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.
The access to actual content this mod has to offer is becoming too restricted by the early game.
...
but it's not what BTW needs even more of.
Well, that's a whole lot of relative opinions expressed as absolute statements you've got going on there. I'd recommend giving it more time, maybe taking a break, and consider how you can adjust your play style to die less. Unless you've just had a whole series of unlucky spawns (in which case you wouldn't have much invested in any of them anyways) I'd say the first statement I quoted above about your assumption that death is inevitable is the most likely source of your woes.
I'm certainly open to tweaking things further down the road to get the experience just the way I want it, but blanket statements like the ones you're making are not particularly constructive. *IF* death were inevitable, that's something I'd of course be open to changing. It's actually one of my primary design goals to always make sure that isn't the case.
Exactly. Your solution to every potentially frustrating thing we encounter is to spend more time doing it. You are right, it works, practice makes perfect.
No, it's more along the lines of "give it more time because I think you're just frustrated and ranting in a non-constructive form that isn't going to accomplish anything other than make it less likely that I'll take you seriously in the future".
For example, I mentioned the thing about stating opinion as fact. That's rather disingenuous, a sign that someone is trying to convince you of something by overstating it, instead of through rational argument. In my experience it's usually an attempt to overpower reason with conviction, and thus not something to be taken seriously.
Secondly, you're talking about how this gets monotonous through multiple play-throughs. Really now? You're seriously telling me that over the course of the weekend you performed multiple full play-throughs of the early game to the point where you're now willing to state as fact the impact these changes will have on extended play? This despite me being unaware of anyone else that has made it through a single one, and after I spent the entire weekend watching streams of people playing practically non-stop?
So sorry, no, your feedback is simply not credible at this point. I'd recommend more time to fully form it if you would like me to take it seriously.
Communicating to you is like talking to a brick wall. I'm not talking only about the latest update and if you bothered to read my comment, you'd realize that.
All righty then. Seems I'm reminded of why I have standard responses to such posts. It's been awhile, so my apologies for going off script and attempting to explain things more clearly and rationally. What I should of said right from the start was:
With all this negativity going on around here I like to say a thing as well.
Glad you're enjoying it man!
With regards to the areas you commented on, I don't want to go too far into spoiler territory, but with the thing you mentioned about mobs messing up your stuff, you can build around that, and building some kind of defensive structure is really the intent behind that feature. I personally go for raised platforms made out of logs as I like the aesthetic, but I've also seen people building earthen walls around them as well.
But yeah, there's definitely in game solutions to the problems you mentioned.
Hey FC. My brother and I are loving the update, and discovering all the new things. He's flipping about the way trees break now, lol. It's giving me the same vibe as the first time I played the game, right after the Haloween Update. That's a feeling I've not felt in almost 8 years, so thanks for that.
Gotta question for ya, if you don't mind. Are there any plans to expand on the high end of the tech tree? Maybe steampunk stuff or internal combustion engines? I dunno, just throwing it out there, might be fun to tinker with. I seem to recall you saying at one point that you weren't opposed to high tech content, but that it would have to serve a greater purpose in the overarching game design, that it had to follow both the rule of balance AND the rule of fun, that it couldn't just be something that players rushed to get and then ignored everything beneath it because it was OP.
If that's the case, I can see how implementing something beyond current late game could be complicated. You'd have to get it to mesh with everything already implemented.
But, if you do decide to add content in that direction, I'm all on board for it!
I wanted to come back to these three points you made yesterday and attempt to address them. This is a one time deal. I suspect you won't like my answers, but I'm not willing to debate this further with you beyond providing them:
Hardercore and Largercore spawning - spending more TIME walking to find your base / villages / temples / etc.
First: as is clearly stated in the OP and elsewhere, Better Than Wolves only supports default options, including for world gen. Large biomes is actually explicitly mentioned as not being supported.
The location of villages and temples have not changed for default options, and thus I can only assume you've been playing in the unsupported large. Previous to recent changes large biomes were actually a bit of a "cheat mode" in that it made finding where you were much easier due to the larger biome borders acting as huge landmarks.
I recently decided instead to make it an optional, and still unsupported, "hard mode" for experience players looking to change things up some, while I was making other changes to the HC spawn system. This was clearly stated in the release notes as well.
If you choose to use said optional unsupported hard mode, I'm not sure what to say to your complaints about it getting too time consuming to travel around in it. As the old joke about the doctor goes: "if it hurts when you do that, then stop doing it".
