Click the link in the first post for the official BTW forums, go to the Better Than Wolves Discussion board and look for the thread that says "New Release!".
I don't know if any of yall will remember the last time I tried this, but I used to play BTW without a wiki and would often ask for vague hints on how to progress. An awesome mofo was in the process of making this mod whereby discovering an item would reveal hints about what it may be used for and how you can utilize it. If you're still around mate, make contact!
In any case, I'm finally returning for another adventure in BTW after 5 years, and holy crap has it changed! It was like playing Minecraft again for the first time! That delicious confusion and discovery! When I discovered how to make fire I found myself fist-pumping with delight!
Anyway, what I'm here to ask is, when cooking meat over a campfire is there anything else I need to get it done other than leaving it on the spit over a lit fire? I'd appreciate as vague an answer as possible <3 (also, if you accidentally 'knock' the meat off, will it reset its 'progress'? Haven't totally sussed it out yet)
Anyway, what I'm here to ask is, when cooking meat over a campfire is there anything else I need to get it done other than leaving it on the spit over a lit fire? I'd appreciate as vague an answer as possible <3 (also, if you accidentally 'knock' the meat off, will it reset its 'progress'? Haven't totally sussed it out yet)
I haven't played in a few months but if I recall correctly knocking the meat off will reset the cook timer. As far as what to do, I'm sure you've figured this out but try not to forget about your food or fire.
Well, considering FlowerChild stopped all efforts to maintain compatibility between his mod and other mods nine or so years ago and has seemingly since gone out of his way to break compatibility, you can count shaders as one of those "will never to do" things on FlowerChild's list.
Ah thanks man, thanks for the confirm! And appreciate you playin my little game for me!
EDIT: I don't think I've ever made a suggestion before, as I understand how you feel about it FC, but you might appreciate the masochism involved in the birth of this one. I've always wanted hardcore spawning to work so that each time you respawn, the original spawn is forgotten.
This may be too hardcore for some, but I always wanted the penalties of death to extend right into the lategame, even when you've built up significantly around the original spawn area.
EDITEDIT: I feel that this might be an unavoidable bug that y'all probably know about, but campfires seem to light trees on fire through several blocks of dirt. I could be shacked up in a little dirt hole a few blocks of dirt beneath the surface & my campfire will start catching any trees above me on fire. It's not a huge problem, but I thought I'd report it just incase. https://streamable.com/ezxal8
EDIT*3: After two days of playtime, I've finally figured out what to do after learning to make fire and cooking. I finally got the point (hinty pun alert)! Intuition reflected in game mechanics perfectly. This is exactly what I play video games for! Thank you!
As a quick and vaguely related aside, I absolutely love the changes to stone & trees. Huge levels of immersion and feelings of realism gained there (not to mention the entire campfire process. Your first step involving light at night just feels so much more realistic. No more countless first nights spent in the dark ).
But one of my favourites is the loose-dirt. Finding and making your first shelter is way less cheesy than before, and I'm a huge fan. Also I swear I remember suggesting this one years ago!
This may be too hardcore for some, but I always wanted the penalties of death to extend right into the lategame, even when you've built up significantly around the original spawn area.
Hehe... well, I'll avoid spoiling anything, but it does keep on being relevant now
Haha, holy crap! As always with this mod: I'm afraid, but happy I'm afraid.
o7
EDIT: I just had a thought on how to bandaid the dark areas which you see when entering a new area.
Depending on how well the game'll allow it to be implemented, this could be a minutely janky to moderately janky solution: the player will always have with him a 'dispeller of darkness' item, which has infinite range & only affects blocks as much as is necessary to update them (and clear the un-updated dark areas).
Some potential issues I could see with this implementation: It's janky and immersion breaking having such an item with you. (actually, maybe it could be made so that any slot without an item in it could have this effect, to remove the need for a special item?)
And: It might also be used to 'set off' gravity-affected blocks from a distance, which is not so good.
Editwo: Has anyone had much experience with the Deco add-on? In the blurb the author states that it may slightly upset the delicate balance of BTW. Could anyone tell me exactly what they are? I don't want to have to go through the images and spoil a whole bunch of stuff! <3 (Also, why am I so addicted to vanilla textures? These texture packs look so good, and I think I want Connected Textures, but I just can't get away from Vanilla ;( )
EDIT: Just discovered how to make stone axes after a short break (a sad death it was) from the game, and I really feel like that early immersing struggle to balance time hunting & gathering fuel for your fire is kinda removed by getting an early stone axe! Maybe my unorthodox playstyle is the only thing which allowed me to experience that struggle of trying to juggle food supply, fuel & daylight.
Yes, I'm insinuating that the time I was forced to use the
sharp rock
was a unique period of gameplay that has value and a place in the early game of BTW. The early axe took out the 'gather the fuel' ball out of the juggling act. That's just how I feel, though.
Hey FC. You don't know me, but I've been playing your mod for years, and the amount of fun you've enabled my brother and I to enjoy together leads me to appreciate you and take an interest in your wellbeing. So, I'm just checking in. How have you been doing lately? I hope you're hanging in there. Good wishes from the internet, pal.
Has anyone taken note of any terrain generation changes in the changelogs over the years? I used to feel dissatisfied with it, but I've been finding some really nice looking landscapes and mountains ever since I started playing again. Maybe just a change of attitude eh?
edit: holy crap! I discovered the crafting bench! You sly dog.
Bug report: (avoid for tech-spoiler)
Leaving sun-baked clay bricks on the ground will let you walk at normal speeds even when snow covers the ground under the bricks. Not much of an exploit, but the optimal play is to leave bricks everywhere so you don't have to plow snow.
EDIT: the mechanics for placing tools in the ground already has a framework. Standing fishing rods in the dirt so we can weave while we fish? =')
edit: a thought: lava eats (most?) placed blocks, to turn lava into another interesting element that must be worked around
Another 'bug':
Placing hatchets is a great way to put out fires, or protect space you're occupying from catching on fire
I know the forum went on and off regarding new members. Is there a discord or a planned moment for new members to get in sargunster forum? I am updatin my x16 resource pack (that would be a texture pack then for BTW) and will have a decent enough version to release soon. I believe that might be better to upload it and advretise it on the sargunster forums of course.
Holyyyyy. Highly recommend to all looking for some entertainment to go read the changelogs on the BTW wiki. I didn't intend to spend half an hour reading a changelog, but there you go. It happened. (mild spoilers, but FC is pretty considerate regarding them)
Edit: Potential bug report: snow blocks float, and seem to be slightly stronger (probably wrong here) against explosions than dirt, which leads to strange looking 'phantom terrain remnants'.
edit: Flowerchild, did I read somewhere that you were going to remove our capacity to get early free Chests from desert temples? Just want to know so I can honestman it up. Hope you're doing well man.
Hey! Been a long time fan of your mod, way back when it added in some basic blocks like glowing glass. I was curious if you have thought about trying to port your mod for use with Fabric? I know you hated forge and all that jazz, and tbh it took me till recently too understand properly why. However i have heard really nice things about the Fabric team.
If it is a no, no worries, i dont want to pester, i just wanted to ask about it cause i have not seen anything on it, and searching for it just gets me results for recipes in your mod that use the item called fabric XD.
Hello, wanted to point out that the bug were mobs become invisible after you respawn still exists. I got killed by a jungle spider in the first day and tried to get back my stuff, just to be killed again by the spirits.
Sadly, I didn't record it in any way
btw, the mod is amazing, really thanks for your work
-Added the ability to piston pack Loose Stone items into Loose Cobblestone blocks.
-Added more spoilerific feature descriptions to the change log for version 4.B00 (Vegehenna) in the readme.
-Added a sound effect whenever the player can't eat something for whatever reason (like if full, or they have food poisoning).
-Changed blacksmith villager trades involving raw ore to involve nuggets instead, to make them a tad less restrictive.
-Changed (reduced) the price of hoe blacksmith trades to reflect hoes being crafting with 1 ingot instead of the old 2.
-Changed Wicker blocks and slabs to not allow tools to be stuck in them. This should not affect already placed tools.
-Changed the way food poisoning works, so that you can no longer drink potions (or milk) while it is in effect, in the same way that you can't eat food. This corrects an exploit that made Rotten Flesh way too effective a food item once milk was obtained, serves to make milk a far less effective counter to Jungle Spiders, and also ups the value of splash potions.
-Changed the way lightning strikes calculate damage to entities around them to correct some rare issues with players being killed by them when a strike occurred above them while below ground.
-Fixed a problem where upside down slabs placed next to mature groth wouldn't render correctly.
-Fixed a problem where the Refined Pickaxe and Mattock were not effective versus Obsidian.
-Fixed a problem where Nether Bricks were subject to Piston packing in incorrect quantities.
-Fixed a problem where Blight would devour Packed Earth and Dung Blocks in an entirely unreasonable manner.
