Gah. Looking over that thread, I can't help but be struck by how "young" eager, and happy to receive feedback I was, as opposed to the bitter "old" hate filled jerk I am today.
Gah. Looking over that thread, I can't help but be struck by how "young" eager, and happy to receive feedback I was, as opposed to the bitter "old" hate filled jerk I am today.
Gods damn I was naive
The great thing about experience is: after 30 years of it, you can still get more.
Gah. Looking over that thread, I can't help but be struck by how "young" eager, and happy to receive feedback I was, as opposed to the bitter "old" hate filled jerk I am today.
If you did the diamond saw when people first suggested, you wouldn't listen to the same suggestion a thousand times, and you wouldn't become a jerk...
Just kidding. I guess it's really annoying, even more with Sturgeon's Law siding the bad ones.
Back on the mod... I raged quite a bit with hardcore iron, but you know what? It's great after we get used to it. For the first time, I was amazed by finding loot in a blacksmith - iron!
Rollback Post to RevisionRollBack
Magnum homo potest esse solummodo rem nunquam prae uiderit creat.
If you did the diamond saw when people first suggested, you wouldn't listen to the same suggestion a thousand times, and you wouldn't become a jerk...
Yeah, I'd also have quit modding as I'd no longer have wanted to play my own mod
Back on the mod... I raged quite a bit with hardcore iron, but you know what? It's great after we get used to it. For the first time, I was amazed by finding loot in a blacksmith - iron!
Hehe...as more time goes by, and I add more "hardcore" modes to the game, the above seem to be the overriding sentiment. People hate the initial increase in difficulty, then with time slowly realize that they're actually having more fun as a result
Glad you're enjoying it man!
Oh, and I don't think I even named the iron change, so it's not "officially" a hardcore mode. It just kinda happened
Given the upcropping of BTW HCH stories on the forums, I thought I'd post mine here as well. This is before the iron fix though.
I awoke in a strange new world, the grass green and snow covering the ground, tall spruce trees all around me. Immediately, I mark my location before surveying the area. A desert and woods are off to the side, but I know the wildlife nearby won't feed me for long. Grabbing a branch and sharpening it, I begin the grim work of supplying myself with enough food to survive the next couple days. Setting aside a couple sheep and cows in pits for later use, should I someday return, I slaughter the rest for their meat. I found a pumpkin, converting it to seeds and planting for my eventual return. After completing a primitive shelter for the night of dirt and sticks, I noticed the sun was setting and climbed inside. I pass the night in relative safety, though I can hear the cries of the undead wandering by.
Dawn comes quickly, I leave my shelter after a quick breakfast of steak. I say my goodbyes, then begin heading east in search of civilization, using the rising sun as my guide. With luck I will be able to live off the land as I journey onward. Seeing a group of pigs on my way, I dig a pit to store them for future breeding purposes as well. The exertion leaves me a bit hungry as I eat another steak for lunch, continuing my journey. After crossing through a warm and surprisingly fertile valley, the weather turns cold and icy once more. I slay a few more pigs and cows for future meals. As the day draws to a close, my spirits are good. Though I've not yet found intelligent life, food is plentiful as long as I keep moving. I set some of my remaining beef and pork to cure overnight into jerky for the road ahead. I also plant some reeds I found growing along the banks of a river, perhaps I can turn this into some form of paper.
Addendum: Found a human head inside one of the pig's stomachs, the wildlife here is less pastoral than it appears. Still, this means civilization cannot be too far away.
I rise early just as the sun begins to climb through the sky. I hope to cover a lot more ground today, perhaps find more resources to form a more permanent home. After another half-day's walk I find myself at the edge of the island facing a large sea. I figure this would make a good time to settle down for a little, and investigate a natural cave by the beach. Inside, I found a bizarre green creature that walks erect on four tiny legs. When I approached it, the creature began to swell and hiss before exploding . Luckily I was far enough away from the blast and suffered minimal burns. Taking ahold of the chipped-stone blade I had been favoring as a weapon, I crept deeper into the cave. I found another of the creatures and managed to kill it before it exploded. Upon examining the remains, I found within it a white powder similar to nitre. If ever I can find the materials I need, I might just be able to make some use of these creatures yet. Wherever this place is, earth certainly isn't it. After digging around in the cave, I found some coal and began to dig it up. After making some crude torches I head deeper into the cave, using torches to light my way and trace a path back to the outside. I find the glint of iron ore, fashioning myself a pick to break it free of the surrounding stone, finding my pack nearly full as I manage to fit it inside. Using some of the wood I gathered, I set up a small storage area in the cave to hold some of my excess food. With luck I won't need it for a while anyway. I head deeper in afterwards in search of whatever other ores I can find within.
