Thanks to the following people who contributed to this release!
- Dawnraider
- yany
/--Gameplay--/
- Added mashed melon as a new item produced when melons explode, and reduced the number of items produced. Mashed melon may be manually crafted into seeds, or passed through a wicker filter in a hopper. This allows melons to be accessed as a food source before having access to the saw, while still maintaining the saw as a far more efficient way of eating melons.
- Added sounds and particle effects to saplings growing into trees in a fertilized planter.
- Added the ability to right click a fishing rod to apply bait from the hotbar from yany's Click Bait addon.
- Changed full moons to be slightly less effective for catching fish given the increase in efficiency by incorporating click bait.
- Changed hardcore spawn to reset the time to day on a server with only one player online.
- Refactored how sheep color blending is handled to clean up the related code and fix some inconsistencies.
- Fixed an issue where a sapling which failed to grow from a fertilized planter would turn the planter into a sapling.
- Fixed an issue where saplings would not consume fertilizer when they matured.
- Fixed an issue where baby sheep had far too much fur.
- Fixed an issue where chicken feed could not be made from carrot seeds.
- Fixed an issue where chickens affected by Nothing to Worry About did not have their feather drops increased when their normal drops were changed.
/--Gameplay--/
- Added the ability to make scrambled eggs out of fried and poached eggs as well as raw ones for convenience.
- Changed (increased) the drop rate of jungle saplings to match that of the other sapling types.
- Changed (reduced) the time required for trees to grow slightly to make farming trees more viable, while still requiring a significant time to grow.
- Changed the sound on sheep regrowing their wool to be more appropriate.
- Fixed an issue where attempting to reel a fish in would sometimes immediately re-apply bait to the rod instead of reeling it back in.
- Fixed an issue where applying bait to a fishing rod with a right click would consume bait from every valid stack instead of only the first.
- Fixed an issue where the drops from legacy sugar cane depended on the order the blocks were broken in.
- Fixed an issue where sugar cane and pumpkins were not properly generating.
- Fixed an issue in multiplayer where the game tried to load world data before mods were initialized.
/--Addon API--/
- Added hooks for blocks to define their light value dynamically instead of being fixed per blockID.
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
/--Gameplay--/
- Added the ability for mob spawners to convert loose cobblestone into mossy cobblestone.
- Added silverfish versions of mossy, cracked, and chiseled stone brick, and changed strongholds to generate those variants.
- Changed silverfish variants to use their own block ids to open up metadata for later.
- Changed windmills to be completely destroyed by lightning instead of dropping as an item to encourage protecting windmills from storms.
- Changed (increased) the weight on the soul urn trade for the priest to make levelling the priest from 4 to 5 less frustrating.
- Changed the canvas trade for the priest from level 5 to level 4 to further improve levelling a priest from 4 to 5.
- Changed the dynamite recipe to output 2.
- Changed mining charges to drop items as if the blocks were mined instead of their normal explosion drops.
- Fixed an issue where the butcher still requested old carrots.
- Fixed an issue where invalid trades were not being properly removed from villager trade lists.
- Fixed an issue where guaranteed villager trades, like runed and infused skulls, displayed the "+" for xp even though such trades do not provide xp.
- Fixed an issue where smooth lighting did not properly apply to grass and grass slabs.
- Fixed an issue where grass slabs erroneously always used better grass for their sides when that was enabled, even when it should have used the default texture.
- Fixed an issue where the mysterious gland, witch wart, and vessel of the dragon were missing from the creative inventory.
- Fixed an issue where magenta and light blue were swapped when mixing colors for sheep.
/--Addon API--/
- Added hooks to define custom behavior when a block is destroyed by a mining charge.
- Added hooks to define whether a block can be converted by a mob spawner.
- Added hooks to define new silverfish invested variants.
Awesome to see that you've and the team have been working hard to keep improving FlowerChild's original mod. I was wondering if you have any plans to make the early game content not so frustratingly difficult? I honestly find the early game very very grindy and if you make one small mistake it's very easy to ruin a good run. Most of my runs end up with playing for an hour or two and then I end up dying a rage quitting. I think the early game is really rough and probably turns off a lot of newer players.
I have a few suggestions that might help ease the difficulty and frustration:
Berry bushes or fruit trees that act as early game food sources; don't regrow or grow back only after players die. Hunger management is challenge early game and ends up being you can only eat meat. But I don't see why the mod can't take inspiration from don't starve where one of the major survival elements is, well, hunger. To ease players into the early game, there is a bounty of non-renewable, or slowly renewing food items, and then players have to learn to make farms as they spend more time in the world.
Digging holes into the earth to survive the first night isn't fun, I suggest the dirt layer should be 4 blocks instead of three.
Easier way to get cobwebs; say world could naturally generate with cobwebs. If there are no spiders or chickens then it's impossible to progress.
animals respawning after the player dies.
access to early game "chests" so you can place items. So when you die your progress isn't sent back to zero.
when a player dies a "zombie chest" could spawn, aka a zombie that holds your items. It would not despawn until you fight it and try to reclaim your items.
Campfires not being less efficient if you bring it up to maximum intensity; it's not very challenging keeping a fire fueled, and that is the only real challenge if you successfully make a dirt hole.
Vanilla 1.5 overworld is terribly lifeless and boring. Terrafirmacraft for example can be considered a "harder" minecraft mod, but the variety and uniqueness of the world balances things out. Especially with hardcore spawn, I respawned probably more than 5 times in a snowy taiga in a row. It's really beats you down when you respawn in similar environments to where you died last.
I have some sub-suggestions for things that could add more life to the world.
biomes
neutral mobs
trees: more wood types and tree variations
plants: more flowers, edible items, or other cosmetic objects
stone: not just classic gray stone, but also granite or basalt.
weather: fog (different intensities), rain (light, medium heavy), dry lightning, etc.
Make jumping less taxing on hunger. Minecraft is a vertical game.
Allow changing the key binding of sprinting from double tap w to something else. It's too easy to accidentally sprint.
Some sort of night time torches, that allows you to explore outside with dynamic lighting. It wouldn't be place-able but allow players to not be affected by gloom and be able to explore during the night.
Moon cycles resetting after hardcore spawn. The first night after a player hardcore spawns should be a bright full moon. Currently, you can be in the situation where the first night is a new moon (no moonlight).
Rain cycle should also reset after hardcore spawn. The first day shouldn't be a thunderstorm :/
Some very important suggestions:
There needs to be a recipe/crafting guide, (say pressing r). I had no idea about the bow drill until very recently when I saw a youtube lets play of it. For new players it's not clear what you should or can do. There are probably numerous other things that I'm missing.
