Howdy folks! Let me present my new project: Back2Beta. (Now with multiplayer support!)
*"What the heck is that?"
-I'm glad you asked. Eventually, I'm hoping it'll become another golden age Minecraft core-mod/jar-mod ala Not-So-Seecret-Saturday, Better Than Adventure, New Frontier Craft, ReIndev, Better Beta, etc.
*"So what makes this one different?"
-Well, from the get-go I wanted to introduce specific features in different updates, so purists can stop at whatever update feels best for them. That way this can also serve as an "ultimate" beta experience for as many people as possible.
Because of this, the first several patches consist almost entirely of bugfixes and quality of life features for Beta 1.7.3, meticulously fixing as many bugs as I could find, polishing the game itself, and keeping everything else relatively unmodified and pure. As such, B2B1.7.8 is in a way the ultimate way to experience "vanilla" Minecraft Beta 1.7 in its most perfect form.
*"What happens after that?"
-Once the game is in a stable, polished state, further updates will expand upon beta in much the same way the old updates of vanilla used to, hopefully keeping the original feel but adding useful and interesting features.
*"What kind of features?"
-In all honesty, this is mostly intended to become my ideal version of the game, based on what I always used to imagine the game would someday be like, drawing inspiration from comments from the developers and rumors in the community from back in 2011.
I'm talking torches that burn out, crying obsidian respawn obilisks, pigman villagers, etc, plus a ton of quality of life features from other mods and the modern game (like silk touch gold tools from NSSS). And, most importantly, absolutely no hunger!
*"But what happens to the polished version of "vanilla" 1.7 once new updates come out?"
-Worry not! Some people don't care at all about the new features and updates beyond the bugfixes and QOL features of the mod. I get that. To those people, I hear you, gamers! The latest version of "update" 1.7 without any major additions (currently B2B1.7.8) will always be available as a separate download (as will each major update)! Further, B2B1.7 will retroactively be updated accordingly if I come across any additional bugs that need patching while working on further updates. Think of it like a "Long-Term Support" version of beta 1.7, with all the bugfixes.
Now to get the bad news out of the way: Because of how comprehensive this mod is, it isn't going to be compatible with many other mods, as a LOT of class files have been changed. If you like to play with a lot of mods, this might not be the ideal version of the game for you. For everybody who's looking for a more seamless and more stable beta experience, or an interesting possible alternative route for the game's development though, you're in the right place! Welcome to the party!
All bugfixes/changes for each version are listed below.
CHANGELOGS:
Back2Beta 1.7.4:
1.7.4 Utility Patch (Polished Beta) CHANGELOG:
*Increased depth buffer from 16 to 24-bit, fixing z-fighting on AMD and Apple computers (Credit: HalfOfAKebab, MCArchive)
*Colors appear properly on Mac M1 processors instead of inverted (Credit: Dereku)
*Custom player skins properly download and display on the player model (Credit: Betacraft.uk)
*Original beta sounds have been restored (Credit: Betacraft.uk)
*Player skin randomly selects Steve or Beta-fied Alex when no custom skin is present (ie offline mode)
*Walking near the farlands no longer causes jitter (Credit: pi314159265358978)
*Added cardinal direction names and world seed to the F3 debug menu
*Single Half Slabs no longer block light
*Wooden Slabs are now a separate blockID, allowing them to function properly
*The metadata value previously used for Wooden Slabs has been replaced with Brick Slabs, which are fully craftable
*Wooden Slabs can be used as fuel in a Furnace
*Axes properly affect Crafting Tables, Wooden Stairs, Wooden Slabs, Wooden Doors, Pumpkins, etc.
*Pickaxes properly affect Redstone Ore, Furnaces, Stone Stairs, Iron Doors, etc.
*Food won't be consumed if the player is already full (Credit: <Zyga>)
*Milk can be drunk without aiming at a block & milking cows is far more reliable
*Saddles drop from killed saddled pigs
*Leaves broken by Shears will properly drop Leaves even when the Shears break
*Third-person view hides the crosshair, has a front-facing mode, and will show the player even when they're inside a transparent block
*Sneaking while right-clicking on an interactive block bypasses the interaction, allowing you to place blocks on them instead (place Torches on Crafting Tables!)
*Likewise, sneaking while placing a block on a Snow Layer will place the block on the clicked side of the Snow Layer rather than replacing it
*Sneaking while left-clicking on a Door, Button, Lever, etc won't activate it, allowing you to more easily break the block
*Non-solid blocks like Torches and Levers cannot be placed on Chests
*Beds and Webs make their proper stepping/breaking sounds
*Jukeboxes and Music Blocks make their proper stepping/breaking sounds
*Jukeboxes and Music Blocks can no longer have their top face ignited with Flint and Steel
*Stairs properly drop themselves instead of their material
*Stairs no longer block light
*Chest orientation is based on the player's direction when placing them
*Boats now reliably dismount properly
*Boats have a small amount of friction applied when no one is riding them, to prevent them straying too far
*The player can no longer be pushed while sleeping
*The player can no longer open their inventory, toggle third-person mode, drop items, or break blocks while sleeping
*The player's respawn point is set when right-clicking on a Bed, rather than after waking up from sleeping in one
*Leave Bed button shows up when sleeping, even in singleplayer
*Players won't be woken up by "nightmares" and attacked while sleeping
*The sun now properly rises in the east and sets in the west (instead of north to south)
*Chicken hitboxes have been made slightly bigger
*Flint and Steel only takes damage when successfully igniting a block
*Skeletons properly hold their Bows like in beta 1.8+ (Credit: LO6AN)
*Armor slot icons display in inventory when armor isn't equipped (Credit: LO6AN)
*Chat GUI remembers chat history and can be scrolled through (Credit: <old_mine_diver>)
*Currently typed characters in the chat bar can be navigated through with the arrow keys (Credit: <old_mine_diver>)
*FOV slider has been added to the options menu (Credit: vfjekMC)
*The "whirlpool" bug (with water not forming a source block when above another water block) has been fixed
*Broken placement behavior of ladders when an entity is occupying the same block has been fixed
*Fixed the Game Over screen so the score displays correctly (though it will still always be 0)
*Items can be shift-clicked into a Furnace and are top- or bottom-slot prioritized if they burn or smelt
*Signs, Ladders, and Wooden Doors can be used as fuel in a Furnace
*Items can be dropped from the inventory by pressing the drop key while hovering over a slot
*An entire stack of items can be dropped from the inventory by pressing shift and the drop key while hovering over a slot
*Items can be moved from the inventory to a specific slot in the hotbar by hovering over the items and pressing the number key corresponding with the hotbar slot
*Dropping items with the drop key will now drop the entire stack if the player is sneaking
*Loose items will sort themselves into your inventory if they can rather than being dropped when a GUI is closed
*Shift-clicking while crafting an item will craft all that can be crafted of it
*Armor (and Pumpkins) can be shift-clicked into armor slots
*Nonstandard blocks (Pressure Plates, Stairs, Fences, Trapdoors, etc) now correctly render at the normal scale instead of twice as large when dropped as items
*Mobs will no longer repeatedly attempt to jump over Fences (Credit: SnowshoeIceboot)
*Code for placing Half Slabs has been reworked, allowing a Double Slab to be formed even when there's a block above it, and when indirectly placed on adjacent surfaces
*Flowing Lava decays properly and won't linger when it shouldn't
*Double-wide Doors function properly and are no longer redstone-inverted from one another
*Levers emit redstone particles when activated
*Game Menu no longer incorrectly displays "Saving level..." when in multiplayer
*"Mods and Texture Packs" button has been changed to just "Texture Packs"
*Quit Game button is forced to show on the title screen
Known Bugs:
-Betacraft Proxy sometimes takes time to download and sync proper sound effects or skin, depending on internet speed. If it doesn't work, give it a minute then restart the game.
-Ice currently doesn't turn into water when broken due to a line that was accidentally left commented out.
-Armor items often duplicate when shift-clicking them into armor slots, due to a change in the way item stacks are merged.
-The FOV setting stretches the player's hand.
-Game window becomes non-resizable after switching to fullscreen mode, then back to windowed mode
-Mod is currently singleplayer only
Back2Beta 1.7.5:
1.7.5 Utility Patch Pt.2 CHANGELOG:
*Fixed a bug from the last patch where Ice would not turn to water when broken
*Fixed a bug from the last patch where shift-clicked armor items/Pumpkins would sometimes duplicate
*Fixed a bug from the last patch where increasing FOV stretches the player's arm and anything they're holding (Credit: Jilm)
*Fixed Powered Rails not powering/depowering when placed or pushed by Pistons
*Implemented New Frontier Craft's Legacy Translation System to allow for compatibility with other languages through Language Packs - LegacyTranslationSystemV1.1 (Credit: [NFC]Logan)
*Added a Server List screen to save frequently visited servers - GuiServerSlotFix (Credit: <Zyga>, Jilm)
*Shovels properly affect Soul Sand
*Bookshelves drop 3 Books when broken, instead of nothing
*When being placed, Paintings will always scale to the maximum size they have available, making it easier to get the desired painting
*Wooden tools can be used as fuel in a Furnace
*Sugar Cane can be placed on Sand
*Fences can be placed anywhere
*Pressure plates can be placed on top of fences
*Pumpkins can be placed anywhere
*Tall Grass can be replaced by another block, like Snow Layers can
*Arrows that are burning now set hit entities on fire
*Flowing Lava creates stone when it hits a water source directly from above
*The orientation of a Lever placed on the floor is now dependent on the player's direction instead of being random
*Levers are placeable in Snow Layers and Tall Grass
*Levers will snap to nearby faces like Torches do if they are unable to place on the clicked block face
*Coal and Flint textures have been centered
*Charcoal now has its own texture instead of using the one for Coal
*Ghast Fireballs now have their own texture instead of using the one for Snowballs
*Button crafting recipe has been changed to the modern one (using 1 Stone instead of 2)
*All Ore blocks (including Redstone, Lapis, Coal, and Diamond) can be smelted to obtain their usual drops (though they are still unobtainable in survival)
*Cobwebs now drop themselves when broken with Shears (though are still unobtainable in survival, as they do not generate anywhere in the world)
*Falling into a Cobweb now negates all fall damage
*The slash key will now also open the chat gui and begin the line with "/" making typing server commands more convenient
*Hiding the GUI with F1 now also hides block hitbox outlines
*Difficulty button now displays the current world's difficulty if on a server and cannot be changed
*Tidier F3 Debug Menu - removed frame graph & overhead mob IDs and made info easier to interpret
*New Advanced Debug Menu is accessed by pressing Alt+F3 - includes more info, frame graph & overhead mob IDs, and displays ID & metadata of items in a GUI
*Added time, weather, and light level to advanced debug menu
*Grabbed tools in a GUI can now be switched with another in an inventory slot by clicking on it, even when they are the same tool of different damage value
*The cursor properly centers itself on screen when opening a GUI in fullscreen - Fullscreen Cursor Fix (Credit: rek)
*Player no longer unexpectedly rotates when a GUI is closed while the mouse is moving near the edge of the screen - MouseHelperFix (Credit: TheMasterCaver)
*TCP NoDelay enabled for multiplayer
*Movement of living entities renders properly in multiplayer (no longer jittery) - MPEntityPhysicsFix (Credit: <calmilamsy>)
*Maps now show their correct metadata value when logging into a server, making them far more reliable in multiplayer - ItemMapFix (Credit: Dereku)
*"Stone Stairs" have been renamed to "Cobblestone Stairs"
*Fixed inconsistent item/block/gui name capitalization ("Golden boots" to "Golden Boots", "Sugar cane" to "Sugar Cane", "Lava bucket" to " Lava Bucket", Locked chest" to "Locked Chest", "Large chest" to "Large Chest")
*Fixed inconsistent pause menu capitalization ("Game menu" to "Game Menu", "Back to game" to "Back to Game", "Save and quit to title" to "Save and Quit to Title")
*Fixed grabbed items/blocks in the player's inventory rendering below text and the mini player model
*Right-clicking on TNT with Flint and Steel primes it
Known Bugs:
-Betacraft Proxy sometimes takes time to download and sync proper sound effects or skin, depending on internet speed. If it doesn't work, give it a minute then restart the game.
-Game window becomes non-resizable after switching to fullscreen mode, then back to windowed mode
-"Achievement get!" notification does not show up
-Also, the mod currently only works for singleplayer. The client won't prevent you from joining vanilla b1.7.3 servers, but it will be a somewhat buggy experience. Multiplayer support for B2B is on my radar though, so we'll see how that turns out.
Back2Beta 1.7.6:
1.7.6 Utility Patch Pt.3 CHANGELOG:
*Fixed a bug from the last patch where entering and exiting fullscreen would prevent the window from being resized
*Fixed a bug from the last patch where "Achievement get!" notification would never appear
*Fixed a bug from the last patch where Fences and other non-standard blocks sometimes render incorrectly in inventory slots
*Fixed a bug from the previous patches where Diamonds were called "Emeralds" and Soul Sand was called "Scorched Sand" due to using NFC's language file
*Fixed a bug from the previous patches where FOV settings wouldn't load properly on startup
*Fixed a bug from the previous patches where pressing a number key with the inventory open without hovering the cursor over a slot would crash the game
*Fixed a bug from the previous patches where the game would crash if unable to find the custom game icon files
*Fixed a bug from the previous patches where saying anything in the chat while sleeping in multiplayer would crash the game
*Fixed a bug from the previous patches where forming a Double Slab with a Cobblestone Slab while clicking the south face of a block or with a Brick Slab while clicking the north face of a block would delete the block entirely, due to the way the rewritten Slab code interacted with the rewritten Ladder code
*Fixed inconsistent achievement notification, stat menu, texture pack menu, and death screen capitalization & one misspelling ("Achievement get!" to "Achievement Get!", "Times played" to "Times Played", "Open texture pack folder" to "Open Texture Pack Folder", "Game over!" to "Game Over!", etc & "Distance Swum" to "Distance Swam")
*Fixed a rare crash where the game tries to break the player's held item while the player isn't holding anything
*Fixed a vanilla exploit where the Compass and Clock icons would still point towards spawn/show time of day in the Crafting Table GUI before being fully crafted, or while displayed in the Statistics menu if the player had ever crafted one
*Added multiplayer support through a modified version of Project Poseidon, allowing you to run Back2Beta 1.7.6 servers (though the client no longer connects to vanilla b1.7.3 servers due to the login packet being improved)
(Note: Although Project Poseidon has CraftBukkit plugin support, I can't guarantee that plugins will be compatible with Back2Beta servers, though some will likely work)
*Scroll bars in menus can be navigated with the mouse scroll wheel
*Crafted items are now added to the player's Statistics even if they were shift-clicked into the inventory when crafted
*Tall Grass now renders with color-tint in the player's Statistics menu
*Dye now displays the name "Dye" when hovered over in the player's Statistics menu
*Crafted Maps now properly become the right Map, even if they were shift-clicked into the inventory when crafted, rather than always being Map #0
*Color-tinted items can now correctly display tint when held in third-person mode
*Front-facing third-person mode has been improved (no longer clips through geometry at the screen's edges as easily)
*Player camera no longer stops or jitters on death screen (Credit: [RDI] Lassebq)
*Player's hand now stops being rendered shortly after dying, before the player skin unloads
*Added "Weather" and "Ambience" volume sliders to options (Rain/Thunder and Cave Sounds, respectively)
*Added "Particles", "Fullscreen", and "Use VSync" options to video settings, moved cloud rendering mode to its own button with an "OFF" setting, and replaced "Performance Mode" toggle with "Max Framerate" slider
(Note: "Use Vsync" option slows down chunk loading)
*Increased range of FOV to include a minimum of 30, with 70 as the default
*The player now holds Bows correctly in third-person mode
*The player's selected hotbar slot is remembered when exiting and entering a world/server or changing dimensions
*Clicking "Done" in the Achievements menu now brings you back to the pause menu rather than immediately resuming the game
*Replaced the existing Controls menu with a better, scrollable one with more options and a "Reset Keys" button - Scrollable Controls (Credit: rek, North101, method)
*Hat layer of player's skin moves appropriately when sneaking
*Player's feet actually touch the ground when sneaking
*Player's third-person shadow renders in the correct spot instead of trying to render on a surface above the player's head
*Player's first-person hand does not move position unexpectedly when riding in a vehicle while in third-person or opening the inventory
*Leggings armor layer now poses properly when the player sits down with Boots and Leggings on at the same time
*Arrows shot by Skeletons will now fire from their Bows rather than from above their heads, and the aim & speed of their fired arrows have been slightly changed to compensate for the difference
*The height of Chicken hitboxes has been slightly changed from 0.6 to 0.7 to match modern vanilla
*Maps now display which Map they are on the item tooltip when hovered over with the cursor, rather than on the rendered Map when held
*The orientation of a placed Rail is now dependent on the player's direction
*Thrown Eggs now have their own particle effect when hitting something rather than using the one for Snowballs
*Most particles now face the camera even when sleeping or in third-person mode
*Tools now produce a simple particle effect when they break
*Beds now properly show the breaking animation on their top face, and produce particles based on the actual texture rather than Planks
*Doors now make one sound when opening, and another sound when closing, rather than being random
*Advanced debug menu now displays the player's targeted block
*Entity ID tags in advanced debug mode now indicate what entity it is
*Advanced debug menu now displays time as: how many days have passed, and how many ticks have passed in the current day, rather than total number of ticks
*All vehicles can now be dismounted either by right-clicking OR by sneaking
*Dispensers no longer incorrectly fire when being updated while already powered
*Block step sounds no longer "pile up" when walking on surfaces without step sounds
*Bowls, Fishing Rods, and Boats can be used as fuel in a Furnace
*The width of rendered Fishing Rod lines is now set relative to the game's resolution
*Fishing Rods now use the proper texture when cast in third-person mode, rather than using the Stick texture
*Game options are now saved even when exiting the menu with the escape key
*The player's hand now sways slightly when rotating like in beta 1.8 onwards
*Beds will no longer display "Your respawn point has been set" when the same bed is right-clicked again after reloading the world
*The message "You can only sleep at night" has been changed to "You can only sleep at night and during thunderstorms"
*Direct IP Connect screen now remembers the last IP address that was entered, like the vanilla IP Connect screen does
*Torches now render a bottom face (Credit: Birevan)
*Collision of Stair blocks has been improved so that other blocks can be placed or mined through the gap in them (Credit: Birevan)
*Changed the autosave interval from 2 seconds to 1 minute to fix the infamous "Lag Spike of Death"
*The level now also autosaves whenever you pause the game in singleplayer
*Squids can now swim upwards so they don't all get stuck at the bottom of the sea (Credit: Birevan)
*HD texture packs are now compatible and won't crash the game or render water/bricks/etc incorrectly - New Frontier Craft's HD Texture System & MCPatcher (Credit: [NFC] Logan, Paul Rupe)
*Grass blocks now render correctly in the inventory (though are still unobtainable in survival)
Multiplayer Fixes: *Pressure Plates, Buttons & Levers properly produce sound in multiplayer
*Bows, Eggs, Snowballs, and Fishing Rods can all be heard by other players when thrown/fired in multiplayer
*The TNT fuse sound can now be heard in multiplayer
*Skeletons now make sound when firing their Bows in multiplayer
*Ghasts now make sound when attacking in multiplayer
*Blocks can now be heard when placed, punched, or tilled with a Hoe by another player in multiplayer
*Chickens now make a sound when laying Eggs in multiplayer
*All entity walking sounds work in multiplayer and are calculated client-side
*Ambient cave sounds now work in multiplayer
*Tilled Soil blocks in multiplayer visually update when they become hydrated
*Tilled Soil blocks in multiplayer no longer visually look like they're trampled when they're not
*Vehicle breaking animations play in multiplayer
*Player camera properly tilts towards the direction damage was taken from in multiplayer
*Added player list (shows all online players & their connection strength) shown by holding Tab in multiplayer
*Names in player list can be clicked while chat GUI is open to auto-type the clicked player name into the chat bar (Credit: Birevan)
*Boat splash particles now show in multiplayer
*Mob Spawners show the appropriate mini-mob and rotate it with the appropriate speed in multiplayer
*Mobs properly produce particles when spawned from a Spawner in multiplayer
*Fishing Rods properly render when cast in multiplayer
*Fishing Rod bobbers properly play sound and produce particles when they get a bite in multiplayer
*Fixed a bug with CraftBukkit that made entities instantly catch on fire, rather than having one second of resistance before combusting
*Fixed a vanilla bug where Maps become de-synced with the client whenever a new one is crafted
*Fixed a vanilla bug where some chunks wouldn't initially load when logging in while Performance Mode is set to Max FPS (or Max Framerate set to Unlimited)