Though unable to keep track of time within the cave, I continue digging for further ores, finding more iron on the way. I kill a bat swooping by as well, picking up a strange scroll in its claws, the language is impossible for me to decipher. Whatever the people of this land are, it seems we don't speak the same language. I file it away for further research, continuing to wander. I came across what appeared to be a man with green skin, moaning as he walked slowly towards me. Given the glazed look in his eyes and blood all over his shirt, I knew he was no longer human... Call it what you will, but I think it was a zombie, I killed it with my stone blade before it could bite at my face. I found it disheartening, those heads inside the pigs, they might have been zombies as well. I climbed back up to the storage area, melting down some iron to forge a proper pick. If I'm going to find anything harder than iron, I have a feeling I'll need it. I fashion myself a blade as well, no sooner have I completed it then I am assaulted by the largest spider I've ever seen. A few quick slashes reduce it to shuddering chitin as I recover when I can from the body. Two lengths of silk inside the spinnerets, incredibly useful. I also make another pick out of stone, to conserve my small supply of iron.
I find my supply of wood running low, heading back up to the surface for the first time in days. I found a pig while I was up there and slaughtered it for lunch, savoring the taste of its succulent meat. Heading back down again, I dug my way through the stone, hearing the moaning cries of zombies all around me. I looked and looked but never saw it, the cry haunting me as I clawed my way through the stone. Eventually I came out into a cave, a small pool of lava off to the side lighting the way, though darkness shrouded the path upwards. I could hear a strange rattling sound as I drew closer. Whatever it was, it probably wasn't friendly. I saw movement in the distance and could hear the cries of bats fleeing from its presence. I drew closer and found myself hundreds of feet above an underground ravine. I decided to dig my way down, perhaps to see if this thing was down on its floor.
You'll never believe it, but deep down in those caves, I found gold. It's all over the place, the mining industry would have a field day if they could see this. I've also found a strange red dust with remarkable properties. I paused only to gather a small sample of both before heading back up to my storage area, my tools badly chipped from the descent. It was dark, but I think I finally found the source of that sound. A flash of white appeared and I felt a sudden pain as something stabbed into me. I charged up at the creature and quickly dispatched it with my sword, hearing only a dry rattle as I slashed it to pieces. I found another scroll by a lake of lava as well... I think the bats are watching me. After I narrowly escaped I ran into another creeping green monster... creeper seems to suit them I think, before slashing it back with my sword. I managed to escape before it exploded, but I heard an unearthly sound soon after. I saw nothing but a pair of purple eyes and a deafening roar before it disappeared. Although I seem to have evaded its notice after that brief appearance, I can't help but feel as though I'm a marked man... this tall thin black creature let me go not out of kindness or pity, but because he knows I'm already his. I suppressed a shudder as I ran out of the area, not wanting to test my luck a second time.
Shaken by the experience, I resolved to forge myself a suit of armor, putting iron into the furnace with some coal. I might not survive, but I can at lea-(blood splatters what remains of the page, blackened at the edges.)
Gah. Looking over that thread, I can't help but be struck by how "young" eager, and happy to receive feedback I was, as opposed to the bitter "old" hate filled jerk I am today.
Gods damn I was naive
*slight chuckle*
Rollback Post to RevisionRollBack
"Science isn't a matter of WHY, it's a matter of WHY NOT? WHY is so much of our science dangerous? Why don't you marry safe science if you love it so much? In fact, why don't you invent a special safety door that won't slam you in the butt on your way out? BECAUSE YOU ARE FIRED!" -Cave Johnson
sorry, but suggestion: replace iron ingots in blacksmiths with iron nuggets.
I have extensive changes to the way villages work coming in the next release. While I can see where you're coming from with the above, it really isn't necessary given that.
Villages could be changed in so many ways, I've seen so many takes on it.
