-Changed (refactored) the way stair blocks work internally to make them more consistent with other blocks. You can now stick stuff (torches, ladders, etc) to their full sides, they have a slightly more accurate collision voume when their shape changes due to neighboring blocks, and snow can now accumulate on them when they're upside down.
-Changed (refactored) some code internally that handles how blocks attach to others, and which blocks can contain Hardcore Packing. There should be no noticeable changes from this, except perhaps a few more blocks that function in those contexts.
-Changed the Dead Weight (vanilla anvil) to return more iron when melted down in the Crucible.
-Fixed an issue where the lighting on smoothstone stairs, wasn't consistent with other stair blocks.
Rotisserie!
-------------
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 Hardercore Spawning. This changes Hardcore Spawning in a number of different ways that are left for players to discover. The overall intent is to help HC Spawning remain relevant throughout the game, by changing how it behaves as you move further into the progression. Note that as a result, players that already have developed worlds may find that HC Spawn behavior changes quite drastically, because they will not have incrementally progressed through the earlier stages.
-Added Hardcore Soul Mating as part of the above changes to hardcore spawn. In the early stages of the game, this means that when one player dies on a multiplayer server, any other players that die in the following Minecraft day will also respawn in the same general vicinity as the first. This is to help reduce the amount of time that people playing cooperatively will have to spend apart from each other, but since this only functions for a limited part of the progression, keep in mind that you'll want to switch to using soul sand to track each other down at some point.
-Added Largercore Spawning. In worlds generated with large biomes, all distances related to Hardercore Spawning (including abandoned villages, looted temples, etc.) will be scaled upwards. Large Biomes are still not officially supported in Better Than Wolves, but I figured that while I was refactoring various bits of code for the above features, I'd add this in as well for players looking for something a little different.
-Added a whole set of Blood Wood planks and associated blocks (slabs, stairs, fences, Moulding, Siding, Corners, Columns, Pedestals, Tables, Benches) to the game, in place of simply using jungle wood as a Blood Wood substitute, as was done previously.
-Changed cocoa beans so that their growth stages can be detected by a Buddy Block.
-Changed the way blocks render while being cooked in a Kiln, to make the process a little more evident, and to fix a problem where only one block could be displayed as cooking at a time.
-Changed the splash potion ingredient back to gunpowder (from Creeper Oysters), since gunpowder is now available earlier in the tech tree again, and since Creeper Oysters are rather common for such a powerful role.
-Changed the way maps are zoomed out, so that it is done by surrounding *empty* maps in the crafting grid with paper, rather than doing it with an already used map. This bypasses a number of vanilla issue with zooming maps out, without losing any functionality since maps are reset when zoomed anyways. You can see the current zoom level in the tooltip for the map.
-Fixed a very old and very rare crash bug involving mob spawners attempting to generate mossy cobble in chunks that had yet to generate.
-Fixed problem where ladders would sometimes default to odd directions when placed in tight spaces.
-Fixed (probably) a vanilla problem where groups of mating animals would sometimes produce more offspring than the number of parents should allow. I say "probably" because it was a rather rare and random bug, which makes proving its nonexistence difficult.
-Fixed a problem where axes weren't properly harvesting Blood Wood logs.
Frothy Discharge!
-------------
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 can't register on BTW forum. Have been trying to get on when registration is available for 3 days now, but without success. What should I do, or is there no way to register currently?
FlowerChild, just out of curiosity: Now that you've got rid of the block ID constraints, have you thought about "redesigning" some of the block choices you made a few years ago?
Yup, constantly
It's just a matter of time now really. With those restrictions removed my todo lists are filling up faster than I can implement them. It's actually a desire for the kind of material reworking that you're talking about that inspired me to finally go with extended block IDs.
I'm enjoying the mod a lot. But maybe did you consider changing the name? I think that would be good.
flowerchild isn't going to change the name because, from my understanding, it's a testament to his
disapproval of the minecraft devs for how they've programmed minecraft. IIRC he started modding after they implemented wolves due to his belief that they could have spent that valuable time programming more useful features. the name is self explanatory.
I ask because most people on servers circumvent the Hardcore Spawning effects looking at the compass in CraftGuide. That's one of the reasons I don't usually play on servers, because the tech tree progression blows up when everybody is around the world spawn sharing resources.
Wow, that's super lame. I'll see what I can do.