As for the ever expanding HC spawn radius in normal biome worlds, that's not about increasing walking distance. Rather it's about providing more potential spawn locations to keep HC Spawn interesting in the later game, and to provide incentive to continue building and expanding your world as time goes on. That does not however affect village or temple locations
There's a lot of people out there, myself included that enjoy early game survival. One of the tips going around for people getting bored in the mid-game was actually to kill yourself to get that new game feeling again. Having a limited number of HC spawn points largely killed that after awhile.
New Early Game - spending more TIME to progress
Yup, certainly. More time and more content.
The goal with the new early game relates back to something I remember saying in a stream years ago: that ultimately I would prefer punching wood to be replaced by far more diverse activities, and it was essentially only serving as a placeholder to put early game time pressure on the player until I found the time to more fully develop those activities.
That's really what some of these recent changes represent: expanding the amount of gameplay and the diversity of that gameplay in the early game. It takes as much time to work through as I feel is appropriate for the amount of content that is available. Perhaps you find it's not sufficiently diverse to hold your interest, but from my own testing over multiple play throughs of it, and from my observations of others playing it these past few days, I do not share that point of view. As I've been saying, I believe these are some of the most (if not the most) intense survival experiences I've had in any game, including some of my personal favorites like The Long Dark.
Decay to zombie villages - spending more TIME finding new ones if you want to get wheat before you acquire soul urns
I'll return to the doctor joke I mentioned earlier "...then stop doing it". One of the reasons I implemented that was specifically to discourage players going straight for wheat early game. If you insist on continuing to do so anyways (you mentioned going straight for wheat elsewhere too, so I assume that's exactly what you're doing), then yes, it's going to suck badly. Even more so now with this recent release, and probably again more so with some upcoming changes I have planned.
The consistent theme in your posts seems to be that you dislike all the long walks you're taking. Then perhaps it's a good time to change your play style and try settling a location at the start? I suspect you're your own worst enemy here in essentially forcing yourself to play in a way you no longer enjoy, out of a refusal to do things differently for unknown reasons.
One last point: you seem to imply at some points that you need to get through the early game to access what you seem to view as the real content, or gameplay, of the mod. Sorry man, but everything you're experiencing there in the early game is the content. It is the gameplay. To suggest that what I've added recently is simply a diluting of content is patently absurd given I have a list of additions I've made these past few weeks a mile long that says otherwise.
It may not be the particular kind of content you enjoy, and that's entirely fair. However, we obviously strongly disagree on that point, as I'm having more fun in the mod than I ever have.
I just released a 'd' version to Fix a fix a few issues and make a couple of tweaks. Download link in the OP and release post have been changed to direct to it.
Changes:
-Changed an early game block to be a little toughter to harvest to help prevent accidents occurring.
-Changed another block to be more easily harvested with early game tools.
-Changed some code internally to hopefully help with problems for people running the Deco addon.
-Fixed problem with explosions inappropriately harvesting some logs.
-Fixed a problem where upside down slabs could no longer have redstone, torches, and other such blocks, placed on them. This is the main reason
for this patch release, as it could have major consequences for worlds with large redstone builds in them.
-Fixed a problem where sand would sometimes crush dungeon chests during world gen.
------------
Major apologies for the redstone popping off slabs guys. Sincerely hope it didn't do too much damage to your existing builds.
Looks like someones been playing Jason Rohrer's new game eh? I thought you would have considering the design principals he has in place are some of the most interesting I've seen since BTW
(also side note I cant seem to register on the BTW forum and I've been wanting to make a few posts on there. If someone could help me out with that it would be great)
I'm trying the new version and unfortunately it still happens... The compass needle is immobile only in the creative inventory, but not in Steve's inventory nor CraftGuide's one, so it seems that CraftGuide takes the display code from there.
That's unfortunate. There's actually a more severe version of what I tried that I'll put into place for the next version, so let me know if that one does the trick.
Is there anyway to stop this except for clicking respawn until dawn? Am I missing something?
Really, it's just an unfortunate issue that I've yet to resolve, but which I intend to in the future as time allows. So yeah, I'd suggest just AFKing for a few minutes then starting in a new spot.
-Added a visual indicator of whether some storage blocks contain items.
-Changed the way Raw Mutton looks in order to make it more visually distinct from Cooked Mutton.
-Changed the name of Coal Dust to better communicate its use.
-Changed how fire renders internally to hopefully help with issues with some texture packs.
