For some reason, Magic Launcher can't load this mod properly.
I tried to make a gear, and it didn't work.
Dammit.
Reason is because BTW is not packaged in a way that can be used by magic launcher. What you have to do is archive everything inside of the MINECRAFT-JAR folder into a zip file and use that with magic launcher.
Its kinda ironic because its easier to just install the mod the old fashioned way, but I do it anyways because magic launcher allows you to uninstall mods and change stuff around really easily.
It doesn't. use MCpatcher or install manually for BTW to work properly.
I can report that Magic Launcher installs it just fine. Use mazer246's instructions.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Funny part of this is that I'm currently in the process of ripping the co-ordinates out of the F3 menu because I believe even that to be cheating and removing a large part of the fun of Minecraft.
I read an 'f3' thread (and lost it immediately) and I think I'm coming around to that point of view as well. If not for the fact that I'm a (marginally) better player than when I started and would get lost over the first hill, then for the fact that it just feels kind of weird struggling up the tech tree to build a waterwheel - with the help of Google Maps.
One thing I do wonder, though. If you play multiplayer ( I don't). How does one forge a compromise between wanting to hide your base from others and erecting a series of signal towers, roads, and artificial landmarks that all point the way back to your base?
I read an 'f3' thread (and lost it immediately) and I think I'm coming around to that point of view as well. If not for the fact that I'm a (marginally) better player than when I started and would get lost over the first hill, then for the fact that it just feels kind of weird struggling up the tech tree to build a waterwheel - with the help of Google Maps.
One thing I do wonder, though. If you play multiplayer ( I don't). How does one forge a compromise between wanting to hide your base from others and erecting a series of signal towers, roads, and artificial landmarks that all point the way back to your base?
Stealth landmarks. Landmarks that are obvious to you but completely inconspicious to any other player. This sort of "hiding in plain sight" strategy doesn't exist at all in vMC because it's unnecessary. In BTW after we get rid of coordinates, it'll be interesting.
-Added the Stake as a new block type. It is crafted with a string on top of a wood Moulding.
-Added Hardcore Bedding as a new mod feature. This effectively disables beds as a means to set spawn position and to skip the night. This was done to encourage construction (especially of rail networks), restore the balance between day and night activities within the game, restore the impact of weather on gameplay, and to give player death more consequence. Beds are just a bad feature, mkay?
-Added Hardcore Info as a new mod feature. This removes any information in the debug menu that can be used to gain an in-game advantage, while leaving in place any info that would be used for tweaking performance and such. It also adds a new display for how close the player is to a chunk boundary, since this can be used to workaround bugs in redstone circuits due to how block updates work in vanilla, while not providing cheaty info about which direction the player is facing. Long story short: no more in-game GPS
-Added ability to cut wood stairs with the Saw.
-Added recipes to melt the Ocular of Ender, and Ender Spectacles in the Crucible.
-Added Hardcore Chests to the options that are displayed when a player joins a multiplayer server.
-Added a new aspect to Hardcore Chickens.
-Changed Pedestal placement so that it works more like vanilla slabs.
-Changed (refined) the tests that the Ender Spectacles use to determine if mobs can spawn somewhere to provide more accurate results. This will resolve problems like them not indicating snow as a valid spawn location.
-Changed the Crucible so that gold items are melted before iron.
-Removed vanilla recipes for turning red & yellow flowers into dyes as part of Hardcore Grinding. This may be done in the Millstone.
-Fixed problem with arrows bouncing off of mobs.
-Fixed problem with mooshrooms wearing breeding harnesses having mushrooms poke through them. Mooshrooms now convert to regular cows when you put a harness on them.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Yeah, it's already on my radar. Not to disable it, but to make difficulty save specific, so no switching mid-game.
That sounds pretty great. You can basically play on Hardcore, with a fixed difficulty (no more "oh christ cave spiders [profanity="fuck"] you *peaceful*"), but without the unfortunate side effect of having 20 hours of base-building wasted when your finger slips off the control key and you fall 80 blocks and splatter all over the pavement.
Honestly, I'm pretty impressed with the procession of "hardcore" mechanics BTW's implementing. They honestly do fit with vMC, and your making them configurable with a config file is just icing on the cake.
Quick question. A mod I use includes a generator for a "cave world", which basically generates normal terrain inside a giant adminium box (bedrock both above and below.) Busting through the bedrock above or below reveals nothing but void. I know a lot of BTW blocks and mechanics are dependent on being able to "see" the sky (hemp growth before light blocks, etc), so would those blocks consider the void to be "sky"?
Quick question. A mod I use includes a generator for a "cave world", which basically generates normal terrain inside a giant adminium box (bedrock both above and below.) Busting through the bedrock above or below reveals nothing but void. I know a lot of BTW blocks and mechanics are dependent on being able to "see" the sky (hemp growth before light blocks, etc), so would those blocks consider the void to be "sky"?