EDIT: I just made the display code for clocks and compasses more robust to try and make sure this doesn't happen. Please let me know after next release if this fixes your problem.
sorry about my oversight. but hey, some people who ask that are serious. for a matter of fact I thought the same way until I found out why it was named that way and I only found better than wolves because I was looking for a mod that is similar in nature to sophisticated wolves
So I tried to delete the lang:en_us line from the options.txt in the minecraft folder, but I don't know if this is because I'm on a mac vs windows, but my minecraft folder looks very different to most of the tutorials I've found (maybe they're just outdated?) and this didn't fix anything either. Any suggestions?
When in doubt, I'd try deleting the entire options.txt file and let it regenerate with the old launcher. You'll lose any settings you previously had, but those should be quick enough to sort out again.
We started a new server and i had a question about the hardcore spawning and Largercore Spawning. Is it possible that the distances are larger than intended?
Are you talking specifically about a regular world or one with large biomes? If regular, the initial HC spawn distances haven't really changed that much. If large biomes, then yeah, the distances are huge, but they're scaled relative to biome size. If you select large biomes as an option, that's the play experience you're signing up for.
Previously, large biomes actually made the game way too easy as it made orienting yourself trivial. Now it's essentially "hard mode".
The changes so far have been great, but we ran into a potential bug with the burning crude torch in a multiplayer server. When one player used the torch on a fire, it lit and crashed his game. Attempts to reconnect only led to more crashes. Another player created a torch, lit it, and had the torch flicker in and out of his inventory. This did not happen on a singleplayer creative test world.
---- Minecraft Crash Report -------- Minecraft Crash Report ----// You should try our sister game, Minceraft!
Time: 3/25/18 1:04 AMDescription: Ticking entity
java.lang.NullPointerException at FCUtilsWorld.GetOverworldTime(FCUtilsWorld.java:582) at FCItemBlockTorchFiniteBurning.onUpdate(FCItemBlockTorchFiniteBurning.java:27) at wm.updateAnimation(ItemStack.java:475) at so.k(InventoryPlayer.java:319) at sq.c(EntityPlayer.java:524) at bfj.c(EntityPlayerSP.java:243) at ng.l_(EntityLiving.java:851) at sq.l_(EntityPlayer.java:272) at bdv.l_(SourceFile:45) at aab.a(World.java:2194) at aab.g(World.java:2160) at aab.h(World.java:2029) at net.minecraft.client.Minecraft.l(Minecraft.java:1851) at net.minecraft.client.Minecraft.K(Minecraft.java:836) at net.minecraft.client.Minecraft.run(Minecraft.java:761) at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Stacktrace: at FCUtilsWorld.GetOverworldTime(FCUtilsWorld.java:582) at FCItemBlockTorchFiniteBurning.onUpdate(FCItemBlockTorchFiniteBurning.java:27) at wm.updateAnimation(ItemStack.java:475) at so.k(InventoryPlayer.java:319) at sq.c(EntityPlayer.java:524) at bfj.c(EntityPlayerSP.java:243) at ng.l_(EntityLiving.java:851) at sq.l_(EntityPlayer.java:272) at bdv.l_(SourceFile:45) at aab.a(World.java:2194) at aab.g(World.java:2160)
-- Entity being ticked --Details: Entity Type: null (bdv) Entity ID: 181846 Entity Name: Mocha18888 Entity's Exact location: -1307.30, 68.62, 423.30 Entity's Block location: World: (-1308,68,423), Chunk: (at 4,4,7 in -82,26; contains blocks -1312,0,416 to -1297,255,431), Region: (-3,0; contains chunks -96,0 to -65,31, blocks -1536,0,0 to -1025,255,511) Entity's Momentum: 0.00, 0.00, 0.00Stacktrace: at aab.h(World.java:2029)
--
[**** NEW RELEASE ****]
Version 4.A8 Milks A Tossing of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a config file setting that allows you to specify a URL which the game will use to fetch player skins. This was necessary because Mojang deactivated the skin server for earlier versions of Minecraft. Alternative URLs can be found on the BTW forums.
-Added decay to zombie villagers. Note that this takes place regardless of whether the chunks they are in are loaded or not, making trapping them to cure at a later date an ineffective strategy.
-Changed Soul Flux to be used to increase the potency of potions rather than Brimstone as the recent changes to filtering glowstone into Brimstone caused these potions to revert to earlier in the tech progression than intended.
-Changed ladders so that they can be attached to the back of siding blocks.