-Changed the starter chest to be less so.
-Changed the Grate and Wicker Pane recipes to require Wood Moulding rather than just Shafts.
-Changed the way torches work internally so that they're added to your inventory in a more intuitive manner and to hopefully reduce or eliminate the flicker that would occur sometimes in SMP.
-Changed some log types to not be fully transparent to light.
-Changed some dirt slabs to be able to combine with grass slabs.
-Changed Shafts and some torch types to be crushed by falling blocks.
-Changed chest minecarts to not be quite so chesty.
-Removed the Workbench from villages.
-Removed generated torches in villages and abandoned mines.
-Removed the early game glass recipe.
-Fixed problem where using the number keys to swap items to the hotbar would sometimes cause the relevant slots to display the wrong item.
-Fixed a problem with blocks under destroyed snow not always rendering correctly.
Deepest Sympathies!
-------------
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 ability for some specific blocks to spread fire between each other. This does not affect pre-4.AAAAAAAAAAHHHH blocks or builds.
-Changed the player inventory to not get wet when only partially submerged.
-Changed how the compass renders internally to hopefully prevent some exploits.
-Changed netherrack to require iron or better tools to harvest, and increased its toughness to tools in general slightly.
-Changed grinding of netherrack to resolve the issue of it being too unpleasant to stand nearby due to the noise.
-Changed how torches work just a wee little bit that will most definitely not result in anyone dying in unexpected ways, and which in no way motivated me to release this as quickly as possible while subtly hiding this change towards the end of the log where no one will notice.
-Fixed a problem where the starter not-chest might have not-stuff in it.
Bed Bugs!
-------------
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 flammability to workbenches, chests, wood doors, and webs. Note that this does not affect blocks already placed in the world, and thus will not put your existing builds at risk.
-Added different harvesting properties to webs that are left for players to discover.
-Added the ability to stick shafts into the sides and bottom of "soft" (dirt, sand, etc.) blocks.
-Added an alternate recipe for one of the early game items involving Hemp Fibers.
-Added an alternate Planter recipe involving additional types of dirt.
-Added the ability to melt down an early game iron item in the Crucible.
-Added crafting sounds to shears, hoes, and all diamond tools.
-Changed book items so that they can no longer be crafted, and thus must be found as loot in the world to be used in enchanting. This is intended to increase the significance of leveling up your enchanting capability, as well as the value of loot locations and strongholds.
-Changed the book and quill to be craftable with 3 paper, a feather, ink sack, and leather, essentially combining it with the old book recipe.
-Changed villager trades slightly to adjust for the above book recipe change.
-Changed regular zombies to no longer break down doors and other similar blocks. This may seem odd for BTW, but I think it never worked very well or brought much to the game, really just causing players to not use wood doors anymore. Now that wood doors are part of the progression, this change allows them to provide a nice quality of life improvement as you move ahead. Note that this change does not apply to zombie villagers or other creatures that may possess this ability, so wood doors may still not be suitable for all uses.
-Changed stone shovels to be accessible a bit earlier in the tech progression. I won't state the recipe here to avoid spoilers, but it's very similar to the other early stone tools.
-Changed the stone axe recipe to not be shapeless to accommodate the above shovel change.
-Changed stone shovels to be slightly less effective to fit the above change, and to further emphasize iron shovels as an upgrade.
-Changed Blazes to drop the same number of rods regardless of whether they're killed by a player or not.
-Changed how spiders produce and drop silk to reduce the effectiveness of some forms of spider farming.
-Changed the way cobblestone, sandstone, and brick blocks (including slabs and stairs) drop as items with explosions, or with the inappropriate tool.
-Changed gravel blocks to potentially drop flint regardless of the tool type used on it.
-Fixed an issue with map items not updating properly when held by the player.
-Fixed a problem with mod slabs where you could place them clipping through the player when combining them with other slabs.
-Fixed a problem where chiseled sandstone would drop sand that does not stack with other items of the same type, and another similar problem with stone dropped from cobble walls.
-Removed redstone dust from looted jungle temples given it's now rather uber.
Aloha!
-------------
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 reproduced this. Will get right on a fix.
And 'c' version released with just one change:
-Fixed a crash bug in SMP when using torches.
Download links in both the OP and release post above have been updated.
...
...
...