New achievements relevant to BTW should be added, and hopefully add a way to guide the player as to what to do.
Honestly, I feel the greatest frustration is putting a few hours into a world, dying, hardcore spawning, and having no real impact on the world. There is also, 1) no items are saved, and 2) the player's presence in the world has a negative impact as hostile mobs kill passive animals, which don't respawn. Also by early game I mean pre-iron, as honestly I haven't been able to progress past the clay era yet.
A second point is that the hunger tax on jumping is far too punishing. I know the meta is to make dirt slabs and path everywhere. But I'll be honest, this is not a fun way to play minecraft. I think the hunger penalty for jumping should definitely be reduced. Minecraft is a game made of blocks, and well, you have to jump to get around!
Another annoyance with the early game is that during the night times there is very little you can do except sit at your computer waiting 10 minutes for sunrise. The only thing that can be done is to keep the campfire fueled up every minute or so. The night times are very boring and there is really nothing you can do. In vanilla minecraft, this is mitigated as it forces players to mine, but as this mod makes mining a higher tech tree activity, there is nothing to do during the night that is fun.
The mod has a lot of content that is challenging. But I can't say I have much fun playing the early game. And no, being challenged is not fun when it affects my ability to sleep IRL.
Also, I highly recommend there to be an option to turn off the ability to turn on cheats via Lan ;
Sorry if this has come off somewhat negative. The mod raises a lot of emotions with me, but the net one seems to be a lot of frustration.
I guess the TLDR is that there needs to be greater focus on fleshing out the early game. Not making it so frustrating and making it more fun and enjoyable. There are countless things that punish players, but I think there needs to be more things that rewards the players. I can understand that for seasoned players, the early game is not much of a challenge. But for newer players, it really discourages us from making any serious progress with the mod, and so we can't enjoy all of the interesting features.
- Early game chests already exist in the form of baskets and hampers, in addition to a number of items which can be placed in the world.
- 1.5 Terrain generation definitely sucks, but modifying it is beyond the scope of BTW as one of the core design goals of BTW is to not add anything major to world gen. However, if you want better terrain generation you can use my addon for doing just that: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9795
- Dirt is between 2 and 4 blocks deep in random areas. If you find dirt that isn't deep enough, look for another area. This also falls under the above note about terrain generation.
Additionally, some of these are planned already:
- We are looking into ways to create difficulty settings to allow the mod to be a bit more approachable. Currently that is only in design phase though. These can be viewed here:
- An official recipe guide is planned, but for now there is a version of craftguide for BTW. It isn't updated and so is missing a few things (notably saw, kiln, piston packing, hopper filtering, and any secondary outputs from crafting recipes), but everything else is there: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9452
- Achievements are currently being worked on by Sockthing.
- Sprint keybinding is definitely on the todo list, it is just not quite as simple to add as it seems.
- The early game nighttime experience is definitely on the radar. It's a very non-trivial issue, however, so it's something we are still working on a solution for.
- More dynamic weather, including localized weather, is something we are considering. Nothing concrete though and it is not being actively worked on right now, so don't expect anything soon.
- Other people have talked about creating an addon to make you drop your items into a chest or player corpse or something similar. No plans for such a feature in BTW as of yet, but keep an eye out for any addons which may implement something like that.
- Food is intended to be a concern well into mid game. It is not a solved issue until you get to villagers. Renewable food coming in stages as you progress through the tech tree is intended and currently well-balanced imo. If you want an easier time managing food you can install Hiracho's Fatty Foods addon, which allows configuring hunger rates: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9916
- World gen has no idea when a player dies and so having things come back when you die doesn't really work. Also, the above still applies.
- Jumping having a high cost to hunger is intended to encourage the player to map out pathways with slabs for repeated travel. It also provides unique challenges to mountain biomes, which otherwise offer very little interest gameplay-wise. Specific numbers can definitely be looked at, but jumping is intentionally costly on hunger.
- Resetting the rain cycle after HCS is something I can take a look at. It currently kills any active storm if you die during the storm, but it beginning to rain immediately after you respawn is not great.
- Resetting the moon cycle is more complicated. For one, it is a very non-trivial change code-wise. It is also something that can be tracked fairly easily and planned for. The recent respawn lockout timer changes should also help with that as well if you do end up dying to the gloom because it will now give you a new spawn once night falls instead of having you death loop for 10 minutes.
- The campfire is intended to be something that must be tended and maintained. It is not about difficulty, it is about making it so you can't just throw a ton of fuel on it to get it to max and then walk away, because that is what an oven is for.
Anyways, if you have any more feedback feel free to post on the forums (we keep it much more laid-back now that FC is gone), or on discord, as I only occasionally check this thread. Both are linked at the top of the OP
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
- ExpHP
- rockoutwill
- Quanteus
/--General--/
- Added a full Russian translation. Thanks to Quanteus for providing the translation!
- Fixed an issue where texturepacks took a very long time to load.
- Fixed an issue where a couple of translation entries were duplicated.
/--Gameplay--/
- Added new grass and mycelium growth mechanics, which are detailed further below.
- Added a new system for farming silverfish in the end, based loosely on the old system, which is left to the player to discover.
- Added the ability to turn a stack of bark into potash.
- Added a new keybinding as an alternate use key, bound to ctrl by default, allowing items to have multiple right click functionalities.
- Added the ability to place swords into soft materials using alt use + right click.
- Changed tools to be placed using alt use + right click to allow adding right click functionality to tools and to decrease the occurrance of accidentally placing tools. This also enables placing of steel tools.
- Changed buckets to be placed using alt use + right click, allowing them to be placed once again without requiring block dispensers.
- Changed hostile mobs to only spawn in complete darkness (aka gloom) in order to decrease torch spam. Note that they can still spawn in sunlight of 7 or less so normal nighttime spawns are unaffected when artifical light is not present.
- Changed cactus to be able to be planted on itself for decorative uses. Note that the base plant must still be placed in a planter.
- Changed dragon orbs to collide with blocks in the same way as items, which should hopefully make them easier to work with in automated systems.
- Changed the recipe for mining charges to produce 3 instead of 2.
- Changed the ender spectacles overlay to remove the green tint.
- Fixed an issue where crafting dynamite with soul dust still only produced 1.
- Fixed an issue where cooking recipes still used the old carrot.
- Fixed an issue where sugar cane roots could be placed on top of other sugar cane plants.
- Fixed an issue where combining slabs played the block's step sound instead of its place sound.
- Fixed an issue where upside down slabs which started falling (such as when a dirt slab lost its anchor) immediately rendered as normal slabs instead of rendering as upside down.
- Fixed a vanilla issue where the game would be unable to load a save if you exited with a fishing line cast.
- Fixed an issue in multiplayer where the game would crash when generating mountains.
- Fixed an issue in multiplayer where the game would crash when a player died with items in their inventory.
/--Animageddon--/
- Added sparse grass as a new grass growth stage. When eating grass, animals will turn grass into sparse grass instead of dirt, and animals will only eat sparse grass when they are starving. This makes animal pens far less subject to snowballing failure and makes it easier to tell if a pen is too small before it is too late. Note that pigs are an exception to this and will still turn grass directly into loose dirt.
- Added sparse mycelium which serves the same purpose as above. Furthermore, this fixes an issue where mooshrooms would create patches of spawnable ground on the surface of mushroom biomes.
- Changed grass to be able to grow under artifical light so long as it can still see the sky, meaning grass can now grow at night as long as it is lit. This fixes an issue where animals could die through no fault of your own simply by leaving your base for several days in a row, returning only at night.
- Changed (reduced) the distance which grass and mycelium can grow downwards from 3 blocks to 2. This fixes an exploit where animal pens could be constructed with grass roofs to significantly improve their output. The primary purpose of these, preventing snowballing, has now been handled as a legitimate feature through sparse grass and mycelium.
- Changed grass slabs to use their own block ids instead of sharing with dirt slabs. Old grass slabs in the world will convert to the new ones over time, and a conversion recipe has been provided to convert the old items into the new ones.
- Changed (removed) the light level requirement for mycelium to grow as it ran somewhat counter to its purpose in blocking mob spawns, and didn't make a lot of sense when mushrooms would still grow without light. This also increases the value of mooshrooms by allowing pens for them to be built without sunlight.
- Changed (refactored) how grass and mycelium spread are handled internally.
- Changed (refactored) how grass rendering is handled internally.
- Changed (increased) the food value multiplier for pigs slightly to account for the changes made to grass spread, since they did not benefit as much from the new mechanics.
- Changed (reduced) the overall necessary pen size for animals as the old values were far too cumbersome to make use of late game.
- Changed (increased) the food value items provide to animals significantly, as feeding animals with items was entirely unreasonable to do previously.
- Changed animals to once again drop cooked meat if they die while on fire. With mobs setting you on fire and animals dropping burned meat, fire aspect was a wholly detrimental enchantment and this should hopefully return some value to it.
- Fixed an issue where animals could not eat ferns.
- Fixed an issue where mycelium slabs could not be combined with dirt slabs.
- Fixed an issue where combining two grass slabs resulted in a dirt block.
/--Creative Mode--/
- Fixed an issue where the new silverfish blocks were missing translation entries.
/--Addon API--/
- Reformatted FCAddOn class to make it more clear what kind of functionality is present for addon authors.
- Added hooks to get block light value only, ignoring sunlight.
- Fixed an issue where several FCAddOnHandler methods were not static.
- Fixed an issue where naturally spawned entities were not respecting class mapping replacements.
- Fixed an issue where block and item replacement used the wrong method overloads when registering addons for mutual replacement.
- Removed deprecated versions of block and item replacement as a part of the above fix.
- Removed deprecated versions of secondary output recipe definitions.
Thanks to the following people who contributed to this release!
- Hiracho
/--General--/
- Fixed an issue where mod initialization in multiplayer would still cause crashes on launching the server.
/--Gameplay--/
- Added the ability to sprint by pressing alt use (defaulted to ctrl) while moving.
- Added the ability to place several orientable blocks with the opposite rotation by holding alt use while placing.
- Changed sprinting to not cancel when hitting blocks as long as movement input is still activated.
- Fixed an issue where pressing alt use while moving in multiplayer would disconnect the client.
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
/--Gameplay--/
- Added the ability to put a breeding harness on mooshrooms without them being converted into normal cows.
- Changed fire aspect to no longer be available on the vanilla enchanter given that it is now significantly stronger than before, especially when exploring. It may now only be obtained through the infernal enchanter.
- Changed mobs to no longer be able to spawn on wicker as a thematic extension of not being able to spawn on wood, and because hampers and baskets being spawnable was unintuitive.
- Changed campfires to startle animals when placed to fix an exploit with setting animals on fire in the early game.
- Fixed an issue where clay balls were still used to make bricks in an oven instead of wet bricks.
- Fixed an issue where the tops of blocks would not have biome coloring applied when smooth lighting was turned off.
- Fixed an issue where mooshrooms did not have textures for hungry or starving states, and changed them to only grow mushrooms on their backs when fully fed.
- Fixed an issue where slimes in swamps did not respect the new lighting requirements for spawning.
- Fixed an issue (again) where clients would disconnect from multiplayer when sneaking/pressing alt use/sprinting. Version control issues meant the code for this change did not actually make it into last release.
/---Creative Mode---/
- Fixed an issue where several blocks returned the block instead of item form when using pick block: iron and gold ore chunks, various pastries, unfired pottery.
- Fixed an issue where unfired pottery was not present in the creative menu.
/--Addon API--/
- Added hooks to define whether a material breaks the saw or not.
- Added the ability to define multiple valid input metadata values for a single saw or kiln recipe, instead of requiring a separate recipe for each metadata, and updated BTW recipes to use this system. This is primarily to help craftguide to display recipes properly.
- Added static arrays to FCRecipes holding the metadata values for siding, moulding, and corners, to assist in defining in-world recipes such as those on the saw.
- Added a warning when attempting to add a hopper filtering recipe with an input stack size greater than 1.
- Added hooks to set a block to define whether a block should startle animals when placed or removed.
- Added hooks to define log chopping recipes, and separated existing recipes into their own instances. The old FCRecipesLogChopping class has also been deprecated, and will be removed at a later date.
- Changed turntable recipes to be handled by a crafting manager.
- Fixed an issue where helper methods for adding subblock recipes to the saw were not public.
/--Gameplay--/
- Fixed an issue where chopping logs with an axe produced 4 planks instead of 2.
- Fixed an issue where several BTW materials would erroneously break the saw. I made sure all vanilla materials were updated to the new system but missed the BTW materials.
/--Creative Mode--/
- Fixed an issue where wet bricks returned the wrong result when using pick block.
/--Addon API--/
- Fixed an issue where saw and kiln recipes weren't properly checking for if they should ignore metadata.
/--Gameplay--/
- Added the ability to block with the refined hoe since its right click functionality has been freed up.
- Fixed an issue where smelting nether bricks in an oven still used nether sludge instead of unfired nether brick.
- Fixed an issue where using fireworks would cause the game to crash.
- Fixed an issue where saws in multiplayer were checking against material incorrectly.
- Removed the recipe for the old unfired brick block in the kiln, since it is no longer obtainable, in order to help craftguide keep clutter down.
