I want to play this mod but I have no clue how to start. The guide is outdated. Does anyone have a guide or know of one that is updated for the Early game change?
Hello, I'm having an issue to even get started in the mod.
I've spent several minutes just punching a dumb log, getting bark and saw dust, but I can't get any wooden planks as it's stated in the Beginners guide.
Also, it states that it should take half a day to get 13 blocks punched out, but it's a blatant lie, as It takes to punch out each block like 3 stages each one harder to destroy than the previous one, with no reward.
What am I doing wrong? It's no fun like this, just watching a dumb fist moving isn't fun. Nor even FUN in a Dwarf Fortress way.
Yeah, skip back to page one and you'll need the guide for this mod states "shafts" not planks. Not sure where you are reading the "beginners guide", but my guess is it's a pre-AHHH version and is outdated. The game has changed a lot since then, but it's pretty sweet if you stick with it. You can either carry on as you are and experiment (recommended) now that you know that what is happening for you is suppose to be happening at this very early stage in the game, or you can look to others for help with getting started.
In the case of the latter, might I suggest this series I uploaded to YouTube.
I would suggest watching only one video at a time though, as it contains heavy spoilers in order to help stuck players progress in their worlds. Only watch further videos if you get stuck again. Hope this helps ^^
Yeah, I figured out reading the damn changelogs.
And decided to not play it at all, I don't have time to spend 5 minutes just punching a damn wooden block to wait for a creeper to blow the out of me and spend again my time punching a damn wooden block and rinse and repeat.
It's not, as I said, a Dwarf Fortress FUN, because you just do exactly the same until you fail because of being extremely hard on the player chances, and not the player ability to manage the resources.
Anyways, thanks for the reply! Maybe someday, with a friend I might test it out again.
-Added a whole new set of snow blocks that serve as an early game building material. The details of these are left to the player to discover, but one thing to note is that you can build out sideways with them if proper care is taken. Old snow blocks have been renamed as "Old Snow", and may no longer be crafted.
-Added the ability to partially open Wicker Baskets by right clicking on them. Note that the baskets will close automatically when you walk away, but you can also close them manually by clicking on the edge of the lid (a box will appear when you're over the right area).
-Added ability for Lava to set nearby blocks on fire directly. This applies to stuff like Campfires, Unlit Torches, and Logs, that can burn without a neighboring fire block. Keep this in mind if you have any weird builds like Lava running through Log sluices or what have you.
-Added the ability for Ice and Snow Cover blocks to melt due to nearby fire sources, rather than just due to light levels. Please keep this in mind if you have any structures built out of ice.
-Added the ability for Fire Charges to directly ignite blocks like Campfires, Brick Ovens, and Torches when used by the player.
-Change Snow Cover blocks to drop Snowballs regardless of whether they are harvested with a shovel.
-Changed the texture on Wicker Baskets to provide an indication of which way they are facing.
-Changed Ghasts to drop Fire Charges instead of Nitre to make farming them a tad more rewarding.
-Changed Zombie AI to make them a little more interested in accessorizing their wardrobe.
-Changed the way cooking items are positioned within the Brick Oven so they're a little more visible, and so that they orient correctly to the direction the oven is facing.
-Changed how items eject from Wicker Baskets so that they tend to travel towards the front of the basket.
-Changed (adjusted) the selection box on Chewed Logs and Log Spikes to be a little less obtrusive.
-Fixed a problem with Ghast sounds in the overworld, that was causing them to be louder than intended when they weren't attacking anything.
-Fixed a problem where Bloodwood Saplings couldn't plant themselves if Ash was covering a Soulsand block.
-Fixed vanilla problem where you could mine blocks while using an item, like drawing a bow, blocking with a sword, or eating food.
-Removed the generation of Ash from the burning of Bloodwood leaves, as it didn't really suit the nether very well.
-Removed the ability to place string as a block, as it never worked particularly well and conflicts with some of the design intent behind early game storage of items as blocks in the mod.
-Removed the crafting recipes for Tripwire Hooks given the above, and given they're duplicate functionality with the Lens that never suited the mod very well. I probably should have just done this when they were first released, but I was much more timid about removing vanilla features back then. You can still melt them down for a bit of iron in the Crucible if you have any laying about.
-Removed the Tripwire and Dispenser traps from newly generated jungle temples to fit the above. Also removed all remaining Piston and Redstone blocks from newly generated non-looted temples to negate their sometimes progression-breaking impact.
Tuber!
-------------
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:
FC, maybe you can add the funcionality, to light torches on burning mobs, with burning logs or burned logs, and righ-clicking on a torch with a enchanted fire aspect sword. And what about make charcoal, is a basic survival skill.
I've considered the burning mobs thing, but I'm still undecided on it as mob-fire doesn't really act like "real" fire in the MC world, as in it doesn't set the surroundings on fire. IMO If I cross the conceptual of lighting torches on them, the fire becomes much more real, and less magical.
I believe you can already light torches on burning logs (and a wide range of other blocks like lava), but I can check to make sure (EDIT: Yeah, you can). I'll think about the fire enchant aspect.
Definite "no" on the charcoal though. Pushing charcoal back in the tech tree from vanilla was one of the first HC changes I made as early availability does nothing good for gameplay.
You changed the mod and its a hole new game. I found the BTW Wiki but it says the old Beginner Guide. Do we have a new Guide for Players facing the new version?
You changed the mod and its a hole new game. I found the BTW Wiki but it says the old Beginner Guide. Do we have a new Guide for Players facing the new version?
Glad you're enjoying it
There's a "Getting Started" section in the first post of this thread that gives the very basics, but unfortunately I am unaware of a larger written guide than that. If you have any questions beyond that though, you can always ask here
As Pablo said, if you need more info, youtube is probably your best bet.
I had to 'forgot password' my account just to log in and say; Holy cow man! Effing great job with the most recent update. I've been playing it the past 3 days, and dying so much. The new early game is the most unforgiving it's ever been. I love playing games that easy, yet complex, and you have achieved that in spades. I can not wait for things yet to come.
I do have a request however; obviously, you don't have to cater to my wishes, but these version names are difficult to distinguish. 4.0, 4.1, 4.2, 4.A, 4.AAAA, Humped Camel, Timing Rodent, Potato. Can you go back to something simpler, or at the very least explain your thought process on version names, so I can mentally keep up with the majestic insanity?
Rollback Post to RevisionRollBack
I use a mix of Dokucraft The Saga Continues and JohnSmith, and create personalized textures for both. Some of my submissions can be found in the Dokucraft Customizer located http://www.minecraft...saga-continues/
My first thread comment and I decided to post it here just to say that this mod is absolutely fantastic. My craving for hardcore survival with a twist of complex creativity and design has been satiated thanks to this mod! I have really enjoyed playing this mod and every expectations I had were met with surprises that made me laugh and despair, in a positive way. I have so many questions but here I am learning them the hard way because, its FUN! And this mod is FUN! Now if only I can satisfy my curiosity to this mod's own forums then that would be wonderful, but for now this comment of appreciation is all I can give! Thank you FlowerChild.
I do have a request however; obviously, you don't have to cater to my wishes, but these version names are difficult to distinguish. 4.0, 4.1, 4.2, 4.A, 4.AAAA, Humped Camel, Timing Rodent, Potato. Can you go back to something simpler, or at the very least explain your thought process on version names, so I can mentally keep up with the majestic insanity?
Lol... well, the thing to keep in mind is that the version numbers are still sequential, albeit largely in hexidecimal at present. So, numbers 1 through 9 as usual, followed by letters A, B, C, D, E, & F to represent 1 through 15.
There may also be some non-euclidean angles involved too though, which I can't really help you out with.
-Added a new Piston Shovel block which may be crafted with 6 iron ingots in a stair shape. The details of its use are left for the player to discover.
-Added new Ladder blocks which are flammable and which can be dislodged by water or falling blocks. This does not affect already placed Ladder blocks so as not to mess with existing builds, but otherwise the new blocks replace the old.
-Added alternate Loose Cobblestone and Brick Stair recipes involving loose blocks of the corresponding variety, rather than just Brick and Stone items. This was done for consistency with other stair recipes.
-Added the ability to rotate a few additional blocks on the Turntable, like Powered Rails, Detector Rails, Shafts, Jack'O'Lanterns, and Stakes as part of the refactoring work described below.
-Added the ability to Silk Harvest various slabs, like grass and mycelium.
-Added conversion recipe from Bookshelves back to Books.
-Changed Chisels to not be efficient at harvesting stone once it has reached a certain damage level (once all the stone items have been harvested / pried loose, and the texture changes to its final level). This is to make early game tunneling less effective given recent increases to Chisel efficiency making it more viable than I had originally intended.
-Changed (refactored) the way block facing works internally for many blocks and how the Turntable rotates attached blocks to help make supporting additional block types easier.
-Changed Cactus to not be destroyed when hit by spider webs.
-Changed Bone and Flesh blocks to drop individual items of their type when in front of a Saw, rather than whole blocks.
-Changed Campfires to be crushed by falling blocks.
-Fixed problem where Snow Cover wasn't melting as intended near fires.
-Fixed a problem with falling Sand Slabs looking like gravel.
Exfoliate!
-------------
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:
Hello, I'm having an issue to even get started in the mod.
I've spent several minutes just punching a dumb log, getting bark and saw dust, but I can't get any wooden planks as it's stated in the Beginners guide.
Apologies. I've updated the early game portion of the Beginner's Guide to reflect the recent changes. The wiki has been getting way out of date recently. Best option would be to search the changelogs right now if there's anything that the Beginner's Guide, the wiki or the "Getting Started" section at the front of this thread doesn't cover. Also looking through the Better Than Wolves forum might help if you're stuck on something.
Your link directs to this forum, but copying the actual text goes to the correct link.
Looks good, wish I had the guide a week ago. Would have saved me a bunch of YouTube time. I kept starving after the first night because I would get too much meat, or start a fire too late, and not be able to figure out the camp fire. (So glad for the oven)
The fire plough uses like 2 ticks of hunger, and that took me at least 6 deaths to adapt to. Now the first night, I either have 1 meat, or none, and counterintuitively, I survive much longer. My latest play through is on like day 6, with a few torches but still no wicker or iron. Super unlucky.
Rollback Post to RevisionRollBack
I use a mix of Dokucraft The Saga Continues and JohnSmith, and create personalized textures for both. Some of my submissions can be found in the Dokucraft Customizer located http://www.minecraft...saga-continues/
Your link directs to this forum, but copying the actual text goes to the correct link.
Looks good, wish I had the guide a week ago. Would have saved me a bunch of YouTube time. I kept starving after the first night because I would get too much meat, or start a fire too late, and not be able to figure out the camp fire. (So glad for the oven)
The fire plough uses like 2 ticks of hunger, and that took me at least 6 deaths to adapt to. Now the first night, I either have 1 meat, or none, and counterintuitively, I survive much longer. My latest play through is on like day 6, with a few torches but still no wicker or iron. Super unlucky.
Thanks for the heads-up. I managed to fix the forum link. It was pretty unintuitive. You also reminded me about bow drills, so I've added that to the guide too now. Yeah, I had the same experience. Honestly, I would have added more to the guide, but I'm still struggling and looking up videos myself.
-Added a new Hamper block as an early game storage option. It may be crafted with 8 pieces of Wicker surrounding a single Planks block. It's intended to help smooth out the progression from Baskets to Chests.
-Added the ability to use the Anvil (formerly "Dead Weight") as a Workbench, while removing the ability to craft Workbenches. This means that Stumps and Anvils have now completely replaced vanilla Workbenches in terms of functionality. I also changed a number of aspects of the Anvil's behavior in the process to bring it more in line with other mod blocks. As before, Anvils may be crafted with 7 iron ingots in an "I" pattern, or found in villages.
-Added Metal Fragments as a new item, which result when Anvils are harvested or otherwise broken, and which may be melted down in the Crucible. Anvils can only be moved intact through silk touch or a Block Dispenser.
-Added a GUIless interface to the Mill Stone, gave it an audio and visual revamp, and changed it to only be able to hold a single item at a time. Any items you previously had in one are safe, and can either be retrieved by right clicking on the Mill Stone, or they will be processed as normal until the inventory is exhausted.
-Added crafting sounds to swords.
-Added a lossy conversion recipe from Wicker Baskets back to Wicker items.
-Changed the Mill Stone to eject items in more predictable directions once done milling. This should prevent old issues like items occasionally winding up directly below or above the Mill Stone due to odd trajectories, and make automating it a little more intuitive.
-Changed how items eject from chiseled / incrementally harvested blocks (logs, smoothstone, etc.) to better represent the facing being hit, similar to the above change to the Mill Stone.
-Changed the sounds when placing Chisels as blocks to better reflect the block material they're being placed in.
-Changed the Grate recipe to consist of 5 Shafts in a '+' pattern, with either 4 Hemp Fibers or String in the remaining grid spaces.
-Changed the Wicker Pane recipe to be shapeless with a piece of Wicker and a Grate.
-Changed (reduced) the rate at which the Hardcore Spawn radius increases as the game progresses, to provide more overlap with earlier respawn areas. This is to further incentivize building up individual respawns and overall infrastructure, as there will be a greater chance of being able to make later use of it.
-Changed how Hardcore Spawn works internally to provide more varied respawn locations. This doesn't change any of the related mechanics, it just refines the math involved some so that repeatedly respawning in the same place becomes less likely.
-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.
-Changed Anvils to not spawn in abandoned or partially abandoned villages given how useful they are now.
-Fixed a problem with Hand Cranks, Turntables, and Mill Stones dropping the old Cobblestone blocks when they break.
-Fixed a problem where lightning strikes weren't traveling as far as intended when checking for nearby high points.
-Fixed an occasional crash that would occur with falling blocks.
-Removed the recipe for Chests that involves Planks. This means you'll now need to use a Saw to obtain Wood Siding to create chests, with the Hamper that's been acted acting as an earlier storage solution.
Extricate!
-------------
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:
These updates are insane. My dude, for years your game has consistently left my jaw hanging in awe at the level of it's quality and depth.
Thank you so much, man
I used to have toes
Could always use your brain :0
I used to have toes
Glad you're enjoying it!
Oh,I read it wrong:
-Removed Pumpkin Seeds from the same.
-Removed Pumpkin Seeds from the GAME.
hahahahahaaa
Forgive me for my english, i'm a brazilian with a google translate
Hello, I'm having an issue to even get started in the mod.
I've spent several minutes just punching a dumb log, getting bark and saw dust, but I can't get any wooden planks as it's stated in the Beginners guide.
Also, it states that it should take half a day to get 13 blocks punched out, but it's a blatant lie, as It takes to punch out each block like 3 stages each one harder to destroy than the previous one, with no reward.
What am I doing wrong? It's no fun like this, just watching a dumb fist moving isn't fun. Nor even FUN in a Dwarf Fortress way.
Yeah, I figured out reading the damn changelogs.
And decided to not play it at all, I don't have time to spend 5 minutes just punching a damn wooden block to wait for a creeper to blow the out of me and spend again my time punching a damn wooden block and rinse and repeat.
It's not, as I said, a Dwarf Fortress FUN, because you just do exactly the same until you fail because of being extremely hard on the player chances, and not the player ability to manage the resources.
Anyways, thanks for the reply! Maybe someday, with a friend I might test it out again.
Great update! Love the burn!
[**** NEW RELEASE ****]
Version 4.ABCDEFPotato of Better Than Wolves is ready for download!
Download Link
-Added a whole new set of snow blocks that serve as an early game building material. The details of these are left to the player to discover, but one thing to note is that you can build out sideways with them if proper care is taken. Old snow blocks have been renamed as "Old Snow", and may no longer be crafted.
-Added the ability to partially open Wicker Baskets by right clicking on them. Note that the baskets will close automatically when you walk away, but you can also close them manually by clicking on the edge of the lid (a box will appear when you're over the right area).
-Added ability for Lava to set nearby blocks on fire directly. This applies to stuff like Campfires, Unlit Torches, and Logs, that can burn without a neighboring fire block. Keep this in mind if you have any weird builds like Lava running through Log sluices or what have you.
-Added the ability for Ice and Snow Cover blocks to melt due to nearby fire sources, rather than just due to light levels. Please keep this in mind if you have any structures built out of ice.
-Added the ability for Fire Charges to directly ignite blocks like Campfires, Brick Ovens, and Torches when used by the player.
-Change Snow Cover blocks to drop Snowballs regardless of whether they are harvested with a shovel.
-Changed the texture on Wicker Baskets to provide an indication of which way they are facing.
-Changed Ghasts to drop Fire Charges instead of Nitre to make farming them a tad more rewarding.
-Changed Zombie AI to make them a little more interested in accessorizing their wardrobe.
-Changed the way cooking items are positioned within the Brick Oven so they're a little more visible, and so that they orient correctly to the direction the oven is facing.
-Changed how items eject from Wicker Baskets so that they tend to travel towards the front of the basket.
-Changed (adjusted) the selection box on Chewed Logs and Log Spikes to be a little less obtrusive.
-Fixed a problem with Ghast sounds in the overworld, that was causing them to be louder than intended when they weren't attacking anything.
-Fixed a problem where Bloodwood Saplings couldn't plant themselves if Ash was covering a Soulsand block.
-Fixed vanilla problem where you could mine blocks while using an item, like drawing a bow, blocking with a sword, or eating food.
-Removed the generation of Ash from the burning of Bloodwood leaves, as it didn't really suit the nether very well.
-Removed the ability to place string as a block, as it never worked particularly well and conflicts with some of the design intent behind early game storage of items as blocks in the mod.
-Removed the crafting recipes for Tripwire Hooks given the above, and given they're duplicate functionality with the Lens that never suited the mod very well. I probably should have just done this when they were first released, but I was much more timid about removing vanilla features back then. You can still melt them down for a bit of iron in the Crucible if you have any laying about.
-Removed the Tripwire and Dispenser traps from newly generated jungle temples to fit the above. Also removed all remaining Piston and Redstone blocks from newly generated non-looted temples to negate their sometimes progression-breaking impact.
Tuber!
-------------
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've considered the burning mobs thing, but I'm still undecided on it as mob-fire doesn't really act like "real" fire in the MC world, as in it doesn't set the surroundings on fire. IMO If I cross the conceptual of lighting torches on them, the fire becomes much more real, and less magical.
I believe you can already light torches on burning logs (and a wide range of other blocks like lava), but I can check to make sure (EDIT: Yeah, you can). I'll think about the fire enchant aspect.
Definite "no" on the charcoal though. Pushing charcoal back in the tech tree from vanilla was one of the first HC changes I made as early availability does nothing good for gameplay.
Is that with the most recent release? I fixed something similar a few weeks back.
Hi, Thanks for making this good job.
You changed the mod and its a hole new game. I found the BTW Wiki but it says the old Beginner Guide. Do we have a new Guide for Players facing the new version?
My English is not the best.
Glad you're enjoying it
There's a "Getting Started" section in the first post of this thread that gives the very basics, but unfortunately I am unaware of a larger written guide than that. If you have any questions beyond that though, you can always ask here
As Pablo said, if you need more info, youtube is probably your best bet.
I had to 'forgot password' my account just to log in and say; Holy cow man! Effing great job with the most recent update. I've been playing it the past 3 days, and dying so much. The new early game is the most unforgiving it's ever been. I love playing games that easy, yet complex, and you have achieved that in spades. I can not wait for things yet to come.
I do have a request however; obviously, you don't have to cater to my wishes, but these version names are difficult to distinguish. 4.0, 4.1, 4.2, 4.A, 4.AAAA, Humped Camel, Timing Rodent, Potato. Can you go back to something simpler, or at the very least explain your thought process on version names, so I can mentally keep up with the majestic insanity?
My first thread comment and I decided to post it here just to say that this mod is absolutely fantastic. My craving for hardcore survival with a twist of complex creativity and design has been satiated thanks to this mod! I have really enjoyed playing this mod and every expectations I had were met with surprises that made me laugh and despair, in a positive way. I have so many questions but here I am learning them the hard way because, its FUN! And this mod is FUN! Now if only I can satisfy my curiosity to this mod's own forums then that would be wonderful, but for now this comment of appreciation is all I can give! Thank you FlowerChild.
Lol... well, the thing to keep in mind is that the version numbers are still sequential, albeit largely in hexidecimal at present. So, numbers 1 through 9 as usual, followed by letters A, B, C, D, E, & F to represent 1 through 15.
There may also be some non-euclidean angles involved too though, which I can't really help you out with.
[**** NEW RELEASE ****]
Version 4.ABCEEEEE of Better Than Wolves is ready for download!
Download Link
-Added a new Piston Shovel block which may be crafted with 6 iron ingots in a stair shape. The details of its use are left for the player to discover.
-Added new Ladder blocks which are flammable and which can be dislodged by water or falling blocks. This does not affect already placed Ladder blocks so as not to mess with existing builds, but otherwise the new blocks replace the old.
-Added alternate Loose Cobblestone and Brick Stair recipes involving loose blocks of the corresponding variety, rather than just Brick and Stone items. This was done for consistency with other stair recipes.
-Added the ability to rotate a few additional blocks on the Turntable, like Powered Rails, Detector Rails, Shafts, Jack'O'Lanterns, and Stakes as part of the refactoring work described below.
-Added the ability to Silk Harvest various slabs, like grass and mycelium.
-Added conversion recipe from Bookshelves back to Books.
-Changed Chisels to not be efficient at harvesting stone once it has reached a certain damage level (once all the stone items have been harvested / pried loose, and the texture changes to its final level). This is to make early game tunneling less effective given recent increases to Chisel efficiency making it more viable than I had originally intended.
-Changed (refactored) the way block facing works internally for many blocks and how the Turntable rotates attached blocks to help make supporting additional block types easier.
-Changed Cactus to not be destroyed when hit by spider webs.
-Changed Bone and Flesh blocks to drop individual items of their type when in front of a Saw, rather than whole blocks.
-Changed Campfires to be crushed by falling blocks.
-Fixed problem where Snow Cover wasn't melting as intended near fires.
-Fixed a problem with falling Sand Slabs looking like gravel.
Exfoliate!
-------------
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:
Apologies. I've updated the early game portion of the Beginner's Guide to reflect the recent changes. The wiki has been getting way out of date recently. Best option would be to search the changelogs right now if there's anything that the Beginner's Guide, the wiki or the "Getting Started" section at the front of this thread doesn't cover. Also looking through the Better Than Wolves forum might help if you're stuck on something.
Beginner's Guide (Now Early-Game Current):
http://www.sargunster.com/btw/index.php?title=Beginner's_Guide
Your link directs to this forum, but copying the actual text goes to the correct link.
Looks good, wish I had the guide a week ago. Would have saved me a bunch of YouTube time. I kept starving after the first night because I would get too much meat, or start a fire too late, and not be able to figure out the camp fire. (So glad for the oven)
The fire plough uses like 2 ticks of hunger, and that took me at least 6 deaths to adapt to. Now the first night, I either have 1 meat, or none, and counterintuitively, I survive much longer. My latest play through is on like day 6, with a few torches but still no wicker or iron. Super unlucky.
Thanks for the heads-up. I managed to fix the forum link. It was pretty unintuitive. You also reminded me about bow drills, so I've added that to the guide too now. Yeah, I had the same experience. Honestly, I would have added more to the guide, but I'm still struggling and looking up videos myself.
[**** NEW RELEASE ****]
Version 4.ABCEEEEF of Better Than Wolves is ready for download!
Download Link
-Added a new Hamper block as an early game storage option. It may be crafted with 8 pieces of Wicker surrounding a single Planks block. It's intended to help smooth out the progression from Baskets to Chests.
-Added the ability to use the Anvil (formerly "Dead Weight") as a Workbench, while removing the ability to craft Workbenches. This means that Stumps and Anvils have now completely replaced vanilla Workbenches in terms of functionality. I also changed a number of aspects of the Anvil's behavior in the process to bring it more in line with other mod blocks. As before, Anvils may be crafted with 7 iron ingots in an "I" pattern, or found in villages.
-Added Metal Fragments as a new item, which result when Anvils are harvested or otherwise broken, and which may be melted down in the Crucible. Anvils can only be moved intact through silk touch or a Block Dispenser.
-Added a GUIless interface to the Mill Stone, gave it an audio and visual revamp, and changed it to only be able to hold a single item at a time. Any items you previously had in one are safe, and can either be retrieved by right clicking on the Mill Stone, or they will be processed as normal until the inventory is exhausted.
-Added crafting sounds to swords.
-Added a lossy conversion recipe from Wicker Baskets back to Wicker items.
-Changed the Mill Stone to eject items in more predictable directions once done milling. This should prevent old issues like items occasionally winding up directly below or above the Mill Stone due to odd trajectories, and make automating it a little more intuitive.
-Changed how items eject from chiseled / incrementally harvested blocks (logs, smoothstone, etc.) to better represent the facing being hit, similar to the above change to the Mill Stone.
-Changed the sounds when placing Chisels as blocks to better reflect the block material they're being placed in.
-Changed the Grate recipe to consist of 5 Shafts in a '+' pattern, with either 4 Hemp Fibers or String in the remaining grid spaces.
-Changed the Wicker Pane recipe to be shapeless with a piece of Wicker and a Grate.
-Changed (reduced) the rate at which the Hardcore Spawn radius increases as the game progresses, to provide more overlap with earlier respawn areas. This is to further incentivize building up individual respawns and overall infrastructure, as there will be a greater chance of being able to make later use of it.
-Changed how Hardcore Spawn works internally to provide more varied respawn locations. This doesn't change any of the related mechanics, it just refines the math involved some so that repeatedly respawning in the same place becomes less likely.
-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.
-Changed Anvils to not spawn in abandoned or partially abandoned villages given how useful they are now.
-Fixed a problem with Hand Cranks, Turntables, and Mill Stones dropping the old Cobblestone blocks when they break.
-Fixed a problem where lightning strikes weren't traveling as far as intended when checking for nearby high points.
-Fixed an occasional crash that would occur with falling blocks.
-Removed the recipe for Chests that involves Planks. This means you'll now need to use a Saw to obtain Wood Siding to create chests, with the Hamper that's been acted acting as an earlier storage solution.
Extricate!
-------------
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: