For your information, you can add this mod to your modpack if you want to.
Please give me credits if you add this mod to your modpack.
I don't care about money. I care about popularity.
I am currently planning an update for this mod to version 2.3, this will add more fixes and tweaks.
Plans for version 2.3
•Enderman drop carried block on death.
•Rotten flesh will be usable as substitute for leather.
•Add crafting recipes so that Netherwood can be used the same way as regular wood for crafting recipes.
•Fix for Netherwood Leaves transparency.
I have released 2.3 update! It's still for 1.5.2, but I plan to update this mod for Minecraft 1.6!
Change log
•Enderman now drop carried blocks on death!
•New crafting recipes! You can now use Rotten Flesh to craft books and item frames, used as substitute for Leather.
•Netherwood planks can now be used for array of recipes using wood planks.
•Netherwood trees now generate in the Nether. They're fairly uncommon.
•Fixed Netherwood leaves transparency.
I like the new Netherwood Trees. They are kinda cool. But most of us probably have chunks loaded before Bettercraft 2.3. So even though we would need more chunks, Netherwood Saplings should appear in dungeon, Nether Fortress, Nether Mineshaft, and maybe Blacksmiths?. It would be a bit easier to find. Plus, Netherwood Trees only give you Wooden Stuff. They should give like, Netherwood things (ex: Netherwood Pickaxe). Also an inflammable Nether Crafting Table. That gives me a cool idea, and you've done it with ruby ores, MORE NETHER ORES! This would make the Nether more like a place you could call home. Maybe you could make "Netheriron" or some other name. Quartz should also join the Armor/Tools. Since you been making better uses of minerals and drops, why not add Golems? BUDDER GOLEM! It would be awesome! I mean, haven't we been waiting for a new mob? A new crafting recipe for Netherwood, should be Wood/Wooden Planks + Netherrack = Netherwood! This stuff would be AWESOME!
I don't understand why you're under the impression that this mod is compatible with Forge. That implies there are no conflicts, which there are plenty of. Currently, your mod overwrites the following base classes. The red ones are the ones that conflict with Forge:
If Forge is installed after your mod, your classes are overwritten. If your mod is installed after Forge, Forge's classes are overwritten. That said, your mod is not compatible with Forge. Just because it doesn't crash immediately on start-up doesn't make it compatible. Please stop saying it's compatible. It confuses and misleads people.
I don't understand why you're under the impression that this mod is compatible with Forge. That implies there are no conflicts, which there are plenty of. Currently, your mod overwrites the following base classes. The red ones are the ones that conflict with Forge:
If Forge is installed after your mod, your classes are overwritten. If your mod is installed after Forge, Forge's classes are overwritten. That said, your mod is not compatible with Forge. Just because it doesn't crash immediately on start-up doesn't make it compatible. Please stop saying it's compatible. It confuses and misleads people.
I tested with Forge. It worked because Forge has its own Modloader. However, this mod should be used with caution as I only tested a bit with Forge, please report any incompatibilities. (Mods not working with this mod)
Please don't put BetterCraft directly into mods folder. This is not a Forge mod.
I just recently put up a warning that this mod overwrites 9 class files.
I am currently looking into improving the compatibility with Forge.
I tested with Forge. It worked because Forge has its own Modloader. However, this mod should be used with caution as I only tested a bit with Forge, please report any incompatibilities. (Mods not working with this mod)
Please don't put BetterCraft directly into mods folder. This is not a Forge mod.
I just recently put up a warning that this mod overwrites 9 class files.
I am currently looking into improving the compatibility with Forge.
So this means that if I install Forge, Bettercraft, SPC,TMI/NEI, and OreSpawn mod it won't work?
I think you should nerf the obsidian tools/armour power and buff the durability. Obsidian is actually the most durable block (as it blocks explosions, but the power of the tools and the protection the armour gives u is a bit too OP much ;D
I think you should nerf the obsidian tools/armour power and buff the durability. Obsidian is actually the most durable block (as it blocks explosions, but the power of the tools and the protection the armour gives u is a bit too OP much ;D
~notblackjack
"OP OBSIDIAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
In real life, obsidian is actually like glass. In the Stone Age obsidian was used for knives and weapons. I don't think obsidian armor and tools would hold up as well though, cause it is like glass. I do agree, the protection and power is too OP, we can find so much obsidian too. Obsidian should have never been the most durable block obtainable in the game though. It should have been like glass that isn't see-through. In real life, an obsidian home would be a bad bad idea. But then again, we should be thankful of the errors in the game. I mean, seriously, FLOATING BLOCKS? (Actually once thought that maybe obsidian veins should hold up floating blocks. But, we're lucky it isn't the case. So let's say obsidian can hold up against an explosion and buff the durability (and for tools power, stay cause obsidian is sharp!).