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
Well that's the thing, the sky isn't "void" it's the sky. BTW treats it as the sky. If they changed the sky in a weird way then BTW might not handle it well, if they didn't then it might. It's impossible to tell as BTW wasn't built with other mods in mind, especially ones with unclear behavior like this.
Reason is because BTW is not packaged in a way that can be used by magic launcher. What you have to do is archive everything inside of the MINECRAFT-JAR folder into a zip file and use that with magic launcher.
Its kinda ironic because its easier to just install the mod the old fashioned way, but I do it anyways because magic launcher allows you to uninstall mods and change stuff around really easily.
I can report that Magic Launcher installs it just fine. Use mazer246's instructions.
I read an 'f3' thread (and lost it immediately) and I think I'm coming around to that point of view as well. If not for the fact that I'm a (marginally) better player than when I started and would get lost over the first hill, then for the fact that it just feels kind of weird struggling up the tech tree to build a waterwheel - with the help of Google Maps.
One thing I do wonder, though. If you play multiplayer ( I don't). How does one forge a compromise between wanting to hide your base from others and erecting a series of signal towers, roads, and artificial landmarks that all point the way back to your base?
Stealth landmarks. Landmarks that are obvious to you but completely inconspicious to any other player. This sort of "hiding in plain sight" strategy doesn't exist at all in vMC because it's unnecessary. In BTW after we get rid of coordinates, it'll be interesting.
Version 4.20 of Better Than Wolves is ready for download!
Download Link
-Added the Stake as a new block type. It is crafted with a string on top of a wood Moulding.
-Added Hardcore Bedding as a new mod feature. This effectively disables beds as a means to set spawn position and to skip the night. This was done to encourage construction (especially of rail networks), restore the balance between day and night activities within the game, restore the impact of weather on gameplay, and to give player death more consequence. Beds are just a bad feature, mkay?
-Added Hardcore Info as a new mod feature. This removes any information in the debug menu that can be used to gain an in-game advantage, while leaving in place any info that would be used for tweaking performance and such. It also adds a new display for how close the player is to a chunk boundary, since this can be used to workaround bugs in redstone circuits due to how block updates work in vanilla, while not providing cheaty info about which direction the player is facing. Long story short: no more in-game GPS
-Added ability to cut wood stairs with the Saw.
-Added recipes to melt the Ocular of Ender, and Ender Spectacles in the Crucible.
-Added Hardcore Chests to the options that are displayed when a player joins a multiplayer server.
-Added a new aspect to Hardcore Chickens.
-Changed Pedestal placement so that it works more like vanilla slabs.
-Changed (refined) the tests that the Ender Spectacles use to determine if mobs can spawn somewhere to provide more accurate results. This will resolve problems like them not indicating snow as a valid spawn location.
-Changed the Crucible so that gold items are melted before iron.
-Removed vanilla recipes for turning red & yellow flowers into dyes as part of Hardcore Grinding. This may be done in the Millstone.
-Fixed problem with arrows bouncing off of mobs.
-Fixed problem with mooshrooms wearing breeding harnesses having mushrooms poke through them. Mooshrooms now convert to regular cows when you put a harness on them.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Pro-tip: Ranting like a loon is generally not the way to get a point across.
Thanks for the lolz though. You are obviously not the kind of player I make this mod for, and there are plenty of others that await.
With this mod you always build near water. Derp.FC, with all this hardcore stuff being added. I think you should disable peaceful mode. Honestly.
Yeah, it's already on my radar. Not to disable it, but to make difficulty save specific, so no switching mid-game.
Probably not
Wild wolves will actually produce dung too btw, and don't despawn in btw. If you're intent on playing peaceful, you can always go that route.
That sounds pretty great. You can basically play on Hardcore, with a fixed difficulty (no more "oh christ cave spiders [profanity="fuck"] you *peaceful*"), but without the unfortunate side effect of having 20 hours of base-building wasted when your finger slips off the control key and you fall 80 blocks and splatter all over the pavement.
Honestly, I'm pretty impressed with the procession of "hardcore" mechanics BTW's implementing. They honestly do fit with vMC, and your making them configurable with a config file is just icing on the cake.
What other use do bones have exactly? Jack sh*t.
Kibble? That's where 9/10 of my bones from my mobtrap go.
Kibble which leads of course to Pigs, for tallow, for dynamite for mining charges.
Useless? I think not.
Considering how most generators work, I wouldn't be surprised if it worked. Best way to test is to try it, if you're in creative anyway, plant some hemp seeds throw down some bonemeal and test out a windmill while you wait.
Since we don't use this mod we can't be expected to know how it behaves.
It's mostly a question as to whether BTW blocks would recognize void as being sky for the purposes of certain mechanics and blocks functioning.
Jungle and desert temples often have bones inside the chests, so they're available in peaceful mode.
Well that's the thing, the sky isn't "void" it's the sky. BTW treats it as the sky. If they changed the sky in a weird way then BTW might not handle it well, if they didn't then it might. It's impossible to tell as BTW wasn't built with other mods in mind, especially ones with unclear behavior like this.
Just try it.