One take I haven't seen yet is that steve being just a regular guy isn't limited by what he can make right out of the box. He can create armor, yet he isn't a blacksmith. He can make paper, yet what regular guy knows how to turn fibers into paper? He can enchant and things, but he isn't a priest. He can make good cuts of beef/pigs/chickens and collect leather, but he isn't a butcher. I've never seen these services needing to be provided or learned from villagers before.
What if steve had to learn how to make stone tools from a black smith first? Or you made the vanilla anvil an item he sells and change it to have the craft table gui too, only that allows stone/iron/gold tools to be created. It could be pretty expensive and make the player either grind or set up systems to make money earlier in the ages than normal. Its an item that is already in the game anyway and this gives it a use in minecraft again that isn't overpowered. Once you have it, you can create more anyway since you'll be able to mine iron. If you can't find a village, there is still the option of grinding on zombies for the iron. That encourages the player to battle during the exploring stage incase they cannot find a village, rather than hole hiding.
I know that you made the hardcore iron balanced to make mob traps the source of iron, but how is that possible in Anarchy play?
Perfectly? I've certainly built mob traps in anarchy before. Granted, you can't make them as large or get the benefit of fully lighting up the terrain, but they're still perfectly viable, and add a cool element to anarchy in that it's a large structure to keep hidden and to defend.
Anarchy really isn't meant to be easy, and way less so than regular play.
No, please, no more village dependence. I wouldn't like to be relying on villages, at least until they are severely improved (better skins and AI for villagers, better buildings, etc.)
There's something I loved about Minecraft, which was that post-apocalyptic feel "I Am Legend"-like, where you were the last human being in a world populated by zombies and you had to survive all by yourself.
Sucks to be you then. I have no intention of going with his ideas (they suck too), but villagers are certainly going to be a much bigger part of BTW over upcoming releases.
You know I'm working on them man, and you know my stance on the subject. Whining about it isn't going to help in this case any more than it does in any other.
Note: This release appears to contain changes to world generation, contrary to my normal policy, but it should be noted that anything I have done here has none of the negative impacts normally associated with such changes: it will not cause unsightly seams in your world, nor place a whack of mod blocks into your world that will leave gaping holes should you uninstall the mod. Everything I have done here has been done with extreme caution and moderation so as not to mess with your worlds, and that is a policy you can expect me to continue to maintain in the future.
-Added "abandoned villages" to the mod. Villages within a certain radius of the player's spawn location will be abandoned, which resolves a number of balance issues in the early game when the player happens to spawn near a village.
-Added the ability for cows and mooshrooms to eat mycelium (as well as grass), and changed cows so that this is what triggers their transformation into mooshrooms, instead of just standing on it.
-Added the ability for Mooshrooms to spread mycelium to nearby dirt blocks. In combination with the above, this subtly changes mycelium to be an infectious organism that uses cows and their eating habits in order to spread and reproduce, rather than just kinda sitting there
-Added a correlation between the drop rate of Mystery Meat and accumulated cellulite.
-Changed how which crops appear in which villages is determined. Most will only contain wheat, with a few containing wheat & potatoes OR carrots (never both). Along with abandoned villages this makes finding every crop in the game a much longer process, and helps smooth out the early game progression with Hardcore Hunger as you don't get every single crop upon finding a single village. Note that which crops appear in which villages is not dependent on the world seed, and thus *may* vary even when using the same seed from world to world.
-Changed desert temples to have obsidian detailing rather than wool, as wool being used as a construction material in these kind of structures is an immersion breaker. This was also done as a first pass test of my techniques to modifying world gen, to make sure it didn't have unanticipated consequences.
-Changed desert temples in one other subtle way that I'll leave to the player to discover
-Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
-Changed village lamp posts to use a dark (spruce) wood block or sandstone (for desert villages) instead of cloth, for the same reasons as above.
-Changed the torch recipe to only produce one torch instead of 4, to help increase the value of coal (it is a vastly overabundant resource) and wood overall (particularly in the early game), and because it corresponds better to the recipe for redstone torches as well. This also serves to increase the value of tree farms in the late game, and the use of the Saw to gain access to high efficiency recipes, as well as to encourage the player to consider torch placement a little more instead of just spamming them to light up an area. Additionally, this increases the value of Nethercoal in the middle game.
-Changed a little something something in a way that will be left for players to discover.