I think I write too much...
So this means that if I install Forge, Bettercraft, SPC,TMI/NEI, and OreSpawn mod it won't work?
It will work, actually. Just put Forge mods into the mods folder as usual.
I am currently testing BetterCraft v2.3 if it works together Forge mods.
I installed OreSpawn, it works. I haven't installed NEI.
I recommend you test mods BEFORE you start playing.
1) Does Minecraft make it to the main menu after Mojang logo?
2) Click on various buttons a few times, does it work?
3) Create a separate world. Does the world load?
4) If the world loads, try out various things. Does it work? Take 5 minutes to test mods.
If you answer yes to all of the above, then you're good to go!
I can confirm, OreSpawn works. I will try testing NEI. (It works!)
Starting today, I'm testing Forge mods to see if it cooperates with BetterCraft mod.
EDIT: It appears that when I try to break blocks, it crashes. However, it's not BetterCraft's fault. Certain mods can be incompatible with Forge.
My Plans for 1.6!
•Improved compatibility!
•Add 4 new horse armour: Bone, Obsidian, Emerald and Ruby!
•Add old gold nugget apple.
•Re-add horse armour recipe.
•2 New generated structures! (Nether Dungeon in Nether, Nether Ruins in Overworld)
I'm not telling you these things to upset you or hurt your mod's popularity, or out of anything against you personally. This is not simply a debate, this is a misconception of facts. I'm telling you this because I don't believe you understand what it means to be compatible in this case.
You not understanding doesn't hurt you though. So why worry, right? Wrong. It hurts the end user (anyone who falsely believes that this mod is compatible) and it hurts other mod authors (like when/if your mod crashes their game, and they ask the wrong author about it)
I tested with Forge. It worked because Forge has its own Modloader.
Forge having its own ModLoader only means anything to anyone when said mods are created with ModLoader and don't edit the classes that forge edits. The moment you edit one (especially ones as important as the EnumArmorMaterial and EnumToolMaterial classes), you can kiss compatibility goodbye if you hope to add any mods that call hooks from those classes. Incompatibility is not dealt with precisely, it's dealt with and understood in a broad sense. Forge and your mod are not compatible, and thus mods that require Forge are also not compatible. Trying to pinpoint all mods that would crash with your mod installed is impossible, as the number is constantly growing.
These classes will not merge together in any way. Anything in the conflicting base classes is simply removed. Gone. Any code Forge adds that makes it so modders can call on that class without editing it has vanished, and so too has compatibility for that mod.
The point of Forge is that it edits base classes so that nobody else has to. This only applies to people who know java though. If you know java, then you can reference many open source Forge mods to understand how to call and use a lot of Forge hooks. These aren't all of them, but there is a list of open source Forge mods here that you can reference to understand the code if you want to make the attempt.
Please don't put BetterCraft directly into mods folder. This is not a Forge mod.
The whole "putting mods in the mods folder" functionality comes from ModLoader, not Forge. Both are able to do it, but it came from ModLoader. It's only true if the mod does not edit base classes though.
I am currently looking into improving the compatibility with Forge.
Unless you edit the base classes with Forge in your workspace instead of ModLoader, this won't happen as long as you continue to edit these base classes. Understand that doing so would cause your mod to require Forge in the process to work. And even then, you could only guarantee compatibility with the version of Forge you used in the workspace at the time of the mod's creation. That's called a Forge patch, but is still rarely considered to be truly "compatible" though.
1)
"Starting today, I'm testing Forge mods to see if it cooperates with BetterCraft mod."
2)
"EDIT: It appears that when I try to break blocks, it crashes. However, it's not BetterCraft's fault. Certain mods can be incompatible with Forge."
1)
I've explained above why this isn't viable, let alone possible. There are thousands of mods out there, and the number continues to grow. Hundreds of which are Forge mods. A 5 minute test each will not possibly answer whether or not the mod is compatible with yours.
2) "Certain mods can be incompatible with Forge."
Yes, but you only seem to be willing to accept that if it doesn't include your mod.
There is no two ways about it. Your mod is simply not compatible with Forge. Continuing to say it is so is false advertisement, and it hurts the other users in terms of understanding. I have nothing else to say on the matter. I really hope you'll come to understand that your mod isn't compatible and you'll stop saying it is.