-Fixed a problem where strings connecting Stakes would not render correctly at intersections.
-Fixed a problem where eating Cream of Mushroom with a full inventory would not produce an empty bowl.
-Fixed a vanilla problem where Wither Skeletons would spawn in 2 height gaps, resulting in suffocation death.
-Fixed a problem where the contents of the Millstone weren't being appropriately saved and loaded.
-Fixed a problem where signs and skulls weren't properly updating neighboring blocks when placed.
-Fixed a potential crash when placing lit Crude Torches on leaf blocks.
-Fixed an exploit where switching from a baited to unbaited fishing rod could allow you to catch fish without expending bait.
-Fixed a problem where Buddy wouldn't update the power state of neigboring blocks when moved by a piston.
-Fixed a problem where upward facing blocks (like Buddy) would face downwards when rotated on a Turntable.
-Fixed a problem where the player's respawn position was being reset when returning from The End dimension.
-Fixed a problem where Repeaters would pulse briefly when placed.
-Fixed a problem where Stone Brick variants (mossy, etc.) would drop individual Stone Brick items that wouldn't work properly in some crafting recipes.
-Fixed a problem where status effects like hunger and health weren't properly transferred when travelling between dimensions.
-Removed / Deprecated the Mould. It had never been properly adapted to multiplayer resulting in some pretty severe exploits. To fix that would take a relatively large amount of work, when from asking around the community it seems like a rarely used feature that no one will particularly miss. It's unfortunately just not worth having around anymore . Existing Mould items will still hang around in your (or the Anvil's) inventory, but the Turntable crafting method and Villager trade have been removed, and they will no longer remain in the Anvil inventory upon closing . Farwell old friend... you will be missed .
Happy Holidays Everyone!
-------------
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 ! Thank you for the update ! Is it possible to disable hardcore bouy? Because i copied BTWConfig.txt to config folder and changed the file format to .cfg than i disabled it, but the water still not stay and the sapling didnt work with bonemeals. And the original forum is didnt working for me
https://discord.gg/AAwzVH
can I download?
Click the link in the first post for the official BTW forums, go to the Better Than Wolves Discussion board and look for the thread that says "New Release!".
What about a support to shaders on BTW mod? One day it will be made or i have to forget about it?
Forgive me for my english, i'm a brazilian with a google translate
I don't know if any of yall will remember the last time I tried this, but I used to play BTW without a wiki and would often ask for vague hints on how to progress. An awesome mofo was in the process of making this mod whereby discovering an item would reveal hints about what it may be used for and how you can utilize it. If you're still around mate, make contact!
In any case, I'm finally returning for another adventure in BTW after 5 years, and holy crap has it changed! It was like playing Minecraft again for the first time! That delicious confusion and discovery! When I discovered how to make fire I found myself fist-pumping with delight!
Anyway, what I'm here to ask is, when cooking meat over a campfire is there anything else I need to get it done other than leaving it on the spit over a lit fire? I'd appreciate as vague an answer as possible <3 (also, if you accidentally 'knock' the meat off, will it reset its 'progress'? Haven't totally sussed it out yet)
I used to have toes
I haven't played in a few months but if I recall correctly knocking the meat off will reset the cook timer. As far as what to do, I'm sure you've figured this out but try not to forget about your food or fire.
Well, considering FlowerChild stopped all efforts to maintain compatibility between his mod and other mods nine or so years ago and has seemingly since gone out of his way to break compatibility, you can count shaders as one of those "will never to do" things on FlowerChild's list.
Ah thanks man, thanks for the confirm! And appreciate you playin my little game for me!
EDIT: I don't think I've ever made a suggestion before, as I understand how you feel about it FC, but you might appreciate the masochism involved in the birth of this one. I've always wanted hardcore spawning to work so that each time you respawn, the original spawn is forgotten.
This may be too hardcore for some, but I always wanted the penalties of death to extend right into the lategame, even when you've built up significantly around the original spawn area.
EDITEDIT: I feel that this might be an unavoidable bug that y'all probably know about, but campfires seem to light trees on fire through several blocks of dirt. I could be shacked up in a little dirt hole a few blocks of dirt beneath the surface & my campfire will start catching any trees above me on fire. It's not a huge problem, but I thought I'd report it just incase. https://streamable.com/ezxal8
EDIT*3: After two days of playtime, I've finally figured out what to do after learning to make fire and cooking. I finally got the point (hinty pun alert)! Intuition reflected in game mechanics perfectly. This is exactly what I play video games for! Thank you!
As a quick and vaguely related aside, I absolutely love the changes to stone & trees. Huge levels of immersion and feelings of realism gained there (not to mention the entire campfire process. Your first step involving light at night just feels so much more realistic. No more countless first nights spent in the dark ).
But one of my favourites is the loose-dirt. Finding and making your first shelter is way less cheesy than before, and I'm a huge fan. Also I swear I remember suggesting this one years ago!
I used to have toes
Hehe... well, I'll avoid spoiling anything, but it does keep on being relevant now
Haha, holy crap! As always with this mod: I'm afraid, but happy I'm afraid.
o7
EDIT: I just had a thought on how to bandaid the dark areas which you see when entering a new area.
Depending on how well the game'll allow it to be implemented, this could be a minutely janky to moderately janky solution: the player will always have with him a 'dispeller of darkness' item, which has infinite range & only affects blocks as much as is necessary to update them (and clear the un-updated dark areas).
Some potential issues I could see with this implementation: It's janky and immersion breaking having such an item with you. (actually, maybe it could be made so that any slot without an item in it could have this effect, to remove the need for a special item?)
And: It might also be used to 'set off' gravity-affected blocks from a distance, which is not so good.
Editwo: Has anyone had much experience with the Deco add-on? In the blurb the author states that it may slightly upset the delicate balance of BTW. Could anyone tell me exactly what they are? I don't want to have to go through the images and spoil a whole bunch of stuff! <3 (Also, why am I so addicted to vanilla textures? These texture packs look so good, and I think I want Connected Textures, but I just can't get away from Vanilla ;( )
3dit: haha https://imgur.com/kdDHYLT I love this. The small details get me
E4IT: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=7930&start=25 found it
EDIT: Just discovered how to make stone axes after a short break (a sad death it was) from the game, and I really feel like that early immersing struggle to balance time hunting & gathering fuel for your fire is kinda removed by getting an early stone axe! Maybe my unorthodox playstyle is the only thing which allowed me to experience that struggle of trying to juggle food supply, fuel & daylight.
Yes, I'm insinuating that the time I was forced to use the
sharp rock
was a unique period of gameplay that has value and a place in the early game of BTW. The early axe took out the 'gather the fuel' ball out of the juggling act. That's just how I feel, though.
I used to have toes
Hey FC. You don't know me, but I've been playing your mod for years, and the amount of fun you've enabled my brother and I to enjoy together leads me to appreciate you and take an interest in your wellbeing. So, I'm just checking in. How have you been doing lately? I hope you're hanging in there. Good wishes from the internet, pal.
Has anyone taken note of any terrain generation changes in the changelogs over the years? I used to feel dissatisfied with it, but I've been finding some really nice looking landscapes and mountains ever since I started playing again. Maybe just a change of attitude eh?
edit: holy crap! I discovered the crafting bench! You sly dog.
Bug report: (avoid for tech-spoiler)
Leaving sun-baked clay bricks on the ground will let you walk at normal speeds even when snow covers the ground under the bricks. Not much of an exploit, but the optimal play is to leave bricks everywhere so you don't have to plow snow.
EDIT: the mechanics for placing tools in the ground already has a framework. Standing fishing rods in the dirt so we can weave while we fish? =')
edit: a thought: lava eats (most?) placed blocks, to turn lava into another interesting element that must be worked around
Another 'bug':
Placing hatchets is a great way to put out fires, or protect space you're occupying from catching on fire
I used to have toes
Hi all,
I know the forum went on and off regarding new members. Is there a discord or a planned moment for new members to get in sargunster forum? I am updatin my x16 resource pack (that would be a texture pack then for BTW) and will have a decent enough version to release soon. I believe that might be better to upload it and advretise it on the sargunster forums of course.
Thanks for letting me know
Holyyyyy. Highly recommend to all looking for some entertainment to go read the changelogs on the BTW wiki. I didn't intend to spend half an hour reading a changelog, but there you go. It happened. (mild spoilers, but FC is pretty considerate regarding them)
Edit: Potential bug report: snow blocks float, and seem to be slightly stronger (probably wrong here) against explosions than dirt, which leads to strange looking 'phantom terrain remnants'.
edit: Small (tiny) visual issue with Infernal Enchanter GUI https://imgur.com/a/MtLRLZB
edit: Flowerchild, did I read somewhere that you were going to remove our capacity to get early free Chests from desert temples? Just want to know so I can honestman it up. Hope you're doing well man.