-Changed Unfired Pottery, and other related blocks (like dough), so that they can be placed on glass blocks.
-Changed (refactored) the way stair blocks work internally to make them more consistent with other blocks. You can now stick stuff (torches, ladders, etc) to their full sides, they have a slightly more accurate collision voume when their shape changes due to neighboring blocks, and snow can now accumulate on them when they're upside down.
-Changed (refactored) some code internally that handles how blocks attach to others, and which blocks can contain Hardcore Packing. There should be no noticeable changes from this, except perhaps a few more blocks that function in those contexts.
-Changed the Dead Weight (vanilla anvil) to return more iron when melted down in the Crucible.
-Fixed an issue where the lighting on smoothstone stairs, wasn't consistent with other stair blocks.
Rotisserie!
-------------
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:
[**** NEW RELEASE ****]
Version 4.A9 Pustules Lancing of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hardercore Spawning. This changes Hardcore Spawning in a number of different ways that are left for players to discover. The overall intent is to help HC Spawning remain relevant throughout the game, by changing how it behaves as you move further into the progression. Note that as a result, players that already have developed worlds may find that HC Spawn behavior changes quite drastically, because they will not have incrementally progressed through the earlier stages.
-Added Hardcore Soul Mating as part of the above changes to hardcore spawn. In the early stages of the game, this means that when one player dies on a multiplayer server, any other players that die in the following Minecraft day will also respawn in the same general vicinity as the first. This is to help reduce the amount of time that people playing cooperatively will have to spend apart from each other, but since this only functions for a limited part of the progression, keep in mind that you'll want to switch to using soul sand to track each other down at some point.
-Added Largercore Spawning. In worlds generated with large biomes, all distances related to Hardercore Spawning (including abandoned villages, looted temples, etc.) will be scaled upwards. Large Biomes are still not officially supported in Better Than Wolves, but I figured that while I was refactoring various bits of code for the above features, I'd add this in as well for players looking for something a little different.
-Added a whole set of Blood Wood planks and associated blocks (slabs, stairs, fences, Moulding, Siding, Corners, Columns, Pedestals, Tables, Benches) to the game, in place of simply using jungle wood as a Blood Wood substitute, as was done previously.
-Changed cocoa beans so that their growth stages can be detected by a Buddy Block.
-Changed the way blocks render while being cooked in a Kiln, to make the process a little more evident, and to fix a problem where only one block could be displayed as cooking at a time.
-Changed the splash potion ingredient back to gunpowder (from Creeper Oysters), since gunpowder is now available earlier in the tech tree again, and since Creeper Oysters are rather common for such a powerful role.
-Changed the way maps are zoomed out, so that it is done by surrounding *empty* maps in the crafting grid with paper, rather than doing it with an already used map. This bypasses a number of vanilla issue with zooming maps out, without losing any functionality since maps are reset when zoomed anyways. You can see the current zoom level in the tooltip for the map.
-Fixed a very old and very rare crash bug involving mob spawners attempting to generate mossy cobble in chunks that had yet to generate.
-Fixed problem where ladders would sometimes default to odd directions when placed in tight spaces.
-Fixed (probably) a vanilla problem where groups of mating animals would sometimes produce more offspring than the number of parents should allow. I say "probably" because it was a rather rare and random bug, which makes proving its nonexistence difficult.
-Fixed a problem where axes weren't properly harvesting Blood Wood logs.
Frothy Discharge!
-------------
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 can't register on BTW forum. Have been trying to get on when registration is available for 3 days now, but without success. What should I do, or is there no way to register currently?
Yup, constantly
It's just a matter of time now really. With those restrictions removed my todo lists are filling up faster than I can implement them. It's actually a desire for the kind of material reworking that you're talking about that inspired me to finally go with extended block IDs.
Just put out a b version with the following change:
4.A9 Pustules Lancing b
-Fixed a problem where cooking logs in a Kiln would produce bedrock instead of charcoal.
The download link in the OP and release post have been updated to this new version.
Me me big boy
flowerchild isn't going to change the name because, from my understanding, it's a testament to his
Hehe... I'll trust that after years of playing it you're used to it by now
Oh well... I guess I'll just have to get over it
Don't worry, I was just joking
Wow, that's super lame. I'll see what I can do.