-Changed mob spawners so that they won't spawn creatures wearing armor or with other equipment (skeletons still spawn with non-magical bows), thus eliminating the iron output of them. This is to discourage their use in mob traps (since spawner traps are lame due to their AFK dependency), and further promotes the construction of full blown mob-traps.
-Changed (slowed) the growth rate of melons and pumpkins substantially to help further balance them as food sources.
-Changed ladders and other climbable blocks (like Ropes and vines) so that they may not be climbed if you are crippled, and so that other movement status penalties are also applied.
-Fixed problem with not being able to sprint at 5 hunger pips, instead of 4 (when 'Peckish' is first displayed).
-Fixed slight golden tinge in the Iron Nugget texture.
-Fixed vanilla problem where torches on village lamp-posts would be floating in mid air instead of attached to the lamp post itself. Obviously, this only affects newly generated villages.
-Fixed problem with particles not displaying when cows converted to mooshrooms.
-Fixed texture-offset problem with distended cow udders.
-Fixed problem with wolves being able to eat Cooked Carrots and Chowder.
-Removed the ability to "cook" logs into charcoal in the furnace. It must now be done in the Kiln. This was done to help increase the value of coal in the early game (for all the reasons stated in the torch recipe change above), while not adversely affecting late game automated systems. It also serves to increase the value of Kilns and particularly auto-Kilns in the late game.
-Removed the coal drop from wither skeletons to further promote the use of Kilns in the late game as a source of charcoal. It never fit particularly well with them anyways.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
And I had just installed the secret version lolz. I know you don't support bigger biomes, but the world I created using that spawned me underwater in the middle of the ocean with no land above water . Minecraft really wants my game to be hardcore this time around, I wonder if hardcore spawn will auto spawn me on land if I die. Even if its far, far, far away from original spawn.
I think its just a vanilla minecraft thing and not better than wolves.
But yeah, I remember before charcoal! It was the same update that added the terrible beds to the game or close to it. I can remember in old times weighing if that piece of coal was worth using on my furnace minecart to push my mine "train" around from one base to another. I even sometimes went back for torches!
After I went through a big cave system I might start at the bottom taking the torches back up with me. It was quite enjoyable the game back then had me making choices like that! Back then items seemed rare and like they had value. It was the update I thought started all the baby sitting the players. They said they added charcoal for servers, but servers just make new worlds or create npc shops or something anyway.
When torches/coal is rare I just filled everywhere with netherack back then. You go to the neither and bam, a big bunch of stacks of it and then flint and steel has a whole lot of uses. I know then the nether didn't work in multiplayer.
There is part of me that likes the protest aspect of a portion of the community saying "Sorry Notch, we're not updating to your new releases anymore, we're just sticking with 1.5 and this mod"
Now to start a new world since the village & world generation changes have been implemented so I can experience them instead of the vanilla generation.
On the bright side, while waiting for this update, I have concluded that surviving without finding a village isn't that hard. I did find an abandoned Mineshaft though, and the chest contents were extremely handy.
Also, I now fear Endermen more than before. HCH did that quite nicely.
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
Also, I now fear Endermen more than before. HCH did that quite nicely.
What happened to 4.63?
4.63 was released as a test release for ensuring the new world-generation features wouldn't cause any problems.
What is it that BTW does to Endermen? It seems like the Ender Spectacles were added to help protect us from Endermen, but I don't remember why we need more protection from Endermen.
Gods damn I was naive
The great thing about experience is: after 30 years of it, you can still get more.
Perhaps, but you can only do that two or three times at max
If you did the diamond saw when people first suggested, you wouldn't listen to the same suggestion a thousand times, and you wouldn't become a jerk...
Just kidding. I guess it's really annoying, even more with Sturgeon's Law siding the bad ones.
Back on the mod... I raged quite a bit with hardcore iron, but you know what? It's great after we get used to it. For the first time, I was amazed by finding loot in a blacksmith - iron!
Yeah, I'd also have quit modding as I'd no longer have wanted to play my own mod
Hehe...as more time goes by, and I add more "hardcore" modes to the game, the above seem to be the overriding sentiment. People hate the initial increase in difficulty, then with time slowly realize that they're actually having more fun as a result
Glad you're enjoying it man!