I'm not telling you these things to upset you or hurt your mod's popularity, or out of anything against you personally. This is not simply a debate, this is a misconception of facts. I'm telling you this because I don't believe you understand what it means to be compatible in this case.
That's why I removed the advertisement. I decided to add in notes, about my plans to fix the incompatibility and the reason for the edits.
For the list of class edit, yellow text indicates that even though it conflicts with Forge, letting Forge overwrite these classes, mod still won't break but can have small consequences. (Mob not dropping the intended items and mob not dropping the heads at all.)
I'm not expert at coding in Java. In fact, I am used to coding in ModLoader. I gave up coding on Forge since it won't tell me where the error is, Minecraft just black-screened.
It will work, actually. Just put Forge mods into the mods folder as usual.
I am currently testing BetterCraft v2.3 if it works together Forge mods.
I installed OreSpawn, it works. I haven't installed NEI.
I recommend you test mods BEFORE you start playing.
1) Does Minecraft make it to the main menu after Mojang logo?
2) Click on various buttons a few times, does it work?
3) Create a separate world. Does the world load?
4) If the world loads, try out various things. Does it work? Take 5 minutes to test mods.
If you answer yes to all of the above, then you're good to go!
I can confirm, OreSpawn works. I will try testing NEI. (It works!)
Starting today, I'm testing Forge mods to see if it cooperates with BetterCraft mod.
EDIT: It appears that when I try to break blocks, it crashes. However, it's not BetterCraft's fault. Certain mods can be incompatible with Forge.
My Plans for 1.6!
•Improved compatibility!
•Add 4 new horse armour: Bone, Obsidian, Emerald and Ruby!
•Add old gold nugget apple.
•Re-add horse armour recipe.
•2 New generated structures! (Nether Dungeon in Nether, Nether Ruins in Overworld)
Will installing using "MCPatcher" work? I mean, I've tested without NEI too (using MCPatch), but like I said some time ago, my Minecraft hates Forge (wait, that might have been another post. And it still hates FORGE when I install using the usual drop into method). I will try getting help with that Forge problem, but if you can try the compatibility with NEI, I would appreciate it for the time being. And on that 1.6 update, GOOD LUCK!!!!! I love this mod!
And NUMBER ONE of your compatibility check never works with my Minecraft, no mod or some mods. It really annoys me.
Your mod may load with Forge, but many mods that depend on Forge will not work. Forge coding may seem like more work and more difficult, but really it isn't. Its almost the same as ModLoader and you gain a lot more compatibility by using it. Forge is pretty much the new standard for mods. Forge also has great debugging(Check the console for errors). There are tons of tutorials for Forge, so it should get easier in time. Literally everything you do right now that edits base classes can be done with Forge without changing a single base class and you will keep compatibility with other mods.
Your mod may load with Forge, but many mods that depend on Forge will not work. Forge coding may seem like more work and more difficult, but really it isn't. Its almost the same as ModLoader and you gain a lot more compatibility by using it. Forge is pretty much the new standard for mods. Forge also has great debugging(Check the console for errors). There are tons of tutorials for Forge, so it should get easier in time. Literally everything you do right now that edits base classes can be done with Forge without changing a single base class and you will keep compatibility with other mods.
Unfortunately, I gave up. I decided to not switch to Forge, no matter what's the conditions. I will stick with ModLoader permanently. However, I will find new ways of coding to improve compatibility. I can try to reduce the class edits, most importantly I will find new ways of adding tiers without editing EnumToolMaterial and EnumArmorMaterial, without using Forge!
I once coded in Forge but I gave up and eventually abandoned it. ModLoader still has hidden capabilities.
Initially, I planned the mod to be a semi-total conversion. However, I will make it just a mod, but a very large mod. In fact, it's meant to tweak Minecraft. There are many loose ends.
List of loose ends in vanilla, unmodded Minecraft and how I fixed them with this mod.
•Enderman don't drop blocks on death. I fixed it by adding few lines to make Enderman drop blocks.
•Mobs don't drop heads. I tweaked the mobs to now rarely drop heads.
•Anvils can't be repaired. I added crafting recipes to repair damaged anvils with iron ingots.
•Witches can't open doors. I tweaked the AI of Witches to be able to open doors.
Thanks to a bit of re-coding, I fixed the loose ends that Mojang left behind.
Hence, BetterCraft is meant to improve Minecraft in several aspects.
Please give me credits if you add this mod to your modpack.
I don't care about money. I care about popularity.
