So I have to admit, I'm rather interested in this mod.
Now, I'd just like to point out, I just registered for these forums recently. I've been just viewing the forums for the past. I'm a rather long-time veteran of Better than Wolves, since it came out actually. (Though I am in no means qualified in saying that I'm great at it, in fact I have troubles automating a wheat farm). But I love the tone of the mod, and I also noticed this mod on the BTW forums. So it's definitely grabbed my attention. (I'm also going to eventually register at the BTW forums as well, still haven't.)
I have to admit, this mod makes things so much better in terms of a tech tree. It definitely feels like I'm advancing.
A couple quick, I wouldn't call them suggestions, but more questions, are as follows:
With the spear and shovel, what's the thought behind having the requirements be three sticks? It looks rather odd to me to make a spear or shovel in a 2x2 grid by using the entire grid. Most of the tools of Vanilla were made to resemble the actual tool in the crafting recipe. Same goes for BTW, and I feel like it kind of loses the gameplay immersion.
With this though, I do have a couple suggestions if you would like to take a look at them. With the shovel and spear, making them only require one stick would feel better. It is after all a hand shovel, thus only room for one hand. Same goes for the spear. I feel like rather than a spear, a dagger would make much more sense at this level of the tech tree.
I would like to ask your thoughts on a possible new/replacement item. With the spear, changing it into a hatchet (built by having two sticks on the right, and a flint piece on the top left of a 2x2 grid), would give quite a few more features to it. The first feature is that it can be considered a weapon right off the bat. It's a hatchet, it's sharp. And it's one handed. The next feature is that it can be used to cut wood. My thought process is that I've never understood why Steve can use his hands to cut wood. It feels, for any form of tech tree progression, completely out of place. A better thought process would be that Steve found gravel, and using only his hands, sifted (broke the block) through it and found flint, to use in the creation of something to help him get the wood. An added level of progression (needing to get the hatchet, thus gravel) before you can actually get wood.
This would also, I feel, be slightly balanced out. Rather than instantly get your crafting table, you would be forced to make your weapon, which of course will be brittle, and even when using as an axe will break easily as well. But Steve will not be left unarmed, and the ability to increase the tech tree's progression (i.e: having swords come even later) a possibility. This would also make a wooden sword, once able to be crafted, that much more desired.
I apologize for the long post, and I assure you it's all positive criticism and suggestions like you asked. I am very much enjoying this mod, and I cannot wait to see more. Keep it up!
(Quick note, there is a way to check what the equipped item currently is. If you made it so that to craft anything from iron, gold, etc, required the hammer to be HELD, it would get rid of the necessity of having it in the crafting table slots, and open up a possibility of more recipes if you so wished. This, is purely aesthetic and not even worth a real suggestion, just a side note I thought about)
So I have to admit, I'm rather interested in this mod.
Now, I'd just like to point out, I just registered for these forums recently. I've been just viewing the forums for the past. I'm a rather long-time veteran of Better than Wolves, since it came out actually. (Though I am in no means qualified in saying that I'm great at it, in fact I have troubles automating a wheat farm). But I love the tone of the mod, and I also noticed this mod on the BTW forums. So it's definitely grabbed my attention. (I'm also going to eventually register at the BTW forums as well, still haven't.)
I have to admit, this mod makes things so much better in terms of a tech tree. It definitely feels like I'm advancing.
Happy to hear! That was the intention, glad to know it's having that effect!
A couple quick, I wouldn't call them suggestions, but more questions, are as follows:
With the spear and shovel, what's the thought behind having the requirements be three sticks? It looks rather odd to me to make a spear or shovel in a 2x2 grid by using the entire grid. Most of the tools of Vanilla were made to resemble the actual tool in the crafting recipe. Same goes for BTW, and I feel like it kind of loses the gameplay immersion.
That definitely occurred to me. The issue is that I don't know what the shapeless recipe priority is, and whether or not shaped recipes override them. I wanted to try and make shapeless recipes that, just in case, wouldn't match any sort of hypothetical tool or other crafting recipe. If it turns out shapeless recipes are overridden by shaped ones, I'll change this to be more appropriate.