Well, that's a whole lot of relative opinions expressed as absolute statements you've got going on there. I'd recommend giving it more time, maybe taking a break, and consider how you can adjust your play style to die less. Unless you've just had a whole series of unlucky spawns (in which case you wouldn't have much invested in any of them anyways) I'd say the first statement I quoted above about your assumption that death is inevitable is the most likely source of your woes.
I'm certainly open to tweaking things further down the road to get the experience just the way I want it, but blanket statements like the ones you're making are not particularly constructive. *IF* death were inevitable, that's something I'd of course be open to changing. It's actually one of my primary design goals to always make sure that isn't the case.
No, it's more along the lines of "give it more time because I think you're just frustrated and ranting in a non-constructive form that isn't going to accomplish anything other than make it less likely that I'll take you seriously in the future".
For example, I mentioned the thing about stating opinion as fact. That's rather disingenuous, a sign that someone is trying to convince you of something by overstating it, instead of through rational argument. In my experience it's usually an attempt to overpower reason with conviction, and thus not something to be taken seriously.
Secondly, you're talking about how this gets monotonous through multiple play-throughs. Really now? You're seriously telling me that over the course of the weekend you performed multiple full play-throughs of the early game to the point where you're now willing to state as fact the impact these changes will have on extended play? This despite me being unaware of anyone else that has made it through a single one, and after I spent the entire weekend watching streams of people playing practically non-stop?
So sorry, no, your feedback is simply not credible at this point. I'd recommend more time to fully form it if you would like me to take it seriously.
All righty then. Seems I'm reminded of why I have standard responses to such posts. It's been awhile, so my apologies for going off script and attempting to explain things more clearly and rationally. What I should of said right from the start was:
Haha... newb.
Glad you're enjoying it man!
With regards to the areas you commented on, I don't want to go too far into spoiler territory, but with the thing you mentioned about mobs messing up your stuff, you can build around that, and building some kind of defensive structure is really the intent behind that feature. I personally go for raised platforms made out of logs as I like the aesthetic, but I've also seen people building earthen walls around them as well.
But yeah, there's definitely in game solutions to the problems you mentioned.
Hey FC. My brother and I are loving the update, and discovering all the new things. He's flipping about the way trees break now, lol. It's giving me the same vibe as the first time I played the game, right after the Haloween Update. That's a feeling I've not felt in almost 8 years, so thanks for that.
Gotta question for ya, if you don't mind. Are there any plans to expand on the high end of the tech tree? Maybe steampunk stuff or internal combustion engines? I dunno, just throwing it out there, might be fun to tinker with. I seem to recall you saying at one point that you weren't opposed to high tech content, but that it would have to serve a greater purpose in the overarching game design, that it had to follow both the rule of balance AND the rule of fun, that it couldn't just be something that players rushed to get and then ignored everything beneath it because it was OP.
If that's the case, I can see how implementing something beyond current late game could be complicated. You'd have to get it to mesh with everything already implemented.
But, if you do decide to add content in that direction, I'm all on board for it!
I wanted to come back to these three points you made yesterday and attempt to address them. This is a one time deal. I suspect you won't like my answers, but I'm not willing to debate this further with you beyond providing them:
First: as is clearly stated in the OP and elsewhere, Better Than Wolves only supports default options, including for world gen. Large biomes is actually explicitly mentioned as not being supported.
The location of villages and temples have not changed for default options, and thus I can only assume you've been playing in the unsupported large. Previous to recent changes large biomes were actually a bit of a "cheat mode" in that it made finding where you were much easier due to the larger biome borders acting as huge landmarks.
I recently decided instead to make it an optional, and still unsupported, "hard mode" for experience players looking to change things up some, while I was making other changes to the HC spawn system. This was clearly stated in the release notes as well.
If you choose to use said optional unsupported hard mode, I'm not sure what to say to your complaints about it getting too time consuming to travel around in it. As the old joke about the doctor goes: "if it hurts when you do that, then stop doing it".
As for the ever expanding HC spawn radius in normal biome worlds, that's not about increasing walking distance. Rather it's about providing more potential spawn locations to keep HC Spawn interesting in the later game, and to provide incentive to continue building and expanding your world as time goes on. That does not however affect village or temple locations
There's a lot of people out there, myself included that enjoy early game survival. One of the tips going around for people getting bored in the mid-game was actually to kill yourself to get that new game feeling again. Having a limited number of HC spawn points largely killed that after awhile.
Yup, certainly. More time and more content.
The goal with the new early game relates back to something I remember saying in a stream years ago: that ultimately I would prefer punching wood to be replaced by far more diverse activities, and it was essentially only serving as a placeholder to put early game time pressure on the player until I found the time to more fully develop those activities.