Oh, and I don't think I even named the iron change, so it's not "officially" a hardcore mode. It just kinda happened
I awoke in a strange new world, the grass green and snow covering the ground, tall spruce trees all around me. Immediately, I mark my location before surveying the area. A desert and woods are off to the side, but I know the wildlife nearby won't feed me for long. Grabbing a branch and sharpening it, I begin the grim work of supplying myself with enough food to survive the next couple days. Setting aside a couple sheep and cows in pits for later use, should I someday return, I slaughter the rest for their meat. I found a pumpkin, converting it to seeds and planting for my eventual return. After completing a primitive shelter for the night of dirt and sticks, I noticed the sun was setting and climbed inside. I pass the night in relative safety, though I can hear the cries of the undead wandering by.
Dawn comes quickly, I leave my shelter after a quick breakfast of steak. I say my goodbyes, then begin heading east in search of civilization, using the rising sun as my guide. With luck I will be able to live off the land as I journey onward. Seeing a group of pigs on my way, I dig a pit to store them for future breeding purposes as well. The exertion leaves me a bit hungry as I eat another steak for lunch, continuing my journey. After crossing through a warm and surprisingly fertile valley, the weather turns cold and icy once more. I slay a few more pigs and cows for future meals. As the day draws to a close, my spirits are good. Though I've not yet found intelligent life, food is plentiful as long as I keep moving. I set some of my remaining beef and pork to cure overnight into jerky for the road ahead. I also plant some reeds I found growing along the banks of a river, perhaps I can turn this into some form of paper.
Addendum: Found a human head inside one of the pig's stomachs, the wildlife here is less pastoral than it appears. Still, this means civilization cannot be too far away.
I rise early just as the sun begins to climb through the sky. I hope to cover a lot more ground today, perhaps find more resources to form a more permanent home. After another half-day's walk I find myself at the edge of the island facing a large sea. I figure this would make a good time to settle down for a little, and investigate a natural cave by the beach. Inside, I found a bizarre green creature that walks erect on four tiny legs. When I approached it, the creature began to swell and hiss before exploding . Luckily I was far enough away from the blast and suffered minimal burns. Taking ahold of the chipped-stone blade I had been favoring as a weapon, I crept deeper into the cave. I found another of the creatures and managed to kill it before it exploded. Upon examining the remains, I found within it a white powder similar to nitre. If ever I can find the materials I need, I might just be able to make some use of these creatures yet. Wherever this place is, earth certainly isn't it. After digging around in the cave, I found some coal and began to dig it up. After making some crude torches I head deeper into the cave, using torches to light my way and trace a path back to the outside. I find the glint of iron ore, fashioning myself a pick to break it free of the surrounding stone, finding my pack nearly full as I manage to fit it inside. Using some of the wood I gathered, I set up a small storage area in the cave to hold some of my excess food. With luck I won't need it for a while anyway. I head deeper in afterwards in search of whatever other ores I can find within.
Though unable to keep track of time within the cave, I continue digging for further ores, finding more iron on the way. I kill a bat swooping by as well, picking up a strange scroll in its claws, the language is impossible for me to decipher. Whatever the people of this land are, it seems we don't speak the same language. I file it away for further research, continuing to wander. I came across what appeared to be a man with green skin, moaning as he walked slowly towards me. Given the glazed look in his eyes and blood all over his shirt, I knew he was no longer human... Call it what you will, but I think it was a zombie, I killed it with my stone blade before it could bite at my face. I found it disheartening, those heads inside the pigs, they might have been zombies as well. I climbed back up to the storage area, melting down some iron to forge a proper pick. If I'm going to find anything harder than iron, I have a feeling I'll need it. I fashion myself a blade as well, no sooner have I completed it then I am assaulted by the largest spider I've ever seen. A few quick slashes reduce it to shuddering chitin as I recover when I can from the body. Two lengths of silk inside the spinnerets, incredibly useful. I also make another pick out of stone, to conserve my small supply of iron.
I find my supply of wood running low, heading back up to the surface for the first time in days. I found a pig while I was up there and slaughtered it for lunch, savoring the taste of its succulent meat. Heading back down again, I dug my way through the stone, hearing the moaning cries of zombies all around me. I looked and looked but never saw it, the cry haunting me as I clawed my way through the stone. Eventually I came out into a cave, a small pool of lava off to the side lighting the way, though darkness shrouded the path upwards. I could hear a strange rattling sound as I drew closer. Whatever it was, it probably wasn't friendly. I saw movement in the distance and could hear the cries of bats fleeing from its presence. I drew closer and found myself hundreds of feet above an underground ravine. I decided to dig my way down, perhaps to see if this thing was down on its floor.