I am currently planning an update for this mod to version 2.3, this will add more fixes and tweaks.
Plans for version 2.3
•Enderman drop carried block on death.
•Rotten flesh will be usable as substitute for leather.
•Add crafting recipes so that Netherwood can be used the same way as regular wood for crafting recipes.
•Fix for Netherwood Leaves transparency.
Hey everyone, I'm back!
Change log
•Enderman now drop carried blocks on death!
•New crafting recipes! You can now use Rotten Flesh to craft books and item frames, used as substitute for Leather.
•Netherwood planks can now be used for array of recipes using wood planks.
•Netherwood trees now generate in the Nether. They're fairly uncommon.
•Fixed Netherwood leaves transparency.
But I thought I was 0% noob :'(…
ChunkProviderHell | acu.class
BlockDoor | amc.class
RenderGiantZombie | bhg.class
TileEntitySignRenderer | bjb.class
EntityPig | qn.class
EntitySheep | qo.class
EntitySquid | qr.class
EntityDragon | qz.class
EntityBlaze | rs.class
EntityCreeper | ru.class
EntityEnderman | rv.class
EntitySkeleton | sf.class
EntitySpider | sh.class
EntityWitch | si.class
EnumArmorMaterial | uq.class
ItemDoor | vs.class
ItemDye | vt.class
EnumToolMaterial | wl.class
ItemSkull | xi.class
If Forge is installed after your mod, your classes are overwritten. If your mod is installed after Forge, Forge's classes are overwritten. That said, your mod is not compatible with Forge. Just because it doesn't crash immediately on start-up doesn't make it compatible. Please stop saying it's compatible. It confuses and misleads people.
I tested with Forge. It worked because Forge has its own Modloader. However, this mod should be used with caution as I only tested a bit with Forge, please report any incompatibilities. (Mods not working with this mod)
Please don't put BetterCraft directly into mods folder. This is not a Forge mod.
I just recently put up a warning that this mod overwrites 9 class files.
I am currently looking into improving the compatibility with Forge.
So this means that if I install Forge, Bettercraft, SPC,TMI/NEI, and OreSpawn mod it won't work?
But I thought I was 0% noob :'(…
~notblackjack
"OP OBSIDIAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
In real life, obsidian is actually like glass. In the Stone Age obsidian was used for knives and weapons. I don't think obsidian armor and tools would hold up as well though, cause it is like glass. I do agree, the protection and power is too OP, we can find so much obsidian too. Obsidian should have never been the most durable block obtainable in the game though. It should have been like glass that isn't see-through. In real life, an obsidian home would be a bad bad idea. But then again, we should be thankful of the errors in the game. I mean, seriously, FLOATING BLOCKS? (Actually once thought that maybe obsidian veins should hold up floating blocks. But, we're lucky it isn't the case. So let's say obsidian can hold up against an explosion and buff the durability (and for tools power, stay cause obsidian is sharp!).
I think I write too much...
But I thought I was 0% noob :'(…
It will work, actually. Just put Forge mods into the mods folder as usual.
I am currently testing BetterCraft v2.3 if it works together Forge mods.
I installed OreSpawn, it works. I haven't installed NEI.
I recommend you test mods BEFORE you start playing.
1) Does Minecraft make it to the main menu after Mojang logo?
2) Click on various buttons a few times, does it work?
3) Create a separate world. Does the world load?
4) If the world loads, try out various things. Does it work? Take 5 minutes to test mods.
If you answer yes to all of the above, then you're good to go!
I can confirm, OreSpawn works. I will try testing NEI. (It works!)
Starting today, I'm testing Forge mods to see if it cooperates with BetterCraft mod.
EDIT: It appears that when I try to break blocks, it crashes. However, it's not BetterCraft's fault. Certain mods can be incompatible with Forge.
My Plans for 1.6!
•Improved compatibility!
•Add 4 new horse armour: Bone, Obsidian, Emerald and Ruby!
•Add old gold nugget apple.
•Re-add horse armour recipe.
•2 New generated structures! (Nether Dungeon in Nether, Nether Ruins in Overworld)
You not understanding doesn't hurt you though. So why worry, right? Wrong. It hurts the end user (anyone who falsely believes that this mod is compatible) and it hurts other mod authors (like when/if your mod crashes their game, and they ask the wrong author about it)
Forge having its own ModLoader only means anything to anyone when said mods are created with ModLoader and don't edit the classes that forge edits. The moment you edit one (especially ones as important as the EnumArmorMaterial and EnumToolMaterial classes), you can kiss compatibility goodbye if you hope to add any mods that call hooks from those classes. Incompatibility is not dealt with precisely, it's dealt with and understood in a broad sense. Forge and your mod are not compatible, and thus mods that require Forge are also not compatible. Trying to pinpoint all mods that would crash with your mod installed is impossible, as the number is constantly growing.