That's really what some of these recent changes represent: expanding the amount of gameplay and the diversity of that gameplay in the early game. It takes as much time to work through as I feel is appropriate for the amount of content that is available. Perhaps you find it's not sufficiently diverse to hold your interest, but from my own testing over multiple play throughs of it, and from my observations of others playing it these past few days, I do not share that point of view. As I've been saying, I believe these are some of the most (if not the most) intense survival experiences I've had in any game, including some of my personal favorites like The Long Dark.
I'll return to the doctor joke I mentioned earlier "...then stop doing it". One of the reasons I implemented that was specifically to discourage players going straight for wheat early game. If you insist on continuing to do so anyways (you mentioned going straight for wheat elsewhere too, so I assume that's exactly what you're doing), then yes, it's going to suck badly. Even more so now with this recent release, and probably again more so with some upcoming changes I have planned.
The consistent theme in your posts seems to be that you dislike all the long walks you're taking. Then perhaps it's a good time to change your play style and try settling a location at the start? I suspect you're your own worst enemy here in essentially forcing yourself to play in a way you no longer enjoy, out of a refusal to do things differently for unknown reasons.
One last point: you seem to imply at some points that you need to get through the early game to access what you seem to view as the real content, or gameplay, of the mod. Sorry man, but everything you're experiencing there in the early game is the content. It is the gameplay. To suggest that what I've added recently is simply a diluting of content is patently absurd given I have a list of additions I've made these past few weeks a mile long that says otherwise.
It may not be the particular kind of content you enjoy, and that's entirely fair. However, we obviously strongly disagree on that point, as I'm having more fun in the mod than I ever have.
I just released a 'd' version to Fix a fix a few issues and make a couple of tweaks. Download link in the OP and release post have been changed to direct to it.
Changes:
-Changed an early game block to be a little toughter to harvest to help prevent accidents occurring.
-Changed another block to be more easily harvested with early game tools.
-Changed some code internally to hopefully help with problems for people running the Deco addon.
-Fixed problem with explosions inappropriately harvesting some logs.
-Fixed a problem where upside down slabs could no longer have redstone, torches, and other such blocks, placed on them. This is the main reason
for this patch release, as it could have major consequences for worlds with large redstone builds in them.
-Fixed a problem where sand would sometimes crush dungeon chests during world gen.
------------
Major apologies for the redstone popping off slabs guys. Sincerely hope it didn't do too much damage to your existing builds.
A little eeeeeeeeee version has been released to resolve a few issues:
-Changed animals to only be attracted to sunlight to make them a tad less self-immolatey.
-Changed the way chests work to make them less cheaty.
-Changed planks destroyed by explosions to be less planky.
-Fixed the Saw when attempting to cut plank blocks being excessively breaky.
The link in the OP has been updatedy.
Looks like someones been playing Jason Rohrer's new game eh? I thought you would have considering the design principals he has in place are some of the most interesting I've seen since BTW
(also side note I cant seem to register on the BTW forum and I've been wanting to make a few posts on there. If someone could help me out with that it would be great)
I had to google who that was, so no, can't say I have.
That's unfortunate. There's actually a more severe version of what I tried that I'll put into place for the next version, so let me know if that one does the trick.
Thanks for the info!
Really, it's just an unfortunate issue that I've yet to resolve, but which I intend to in the future as time allows. So yeah, I'd suggest just AFKing for a few minutes then starting in a new spot.
Glad you're enjoying the mod otherwise
[**** NEW RELEASE ****]
Version 4.AAAAAAABBB of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a visual indicator of whether some storage blocks contain items.
-Changed the way Raw Mutton looks in order to make it more visually distinct from Cooked Mutton.
-Changed the name of Coal Dust to better communicate its use.
-Changed how fire renders internally to hopefully help with issues with some texture packs.
-Changed the starter chest to be less so.
-Changed the Grate and Wicker Pane recipes to require Wood Moulding rather than just Shafts.
-Changed the way torches work internally so that they're added to your inventory in a more intuitive manner and to hopefully reduce or eliminate the flicker that would occur sometimes in SMP.
-Changed some log types to not be fully transparent to light.
-Changed some dirt slabs to be able to combine with grass slabs.
-Changed Shafts and some torch types to be crushed by falling blocks.
-Changed chest minecarts to not be quite so chesty.
-Removed the Workbench from villages.