EDIT: I just made the display code for clocks and compasses more robust to try and make sure this doesn't happen. Please let me know after next release if this fixes your problem.
sorry about my oversight. but hey, some people who ask that are serious. for a matter of fact I thought the same way until I found out why it was named that way and I only found better than wolves because I was looking for a mod that is similar in nature to sophisticated wolves
As always I find it hilarious that the name misdirection is still happening near a decade on.
When in doubt, I'd try deleting the entire options.txt file and let it regenerate with the old launcher. You'll lose any settings you previously had, but those should be quick enough to sort out again.
Are you talking specifically about a regular world or one with large biomes? If regular, the initial HC spawn distances haven't really changed that much. If large biomes, then yeah, the distances are huge, but they're scaled relative to biome size. If you select large biomes as an option, that's the play experience you're signing up for.
Previously, large biomes actually made the game way too easy as it made orienting yourself trivial. Now it's essentially "hard mode".
Start over.
Follow the instructions here to the letter: http://sargunster.com/btwforum/viewtopic.php?f=9&t=9272
If it doesn't work you'll have to give more than "results in an error".
[**** NEW RELEASE ****]
Version 4.AAAAAAAAAAHHHH of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Changed the entire mod.
-------------
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:
Click here for the YouTube channel for help and info!
My advice would be not to rush planks. They come eventually, but are not right at the beginning of the progression anymore.
Glad you're enjoying it!
I just uploaded a 'b' version of 4.AAAAAAAAAAHHHH that fixes a few issues. Download link in the OP and the release post above now points to it.
Changes:
-Changed an early tool recipe to shapeless to make it a little more intuitive.
-Fixed problem where some wood blocks could be harvested with inappropriate tools leading to a tech progression workaround.
-Fixed problem where splitting logs with a stone axe would always produce oak bark regardless of the type of log involved.
The changes so far have been great, but we ran into a potential bug with the burning crude torch in a multiplayer server. When one player used the torch on a fire, it lit and crashed his game. Attempts to reconnect only led to more crashes. Another player created a torch, lit it, and had the torch flicker in and out of his inventory. This did not happen on a singleplayer creative test world.
Here is a link to the flickering in action: https://giphy.com/gifs/4JSAOhcH6KnDTJKiSa
And here is a bit of the crash log.
---- Minecraft Crash Report -------- Minecraft Crash Report ----// You should try our sister game, Minceraft!
Time: 3/25/18 1:04 AMDescription: Ticking entity
java.lang.NullPointerException at FCUtilsWorld.GetOverworldTime(FCUtilsWorld.java:582) at FCItemBlockTorchFiniteBurning.onUpdate(FCItemBlockTorchFiniteBurning.java:27) at wm.updateAnimation(ItemStack.java:475) at so.k(InventoryPlayer.java:319) at sq.c(EntityPlayer.java:524) at bfj.c(EntityPlayerSP.java:243) at ng.l_(EntityLiving.java:851) at sq.l_(EntityPlayer.java:272) at bdv.l_(SourceFile:45) at aab.a(World.java:2194) at aab.g(World.java:2160) at aab.h(World.java:2029) at net.minecraft.client.Minecraft.l(Minecraft.java:1851) at net.minecraft.client.Minecraft.K(Minecraft.java:836) at net.minecraft.client.Minecraft.run(Minecraft.java:761) at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Stacktrace: at FCUtilsWorld.GetOverworldTime(FCUtilsWorld.java:582) at FCItemBlockTorchFiniteBurning.onUpdate(FCItemBlockTorchFiniteBurning.java:27) at wm.updateAnimation(ItemStack.java:475) at so.k(InventoryPlayer.java:319) at sq.c(EntityPlayer.java:524) at bfj.c(EntityPlayerSP.java:243) at ng.l_(EntityLiving.java:851) at sq.l_(EntityPlayer.java:272) at bdv.l_(SourceFile:45) at aab.a(World.java:2194) at aab.g(World.java:2160)
-- Entity being ticked --Details: Entity Type: null (bdv) Entity ID: 181846 Entity Name: Mocha18888 Entity's Exact location: -1307.30, 68.62, 423.30 Entity's Block location: World: (-1308,68,423), Chunk: (at 4,4,7 in -82,26; contains blocks -1312,0,416 to -1297,255,431), Region: (-3,0; contains chunks -96,0 to -65,31, blocks -1536,0,0 to -1025,255,511) Entity's Momentum: 0.00, 0.00, 0.00Stacktrace: at aab.h(World.java:2029)
--