You'll never believe it, but deep down in those caves, I found gold. It's all over the place, the mining industry would have a field day if they could see this. I've also found a strange red dust with remarkable properties. I paused only to gather a small sample of both before heading back up to my storage area, my tools badly chipped from the descent. It was dark, but I think I finally found the source of that sound. A flash of white appeared and I felt a sudden pain as something stabbed into me. I charged up at the creature and quickly dispatched it with my sword, hearing only a dry rattle as I slashed it to pieces. I found another scroll by a lake of lava as well... I think the bats are watching me. After I narrowly escaped I ran into another creeping green monster... creeper seems to suit them I think, before slashing it back with my sword. I managed to escape before it exploded, but I heard an unearthly sound soon after. I saw nothing but a pair of purple eyes and a deafening roar before it disappeared. Although I seem to have evaded its notice after that brief appearance, I can't help but feel as though I'm a marked man... this tall thin black creature let me go not out of kindness or pity, but because he knows I'm already his. I suppressed a shudder as I ran out of the area, not wanting to test my luck a second time.
Shaken by the experience, I resolved to forge myself a suit of armor, putting iron into the furnace with some coal. I might not survive, but I can at lea-(blood splatters what remains of the page, blackened at the edges.)
*slight chuckle*
I have extensive changes to the way villages work coming in the next release. While I can see where you're coming from with the above, it really isn't necessary given that.
One take I haven't seen yet is that steve being just a regular guy isn't limited by what he can make right out of the box. He can create armor, yet he isn't a blacksmith. He can make paper, yet what regular guy knows how to turn fibers into paper? He can enchant and things, but he isn't a priest. He can make good cuts of beef/pigs/chickens and collect leather, but he isn't a butcher. I've never seen these services needing to be provided or learned from villagers before.
What if steve had to learn how to make stone tools from a black smith first? Or you made the vanilla anvil an item he sells and change it to have the craft table gui too, only that allows stone/iron/gold tools to be created. It could be pretty expensive and make the player either grind or set up systems to make money earlier in the ages than normal. Its an item that is already in the game anyway and this gives it a use in minecraft again that isn't overpowered. Once you have it, you can create more anyway since you'll be able to mine iron. If you can't find a village, there is still the option of grinding on zombies for the iron. That encourages the player to battle during the exploring stage incase they cannot find a village, rather than hole hiding.
Perfectly? I've certainly built mob traps in anarchy before. Granted, you can't make them as large or get the benefit of fully lighting up the terrain, but they're still perfectly viable, and add a cool element to anarchy in that it's a large structure to keep hidden and to defend.
Anarchy really isn't meant to be easy, and way less so than regular play.
Sucks to be you then. I have no intention of going with his ideas (they suck too), but villagers are certainly going to be a much bigger part of BTW over upcoming releases.
You know I'm working on them man, and you know my stance on the subject. Whining about it isn't going to help in this case any more than it does in any other.
Version 4.64 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
Note: This release appears to contain changes to world generation, contrary to my normal policy, but it should be noted that anything I have done here has none of the negative impacts normally associated with such changes: it will not cause unsightly seams in your world, nor place a whack of mod blocks into your world that will leave gaping holes should you uninstall the mod. Everything I have done here has been done with extreme caution and moderation so as not to mess with your worlds, and that is a policy you can expect me to continue to maintain in the future.
-Added "abandoned villages" to the mod. Villages within a certain radius of the player's spawn location will be abandoned, which resolves a number of balance issues in the early game when the player happens to spawn near a village.
-Added the ability for cows and mooshrooms to eat mycelium (as well as grass), and changed cows so that this is what triggers their transformation into mooshrooms, instead of just standing on it.
-Added the ability for Mooshrooms to spread mycelium to nearby dirt blocks. In combination with the above, this subtly changes mycelium to be an infectious organism that uses cows and their eating habits in order to spread and reproduce, rather than just kinda sitting there
-Added a correlation between the drop rate of Mystery Meat and accumulated cellulite.