I would like to ask your thoughts on a possible new/replacement item. With the spear, changing it into a hatchet (built by having two sticks on the right, and a flint piece on the top left of a 2x2 grid), would give quite a few more features to it. The first feature is that it can be considered a weapon right off the bat. It's a hatchet, it's sharp. And it's one handed. The next feature is that it can be used to cut wood. My thought process is that I've never understood why Steve can use his hands to cut wood. It feels, for any form of tech tree progression, completely out of place. A better thought process would be that Steve found gravel, and using only his hands, sifted (broke the block) through it and found flint, to use in the creation of something to help him get the wood. An added level of progression (needing to get the hatchet, thus gravel) before you can actually get wood.
This would also, I feel, be slightly balanced out. Rather than instantly get your crafting table, you would be forced to make your weapon, which of course will be brittle, and even when using as an axe will break easily as well. But Steve will not be left unarmed, and the ability to increase the tech tree's progression (i.e: having swords come even later) a possibility. This would also make a wooden sword, once able to be crafted, that much more desired.
Very nice idea! I had considered a hatchet as well, but I figured that being able to chop down trees would be best saved for when you start working with wood seriously. I'll definitely consider it, but there is the issue that I'm not actually the one who does the art :smile.gif:
I apologize for the long post, and I assure you it's all positive criticism and suggestions like you asked. I am very much enjoying this mod, and I cannot wait to see more. Keep it up!
(Quick note, there is a way to check what the equipped item currently is. If you made it so that to craft anything from iron, gold, etc, required the hammer to be HELD, it would get rid of the necessity of having it in the crafting table slots, and open up a possibility of more recipes if you so wished. This, is purely aesthetic and not even worth a real suggestion, just a side note I thought about)
I am 99% sure that this is possible and quite easily doable, but I am also 99% sure that this isn't possible or doable without editing a fundamental base class. I'll see what I can do. It would certainly be more convenient, and I do find the current system SLIGHTLY annoying, but the concern is that this would make it incompatible with some mod that does much, much more with that base class. I don't like changing base classes only a little when it isn't necessary. I'll consider it though.
That definitely occurred to me. The issue is that I don't know what the shapeless recipe priority is, and whether or not shaped recipes override them. I wanted to try and make shapeless recipes that, just in case, wouldn't match any sort of hypothetical tool or other crafting recipe. If it turns out shapeless recipes are overridden by shaped ones, I'll change this to be more appropriate.
Agh I see, that makes a lot of sense actually. Great way to keep the mod working with others. Thanks for the explanation. Personally I would assume shapeless overwrites, I'm not a great modder (only making a mod for myself in order to get my Java skills back for college), so I couldn't say with any sense of truth.
Very nice idea! I had considered a hatchet as well, but I figured that being able to chop down trees would be best saved for when you start working with wood seriously. I'll definitely consider it, but there is the issue that I'm not actually the one who does the art :smile.gif:
I actually thought about that as well, that once you reach Wood, that's when "real" tools should start to come into play. The hatchet could probably have an even less durability than wood, and of course less damage inflicted than a wooden sword. Would be a nice toggle though for a hardcore version so that you can't just hit wood, and be forced to use a tool that at best, only gets you two or three logs, and disables the use of using your hands to break wood at all. Just a food for thought suggestion, and I would be excited to see it in, glad you liked it/considered it yourself though, atleast I know in what way you want to take the mod. As well, kudos to your art creator because I enjoy the art as well. The shovel is very well done for instance.
I am 99% sure that this is possible and quite easily doable, but I am also 99% sure that this isn't possible or doable without editing a fundamental base class. I'll see what I can do. It would certainly be more convenient, and I do find the current system SLIGHTLY annoying, but the concern is that this would make it incompatible with some mod that does much, much more with that base class. I don't like changing base classes only a little when it isn't necessary. I'll consider it though.
Once again, as my modding knowledge is lacking in this field I couldn't tell you either, so I do hope you find out that you don't have to alter a base class. It was just as you said, slightly annoying but otherwise still very immersable and helps to prolong the tree; so I'm sure not many actually care all that much. Only reason I suggested was incase you had other desires to use in the slot that the hammer could potentially take up, and was an afterthought anyway.
Thanks for the reply though, very much appreciated!
In response to geniusboys ideas, I have a solution
Viola! the Forge!
Recepie:
=Iron Block =crafting table
Adds a new item, called hot iron/ hot gold/ Burning diamond, you have to heat them in the forge by putting coal into a slot near the crafting table grid, which is also in the gui of the forge, the hotmetal has to be in the configuration of the tool you want to make(top 3 for pickaxe etc.)
then you have to add sticks and cool off the hot iron/gold/diamond with a bucket of water which goes in the same slot as the coal.
I'm pretty sure this won't modify too many base classes, though you might have to tweak iron properties a little. I offer this as a solution, you've already proven to be a way better modder than me (just learning how) I salute you.
Oh raust, always making things more difficult then they are.
And I love you for it.
Hey, speaking of things that are obnoxiously hard, have you thought about re-booting the Upsilonia series for 1.0/1.1?
I'd love to, but I've become hooked on mods, and being the utter wolfaboo I am, it's pretty much nigh-impossible for me to play minecraft without Doggy Talents anymore.
Already done. Download better than wolves, which is compatible with this :smile.gif:
I'm amazed there wasn't a singular user ranking for that number :smile.gif:
MCP and modloader have not been updated to 1.1 yet, so that's impossible. I'll update it post haste once MCP and modloader are updated.
A: Making charcoal no longer work as a torch ingredient or furnace fuel, but still be creatable for use in mods,
or
B: Nerfing charcoal by making it more expensive.
Any thoughts?
Now, I'd just like to point out, I just registered for these forums recently. I've been just viewing the forums for the past. I'm a rather long-time veteran of Better than Wolves, since it came out actually. (Though I am in no means qualified in saying that I'm great at it, in fact I have troubles automating a wheat farm). But I love the tone of the mod, and I also noticed this mod on the BTW forums. So it's definitely grabbed my attention. (I'm also going to eventually register at the BTW forums as well, still haven't.)
I have to admit, this mod makes things so much better in terms of a tech tree. It definitely feels like I'm advancing.
A couple quick, I wouldn't call them suggestions, but more questions, are as follows:
With the spear and shovel, what's the thought behind having the requirements be three sticks? It looks rather odd to me to make a spear or shovel in a 2x2 grid by using the entire grid. Most of the tools of Vanilla were made to resemble the actual tool in the crafting recipe. Same goes for BTW, and I feel like it kind of loses the gameplay immersion.
With this though, I do have a couple suggestions if you would like to take a look at them. With the shovel and spear, making them only require one stick would feel better. It is after all a hand shovel, thus only room for one hand. Same goes for the spear. I feel like rather than a spear, a dagger would make much more sense at this level of the tech tree.
I would like to ask your thoughts on a possible new/replacement item. With the spear, changing it into a hatchet (built by having two sticks on the right, and a flint piece on the top left of a 2x2 grid), would give quite a few more features to it. The first feature is that it can be considered a weapon right off the bat. It's a hatchet, it's sharp. And it's one handed. The next feature is that it can be used to cut wood. My thought process is that I've never understood why Steve can use his hands to cut wood. It feels, for any form of tech tree progression, completely out of place. A better thought process would be that Steve found gravel, and using only his hands, sifted (broke the block) through it and found flint, to use in the creation of something to help him get the wood. An added level of progression (needing to get the hatchet, thus gravel) before you can actually get wood.
This would also, I feel, be slightly balanced out. Rather than instantly get your crafting table, you would be forced to make your weapon, which of course will be brittle, and even when using as an axe will break easily as well. But Steve will not be left unarmed, and the ability to increase the tech tree's progression (i.e: having swords come even later) a possibility. This would also make a wooden sword, once able to be crafted, that much more desired.
I apologize for the long post, and I assure you it's all positive criticism and suggestions like you asked. I am very much enjoying this mod, and I cannot wait to see more. Keep it up!
(Quick note, there is a way to check what the equipped item currently is. If you made it so that to craft anything from iron, gold, etc, required the hammer to be HELD, it would get rid of the necessity of having it in the crafting table slots, and open up a possibility of more recipes if you so wished. This, is purely aesthetic and not even worth a real suggestion, just a side note I thought about)
Happy to hear! That was the intention, glad to know it's having that effect!
That definitely occurred to me. The issue is that I don't know what the shapeless recipe priority is, and whether or not shaped recipes override them. I wanted to try and make shapeless recipes that, just in case, wouldn't match any sort of hypothetical tool or other crafting recipe. If it turns out shapeless recipes are overridden by shaped ones, I'll change this to be more appropriate.
Very nice idea! I had considered a hatchet as well, but I figured that being able to chop down trees would be best saved for when you start working with wood seriously. I'll definitely consider it, but there is the issue that I'm not actually the one who does the art :smile.gif:
No worries, thanks, and I sure will!
I am 99% sure that this is possible and quite easily doable, but I am also 99% sure that this isn't possible or doable without editing a fundamental base class. I'll see what I can do. It would certainly be more convenient, and I do find the current system SLIGHTLY annoying, but the concern is that this would make it incompatible with some mod that does much, much more with that base class. I don't like changing base classes only a little when it isn't necessary. I'll consider it though.
Agh I see, that makes a lot of sense actually. Great way to keep the mod working with others. Thanks for the explanation. Personally I would assume shapeless overwrites, I'm not a great modder (only making a mod for myself in order to get my Java skills back for college), so I couldn't say with any sense of truth.
I actually thought about that as well, that once you reach Wood, that's when "real" tools should start to come into play. The hatchet could probably have an even less durability than wood, and of course less damage inflicted than a wooden sword. Would be a nice toggle though for a hardcore version so that you can't just hit wood, and be forced to use a tool that at best, only gets you two or three logs, and disables the use of using your hands to break wood at all. Just a food for thought suggestion, and I would be excited to see it in, glad you liked it/considered it yourself though, atleast I know in what way you want to take the mod. As well, kudos to your art creator because I enjoy the art as well. The shovel is very well done for instance.
Once again, as my modding knowledge is lacking in this field I couldn't tell you either, so I do hope you find out that you don't have to alter a base class. It was just as you said, slightly annoying but otherwise still very immersable and helps to prolong the tree; so I'm sure not many actually care all that much. Only reason I suggested was incase you had other desires to use in the slot that the hammer could potentially take up, and was an afterthought anyway.
Thanks for the reply though, very much appreciated!
Viola! the Forge!
Recepie:
=Iron Block =crafting table
Adds a new item, called hot iron/ hot gold/ Burning diamond, you have to heat them in the forge by putting coal into a slot near the crafting table grid, which is also in the gui of the forge, the hotmetal has to be in the configuration of the tool you want to make(top 3 for pickaxe etc.)
then you have to add sticks and cool off the hot iron/gold/diamond with a bucket of water which goes in the same slot as the coal.
I'm pretty sure this won't modify too many base classes, though you might have to tweak iron properties a little. I offer this as a solution, you've already proven to be a way better modder than me (just learning how) I salute you.
http://dl.dropbox.com/u/25139867/TTWTTTTTMod v1-1-0.zip
Right, any suggestions for a new name?
Also, it seems the trowel is indestructible. That doesn't seem right.Wait, I figured it out. I thought the trowel was a shovel. Once I accidentally used it as a hoe, it was damaged.
And I love you for it.
Hey, speaking of things that are obnoxiously hard, have you thought about re-booting the Upsilonia series for 1.0/1.1?
If you're reading this you are too far down, please proceed to the next post.
I'd love to, but I've become hooked on mods, and being the utter wolfaboo I am, it's pretty much nigh-impossible for me to play minecraft without Doggy Talents anymore.
Glad to hear you like the mod though!
It's already updated. Oops, forgot to change the description!