I used to have toes
Hey! Been a long time fan of your mod, way back when it added in some basic blocks like glowing glass. I was curious if you have thought about trying to port your mod for use with Fabric? I know you hated forge and all that jazz, and tbh it took me till recently too understand properly why. However i have heard really nice things about the Fabric team.
If it is a no, no worries, i dont want to pester, i just wanted to ask about it cause i have not seen anything on it, and searching for it just gets me results for recipes in your mod that use the item called fabric XD.
May the river of life flow well for you.
Hello, wanted to point out that the bug were mobs become invisible after you respawn still exists. I got killed by a jungle spider in the first day and tried to get back my stuff, just to be killed again by the spirits.
Sadly, I didn't record it in any way
btw, the mod is amazing, really thanks for your work
.
Forgive me for my english, i'm a brazilian with a google translate
What happen when i change the game difficult during the game? Has some difference to the mod between normal and hard difficult?
Forgive me for my english, i'm a brazilian with a google translate
[**** NEW RELEASE ****]
Version 4.B0000003 of Better Than Wolves is ready for download!

BTW Forum Release Thread
This release contains the following changes:
-Added the ability to piston pack Loose Stone items into Loose Cobblestone blocks.
-Added more spoilerific feature descriptions to the change log for version 4.B00 (Vegehenna) in the readme.
-Added a sound effect whenever the player can't eat something for whatever reason (like if full, or they have food poisoning).
-Changed blacksmith villager trades involving raw ore to involve nuggets instead, to make them a tad less restrictive.
-Changed (reduced) the price of hoe blacksmith trades to reflect hoes being crafting with 1 ingot instead of the old 2.
-Changed Wicker blocks and slabs to not allow tools to be stuck in them. This should not affect already placed tools.
-Changed the way food poisoning works, so that you can no longer drink potions (or milk) while it is in effect, in the same way that you can't eat food. This corrects an exploit that made Rotten Flesh way too effective a food item once milk was obtained, serves to make milk a far less effective counter to Jungle Spiders, and also ups the value of splash potions.
-Changed the way lightning strikes calculate damage to entities around them to correct some rare issues with players being killed by them when a strike occurred above them while below ground.
-Fixed a problem where upside down slabs placed next to mature groth wouldn't render correctly.
-Fixed a problem where the Refined Pickaxe and Mattock were not effective versus Obsidian.
-Fixed a problem where Nether Bricks were subject to Piston packing in incorrect quantities.
-Fixed a problem where Blight would devour Packed Earth and Dung Blocks in an entirely unreasonable manner.
-Fixed a problem where strings connecting Stakes would not render correctly at intersections.
-Fixed a problem where eating Cream of Mushroom with a full inventory would not produce an empty bowl.
-Fixed a vanilla problem where Wither Skeletons would spawn in 2 height gaps, resulting in suffocation death.
-Fixed a problem where the contents of the Millstone weren't being appropriately saved and loaded.
-Fixed a problem where signs and skulls weren't properly updating neighboring blocks when placed.
-Fixed a potential crash when placing lit Crude Torches on leaf blocks.
-Fixed an exploit where switching from a baited to unbaited fishing rod could allow you to catch fish without expending bait.
-Fixed a problem where Buddy wouldn't update the power state of neigboring blocks when moved by a piston.
-Fixed a problem where upward facing blocks (like Buddy) would face downwards when rotated on a Turntable.
-Fixed a problem where the player's respawn position was being reset when returning from The End dimension.
-Fixed a problem where Repeaters would pulse briefly when placed.
-Fixed a problem where Stone Brick variants (mossy, etc.) would drop individual Stone Brick items that wouldn't work properly in some crafting recipes.
-Fixed a problem where status effects like hunger and health weren't properly transferred when travelling between dimensions.
-Removed / Deprecated the Mould. It had never been properly adapted to multiplayer resulting in some pretty severe exploits. To fix that would take a relatively large amount of work, when from asking around the community it seems like a rarely used feature that no one will particularly miss. It's unfortunately just not worth having around anymore . Existing Mould items will still hang around in your (or the Anvil's) inventory, but the Turntable crafting method and Villager trade have been removed, and they will no longer remain in the Anvil inventory upon closing . Farwell old friend... you will be missed .
Happy Holidays Everyone!
-------------
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 ! Thank you for the update ! Is it possible to disable hardcore bouy? Because i copied BTWConfig.txt to config folder and changed the file format to .cfg than i disabled it, but the water still not stay and the sapling didnt work with bonemeals. And the original forum is didnt working for me