As I've discussed at length over the past few days on the BTW forums, and due to several contributing factors, I've finally decided to open myself to receiving donations from the community for my work on Better Than Wolves.
So, without further ado, here is the much anticipated donation button:
*TADAA!*
Thus my slow decline into becoming a money-grubbing sell-out commences
In all seriousness though, all donations are GREATLY appreciated, and given my current personal situation will be an incredible help. If you've enjoyed BTW and want to send me a thank you for it, then please do
It's about time you allowed yourself to earn a bit of cash for all the excellent work you've put in
Thanks man, I definitely appreciate the sentiment
However, after all the time I spent developing this while being opposed to receiving any form of compensation, I figured that poking a bit of fun at myself was appropriate
That's...optifine, IIRC. the latest version seems to have started editting the same class that allows rope to be climbed for whatever reason; nothing we can do about it.
I've tested three of the different versions of OptiFine with Better than Wolves. These are the class files that both mods use:
I've been lurking around for months now and playing BTW even longer. I've been waiting for you to accept donations man. I love what you've added to the game and as a Mechanical Engineer your mod never fails to amuse me. Great job FlowerChild. I just bought you a few beers. Don't go spending all that money at one place haha.
It's not illegal. And besides, I use it because i can't download off of mediafire. Besides, peoples minecraft worlds were corrupted and destroyed. How would you like it if your precious BTW worlds were set upon by nuclear wolves.
I've been lurking around for months now and playing BTW even longer. I've been waiting for you to accept donations man. I love what you've added to the game and as a Mechanical Engineer your mod never fails to amuse me. Great job FlowerChild. I just bought you a few beers. Don't go spending all that money at one place haha.
Thanks man! I very much appreciate the sentiment, and I'm glad you've been getting so much enjoyment out of the mod
You'd think by now I'l know which class entityplayer is, what with the whole 1.2.4->1.2.5 thing -.- I think It's vl.class
For anyone that ever needs to figure this out, the easiest way to do it (that I know of anyways) is to download the most recent version of MCP (http://mcp.ocean-labs.de/index.php/Main_Page), and look in:
/mcp/conf/client.srg
All obfuscated names are listed next to their deobfuscated equivalent.
In the case of entityplayer, it's vq.class in 1.2.5.
EDIT: Sorry, vq.class is EntityPlayerSP. yw.class is the regular EntityPlayer.
Hmm, can't be that one then. acq maybe? That'd be..entityliving. *needs to sit down and look at the actual code one day*
at any rate, it's whatever's newly added to optifine in this last release since we havn't had this issue in the past; but worst comes to worst, it's not gamebreaking.
I think I saw someone say it breaks being able to climb ropes right?
That's EntityLiving, or acq.class in 1.2.5.
If I remember right, it shouldn't have any effect other than not being able to climb them.
EDIT: Actually, was just thinking I can probably bump that test up into EntityPlayer or EntityPlayerSP, which would allow people using Optifine to climb ropes. It would prevent monsters from climbing them, but that's kind of a cool effect for ropes anyways, and I doubt it would break any existing builds. I'll take a look at that tomorrow. As long as the corresponding function isn't private (and I doubt it is as I think spiders override it to climb anything), it should work fine.
ObOT: Better Then Thaumcraft is very high up on my wishlist for future mod projects
I'd be lying if I said I didn't agree.
That said, I don't think I would want them both in one world. Each one expands on the base game beautifully in its own way, and it seems like a waste to cram the two together. I'd be dividing my attention between the two and probably wind up just duplicating BTW machinery to feed my curiosity, which is nowhere near as rewarding as slaving away by hand to fill my house with noise and progress.
If, theoretically, that did happen, I think it would be rather appropriate to join their tech trees at the (vis-crystal-encrusted ) crucible. That would leave plenty of time for manual labor, mechanical engineering, and wondering what the **** all these crystals and obelisks are, and then introduce thaumaturgy just after basic alchemy and tormented soul factories. It's not even terrible thematically if you look at it as "vanilla," "minecraft deluxe," and "definitely not vanilla because it's ****ing bizarre."
What do you mean you can't use it anymore? You can still use it. You just gotta stop using the incompatible mods.
The problem isn't that BTW isn't compatible with them, its that they are not compatible with BTW, go bug the other mod makers for a fix instead.
No, don't do that. Don't you guys think I am already quite well supplied in the enemy department?
You underestimate your loyal armada.
pfft... what enemies?
As I've discussed at length over the past few days on the BTW forums, and due to several contributing factors, I've finally decided to open myself to receiving donations from the community for my work on Better Than Wolves.
So, without further ado, here is the much anticipated donation button:
*TADAA!*
Thus my slow decline into becoming a money-grubbing sell-out commences
In all seriousness though, all donations are GREATLY appreciated, and given my current personal situation will be an incredible help. If you've enjoyed BTW and want to send me a thank you for it, then please do
Thanks man, I definitely appreciate the sentiment
However, after all the time I spent developing this while being opposed to receiving any form of compensation, I figured that poking a bit of fun at myself was appropriate
'Fess up, Flowerchild.
I've tested three of the different versions of OptiFine with Better than Wolves. These are the class files that both mods use:
aaw.class
acq.class
adz.class
ct.class
l.class
lr.class
vl.class
I don't know what any of these do. I install OptiFine before I install anything else. I'd rather have BtW working properly than OptiFine.
DEAL WITH IT!
Thanks man! I very much appreciate the sentiment, and I'm glad you've been getting so much enjoyment out of the mod
DEAL WITH IT!
Yup, you weren't, and you still aren't. Feel free to try all you like though
True things are often said in jest.
DEAL WITH IT!
Son, I'm the author of what is simultaneously one of the most popular and least monetized mods in existence.
While I appreciate your need to troll, you're barking up what is entirely the wrong tree.
For anyone that ever needs to figure this out, the easiest way to do it (that I know of anyways) is to download the most recent version of MCP (http://mcp.ocean-labs.de/index.php/Main_Page), and look in:
/mcp/conf/client.srg
All obfuscated names are listed next to their deobfuscated equivalent.
In the case of entityplayer, it's vq.class in 1.2.5.
EDIT: Sorry, vq.class is EntityPlayerSP. yw.class is the regular EntityPlayer.
EDIT 2: vl.class is RenderBlocks
I think I saw someone say it breaks being able to climb ropes right?
That's EntityLiving, or acq.class in 1.2.5.
If I remember right, it shouldn't have any effect other than not being able to climb them.
EDIT: Actually, was just thinking I can probably bump that test up into EntityPlayer or EntityPlayerSP, which would allow people using Optifine to climb ropes. It would prevent monsters from climbing them, but that's kind of a cool effect for ropes anyways, and I doubt it would break any existing builds. I'll take a look at that tomorrow. As long as the corresponding function isn't private (and I doubt it is as I think spiders override it to climb anything), it should work fine.
I'd be lying if I said I didn't agree.
That said, I don't think I would want them both in one world. Each one expands on the base game beautifully in its own way, and it seems like a waste to cram the two together. I'd be dividing my attention between the two and probably wind up just duplicating BTW machinery to feed my curiosity, which is nowhere near as rewarding as slaving away by hand to fill my house with noise and progress.
If, theoretically, that did happen, I think it would be rather appropriate to join their tech trees at the (vis-crystal-encrusted ) crucible. That would leave plenty of time for manual labor, mechanical engineering, and wondering what the **** all these crystals and obelisks are, and then introduce thaumaturgy just after basic alchemy and tormented soul factories. It's not even terrible thematically if you look at it as "vanilla," "minecraft deluxe," and "definitely not vanilla because it's ****ing bizarre."