/--Creative Mode--/
- Fixed an issue where unfired nether bricks returned the wrong result when using pick block.
- Fixed an issue where stone always returned its first strata variant when used with pick block.
Thanks to the following people who contributed to this release!
- Dawnraider
- yany
/--Gameplay--/
- Fixed an issue where moonlight was erroneously block mobs from spawning on slabs and other partial blocks.
- Fixed an issue where scattered features (temples and witch huts) were not generating properly.
/--Gameplay--/
- Fixed an issue where sawing corners of wood types with metadata would create gears with metadata which wouldn't stack together or work in recipes. Additionally, recipes involving gears have been changed to ignore metadata so that existing bugged gears can be used.
- Fixed an issue where diamond shears made no sound when used in crafting.
/--Creative Mode--/
- Changed health/hunger status effects to not apply when the player is in creative mode.
/--Addon API--/
- Added hooks to FCAddOn to allow addons to define behavior for decorating the world (for things like trees, ores, etc)
- Added hooks to allow biomes to define whether it can snow at a certain location.
- Changed the checks for breaking the saw to check for if a block has a recipe, removing the need to also disable breaking the saw in the block's class.
Thanks to the following people who contributed to this release!
- Dawnraider
- Peakstep
/--General--/
- Added a Simplified Chinese translation. Thanks to Peakstep for providing the translation!
/--Gameplay--/
- Changed the recipe for the screw. The recipe remains the same shape, using a column of three iron ingots in the center, while the outer ingots have been changed to nuggets. This should help make screw pump towers a little more accessible in the mid game, without completely devaluing their cost.
- Changed vanilla armor types to have equal durability across armor slots to match mod armors.
/--Addon API--/
- Changed the type passed in to the world decorator hook from last release from BiomeDecorator to a new interface FCIBiomeDecorator, which BiomeDecorator implements.
- Changed the hook for checking for valid snow placement to pass the current world as an argument.
- Fixed an issue where some instances of the game checking for snow did not use the new hook.
Thanks to the following people who contributed to this release!
-Dawnraider
-Sockthing
-slzei
/--General--/
- Added a German translation. Thanks to Sockthing for providing the translation!
- Added a Turkish translation. Thanks to slzei for providing the translation!
- Fixed an issue where grass blocks rendered the grass overlay on top of dirt instead of on top of the base grass texture.
/--Gameplay--/
- Changed the player to go up ladders more slowly when using an item.
- Changed the player's health to regenerate slightly faster to reduce the time wasted. This should make little difference in combat, but should reduce downtime by a small amount
- Changed (reduced) the amount of food chickens get from eating items like seeds.
- Removed the ability for pigs to eat sugar cane in the world, since they are unable to eat sugar cane items anyway, and since pigs eating sugar cane roots has a much bigger negative impact than before sugar cane was reworked.
- Fixed an issue where blocks with different sounds based on metadata (like sand slabs) would not play their custom sounds on place or break.
- Fixed an issue where the screw gave back too much iron when melted down in a crucible.
/--Addon API--/
- Added a hook for addons to disable HC bouncing without editing EntityPlayer.
- Fixed an issue where rain particles would spawn during snow in biomes with only partial snow coverage.
Thanks so much for keeping the mod going! This is the only way I play minecraft.
My friend and I are having a couple of issues:
We're not playing on a server. Instead we play single player and open up to LAN. Whenever one of us respawns after death, the night cycle goes back to day.
Also, we can't seem to right-click many of the tools. For example, We can't embed an axe into Wood, or pickaxe into stone, or use shears to cut grass, or even hoe the ground with iron tools...
We're at a standstill in our game and we don't know how to fix this issue. Not sure if it's a version issue or if it's something we've done on our end? We use MultiMC to play, version 1.3.8 on Minecraft version 1.5.2
We've both played solo games and found we are still having the same issues.
Any feedback and help would be greatly appreciated. Thank you!
Sorry for the late response I've been super busy lately and this thread isn't monitored super often. The forums or discord are much more reliable ways of contacting me or other community members.
Anyways, I will file a an issue on github for the day reset thing. That's intended behavior for singleplayer, but shouldn't be happening for LAN.
For tools, placing tools can be done by pressing left ctrl and right clicking. This can be rebound in the controls menu. The functionality of hoes has been changed, and dirt is tilled by holding left click instead of on right click. When the breaking animation finishes, dirt and grass will be converted into loose dirt, and loose dirt will be converted into farmland. Shears work as per vanilla, and can pick up grass by breaking the grass while holding the shears.
Thanks to the following people who have contributed to this release!
- Dawnraider
- Zhil
- Hiracho
- slzei
/--General--/
- Added the ability to load addons from the ./mods folder. Note, however, that addons must declare their main addon class in their own package as the loader will not check the base MC package.
- Added several new splash texts, and removed a few that no longer fit with the current state of the mod. Thanks to everyone who suggested new splash texts!
- Tweaked some translation entries for the Turkish translation.
/--Gameplay--/
- Added a config option to disable the HCS radius increase in large biomes.
- Changed hardcore spawn to try not to respawn the player in the jungle or ocean. Do note that it is still possible to spawn there if no other location is found within a reasonable time.
- Changed the block dispenser to only place a minecart in the world if one is not already present in front of it.
- Changed block dispensers to eject minecarts with some velocity if a rail is present.
- Changed the position at which a block dispenser places a minecart without rails to make it easier to fit them down a 1x1 hole.
- Changed minecarts with chests to be more predictable when spilling items when broken.
- Changed hoppers to no longer reset the number of contained souls when the soul sand filter is removed to make it more difficult to circumvent breaking the hopper when not powered.
- Changed tools to no longer be placed inside of replaceable blocks to prevent using them to put out fires.
- Changed snow placed during world generation to fill in tall grass and other snowloggable blocks.
- Changed (increased) the volume of the splash sound when a fish grabs a fish hook.
- Fixed an issue where crafting crucibles on a turntable did not eject a clay ball.
- Fixed an issue where carrots required natural light to grow.
- Fixed an issue where the health regen changes from last release did not get applied to multiplayer.
- Fixed an issue where some block place events were using the step sound instead of the place sound.
/--Addon API--/
- Added hooks to define behavior when entities are consumed by a block dispenser.
- Added hooks to prevent the player from respawning in certain biomes.
- Added hooks to change the volume and pitch of different block sounds (place, step, break) independently of one another.
- Added hooks to define more properties for daily growth crops.
/--General--/
- Fixed an issue where the game would load addons installed directly into the jar out of order (note that specifying load order for mods loaded from the mods folder is not yet supported)
- Fixed an issue where a null pointer error would be logged if no addons were installed in the mods folder.
- Fixed an issue where the addon loader was percent encoding file URIs leading to it looking for files in the wrong location.
This version largely only affects servers. As such, you do not need to update your client unless you plan on playing on a server running 1.3.10b.
/--General--/
- Changed server version checking to ignore lettered versions. This means that future versions with the same number and only differing in the ending letter will be treated as server compatible. Do note that this does not apply to 1.3.10. While 1.3.10 clients can connect to a 1.3.10b server without issue, they will still receive a warning when joining.
- Fixed a crash in multiplayer on startup due to the log file being improperly initialized.
Version 1.2.1 has been released!
Download here.
Thanks to the following people who contributed to this release!
- Dawnraider
- yany
/--Gameplay--/
- Added mashed melon as a new item produced when melons explode, and reduced the number of items produced. Mashed melon may be manually crafted into seeds, or passed through a wicker filter in a hopper. This allows melons to be accessed as a food source before having access to the saw, while still maintaining the saw as a far more efficient way of eating melons.
- Added sounds and particle effects to saplings growing into trees in a fertilized planter.
- Added the ability to right click a fishing rod to apply bait from the hotbar from yany's Click Bait addon.
- Changed full moons to be slightly less effective for catching fish given the increase in efficiency by incorporating click bait.
- Changed hardcore spawn to reset the time to day on a server with only one player online.
- Refactored how sheep color blending is handled to clean up the related code and fix some inconsistencies.
- Fixed an issue where a sapling which failed to grow from a fertilized planter would turn the planter into a sapling.
- Fixed an issue where saplings would not consume fertilizer when they matured.
- Fixed an issue where baby sheep had far too much fur.
- Fixed an issue where chicken feed could not be made from carrot seeds.
- Fixed an issue where chickens affected by Nothing to Worry About did not have their feather drops increased when their normal drops were changed.
Version 1.2.2 has been released!
Download here.
/--Gameplay--/
- Added the ability to make scrambled eggs out of fried and poached eggs as well as raw ones for convenience.
- Changed (increased) the drop rate of jungle saplings to match that of the other sapling types.
- Changed (reduced) the time required for trees to grow slightly to make farming trees more viable, while still requiring a significant time to grow.
- Changed the sound on sheep regrowing their wool to be more appropriate.
- Fixed an issue where attempting to reel a fish in would sometimes immediately re-apply bait to the rod instead of reeling it back in.
- Fixed an issue where applying bait to a fishing rod with a right click would consume bait from every valid stack instead of only the first.
- Fixed an issue where the drops from legacy sugar cane depended on the order the blocks were broken in.
- Fixed an issue where sugar cane and pumpkins were not properly generating.
- Fixed an issue in multiplayer where the game tried to load world data before mods were initialized.
/--Addon API--/
- Added hooks for blocks to define their light value dynamically instead of being fixed per blockID.
Version 1.2.3 has been released!
Download here.
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
/--Gameplay--/
- Added the ability for mob spawners to convert loose cobblestone into mossy cobblestone.
- Added silverfish versions of mossy, cracked, and chiseled stone brick, and changed strongholds to generate those variants.
- Changed silverfish variants to use their own block ids to open up metadata for later.
- Changed windmills to be completely destroyed by lightning instead of dropping as an item to encourage protecting windmills from storms.
- Changed (increased) the weight on the soul urn trade for the priest to make levelling the priest from 4 to 5 less frustrating.
- Changed the canvas trade for the priest from level 5 to level 4 to further improve levelling a priest from 4 to 5.
- Changed the dynamite recipe to output 2.
- Changed mining charges to drop items as if the blocks were mined instead of their normal explosion drops.
- Fixed an issue where the butcher still requested old carrots.
- Fixed an issue where invalid trades were not being properly removed from villager trade lists.
- Fixed an issue where guaranteed villager trades, like runed and infused skulls, displayed the "+" for xp even though such trades do not provide xp.
- Fixed an issue where smooth lighting did not properly apply to grass and grass slabs.
- Fixed an issue where grass slabs erroneously always used better grass for their sides when that was enabled, even when it should have used the default texture.
- Fixed an issue where the mysterious gland, witch wart, and vessel of the dragon were missing from the creative inventory.
- Fixed an issue where magenta and light blue were swapped when mixing colors for sheep.
/--Addon API--/
- Added hooks to define custom behavior when a block is destroyed by a mining charge.
- Added hooks to define whether a block can be converted by a mob spawner.
- Added hooks to define new silverfish invested variants.
Hi dawnraider,
Awesome to see that you've and the team have been working hard to keep improving FlowerChild's original mod. I was wondering if you have any plans to make the early game content not so frustratingly difficult? I honestly find the early game very very grindy and if you make one small mistake it's very easy to ruin a good run. Most of my runs end up with playing for an hour or two and then I end up dying a rage quitting. I think the early game is really rough and probably turns off a lot of newer players.
I have a few suggestions that might help ease the difficulty and frustration:
Some very important suggestions:
Honestly, I feel the greatest frustration is putting a few hours into a world, dying, hardcore spawning, and having no real impact on the world. There is also, 1) no items are saved, and 2) the player's presence in the world has a negative impact as hostile mobs kill passive animals, which don't respawn. Also by early game I mean pre-iron, as honestly I haven't been able to progress past the clay era yet.
A second point is that the hunger tax on jumping is far too punishing. I know the meta is to make dirt slabs and path everywhere. But I'll be honest, this is not a fun way to play minecraft. I think the hunger penalty for jumping should definitely be reduced. Minecraft is a game made of blocks, and well, you have to jump to get around!
Another annoyance with the early game is that during the night times there is very little you can do except sit at your computer waiting 10 minutes for sunrise. The only thing that can be done is to keep the campfire fueled up every minute or so. The night times are very boring and there is really nothing you can do. In vanilla minecraft, this is mitigated as it forces players to mine, but as this mod makes mining a higher tech tree activity, there is nothing to do during the night that is fun.
The mod has a lot of content that is challenging. But I can't say I have much fun playing the early game. And no, being challenged is not fun when it affects my ability to sleep IRL.
Also, I highly recommend there to be an option to turn off the ability to turn on cheats via Lan ;
Sorry if this has come off somewhat negative. The mod raises a lot of emotions with me, but the net one seems to be a lot of frustration.
I guess the TLDR is that there needs to be greater focus on fleshing out the early game. Not making it so frustrating and making it more fun and enjoyable. There are countless things that punish players, but I think there needs to be more things that rewards the players. I can understand that for seasoned players, the early game is not much of a challenge. But for newer players, it really discourages us from making any serious progress with the mod, and so we can't enjoy all of the interesting features.
Hey, thanks for the feedback
Some of these already have solutions:
- Early game chests already exist in the form of baskets and hampers, in addition to a number of items which can be placed in the world.
- 1.5 Terrain generation definitely sucks, but modifying it is beyond the scope of BTW as one of the core design goals of BTW is to not add anything major to world gen. However, if you want better terrain generation you can use my addon for doing just that: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9795
- The above does not add any new blocks, but will generate blocks added by Deco if that is also installed: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9731
- If you would like dynamic lighting, you can use Hiracho's addon: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=10151
- Dirt is between 2 and 4 blocks deep in random areas. If you find dirt that isn't deep enough, look for another area. This also falls under the above note about terrain generation.
Additionally, some of these are planned already:
- We are looking into ways to create difficulty settings to allow the mod to be a bit more approachable. Currently that is only in design phase though. These can be viewed here:
https://zhil.notion.site/Gentle-Mode-f3922a628ba249ce94826b00f31e5859
https://zhil.notion.site/Hostile-Mode-7ab9d5c3a3ab490f9a512a20b0987f13
- An official recipe guide is planned, but for now there is a version of craftguide for BTW. It isn't updated and so is missing a few things (notably saw, kiln, piston packing, hopper filtering, and any secondary outputs from crafting recipes), but everything else is there: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9452
- Achievements are currently being worked on by Sockthing.
- Sprint keybinding is definitely on the todo list, it is just not quite as simple to add as it seems.
- The early game nighttime experience is definitely on the radar. It's a very non-trivial issue, however, so it's something we are still working on a solution for.
- More dynamic weather, including localized weather, is something we are considering. Nothing concrete though and it is not being actively worked on right now, so don't expect anything soon.
- Other people have talked about creating an addon to make you drop your items into a chest or player corpse or something similar. No plans for such a feature in BTW as of yet, but keep an eye out for any addons which may implement something like that.
- More new types of food in the world are being added in Sockthing's Sock's Crops addon, so you can check that out once it is released: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=10150
To address the other concerns you mentioned:
- Food is intended to be a concern well into mid game. It is not a solved issue until you get to villagers. Renewable food coming in stages as you progress through the tech tree is intended and currently well-balanced imo. If you want an easier time managing food you can install Hiracho's Fatty Foods addon, which allows configuring hunger rates: http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=9916
- World gen has no idea when a player dies and so having things come back when you die doesn't really work. Also, the above still applies.
- Jumping having a high cost to hunger is intended to encourage the player to map out pathways with slabs for repeated travel. It also provides unique challenges to mountain biomes, which otherwise offer very little interest gameplay-wise. Specific numbers can definitely be looked at, but jumping is intentionally costly on hunger.
- Resetting the rain cycle after HCS is something I can take a look at. It currently kills any active storm if you die during the storm, but it beginning to rain immediately after you respawn is not great.
- Resetting the moon cycle is more complicated. For one, it is a very non-trivial change code-wise. It is also something that can be tracked fairly easily and planned for. The recent respawn lockout timer changes should also help with that as well if you do end up dying to the gloom because it will now give you a new spawn once night falls instead of having you death loop for 10 minutes.
- The campfire is intended to be something that must be tended and maintained. It is not about difficulty, it is about making it so you can't just throw a ton of fuel on it to get it to max and then walk away, because that is what an oven is for.
Anyways, if you have any more feedback feel free to post on the forums (we keep it much more laid-back now that FC is gone), or on discord, as I only occasionally check this thread. Both are linked at the top of the OP
Version 1.3.0 has been released!
Download here
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
- ExpHP
- rockoutwill
- Quanteus
/--General--/
- Added a full Russian translation. Thanks to Quanteus for providing the translation!
- Fixed an issue where texturepacks took a very long time to load.
- Fixed an issue where a couple of translation entries were duplicated.
/--Gameplay--/
- Added new grass and mycelium growth mechanics, which are detailed further below.
- Added a new system for farming silverfish in the end, based loosely on the old system, which is left to the player to discover.
- Added the ability to turn a stack of bark into potash.
- Added a new keybinding as an alternate use key, bound to ctrl by default, allowing items to have multiple right click functionalities.
- Added the ability to place swords into soft materials using alt use + right click.
- Changed tools to be placed using alt use + right click to allow adding right click functionality to tools and to decrease the occurrance of accidentally placing tools. This also enables placing of steel tools.
- Changed buckets to be placed using alt use + right click, allowing them to be placed once again without requiring block dispensers.
- Changed hostile mobs to only spawn in complete darkness (aka gloom) in order to decrease torch spam. Note that they can still spawn in sunlight of 7 or less so normal nighttime spawns are unaffected when artifical light is not present.
- Changed cactus to be able to be planted on itself for decorative uses. Note that the base plant must still be placed in a planter.
- Changed dragon orbs to collide with blocks in the same way as items, which should hopefully make them easier to work with in automated systems.
- Changed the recipe for mining charges to produce 3 instead of 2.
- Changed the ender spectacles overlay to remove the green tint.
- Fixed an issue where crafting dynamite with soul dust still only produced 1.
- Fixed an issue where cooking recipes still used the old carrot.
- Fixed an issue where sugar cane roots could be placed on top of other sugar cane plants.
- Fixed an issue where combining slabs played the block's step sound instead of its place sound.
- Fixed an issue where upside down slabs which started falling (such as when a dirt slab lost its anchor) immediately rendered as normal slabs instead of rendering as upside down.
- Fixed a vanilla issue where the game would be unable to load a save if you exited with a fishing line cast.
- Fixed an issue in multiplayer where the game would crash when generating mountains.
- Fixed an issue in multiplayer where the game would crash when a player died with items in their inventory.
/--Animageddon--/
- Added sparse grass as a new grass growth stage. When eating grass, animals will turn grass into sparse grass instead of dirt, and animals will only eat sparse grass when they are starving. This makes animal pens far less subject to snowballing failure and makes it easier to tell if a pen is too small before it is too late. Note that pigs are an exception to this and will still turn grass directly into loose dirt.
- Added sparse mycelium which serves the same purpose as above. Furthermore, this fixes an issue where mooshrooms would create patches of spawnable ground on the surface of mushroom biomes.
- Changed grass to be able to grow under artifical light so long as it can still see the sky, meaning grass can now grow at night as long as it is lit. This fixes an issue where animals could die through no fault of your own simply by leaving your base for several days in a row, returning only at night.
- Changed (reduced) the distance which grass and mycelium can grow downwards from 3 blocks to 2. This fixes an exploit where animal pens could be constructed with grass roofs to significantly improve their output. The primary purpose of these, preventing snowballing, has now been handled as a legitimate feature through sparse grass and mycelium.
- Changed grass slabs to use their own block ids instead of sharing with dirt slabs. Old grass slabs in the world will convert to the new ones over time, and a conversion recipe has been provided to convert the old items into the new ones.
- Changed (removed) the light level requirement for mycelium to grow as it ran somewhat counter to its purpose in blocking mob spawns, and didn't make a lot of sense when mushrooms would still grow without light. This also increases the value of mooshrooms by allowing pens for them to be built without sunlight.
- Changed (refactored) how grass and mycelium spread are handled internally.
- Changed (refactored) how grass rendering is handled internally.
- Changed (increased) the food value multiplier for pigs slightly to account for the changes made to grass spread, since they did not benefit as much from the new mechanics.
- Changed (reduced) the overall necessary pen size for animals as the old values were far too cumbersome to make use of late game.
- Changed (increased) the food value items provide to animals significantly, as feeding animals with items was entirely unreasonable to do previously.
- Changed animals to once again drop cooked meat if they die while on fire. With mobs setting you on fire and animals dropping burned meat, fire aspect was a wholly detrimental enchantment and this should hopefully return some value to it.
- Fixed an issue where animals could not eat ferns.
- Fixed an issue where mycelium slabs could not be combined with dirt slabs.
- Fixed an issue where combining two grass slabs resulted in a dirt block.
/--Creative Mode--/
- Fixed an issue where the new silverfish blocks were missing translation entries.
/--Addon API--/
- Reformatted FCAddOn class to make it more clear what kind of functionality is present for addon authors.
- Added hooks to get block light value only, ignoring sunlight.
- Fixed an issue where several FCAddOnHandler methods were not static.
- Fixed an issue where naturally spawned entities were not respecting class mapping replacements.
- Fixed an issue where block and item replacement used the wrong method overloads when registering addons for mutual replacement.
- Removed deprecated versions of block and item replacement as a part of the above fix.
- Removed deprecated versions of secondary output recipe definitions.
Version 1.3.1 has been released!
Download here
Thanks to the following people who contributed to this release!
- Hiracho
/--General--/
- Fixed an issue where mod initialization in multiplayer would still cause crashes on launching the server.
/--Gameplay--/
- Added the ability to sprint by pressing alt use (defaulted to ctrl) while moving.
- Added the ability to place several orientable blocks with the opposite rotation by holding alt use while placing.
- Changed sprinting to not cancel when hitting blocks as long as movement input is still activated.
- Fixed an issue where pressing alt use while moving in multiplayer would disconnect the client.
Version 1.3.2 has been released!
Download here
Thanks to the following people who contributed to this release!
- Dawnraider
- Hiracho
/--Gameplay--/
- Added the ability to put a breeding harness on mooshrooms without them being converted into normal cows.
- Changed fire aspect to no longer be available on the vanilla enchanter given that it is now significantly stronger than before, especially when exploring. It may now only be obtained through the infernal enchanter.
- Changed mobs to no longer be able to spawn on wicker as a thematic extension of not being able to spawn on wood, and because hampers and baskets being spawnable was unintuitive.
- Changed campfires to startle animals when placed to fix an exploit with setting animals on fire in the early game.
- Fixed an issue where clay balls were still used to make bricks in an oven instead of wet bricks.
- Fixed an issue where the tops of blocks would not have biome coloring applied when smooth lighting was turned off.
- Fixed an issue where mooshrooms did not have textures for hungry or starving states, and changed them to only grow mushrooms on their backs when fully fed.
- Fixed an issue where slimes in swamps did not respect the new lighting requirements for spawning.
- Fixed an issue (again) where clients would disconnect from multiplayer when sneaking/pressing alt use/sprinting. Version control issues meant the code for this change did not actually make it into last release.
/---Creative Mode---/
- Fixed an issue where several blocks returned the block instead of item form when using pick block: iron and gold ore chunks, various pastries, unfired pottery.
- Fixed an issue where unfired pottery was not present in the creative menu.
/--Addon API--/
- Added hooks to define whether a material breaks the saw or not.
- Added the ability to define multiple valid input metadata values for a single saw or kiln recipe, instead of requiring a separate recipe for each metadata, and updated BTW recipes to use this system. This is primarily to help craftguide to display recipes properly.
- Added static arrays to FCRecipes holding the metadata values for siding, moulding, and corners, to assist in defining in-world recipes such as those on the saw.
- Added a warning when attempting to add a hopper filtering recipe with an input stack size greater than 1.
- Added hooks to set a block to define whether a block should startle animals when placed or removed.
- Added hooks to define log chopping recipes, and separated existing recipes into their own instances. The old FCRecipesLogChopping class has also been deprecated, and will be removed at a later date.
- Changed turntable recipes to be handled by a crafting manager.
- Fixed an issue where helper methods for adding subblock recipes to the saw were not public.
Version 1.3.3 has been released!
Download here
/--Gameplay--/
- Fixed an issue where chopping logs with an axe produced 4 planks instead of 2.
- Fixed an issue where several BTW materials would erroneously break the saw. I made sure all vanilla materials were updated to the new system but missed the BTW materials.
/--Creative Mode--/
- Fixed an issue where wet bricks returned the wrong result when using pick block.
/--Addon API--/
- Fixed an issue where saw and kiln recipes weren't properly checking for if they should ignore metadata.
Version 1.3.4 has been released!
Download here
/--Gameplay--/
- Added the ability to block with the refined hoe since its right click functionality has been freed up.
- Fixed an issue where smelting nether bricks in an oven still used nether sludge instead of unfired nether brick.
- Fixed an issue where using fireworks would cause the game to crash.
- Fixed an issue where saws in multiplayer were checking against material incorrectly.
- Removed the recipe for the old unfired brick block in the kiln, since it is no longer obtainable, in order to help craftguide keep clutter down.
/--Creative Mode--/
- Fixed an issue where unfired nether bricks returned the wrong result when using pick block.
- Fixed an issue where stone always returned its first strata variant when used with pick block.
Version 1.3.5 has been released!
Download here
Thanks to the following people who contributed to this release!
- Dawnraider
- yany
/--Gameplay--/
- Fixed an issue where moonlight was erroneously block mobs from spawning on slabs and other partial blocks.
- Fixed an issue where scattered features (temples and witch huts) were not generating properly.
Version 1.3.6 has been released!
Download here!
/--Gameplay--/
- Fixed an issue where sawing corners of wood types with metadata would create gears with metadata which wouldn't stack together or work in recipes. Additionally, recipes involving gears have been changed to ignore metadata so that existing bugged gears can be used.
- Fixed an issue where diamond shears made no sound when used in crafting.
/--Creative Mode--/
- Changed health/hunger status effects to not apply when the player is in creative mode.
/--Addon API--/
- Added hooks to FCAddOn to allow addons to define behavior for decorating the world (for things like trees, ores, etc)
- Added hooks to allow biomes to define whether it can snow at a certain location.
- Changed the checks for breaking the saw to check for if a block has a recipe, removing the need to also disable breaking the saw in the block's class.
Version 1.3.7 has been released!
Download here
Thanks to the following people who contributed to this release!
- Dawnraider
- Peakstep
/--General--/
- Added a Simplified Chinese translation. Thanks to Peakstep for providing the translation!
/--Gameplay--/
- Changed the recipe for the screw. The recipe remains the same shape, using a column of three iron ingots in the center, while the outer ingots have been changed to nuggets. This should help make screw pump towers a little more accessible in the mid game, without completely devaluing their cost.
- Changed vanilla armor types to have equal durability across armor slots to match mod armors.
/--Addon API--/
- Changed the type passed in to the world decorator hook from last release from BiomeDecorator to a new interface FCIBiomeDecorator, which BiomeDecorator implements.
- Changed the hook for checking for valid snow placement to pass the current world as an argument.
- Fixed an issue where some instances of the game checking for snow did not use the new hook.
It is really a mod being developed since 2011
Version 1.3.8 has been released!
Download here
Thanks to the following people who contributed to this release!
-Dawnraider
-Sockthing
-slzei
/--General--/
- Added a German translation. Thanks to Sockthing for providing the translation!
- Added a Turkish translation. Thanks to slzei for providing the translation!
- Fixed an issue where grass blocks rendered the grass overlay on top of dirt instead of on top of the base grass texture.
/--Gameplay--/
- Changed the player to go up ladders more slowly when using an item.
- Changed the player's health to regenerate slightly faster to reduce the time wasted. This should make little difference in combat, but should reduce downtime by a small amount
- Changed (reduced) the amount of food chickens get from eating items like seeds.
- Removed the ability for pigs to eat sugar cane in the world, since they are unable to eat sugar cane items anyway, and since pigs eating sugar cane roots has a much bigger negative impact than before sugar cane was reworked.
- Fixed an issue where blocks with different sounds based on metadata (like sand slabs) would not play their custom sounds on place or break.
- Fixed an issue where the screw gave back too much iron when melted down in a crucible.
/--Addon API--/
- Added a hook for addons to disable HC bouncing without editing EntityPlayer.
- Fixed an issue where rain particles would spawn during snow in biomes with only partial snow coverage.
Hi Dawnraider00
Thanks so much for keeping the mod going! This is the only way I play minecraft.
My friend and I are having a couple of issues:
We're not playing on a server. Instead we play single player and open up to LAN. Whenever one of us respawns after death, the night cycle goes back to day.
Also, we can't seem to right-click many of the tools. For example, We can't embed an axe into Wood, or pickaxe into stone, or use shears to cut grass, or even hoe the ground with iron tools...
We're at a standstill in our game and we don't know how to fix this issue. Not sure if it's a version issue or if it's something we've done on our end? We use MultiMC to play, version 1.3.8 on Minecraft version 1.5.2
We've both played solo games and found we are still having the same issues.
Any feedback and help would be greatly appreciated. Thank you!
Sorry for the late response I've been super busy lately and this thread isn't monitored super often. The forums or discord are much more reliable ways of contacting me or other community members.
Anyways, I will file a an issue on github for the day reset thing. That's intended behavior for singleplayer, but shouldn't be happening for LAN.
For tools, placing tools can be done by pressing left ctrl and right clicking. This can be rebound in the controls menu. The functionality of hoes has been changed, and dirt is tilled by holding left click instead of on right click. When the breaking animation finishes, dirt and grass will be converted into loose dirt, and loose dirt will be converted into farmland. Shears work as per vanilla, and can pick up grass by breaking the grass while holding the shears.
Version 1.3.9 has been released!
Download here
Thanks to the following people who have contributed to this release!
- Dawnraider
- Zhil
- Hiracho
- slzei
/--General--/
- Added the ability to load addons from the ./mods folder. Note, however, that addons must declare their main addon class in their own package as the loader will not check the base MC package.
- Added several new splash texts, and removed a few that no longer fit with the current state of the mod. Thanks to everyone who suggested new splash texts!
- Tweaked some translation entries for the Turkish translation.
/--Gameplay--/
- Added a config option to disable the HCS radius increase in large biomes.
- Changed hardcore spawn to try not to respawn the player in the jungle or ocean. Do note that it is still possible to spawn there if no other location is found within a reasonable time.
- Changed the block dispenser to only place a minecart in the world if one is not already present in front of it.
- Changed block dispensers to eject minecarts with some velocity if a rail is present.
- Changed the position at which a block dispenser places a minecart without rails to make it easier to fit them down a 1x1 hole.
- Changed minecarts with chests to be more predictable when spilling items when broken.
- Changed hoppers to no longer reset the number of contained souls when the soul sand filter is removed to make it more difficult to circumvent breaking the hopper when not powered.
- Changed tools to no longer be placed inside of replaceable blocks to prevent using them to put out fires.
- Changed snow placed during world generation to fill in tall grass and other snowloggable blocks.
- Changed (increased) the volume of the splash sound when a fish grabs a fish hook.
- Fixed an issue where crafting crucibles on a turntable did not eject a clay ball.
- Fixed an issue where carrots required natural light to grow.
- Fixed an issue where the health regen changes from last release did not get applied to multiplayer.
- Fixed an issue where some block place events were using the step sound instead of the place sound.
/--Addon API--/
- Added hooks to define behavior when entities are consumed by a block dispenser.
- Added hooks to prevent the player from respawning in certain biomes.
- Added hooks to change the volume and pitch of different block sounds (place, step, break) independently of one another.
- Added hooks to define more properties for daily growth crops.
Version 1.3.10 has been released!
Download here
/--General--/
- Fixed an issue where the game would load addons installed directly into the jar out of order (note that specifying load order for mods loaded from the mods folder is not yet supported)
- Fixed an issue where a null pointer error would be logged if no addons were installed in the mods folder.
- Fixed an issue where the addon loader was percent encoding file URIs leading to it looking for files in the wrong location.
Version 1.3.10b has been released!
Download here
This version largely only affects servers. As such, you do not need to update your client unless you plan on playing on a server running 1.3.10b.
/--General--/
- Changed server version checking to ignore lettered versions. This means that future versions with the same number and only differing in the ending letter will be treated as server compatible. Do note that this does not apply to 1.3.10. While 1.3.10 clients can connect to a 1.3.10b server without issue, they will still receive a warning when joining.
- Fixed a crash in multiplayer on startup due to the log file being improperly initialized.