These classes will not merge together in any way. Anything in the conflicting base classes is simply removed. Gone. Any code Forge adds that makes it so modders can call on that class without editing it has vanished, and so too has compatibility for that mod.
The point of Forge is that it edits base classes so that nobody else has to. This only applies to people who know java though. If you know java, then you can reference many open source Forge mods to understand how to call and use a lot of Forge hooks. These aren't all of them, but there is a list of open source Forge mods here that you can reference to understand the code if you want to make the attempt.
That's the whole reason I'm here. Forge is not a true API, and thus, is considered a mod even though it doesn't add content.
The whole "putting mods in the mods folder" functionality comes from ModLoader, not Forge. Both are able to do it, but it came from ModLoader. It's only true if the mod does not edit base classes though.
Rather conveniently after I mentioned it. However, your mod now edits 21 base classes.
EntityZombie | sj.class
Unless you edit the base classes with Forge in your workspace instead of ModLoader, this won't happen as long as you continue to edit these base classes. Understand that doing so would cause your mod to require Forge in the process to work. And even then, you could only guarantee compatibility with the version of Forge you used in the workspace at the time of the mod's creation. That's called a Forge patch, but is still rarely considered to be truly "compatible" though.
1)
I've explained above why this isn't viable, let alone possible. There are thousands of mods out there, and the number continues to grow. Hundreds of which are Forge mods. A 5 minute test each will not possibly answer whether or not the mod is compatible with yours.
2) "Certain mods can be incompatible with Forge."
Yes, but you only seem to be willing to accept that if it doesn't include your mod.
There is no two ways about it. Your mod is simply not compatible with Forge. Continuing to say it is so is false advertisement, and it hurts the other users in terms of understanding. I have nothing else to say on the matter. I really hope you'll come to understand that your mod isn't compatible and you'll stop saying it is.
Good day.
That's why I removed the advertisement. I decided to add in notes, about my plans to fix the incompatibility and the reason for the edits.
For the list of class edit, yellow text indicates that even though it conflicts with Forge, letting Forge overwrite these classes, mod still won't break but can have small consequences. (Mob not dropping the intended items and mob not dropping the heads at all.)
I'm not expert at coding in Java. In fact, I am used to coding in ModLoader. I gave up coding on Forge since it won't tell me where the error is, Minecraft just black-screened.
This is why I won't switch to Forge.
Yes, you may.
Videos of mod showcases and reviews are always welcome.
Will installing using "MCPatcher" work? I mean, I've tested without NEI too (using MCPatch), but like I said some time ago, my Minecraft hates Forge (wait, that might have been another post. And it still hates FORGE when I install using the usual drop into method). I will try getting help with that Forge problem, but if you can try the compatibility with NEI, I would appreciate it for the time being. And on that 1.6 update, GOOD LUCK!!!!! I love this mod!
And NUMBER ONE of your compatibility check never works with my Minecraft, no mod or some mods. It really annoys me.
But I thought I was 0% noob :'(…
We did a mod spotlight here's the link.
Thank you! Your video has been added to the first post!
Unfortunately, I gave up. I decided to not switch to Forge, no matter what's the conditions. I will stick with ModLoader permanently. However, I will find new ways of coding to improve compatibility. I can try to reduce the class edits, most importantly I will find new ways of adding tiers without editing EnumToolMaterial and EnumArmorMaterial, without using Forge!
I once coded in Forge but I gave up and eventually abandoned it. ModLoader still has hidden capabilities.
Initially, I planned the mod to be a semi-total conversion. However, I will make it just a mod, but a very large mod. In fact, it's meant to tweak Minecraft. There are many loose ends.
List of loose ends in vanilla, unmodded Minecraft and how I fixed them with this mod.
•Enderman don't drop blocks on death. I fixed it by adding few lines to make Enderman drop blocks.
•Mobs don't drop heads. I tweaked the mobs to now rarely drop heads.
•Anvils can't be repaired. I added crafting recipes to repair damaged anvils with iron ingots.
•Witches can't open doors. I tweaked the AI of Witches to be able to open doors.
Thanks to a bit of re-coding, I fixed the loose ends that Mojang left behind.
Hence, BetterCraft is meant to improve Minecraft in several aspects.
Woah woah!