-Removed generated torches in villages and abandoned mines.
-Removed the early game glass recipe.
-Fixed problem where using the number keys to swap items to the hotbar would sometimes cause the relevant slots to display the wrong item.
-Fixed a problem with blocks under destroyed snow not always rendering correctly.
Deepest Sympathies!
-------------
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:
Edit 2
Alright, I found out what to do(sorta), and I don't think I'll have that bad of a problem for at least a while now.
That said, some first impressions.
Things look really cool.
The progressive breaking of harder blocks, the campfire thing, and the brick thing all look really neat.
[**** NEW RELEASE ****]
Version 4.AAABBBA of Better Than Wolves is ready for download!
Download Link
-Added the ability for some specific blocks to spread fire between each other. This does not affect pre-4.AAAAAAAAAAHHHH blocks or builds.
-Changed the player inventory to not get wet when only partially submerged.
-Changed how the compass renders internally to hopefully prevent some exploits.
-Changed netherrack to require iron or better tools to harvest, and increased its toughness to tools in general slightly.
-Changed grinding of netherrack to resolve the issue of it being too unpleasant to stand nearby due to the noise.
-Changed how torches work just a wee little bit that will most definitely not result in anyone dying in unexpected ways, and which in no way motivated me to release this as quickly as possible while subtly hiding this change towards the end of the log where no one will notice.
-Fixed a problem where the starter not-chest might have not-stuff in it.
Bed Bugs!
-------------
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 thought I lucked out when I found a empty village to hole up in for the night.
But apparently, campfires set fire to things. Things like houses, for example.
Edit: Is there a early-game storage you can get before planks and stuff?
Every time I die, I loose all my items because I don't have a place to store them.
Yes, there is. Don't open unless you want a fairly blatant spoiler:
Early game, if you die within the same day as someone, you'll respawn in the same general location.
Later game, you can use soul sand to track players after they die, again within the same day.
[**** NEW RELEASE ****]
Version 4.AABABABA of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added flammability to workbenches, chests, wood doors, and webs. Note that this does not affect blocks already placed in the world, and thus will not put your existing builds at risk.
-Added different harvesting properties to webs that are left for players to discover.
-Added the ability to stick shafts into the sides and bottom of "soft" (dirt, sand, etc.) blocks.
-Added an alternate recipe for one of the early game items involving Hemp Fibers.
-Added an alternate Planter recipe involving additional types of dirt.
-Added the ability to melt down an early game iron item in the Crucible.
-Added crafting sounds to shears, hoes, and all diamond tools.
-Changed book items so that they can no longer be crafted, and thus must be found as loot in the world to be used in enchanting. This is intended to increase the significance of leveling up your enchanting capability, as well as the value of loot locations and strongholds.
-Changed the book and quill to be craftable with 3 paper, a feather, ink sack, and leather, essentially combining it with the old book recipe.
-Changed villager trades slightly to adjust for the above book recipe change.
-Changed regular zombies to no longer break down doors and other similar blocks. This may seem odd for BTW, but I think it never worked very well or brought much to the game, really just causing players to not use wood doors anymore. Now that wood doors are part of the progression, this change allows them to provide a nice quality of life improvement as you move ahead. Note that this change does not apply to zombie villagers or other creatures that may possess this ability, so wood doors may still not be suitable for all uses.
-Changed stone shovels to be accessible a bit earlier in the tech progression. I won't state the recipe here to avoid spoilers, but it's very similar to the other early stone tools.
-Changed the stone axe recipe to not be shapeless to accommodate the above shovel change.
-Changed stone shovels to be slightly less effective to fit the above change, and to further emphasize iron shovels as an upgrade.
-Changed Blazes to drop the same number of rods regardless of whether they're killed by a player or not.
-Changed how spiders produce and drop silk to reduce the effectiveness of some forms of spider farming.
-Changed the way cobblestone, sandstone, and brick blocks (including slabs and stairs) drop as items with explosions, or with the inappropriate tool.
-Changed gravel blocks to potentially drop flint regardless of the tool type used on it.
-Fixed an issue with map items not updating properly when held by the player.
-Fixed a problem with mod slabs where you could place them clipping through the player when combining them with other slabs.
-Fixed a problem where chiseled sandstone would drop sand that does not stack with other items of the same type, and another similar problem with stone dropped from cobble walls.
-Removed redstone dust from looted jungle temples given it's now rather uber.
Aloha!
-------------
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: