Now that the infernal enchanter is closer in line to the vanilla xp cost (3.44), you've somewhat nerfed a big part of the game rather than altering it to make it more balanced/fun like so many other changes. The xp from mining gave a bit more progression to an otherwise tired system of slowly accruing xp from mobs to possibly get a good enchantment (vanilla table). Mining xp was a breath of fresh air into this system as passive players could sneak around gaining xp without being spotted by mobs. Your infernal enchanter took this even further allowing us choice in the matter but at a higher cost than random enchantments. This is actually well balanced in 4.32, which I've put about 48 hours worth of play time into.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
Nimh, you claim that the normal player dies alot on normal and hard levels. While I can't dispute that, I play exclusivly hard or hardcore modes and it doesn't take much effort at all to never die, especially once iron armor or better is achieved(endermen are the exception).
Yes iron armor is legit, i usually make a set with the first iron I get each new world. I also play with all hardcore modes on. I'm aware its very possible to not die, and gaining 20-30 levels of xp is easy to do on mining ore alone, but to spend on what? Still need to get a table up, and once you pull that off, you'll need enough book shelves. Stay in the safety of your home till you've got enough cows and sugar cane to allow you to spend that much xp and you'll finally end up with some top tier enchantments. Then what? Put a level 30 enchantment on a iron pick? That'll be out of use in about 20 minutes. If you happen to have diamonds, well that'll be outclassed by soulforge eventually anyway.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sink. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sync. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
Please do not try to appeal to everyone haha, this would not be wise. That's also not what I'm requesting here, but if its too much trouble than its worth to add another config option (ie hardcore mode), please continue working on new features. I'm merely expressing my observations from playing your mod which I thought may be helpful to you.
As for mob traps, I'm a classic MC player myself (don't let the post count fool you) and remember the days before enchantments. I suppose I'm confusing mob spawner traps, which were classic xp exploits of the day, with what you are now referring to as "full blown mob traps." I assume this means something like using netherrack spawning for pigmen and wither skeles, or the classic "if its dark there, they will spawn" type trap. I'd be very interested in seeing example of these in use with the mod, as I'm pretty sure I'm just not aware of what's possible.
On a final note, I have to say you've done an amazing job with this mod. Even with the intended direction with mob traps, you have appealed to many different play styles thus far, even if this was not your intention.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
Agreeable. The abundance of experience(xp) really doesn't create an unbalance if you take in what nimh said.
most people will not be able to utilize the experience without the proper equipment
the experience in the starting world era adds increased tension not to die
durability on these armor enchantments don't last as long since players are forced to deal with more enemies due to no sleep
My first experience with BTW was with 1.4.2, so it felt natural to get XP and added that much needed excitement in the first era of time. Not having it anymore made mining feel very stagnant and due to the some of those lengthier trips to get materials, it was nice to have a few items with some enchantments on my one iron armor suit. Even with these few enchanted items I have, they are now all sitting in a chest with almost 0 durability collecting dust until I can melt down the precious iron.
I would like to petition to allow the XP mining to be enabled at admin's discretion. It does increase the overall difficulty to have this option on but it also is a hardcore mode that definitely decreases the brief moments of excitement when first starting out until you have an establishment.
MobSpawner machines are cool in functionality but I freaking hate having those things near my establishment (not enjoyable to listen to the mobs) and I just feel its a waste of CPU usage for the server when this classic vanilla hack can be offset with something I do like doing... exploring.
Dark rooms with spawning pads are indeed what FC means by full blown mob traps, as he has altered vanilla to make them work again (read: mobs move even when your further than 24 blocks away again, vine traps are a way to trick them into falling down, saws are a lava-free alternative to killing them, etc). You got your spawn pad and drop, spawn pad and water flows, sieve type, and piston push type mob traps you can build, all with their advantages and disadvantages. (piston push types with pressure plates is by far the most efficient, but also by far the most costly to build.)
Hoppers also let you accumulate exp and drops from said mobs without having to afk under the output chute, and you can collect the drops when convenient instead. Or just filter and direct the drops to their own separate chests. your choice.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
It's pictured here for reference:
And here's a screen of the processing area down at bedrock, which is currently in a state of transition due to me slowly adapting it to the changes brought about by Hardcore Buoy:
Here's a pic of one of my Nether farms (I'm currently working on another at a stronghold location for the collection of wither skulls and blaze rods, hence the inclusion of the Chopping Block in last-night's release):
Here's an interior view of the same:
And here's a couple of screens of my current Enderman farm, which I'll be replacing by another shortly due to this one's tendency to become clogged with Endstone due to the Enderman changes I recently made:
So as you can see, trap construction and design is a rather involved process, and IMO, one of the most enjoyable in MC. Hence why I am encouraging it both through new drops like the Arcane Scrolls, and through reworkings to make the bulk acquisition of mob-trap output useful (such as with the recent changes to Gunpowder).
To me, they are at the heart of what is good about MC as a game, and frankly, if it weren't for me working on that first vanilla mob-trap back in the day, I probably would have lost interest in MC and this mod never would have been created.
As a result, I believe that they are something to be embraced within the MC design, not to be slowly eliminated like Mojang seems intent on doing.
Also, this new chopping block: Could you make a clean version of it? Because I think it would be interesting for decoration, and farming of the bloody chopping block.
Or just soap + chopping block (bloody) = chopping block (clean)
Hehe...it's funny you should mention that, as I thought exactly the same thing shortly after releasing last night. I'll see what I can do
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
Alriight here we go, a lot of questions answered with just a few visual aids. This may have just rejuvenated my willingness to work on a mob trap. I knew I could set up some elaborate machines based on the blocks given but I really didn't see the progressive nature behind it. I was lucky enough to find a scroll without building one of these so I did not think the drop was that rare. I've also found two wither skulls pretty easily and blaze rods for hibachis weren't much trouble manually either. The hardest part was finding a fortress in the nether, but once a rail is up to one, the nether's a shooting gallery for enchanted bow and arrow. (Especially without mobs spawning on my rails anymore, they were great targets before anyways, kill em before you hit em)
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
I was also a little concerned that there wasn't enough uses for diamonds anymore either, but seeing as how elaborate mod traps can get, I imagine I'll be spending them on Lens blocks for line of sight redstone signals. Unless I'm missing another important use for them end-game somewhere?
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
It's still crashing, even when I installed BTW last. This time, however, I'm getting a different crash report entirely:
--- BEGIN ERROR REPORT fc8df9c9 --------
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
It's still crashing, even when I installed BTW last. This time, however, I'm getting a different crash report entirely:
--- BEGIN ERROR REPORT fc8df9c9 --------
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
Any help?
Try installing only modloader and btw and see if it still crashes. If it doesn't then one of the other mods is causing the crash. Make sure you are running the latest btw also which is version 4.34.
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
I actually don't touch the wiki myself. It's entirely community driven.
I draw the line at trying to maintain the instructions in the OP, but even that has become a rather massive job and I often fall behind on it as a result.
I hope you get a lot of enjoyment out of the mod man! Yeah, there is indeed a lot of depth and subtlety to it that I don't think you get in many other mods. It's basically a mod designed for really serious MC players by a really serious MC player
This is a wheat planter. When power is cut, the piston retracts the planter, and the wheat harvests and drops down. When power comes back on, the piston extends, and a tick later the BD plants a wheat seed.
By tiling them up like so, you get a wheat farm that can be extended upwards to increase capcity, and that all collects into a single point, limiting the need for water transport. Every 40 minutes, trigger a harvest.
Greetings FlowerChild. First off, I love your mod. I like how you have to work around the world, instead of dropping your water source block somewhere convenient. But I digress.
I wanted to do some blaze farming, since mining doesn't get me experience anymore. I thought I crude funnel into a saw blade might be fun
Unfortunately, I popped on the windmill and it isn't moving. There is a bit of a roof above it, but its the nether, there is always a roof! I tried popping windmills elsewhere in the nether with no luck. The wiki doesn't mention anything special about nether windmills, what am I missing? Here is a picture for you to look at, in case it helps. You can see its a bit cramped, but the other places I tried were wide open! Thanks for your mod, and any help you can offer
May i ask if you will put your map that you posted a few posts up (post-ception) since i mean, it looks like an amazing representation of the mod so id love to have a look around myself.
Build a mob trap man. The changes made weren't to encourage manual killing of mobs, they're there to incentivize mob traps, which unlike Mojang, I'm making a fully integrated part of the game.
And I just do not agree about XP from other sources being a good idea. On the contrary, I think it's just a further watering down of the vanilla design heading towards the "you can get anything from anywhere" point.
And no, no options. That's simply not going to happen. I've recently posted a rather long explanation of why that's the case on the BTW forums, so if you're interested, you can look it up there.
Ah the dreaded mob traps. Yeah I've built those in my early mc days, but I never saw the fun in them. It's exploitative of game mechanics in a way, and just not how I play. Part of why I'm playing this mod to begin with is the balancing of mechanics. I guess this is a case of different play styles, as I prefer the mining and adventuring involved in xp and ore gathering, to a zombie spawn trap room any day. This also puts me more in danger of death, as I'm facing my mobs head on, and not from the comfort of a single block hole, or water trap. Different play styles are why I imagine you included the hardcore modes and a config to begin with.
Yes iron armor is legit, i usually make a set with the first iron I get each new world. I also play with all hardcore modes on. I'm aware its very possible to not die, and gaining 20-30 levels of xp is easy to do on mining ore alone, but to spend on what? Still need to get a table up, and once you pull that off, you'll need enough book shelves. Stay in the safety of your home till you've got enough cows and sugar cane to allow you to spend that much xp and you'll finally end up with some top tier enchantments. Then what? Put a level 30 enchantment on a iron pick? That'll be out of use in about 20 minutes. If you happen to have diamonds, well that'll be outclassed by soulforge eventually anyway.
My point is, the abundance of xp means nothing till you can use it, which doesn't happen for quite a while, and the early enchantments you use (and waste) are part of the fun.
No actually. The config file is there for technical settings (such as blockIDs), and for new settings that would break existing builds because I have a great deal of respect for the amount of time people invest in creating their contraptions.
That's basically the only time I include options as they are a huge development time sink. I'd much rather focus my time on a single style of play, and do it right, then try to do everything and just wind up with a watered-down mod that's all over the place.
Trying to appeal to everyone rarely results in anything good man.
As for mob traps being exploits or what have you, we just don't agree on that. For me, they're one of the most interesting emergent aspects of gameplay to come out of MC. Spawner-based traps are dull, and aren't very useful anyways, but full blown mob-traps are one of the largest *functional* constructions a player is ever likely to build (which is always a good thing in a game that revolves around building IMO).
If you really don't like mob-traps, then this probably isn't the mod for you, as with time they will become a more and more integrated aspect of the mod's gameplay.
With regards to enchantments: I'm not of the opinion they should be easy to come by or that a player "must" have them to proceed. In fact, many of us were playing MC for a very long time without them even being in the game, and the game was actually more difficult back then.
Please do not try to appeal to everyone haha, this would not be wise. That's also not what I'm requesting here, but if its too much trouble than its worth to add another config option (ie hardcore mode), please continue working on new features. I'm merely expressing my observations from playing your mod which I thought may be helpful to you.
As for mob traps, I'm a classic MC player myself (don't let the post count fool you) and remember the days before enchantments. I suppose I'm confusing mob spawner traps, which were classic xp exploits of the day, with what you are now referring to as "full blown mob traps." I assume this means something like using netherrack spawning for pigmen and wither skeles, or the classic "if its dark there, they will spawn" type trap. I'd be very interested in seeing example of these in use with the mod, as I'm pretty sure I'm just not aware of what's possible.
On a final note, I have to say you've done an amazing job with this mod. Even with the intended direction with mob traps, you have appealed to many different play styles thus far, even if this was not your intention.
Agreeable. The abundance of experience(xp) really doesn't create an unbalance if you take in what nimh said.
My first experience with BTW was with 1.4.2, so it felt natural to get XP and added that much needed excitement in the first era of time. Not having it anymore made mining feel very stagnant and due to the some of those lengthier trips to get materials, it was nice to have a few items with some enchantments on my one iron armor suit. Even with these few enchanted items I have, they are now all sitting in a chest with almost 0 durability collecting dust until I can melt down the precious iron.
I would like to petition to allow the XP mining to be enabled at admin's discretion. It does increase the overall difficulty to have this option on but it also is a hardcore mode that definitely decreases the brief moments of excitement when first starting out until you have an establishment.
MobSpawner machines are cool in functionality but I freaking hate having those things near my establishment (not enjoyable to listen to the mobs) and I just feel its a waste of CPU usage for the server when this classic vanilla hack can be offset with something I do like doing... exploring.
Hoppers also let you accumulate exp and drops from said mobs without having to afk under the output chute, and you can collect the drops when convenient instead. Or just filter and direct the drops to their own separate chests. your choice.
Trust me, the infernal enchanter requires rare drops from mobs that pretty much require a mob trap to get a reasonable chance of obtaining, and lots more exp than vanilla if you want multiple enchants on the same item. It's designed specifically around mob traps, not the boring hunting out at night.
You fixed it!
I have a pet peeve about people using the wrong homonym... Makes me cringe every time... XP
Yeah, exactly. Honestly, a lot of this mod is built up around the first real mob-trap I constructed in my world (the same world I've been playing for close to two years now, all the way back to before the mod existed), and the filtering and processing of its output.
It's pictured here for reference:
And here's a screen of the processing area down at bedrock, which is currently in a state of transition due to me slowly adapting it to the changes brought about by Hardcore Buoy:
Here's a pic of one of my Nether farms (I'm currently working on another at a stronghold location for the collection of wither skulls and blaze rods, hence the inclusion of the Chopping Block in last-night's release):
Here's an interior view of the same:
And here's a couple of screens of my current Enderman farm, which I'll be replacing by another shortly due to this one's tendency to become clogged with Endstone due to the Enderman changes I recently made:
So as you can see, trap construction and design is a rather involved process, and IMO, one of the most enjoyable in MC. Hence why I am encouraging it both through new drops like the Arcane Scrolls, and through reworkings to make the bulk acquisition of mob-trap output useful (such as with the recent changes to Gunpowder).