-Changed how which crops appear in which villages is determined. Most will only contain wheat, with a few containing wheat & potatoes OR carrots (never both). Along with abandoned villages this makes finding every crop in the game a much longer process, and helps smooth out the early game progression with Hardcore Hunger as you don't get every single crop upon finding a single village. Note that which crops appear in which villages is not dependent on the world seed, and thus *may* vary even when using the same seed from world to world.
-Changed desert temples to have obsidian detailing rather than wool, as wool being used as a construction material in these kind of structures is an immersion breaker. This was also done as a first pass test of my techniques to modifying world gen, to make sure it didn't have unanticipated consequences.
-Changed desert temples in one other subtle way that I'll leave to the player to discover
-Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
-Changed village lamp posts to use a dark (spruce) wood block or sandstone (for desert villages) instead of cloth, for the same reasons as above.
-Changed the torch recipe to only produce one torch instead of 4, to help increase the value of coal (it is a vastly overabundant resource) and wood overall (particularly in the early game), and because it corresponds better to the recipe for redstone torches as well. This also serves to increase the value of tree farms in the late game, and the use of the Saw to gain access to high efficiency recipes, as well as to encourage the player to consider torch placement a little more instead of just spamming them to light up an area. Additionally, this increases the value of Nethercoal in the middle game.
-Changed a little something something in a way that will be left for players to discover.
-Changed mob spawners so that they won't spawn creatures wearing armor or with other equipment (skeletons still spawn with non-magical bows), thus eliminating the iron output of them. This is to discourage their use in mob traps (since spawner traps are lame due to their AFK dependency), and further promotes the construction of full blown mob-traps.
-Changed (slowed) the growth rate of melons and pumpkins substantially to help further balance them as food sources.
-Changed ladders and other climbable blocks (like Ropes and vines) so that they may not be climbed if you are crippled, and so that other movement status penalties are also applied.
-Fixed problem with not being able to sprint at 5 hunger pips, instead of 4 (when 'Peckish' is first displayed).
-Fixed slight golden tinge in the Iron Nugget texture.
-Fixed vanilla problem where torches on village lamp-posts would be floating in mid air instead of attached to the lamp post itself. Obviously, this only affects newly generated villages.
-Fixed problem with particles not displaying when cows converted to mooshrooms.
-Fixed texture-offset problem with distended cow udders.
-Fixed problem with wolves being able to eat Cooked Carrots and Chowder.
-Removed the ability to "cook" logs into charcoal in the furnace. It must now be done in the Kiln. This was done to help increase the value of coal in the early game (for all the reasons stated in the torch recipe change above), while not adversely affecting late game automated systems. It also serves to increase the value of Kilns and particularly auto-Kilns in the late game.
-Removed the coal drop from wither skeletons to further promote the use of Kilns in the late game as a source of charcoal. It never fit particularly well with them anyways.
Enjoy!
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I think its just a vanilla minecraft thing and not better than wolves.
But yeah, I remember before charcoal! It was the same update that added the terrible beds to the game or close to it. I can remember in old times weighing if that piece of coal was worth using on my furnace minecart to push my mine "train" around from one base to another. I even sometimes went back for torches!
After I went through a big cave system I might start at the bottom taking the torches back up with me. It was quite enjoyable the game back then had me making choices like that! Back then items seemed rare and like they had value. It was the update I thought started all the baby sitting the players. They said they added charcoal for servers, but servers just make new worlds or create npc shops or something anyway.
When torches/coal is rare I just filled everywhere with netherack back then. You go to the neither and bam, a big bunch of stacks of it and then flint and steel has a whole lot of uses. I know then the nether didn't work in multiplayer.
<high five>
Welcome to the dark side
There is part of me that likes the protest aspect of a portion of the community saying "Sorry Notch, we're not updating to your new releases anymore, we're just sticking with 1.5 and this mod"
On the bright side, while waiting for this update, I have concluded that surviving without finding a village isn't that hard. I did find an abandoned Mineshaft though, and the chest contents were extremely handy.
Also, I now fear Endermen more than before. HCH did that quite nicely.
What happened to 4.63?
4.63 was released as a test release for ensuring the new world-generation features wouldn't cause any problems.
What is it that BTW does to Endermen? It seems like the Ender Spectacles were added to help protect us from Endermen, but I don't remember why we need more protection from Endermen.