To me, they are at the heart of what is good about MC as a game, and frankly, if it weren't for me working on that first vanilla mob-trap back in the day, I probably would have lost interest in MC and this mod never would have been created.
As a result, I believe that they are something to be embraced within the MC design, not to be slowly eliminated like Mojang seems intent on doing.
I type extremely fast, so typos are bound to result. I am also obsessive about editing though
Hehe...it's funny you should mention that, as I thought exactly the same thing shortly after releasing last night. I'll see what I can do
Alriight here we go, a lot of questions answered with just a few visual aids. This may have just rejuvenated my willingness to work on a mob trap. I knew I could set up some elaborate machines based on the blocks given but I really didn't see the progressive nature behind it. I was lucky enough to find a scroll without building one of these so I did not think the drop was that rare. I've also found two wither skulls pretty easily and blaze rods for hibachis weren't much trouble manually either. The hardest part was finding a fortress in the nether, but once a rail is up to one, the nether's a shooting gallery for enchanted bow and arrow. (Especially without mobs spawning on my rails anymore, they were great targets before anyways, kill em before you hit em)
I'm a completionist by nature, and was looking for some end-game in this mod. Seems to be full plate, with stacked enchantments, farmed from mob traps, and maybe a couple beacons to show you're a wither slaying badass.
I was also a little concerned that there wasn't enough uses for diamonds anymore either, but seeing as how elaborate mod traps can get, I imagine I'll be spending them on Lens blocks for line of sight redstone signals. Unless I'm missing another important use for them end-game somewhere?
Well, I think you may be misinterpreting things slightly: there's no "end game" in BTW as the mod is in constant development. All there is, is the *current* top of the tech-tree.
The mod will continue to expand and grow into new things for the indefinite future. I'm certainly not sick of developing it in any way, and I continually have more ideas for the future than I have time to implement them all.
Generated 11/13/12 4:54 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 479730336 bytes (457 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- ModLoader: Mods loaded: 6
ModLoader 1.4.2
mod_TooManyItems 1.4.2 2012-10-25
mod_LotsOMobs LotsOMobs Version 4.5 by TheLarsinator
mod_ReiMinimap v3.2_05 [1.4.2]
mod_FCBetterThanWolves 4.31c
mod_BackTools 1.4.2v2
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6310 Graphics GL version 4.1.10367 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Very likely
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: ~ERROR~ NullPointerException: null
java.lang.IllegalAccessError: tried to access field axx.a from class net.minecraft.client.Minecraft
at net.minecraft.client.Minecraft.getWorld(SourceFile)
at net.minecraft.client.Minecraft.J(SourceFile:558)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 16a5d98f ----------
Any help?
Try installing only modloader and btw and see if it still crashes. If it doesn't then one of the other mods is causing the crash. Make sure you are running the latest btw also which is version 4.34.
Yeah I use the term 'end-game' lightly... but final tier, top of the tech tree, all the same in my meaning. It's that point where you've maxed everything possible, and resources are abundant. Anyways, thanks for all your responses, this mod is far deeper than I had anticipated. You could probably use an entire team of people to update that wiki by the way, and its seems to be suffering from database access errors due to high traffic volumes at times. I hope that's due to the mod gaining popularity.
I actually don't touch the wiki myself. It's entirely community driven.
I draw the line at trying to maintain the instructions in the OP, but even that has become a rather massive job and I often fall behind on it as a result.
I hope you get a lot of enjoyment out of the mod man! Yeah, there is indeed a lot of depth and subtlety to it that I don't think you get in many other mods. It's basically a mod designed for really serious MC players by a really serious MC player
EDIT: Hurrpa Derp, I figured it out
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By tiling them up like so, you get a wheat farm that can be extended upwards to increase capcity, and that all collects into a single point, limiting the need for water transport. Every 40 minutes, trigger a harvest.
McRawny did a good tutorial on BTW timers:
I wanted to do some blaze farming, since mining doesn't get me experience anymore. I thought I crude funnel into a saw blade might be fun
Unfortunately, I popped on the windmill and it isn't moving. There is a bit of a roof above it, but its the nether, there is always a roof! I tried popping windmills elsewhere in the nether with no luck. The wiki doesn't mention anything special about nether windmills, what am I missing? Here is a picture for you to look at, in case it helps. You can see its a bit cramped, but the other places I tried were wide open! Thanks for your mod, and any help you can offer