*Fixed a vanilla bug where the client would stop responding to the server on the Game Over screen and would get kicked after a certain amount of time
*Fixed a vanilla bug where the client wouldn't send a disconnect packet to the server when disconnecting on the Game Over screen
*Patched a vanilla bug where collisions when standing on or dismounting from Boats wouldn't work properly in multiplayer
*Modified translations to work with Chests and Minecarts with Chests in multiplayer
*Slightly reduced attack reach of monsters in multiplayer to account for server delay
*Modified "/time set" command to work with "day" and "night"
*Modified "/give " command to work with metadata values (eg "/give Player25 35:14 64")
*Added a "/weather" command to set the server's current weather (eg "/weather clear", "/weather rain", or "/weather thunder")
*Added a "/summon" command to spawn a living entity either at the player's targeted block (eg "/summon Sheep") or at the specified player's location (eg "/summon PigZombie Player25")
*Added a difficulty setting in the server configuration file (0=peaceful, 1=easy, 2=normal, 3=hard)
(The spawn-monsters setting still exists too, allowing monsters to be disabled in non-peaceful difficulties)
*Added an autosave-interval setting in the server configuration file, with the default set to 5 minutes (in ticks)
*Changed the default value for spawn-radius in bukkit.yml from 16 to 0
*Only chunks loaded by a player will be tick-updated in multiplayer (Credit: js6pak, astei)
*Added an option in Project Poseidon's settings (poseidon.yml) to use optimized tick-loop code from Canyon (originally ported from Paper) (Credit: js6pak, astei)
Known Bugs:
-Shift-clicking an item from a Chest while the player's inventory is full crashes the game
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Ghast Fireballs are very difficult to hit back in multiplayer, due to server delay
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.7:
1.7.7 Bugfix (& more!) Patch CHANGELOG:
*Fixed a bug from the previous patches where shift-clicking an item from a Chest while the player's inventory is full would crash the game
*Right-clicking and dragging over slots to distribute items from a stack has been implemented (right-click only for now)
*Delay between reading/writing packets in multiplayer has been decreased, making interactions slightly more responsive (Credit: Birevan)
*Advanced Debug Mode (Alt+F3) now renders a yellow outline around the occupied chunk and displays chunk coordinates next to player coordinates
*The Debug Menu now displays the player's y-coordinate based on their feet rather than their head
*Made cow horns properly rotate with the rest of the cow's head
*Achievement notification no longer renders when the GUI is hidden
*Slightly transparent blocks (like Ice) now render properly in the inventory and in the player's hand (Credit: NFC - Zowja, Logan et al.)
*Advanced Debug Mode's living entity label code has been simplified
*Changed the Powered Rail icon to use the unpowered texture
*Fixed a bug from the previous patch where Powered Rails wouldn't activate when placed going East/West next to a power source
Known Bugs:
-Wolves sometimes look like they're standing in multiplayer when they should be sitting
-Not all items are properly returned to the inventory when the inventory is closed if items are put in the crafting grid and the inventory becomes full
-Ladders can sometimes be placed on other Ladders if surrounded on both sides with a solid block
-Detector Rails show no texture when being activated by a Minecart
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Ghast Fireballs are very difficult to hit back in multiplayer, due to server delay
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.8:
1.7.8 Bugfix (& more!) Patch Pt.2 CHANGELOG:
*Wolves no longer look like they're standing when they should be sitting in multiplayer
*Fixed a bug from previous patches where not all items in the crafting grid would properly sort into the player's inventory when the GUI was closed
+Copied text can now be pasted into chat, and the delete key can be used
+Added MOTD setting to server.properties file, to add a unique message for players to identify the server
+Server list now shows server ping, number of connected players, and server MOTD (Credit: NFC - Zowja, Logan et al.)
*"View Bobbing" toggle in settings has been changed to "Animate Hand" and now has an option to disable b1.8+ hand swaying
+Ladders can now also be climbed by holding down the jump key
*The overhauled Ladder placement code was simplified to work with any blocks with similar non-full-block collision and fixes the "double Ladder" bug
*Broken Stair collision code from vanilla has been replaced with a more robust solution that works for other blocks with multiple collision boxes
*Double Slabs can no longer be formed while the player is standing on the bottom Slab and would collide with the full block
+Detector Rails now have a separate texture for when they are activated, fixing a bug from the previous patch where they would be untextured instead
*Flint and Steel now also properly takes damage when igniting a Portal
+Debug Mode and Hide GUI Mode can now both be toggled while sleeping
*Boat icon has been moved down one pixel, making it look more centered
*The custom Armor shift-clicking code was simplified to automatically work with any other type of armor added in the future
*Flipped Doors properly behave like Doors in terms of blocking Water flow
*Fully fixed the bug where Flipped Wooden Doors would still visually look opened when the open event is cancelled by a plugin in multiplayer
-Removed Herobrine
Known Bugs:
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.9:
1.7.9 Utility Patch Pt.4 CHANGELOG:
+Beta-fied versions of each of the new vanilla default skins have been added and will be randomly selected and sync'd with all players on a server when no custom skin is present (ie offline mode) (Credit: PiterLine)
(Disconnecting and rejoining a world/server will re-randomize the default skin)
+Added a setting in the options.txt file ("preferredSkin:") which defaults to -1 and can be set to any number from 0 to 8 to specify a preferred default skin to use whenever no custom skin is present
(Also changed the texture pack setting in options.txt from "skin:" to "texturePack:" for clarity)
+BTA's controller support has been added, as well as configuration settings under "Controls" (Credit: Better Than Adventure - jonkadelic, SkyDeckAGoGo)
+Added a "Redetect Controllers" button in the controller selection menu in case the controller wasn't connected when the game was first launched
+Added Holiday Chest alternate textures which show throughout December
+Added a setting in the options.txt file ("allowHolidayChests:") which can be set to false to disable holiday Chest textures from being used
*Ported the (far superior) Door and Flipped Door code from vanilla 1.2.1, eliminating the need for blockIDs 99 and 100
(Note: Please check all your existing Doors - especially double Doors - to make sure they haven't been broken or flipped in the update process)
(As a bonus, this also means Wooden Slabs are now the only block that will be deleted if updating your world to future vanilla versions of the game)
+Added a keybind to show the version of the game in the upper left corner like other versions of beta did (F6 by default, and Alt+F6 will show "Minecraft Beta 1.7.3" instead)
+Added option to enable b1.8+ fancy shading for Leaves (Credit: NFC - Zowja, Logan et al.)
+Added Accessibility Menu with Block Outline Width, Block Outline Opacity, and Distortion Effect sliders, as well as a Lightning Flash toggle button, Auto-Jump button (defaults to off!), and Sneak toggle button
*Increased the width of block outlines slightly, to match the modern game and make them more visible on higher resolution displays
+Server Ping now keeps track of the game/mod version and will inform you on the server list if the client or server is outdated before joining
*Ghasts can now be killed by their own Fireballs
*Ice now evaporates upon melting in the Nether (though is still unobtainable in survival)
*Squids have had their movement code slightly optimized and will also immediately aim and swim back down again when they reach the surface instead of stuttering and glitching
*Keybindings menu has been rewritten (changed from GuiList to GuiSlot) to behave more consistently and be compatible with controller-based menu navigation
*Jukebox volume now adapts in realtime to the volume slider
+Jukebox/Noteblock, Creatures, & Portals sound volume sliders have been added
+All volume sliders have been moved to a new "Music & Sounds" section in the menu
*Modified Nether Portal code to behave more like the modern game, fixing a number of bugs with the way they are opened
(Nether Portals can now be opened by right-clicking the inside of any block of the frame with Flint & Steel instead of just the bottom two)
(Nether Portals can be opened even if a block of Obsidian is in front of or behind the portal when the frame is lit)
Known Bugs:
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly while hand swaying is enabled
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Using MultiMC is highly recommended, and is by far the easiest way to install this mod. As such, I've created a MultiMC instance for it. You should just be able to drag and drop the downloaded .zip file into the MultiMC window, then click OK. (Something to note: I have noticed some Mac computers automatically unzip files after downloading them. If this happens to you, either re-zip the file before importing it into MultiMC, or disable auto-unzipping in your computer settings.)
If for some reason you are unable to use MultiMC or would like to install the mod another way, please use the download link below for the raw mod files. These can be installed the same way as any other mod from beta.
If for some reason you are unable to use MultiMC or would like to install the mod another way, please use the download link below for the raw mod files. These can be installed the same way as any other mod from beta. Copy all the files in the .zip file into your minecraft.jar, and remember to delete the META-INF folder.
This method of installation hasn't worked for nearly a decade, at least on the vanilla launcher, which will simply redownload a clean jar unless you make a "custom version"; that is, you copy the "b1.7.3" folder and rename it and the files inside to anything that is not an official version name ("b1.7.4" should work). You also need to open the json file inside the folder and change the "id": "b1.7.3" line to match the new name, and delete the entire "downloads" section right before it which contains the checksum and URL for "client.jar", as shown in this example:
After; the "downloads" section was removed and the "id": wad changed to reflect the new version name (same as the name of the file and the jar and containing folder in \versions). As far as I can tell all version jsons have the downloads for client.jar immediately before the id, making it easy to find them:
"assets": "legacy", "id": "TMCWv5",
While this sounds more complicated you can distribute a pre-patched json with instructions to replace the default one with it and use the same name it uses (or tell them how it can be renamed, including changing the "id": line as mentioned above), as I do for my own mod - there is no reason why a few basic file system operations should be that difficult to perform, it takes maybe a minute to make a new custom version and updates take only seconds (I just have to add updated classes to the jar, even if the whole jar needs to be refreshed it is a matter of copying the vanilla jar and renaming it and deleting META-INF) so I see no reason to rely on a 3rd partly launcher (I have a great distaste for 3rd party software, which have a bad habit of breaking and/or becoming unavailable, and actively discourage the use of 3rd party launchers just to run a mod (unless you already use it for other reasons).
Here is a Beta 1.7.3 version json which was patched to remove the downloads section; you can change the name/id as you see fit (I made this for somebody else and just named it "b1.7.3_mods"):
Much appreciated! I'll see if I can get it figured out and add a download/instructions for it.
The main reasons I recommend using MultiMC are that it provides a very easy (practically drag-and-drop) setup, which is good for people who may not know how to access Minecraft files or have as much technical knowledge, plus the fact that it keeps different versions of the game separate from one another, meaning the worlds and settings from this mod won't be mixed in with those from vanilla versions of the game or other mods, which in my experience can get annoying. In my experience it has been very reliable and I know a lot of people in the community (especially the fans of alpha/beta) use it frequently anyway, making it all the more convenient a solution. I understand third-party software runs the risk of breaking, but the way I see it, so have aspects of the official software (skins, sounds, etc) when working with old versions of the game, and if it becomes unfeasible to use MultiMC at some point in the future, I can simply edit this post accordingly.
I randomly found this mod through reddit, I'm unsure If this is the same person that also created this mod.
I'm someone who really likes playing beta because the world generation and feeling is nice and I think this will be the way to play beta.
One universal Mod that makes the game play better
For example:
* The Skins are fixed
* Shift Clicking works properly
* Wooden Slabs having their own ID
* Original beta sounds
... and so on are such nice quality of life fixes and features that definitley make this mod worth it!
I'll stick around the development process of this mod.
Is it possible to give suggestions on what to add / edit / change or is the development fully planned already?
Hey, thank you so much! It's very kind of you to say, and I'm glad people are enjoying it. I have a pretty good idea of what I would like to do going forward, but I'm absolutely open to listening to suggestions! I can't guarantee I'll implement everything that gets suggested, but I'll certainly consider it and see if I feel it would fit well into a future update!
I’m all for these kinds of mods! While I like BTA and ReIndev a lot, they do add a lot of things that make it feel way less vanilla. From looking at the feature list here, it seems more like a bugfix mod, which is exactly what I was looking for!
Absolutely! I do have more features planned for future updates, but the bugfixes and quality of life changes will always be available as a separate update/download from anything else, as I know that's what a lot of people are most interested in.
Is there a Discord Server for this project? I'd probably join up to follow the progress.
I'd have a few suggestions or... I'd rather call them "wishes"
I'd love to have 256 blocks of building height. I tried to build on top of the "Glacier" seed and then all of the sudden I noticed that the game is stuck at like 128 blocks?
And this is like a very specific thing.. but is it possible to port the cats from modern minecraft, make them tameable (just making them pets) and giving them spawn properties like wolves?
Uh and Is there a way to make an installer in the future that is paired with OptiFine and / or Shader's Mod (I'm unsure if there are any shadermods or shaderpacks for beta 1.7.3, I haven't explored mods for that version)
Small Edit: Also thought about... like rotated stairs to make better roofs
I actually don't have a Discord channel for the project, but maybe I should. I'll think about making one. Now the good news is I've already got increased build height and upside-down stairs in the works for the Modern Tweaks update.
As for cats, I'm not sure they're something I want to add at this point, (as I want to keep all the overworld mobs the same) but if enough people are interested, I'd probably do it.
(If it really means a lot to you, I would consider making a version with cats just for you, assuming I can get them ported decently. No promises, cause a lot of the code from the modern game is totally different and might require too much effort, but I'd give it a shot.)
Haha, you don't have to extra add cats but.. If I'm honest I wouldn't say no tho lmao
Idk if fish was already added in b1.7.3, I grew up with b1.8 but really started liking b1.7.3 when I tried it.
If you open up a Discord Server then hit me up, I'd join
Hey, I just came across this and what a great package, the only mod I had been using previously to this had been fycraft_b173_v1 purely as it was the only mod I could find that added the hopper, this is the only modern change I think I'd like. is there any way you could release you additions as extra jar files that we could manually add on to your base package via the gui in multimc? I tried to add that package with yours but alas it failed to load. All of the bugfixing and quality of life changes you have added are fantastic they will make the version so much more playable without taking anything away from the core experience, thank you for taking the time to put the work in for us all to enjoy
Thanks for checking out my mod! Unfortunately I believe Fycraft is incompatible with Back2Beta, as my mod changes a LOT of the base files, including some that Fycraft uses. That said, I do plan to add hoppers in a future release, (and it's one that adds very little else) so that may work as a solution, albeit with a bit of a wait.
I'm also gonna ago ahead and bring up a discord server being a good idea.
Would be nice to implement some performance improvements brought from Optifine if you're able since even on modern decent hardware 1.7.3 still has less than ideal performance.
Yeah, I'm thinking I'll probably start a Discord server. Enough people have asked for one, and it would be nice to be able to update people on current progress there.
Optifine improvements are a great idea! I'd love to implement that if I can get it working with all the existing changes. My focus is currently on getting everything working in multiplayer (via a modded version of Project Poseidon) but once I get that working reliably, I'll look into adding a few Optifine improvements to the client.
Thanks for the suggestions!! Funnily enough, I actually had this idea before I knew about NSSS, but I've been following that mod for a while, and it's what inspired me to actually try and make this project a reality.
It should be noted that Optifine is copyrighted; sp614x even forbids modifying it for personal use (which is an invalid claim, I even did this myself to make my own improvements and fixes before moving them over to my own mods, and actually, it doesn't even do that much from what I can see, other than stabilize chunk updates; my own optimizations actually optimize the chunk rendering code (RenderBlocks, ChunkCache, chunk data access) with improvements up to 10-fold for some blocks, though GPU uploads stalling rendering are still a potential issue, as they are even with 1.8's multithreaded rendering (Optifine attempted to multithread OpenGL itself but this is not handled very well by many drivers):
Note that this does not mean that you can't replicate its features, like zoom, which is done by lowering the FOV and enabling smooth camera (I even went one better and added a slider so you can adjust it, Optifine is fixed at 4x zoom), or better grass/snow (which I've also improved over Optifine's version), or changes to render distance and other controls, most of which are fairly simple to implement and have been implemented by many other mods and even later vanilla versions; in fact, it appears that vanilla did not have a brightness slider or vsync before Optifine added them (the Wiki says they were added in Beta 1.8 and release 1.4.2 respectively while they were in the Beta 1.5 version of Optifine); 1.7 implemented many of its changes to video settings; 1.13 implemented "clear water" (minus the reduction in fog, which I only reduced slightly, leaving Respiration as the way to further reduce it, IDK why Mojang removed this functionality in 1.13); and 1.17 added the ability to zoom (spyglasses).
Hello, this mod is great! One question tho, could you please add the early villages in the next update? I always wanted to see them in-game but anyone made a mod for it.
If it's possible could you fix the bug where certain settings don't save? I'm trying to change my FOV but whenever I restart the game it goes back to default. It doesn't seem to do this on servers.
I remember this glitch back in the day and the usual fix would be editing the options.txt file itself and then disabling write permissions, but it doesn't seem to work for me now.
Yoooo, this looks SICK! I like the idea of themed updates, but hopefully any "vanilla" fixes that 1.8 and later add get backported to the 1.7 version.
Actually, that gives me a bigger question, since 1.7 has such a large disparity between everything afterwards (1.8 being old features, 1.9 being modern tweaks, and so on and so forth), will it be considered in some sort of LTS alongside the new versions? You know, kinda like how forge kept updating the 1.16 version even after the 1.18 version came out, or RimWorld 1.0 still getting major fixes even after 1.1 came. It might not be necessary with the BOATLOAD of fixes 1.7.4 and 5 add, but it'd be nice lol
Oh, yeah, and a framecap. PLEASE add an adjustable framecap like modern versions do. It saves GPUs from the coil whine that comes with running older games
Ah, that's good to know! Thanks for the heads-up. I'll take a closer look into what sort of similar features I might want to add, and else I can do to alleviate lag. I greatly appreciate the advice!
Howdy folks! Let me present my new project: Back2Beta. (Now with multiplayer support!)
*"What the heck is that?"
-I'm glad you asked. Eventually, I'm hoping it'll become another golden age Minecraft core-mod/jar-mod ala Not-So-Seecret-Saturday, Better Than Adventure, New Frontier Craft, ReIndev, Better Beta, etc.
*"So what makes this one different?"
-Well, from the get-go I wanted to introduce specific features in different updates, so purists can stop at whatever update feels best for them. That way this can also serve as an "ultimate" beta experience for as many people as possible.
Because of this, the first several patches consist almost entirely of bugfixes and quality of life features for Beta 1.7.3, meticulously fixing as many bugs as I could find, polishing the game itself, and keeping everything else relatively unmodified and pure. As such, B2B1.7.8 is in a way the ultimate way to experience "vanilla" Minecraft Beta 1.7 in its most perfect form.
*"What happens after that?"
-Once the game is in a stable, polished state, further updates will expand upon beta in much the same way the old updates of vanilla used to, hopefully keeping the original feel but adding useful and interesting features.
*"What kind of features?"
-In all honesty, this is mostly intended to become my ideal version of the game, based on what I always used to imagine the game would someday be like, drawing inspiration from comments from the developers and rumors in the community from back in 2011.
I'm talking torches that burn out, crying obsidian respawn obilisks, pigman villagers, etc, plus a ton of quality of life features from other mods and the modern game (like silk touch gold tools from NSSS). And, most importantly, absolutely no hunger!
*"But what happens to the polished version of "vanilla" 1.7 once new updates come out?"
-Worry not! Some people don't care at all about the new features and updates beyond the bugfixes and QOL features of the mod. I get that. To those people, I hear you, gamers! The latest version of "update" 1.7 without any major additions (currently B2B1.7.8) will always be available as a separate download (as will each major update)! Further, B2B1.7 will retroactively be updated accordingly if I come across any additional bugs that need patching while working on further updates. Think of it like a "Long-Term Support" version of beta 1.7, with all the bugfixes.
Now to get the bad news out of the way: Because of how comprehensive this mod is, it isn't going to be compatible with many other mods, as a LOT of class files have been changed. If you like to play with a lot of mods, this might not be the ideal version of the game for you. For everybody who's looking for a more seamless and more stable beta experience, or an interesting possible alternative route for the game's development though, you're in the right place! Welcome to the party!
Want to stay up-to-date with Back2Beta? Join the Discord server!
https://discord.gg/FWtEMqJG2B
All bugfixes/changes for each version are listed below.
CHANGELOGS:
Back2Beta 1.7.4:
1.7.4 Utility Patch (Polished Beta) CHANGELOG:
*Increased depth buffer from 16 to 24-bit, fixing z-fighting on AMD and Apple computers (Credit: HalfOfAKebab, MCArchive)
*Colors appear properly on Mac M1 processors instead of inverted (Credit: Dereku)
*Custom player skins properly download and display on the player model (Credit: Betacraft.uk)
*Original beta sounds have been restored (Credit: Betacraft.uk)
*Player skin randomly selects Steve or Beta-fied Alex when no custom skin is present (ie offline mode)
*Walking near the farlands no longer causes jitter (Credit: pi314159265358978)
*Added cardinal direction names and world seed to the F3 debug menu
*Single Half Slabs no longer block light
*Wooden Slabs are now a separate blockID, allowing them to function properly
*The metadata value previously used for Wooden Slabs has been replaced with Brick Slabs, which are fully craftable
*Wooden Slabs can be used as fuel in a Furnace
*Axes properly affect Crafting Tables, Wooden Stairs, Wooden Slabs, Wooden Doors, Pumpkins, etc.
*Pickaxes properly affect Redstone Ore, Furnaces, Stone Stairs, Iron Doors, etc.
*Food won't be consumed if the player is already full (Credit: <Zyga>)
*Milk can be drunk without aiming at a block & milking cows is far more reliable
*Saddles drop from killed saddled pigs
*Leaves broken by Shears will properly drop Leaves even when the Shears break
*Third-person view hides the crosshair, has a front-facing mode, and will show the player even when they're inside a transparent block
*Sneaking while right-clicking on an interactive block bypasses the interaction, allowing you to place blocks on them instead (place Torches on Crafting Tables!)
*Likewise, sneaking while placing a block on a Snow Layer will place the block on the clicked side of the Snow Layer rather than replacing it
*Sneaking while left-clicking on a Door, Button, Lever, etc won't activate it, allowing you to more easily break the block
*Non-solid blocks like Torches and Levers cannot be placed on Chests
*Beds and Webs make their proper stepping/breaking sounds
*Jukeboxes and Music Blocks make their proper stepping/breaking sounds
*Jukeboxes and Music Blocks can no longer have their top face ignited with Flint and Steel
*Stairs properly drop themselves instead of their material
*Stairs no longer block light
*Chest orientation is based on the player's direction when placing them
*Boats now reliably dismount properly
*Boats have a small amount of friction applied when no one is riding them, to prevent them straying too far
*The player can no longer be pushed while sleeping
*The player can no longer open their inventory, toggle third-person mode, drop items, or break blocks while sleeping
*The player's respawn point is set when right-clicking on a Bed, rather than after waking up from sleeping in one
*Leave Bed button shows up when sleeping, even in singleplayer
*Players won't be woken up by "nightmares" and attacked while sleeping
*The sun now properly rises in the east and sets in the west (instead of north to south)
*Chicken hitboxes have been made slightly bigger
*Flint and Steel only takes damage when successfully igniting a block
*Skeletons properly hold their Bows like in beta 1.8+ (Credit: LO6AN)
*Armor slot icons display in inventory when armor isn't equipped (Credit: LO6AN)
*Chat GUI remembers chat history and can be scrolled through (Credit: <old_mine_diver>)
*Currently typed characters in the chat bar can be navigated through with the arrow keys (Credit: <old_mine_diver>)
*FOV slider has been added to the options menu (Credit: vfjekMC)
*The "whirlpool" bug (with water not forming a source block when above another water block) has been fixed
*Broken placement behavior of ladders when an entity is occupying the same block has been fixed
*Fixed the Game Over screen so the score displays correctly (though it will still always be 0)
*Items can be shift-clicked into a Furnace and are top- or bottom-slot prioritized if they burn or smelt
*Signs, Ladders, and Wooden Doors can be used as fuel in a Furnace
*Items can be dropped from the inventory by pressing the drop key while hovering over a slot
*An entire stack of items can be dropped from the inventory by pressing shift and the drop key while hovering over a slot
*Items can be moved from the inventory to a specific slot in the hotbar by hovering over the items and pressing the number key corresponding with the hotbar slot
*Dropping items with the drop key will now drop the entire stack if the player is sneaking
*Loose items will sort themselves into your inventory if they can rather than being dropped when a GUI is closed
*Shift-clicking while crafting an item will craft all that can be crafted of it
*Armor (and Pumpkins) can be shift-clicked into armor slots
*Nonstandard blocks (Pressure Plates, Stairs, Fences, Trapdoors, etc) now correctly render at the normal scale instead of twice as large when dropped as items
*Mobs will no longer repeatedly attempt to jump over Fences (Credit: SnowshoeIceboot)
*Code for placing Half Slabs has been reworked, allowing a Double Slab to be formed even when there's a block above it, and when indirectly placed on adjacent surfaces
*Flowing Lava decays properly and won't linger when it shouldn't
*Double-wide Doors function properly and are no longer redstone-inverted from one another
*Levers emit redstone particles when activated
*Game Menu no longer incorrectly displays "Saving level..." when in multiplayer
*"Mods and Texture Packs" button has been changed to just "Texture Packs"
*Quit Game button is forced to show on the title screen
Known Bugs:
-Betacraft Proxy sometimes takes time to download and sync proper sound effects or skin, depending on internet speed. If it doesn't work, give it a minute then restart the game.
-Ice currently doesn't turn into water when broken due to a line that was accidentally left commented out.
-Armor items often duplicate when shift-clicking them into armor slots, due to a change in the way item stacks are merged.
-The FOV setting stretches the player's hand.
-Game window becomes non-resizable after switching to fullscreen mode, then back to windowed mode
-Mod is currently singleplayer only
Back2Beta 1.7.5:
1.7.5 Utility Patch Pt.2 CHANGELOG:
*Fixed a bug from the last patch where Ice would not turn to water when broken
*Fixed a bug from the last patch where shift-clicked armor items/Pumpkins would sometimes duplicate
*Fixed a bug from the last patch where increasing FOV stretches the player's arm and anything they're holding (Credit: Jilm)
*Fixed Powered Rails not powering/depowering when placed or pushed by Pistons
*Implemented New Frontier Craft's Legacy Translation System to allow for compatibility with other languages through Language Packs - LegacyTranslationSystemV1.1 (Credit: [NFC]Logan)
*Added a Server List screen to save frequently visited servers - GuiServerSlotFix (Credit: <Zyga>, Jilm)
*Shovels properly affect Soul Sand
*Bookshelves drop 3 Books when broken, instead of nothing
*When being placed, Paintings will always scale to the maximum size they have available, making it easier to get the desired painting
*Wooden tools can be used as fuel in a Furnace
*Sugar Cane can be placed on Sand
*Fences can be placed anywhere
*Pressure plates can be placed on top of fences
*Pumpkins can be placed anywhere
*Tall Grass can be replaced by another block, like Snow Layers can
*Arrows that are burning now set hit entities on fire
*Flowing Lava creates stone when it hits a water source directly from above
*The orientation of a Lever placed on the floor is now dependent on the player's direction instead of being random
*Levers are placeable in Snow Layers and Tall Grass
*Levers will snap to nearby faces like Torches do if they are unable to place on the clicked block face
*Coal and Flint textures have been centered
*Charcoal now has its own texture instead of using the one for Coal
*Ghast Fireballs now have their own texture instead of using the one for Snowballs
*Button crafting recipe has been changed to the modern one (using 1 Stone instead of 2)
*All Ore blocks (including Redstone, Lapis, Coal, and Diamond) can be smelted to obtain their usual drops (though they are still unobtainable in survival)
*Cobwebs now drop themselves when broken with Shears (though are still unobtainable in survival, as they do not generate anywhere in the world)
*Falling into a Cobweb now negates all fall damage
*The slash key will now also open the chat gui and begin the line with "/" making typing server commands more convenient
*Hiding the GUI with F1 now also hides block hitbox outlines
*Difficulty button now displays the current world's difficulty if on a server and cannot be changed
*Tidier F3 Debug Menu - removed frame graph & overhead mob IDs and made info easier to interpret
*New Advanced Debug Menu is accessed by pressing Alt+F3 - includes more info, frame graph & overhead mob IDs, and displays ID & metadata of items in a GUI
*Added time, weather, and light level to advanced debug menu
*Grabbed tools in a GUI can now be switched with another in an inventory slot by clicking on it, even when they are the same tool of different damage value
*The cursor properly centers itself on screen when opening a GUI in fullscreen - Fullscreen Cursor Fix (Credit: rek)
*Player no longer unexpectedly rotates when a GUI is closed while the mouse is moving near the edge of the screen - MouseHelperFix (Credit: TheMasterCaver)
*TCP NoDelay enabled for multiplayer
*Movement of living entities renders properly in multiplayer (no longer jittery) - MPEntityPhysicsFix (Credit: <calmilamsy>)
*Maps now show their correct metadata value when logging into a server, making them far more reliable in multiplayer - ItemMapFix (Credit: Dereku)
*"Stone Stairs" have been renamed to "Cobblestone Stairs"
*Fixed inconsistent item/block/gui name capitalization ("Golden boots" to "Golden Boots", "Sugar cane" to "Sugar Cane", "Lava bucket" to " Lava Bucket", Locked chest" to "Locked Chest", "Large chest" to "Large Chest")
*Fixed inconsistent pause menu capitalization ("Game menu" to "Game Menu", "Back to game" to "Back to Game", "Save and quit to title" to "Save and Quit to Title")
*Fixed grabbed items/blocks in the player's inventory rendering below text and the mini player model
*Right-clicking on TNT with Flint and Steel primes it
Known Bugs:
-Betacraft Proxy sometimes takes time to download and sync proper sound effects or skin, depending on internet speed. If it doesn't work, give it a minute then restart the game.
-Game window becomes non-resizable after switching to fullscreen mode, then back to windowed mode
-"Achievement get!" notification does not show up
-Also, the mod currently only works for singleplayer. The client won't prevent you from joining vanilla b1.7.3 servers, but it will be a somewhat buggy experience. Multiplayer support for B2B is on my radar though, so we'll see how that turns out.
Back2Beta 1.7.6:
1.7.6 Utility Patch Pt.3 CHANGELOG:
*Fixed a bug from the last patch where entering and exiting fullscreen would prevent the window from being resized
*Fixed a bug from the last patch where "Achievement get!" notification would never appear
*Fixed a bug from the last patch where Fences and other non-standard blocks sometimes render incorrectly in inventory slots
*Fixed a bug from the previous patches where Diamonds were called "Emeralds" and Soul Sand was called "Scorched Sand" due to using NFC's language file
*Fixed a bug from the previous patches where FOV settings wouldn't load properly on startup
*Fixed a bug from the previous patches where pressing a number key with the inventory open without hovering the cursor over a slot would crash the game
*Fixed a bug from the previous patches where the game would crash if unable to find the custom game icon files
*Fixed a bug from the previous patches where saying anything in the chat while sleeping in multiplayer would crash the game
*Fixed a bug from the previous patches where forming a Double Slab with a Cobblestone Slab while clicking the south face of a block or with a Brick Slab while clicking the north face of a block would delete the block entirely, due to the way the rewritten Slab code interacted with the rewritten Ladder code
*Fixed inconsistent achievement notification, stat menu, texture pack menu, and death screen capitalization & one misspelling ("Achievement get!" to "Achievement Get!", "Times played" to "Times Played", "Open texture pack folder" to "Open Texture Pack Folder", "Game over!" to "Game Over!", etc & "Distance Swum" to "Distance Swam")
*Fixed a rare crash where the game tries to break the player's held item while the player isn't holding anything
*Fixed a vanilla exploit where the Compass and Clock icons would still point towards spawn/show time of day in the Crafting Table GUI before being fully crafted, or while displayed in the Statistics menu if the player had ever crafted one
*Added multiplayer support through a modified version of Project Poseidon, allowing you to run Back2Beta 1.7.6 servers (though the client no longer connects to vanilla b1.7.3 servers due to the login packet being improved)
(Note: Although Project Poseidon has CraftBukkit plugin support, I can't guarantee that plugins will be compatible with Back2Beta servers, though some will likely work)
*Scroll bars in menus can be navigated with the mouse scroll wheel
*Crafted items are now added to the player's Statistics even if they were shift-clicked into the inventory when crafted
*Tall Grass now renders with color-tint in the player's Statistics menu
*Dye now displays the name "Dye" when hovered over in the player's Statistics menu
*Crafted Maps now properly become the right Map, even if they were shift-clicked into the inventory when crafted, rather than always being Map #0
*Color-tinted items can now correctly display tint when held in third-person mode
*Front-facing third-person mode has been improved (no longer clips through geometry at the screen's edges as easily)
*Player camera no longer stops or jitters on death screen (Credit: [RDI] Lassebq)
*Player's hand now stops being rendered shortly after dying, before the player skin unloads
*Added "Weather" and "Ambience" volume sliders to options (Rain/Thunder and Cave Sounds, respectively)
*Added "Particles", "Fullscreen", and "Use VSync" options to video settings, moved cloud rendering mode to its own button with an "OFF" setting, and replaced "Performance Mode" toggle with "Max Framerate" slider
(Note: "Use Vsync" option slows down chunk loading)
*Increased range of FOV to include a minimum of 30, with 70 as the default
*The player now holds Bows correctly in third-person mode
*The player's selected hotbar slot is remembered when exiting and entering a world/server or changing dimensions
*Clicking "Done" in the Achievements menu now brings you back to the pause menu rather than immediately resuming the game
*Replaced the existing Controls menu with a better, scrollable one with more options and a "Reset Keys" button - Scrollable Controls (Credit: rek, North101, method)
*Hat layer of player's skin moves appropriately when sneaking
*Player's feet actually touch the ground when sneaking
*Player's third-person shadow renders in the correct spot instead of trying to render on a surface above the player's head
*Player's first-person hand does not move position unexpectedly when riding in a vehicle while in third-person or opening the inventory
*Leggings armor layer now poses properly when the player sits down with Boots and Leggings on at the same time
*Arrows shot by Skeletons will now fire from their Bows rather than from above their heads, and the aim & speed of their fired arrows have been slightly changed to compensate for the difference
*The height of Chicken hitboxes has been slightly changed from 0.6 to 0.7 to match modern vanilla
*Maps now display which Map they are on the item tooltip when hovered over with the cursor, rather than on the rendered Map when held
*The orientation of a placed Rail is now dependent on the player's direction
*Thrown Eggs now have their own particle effect when hitting something rather than using the one for Snowballs
*Most particles now face the camera even when sleeping or in third-person mode
*Tools now produce a simple particle effect when they break
*Beds now properly show the breaking animation on their top face, and produce particles based on the actual texture rather than Planks
*Doors now make one sound when opening, and another sound when closing, rather than being random
*Advanced debug menu now displays the player's targeted block
*Entity ID tags in advanced debug mode now indicate what entity it is
*Advanced debug menu now displays time as: how many days have passed, and how many ticks have passed in the current day, rather than total number of ticks
*All vehicles can now be dismounted either by right-clicking OR by sneaking
*Dispensers no longer incorrectly fire when being updated while already powered
*Block step sounds no longer "pile up" when walking on surfaces without step sounds
*Bowls, Fishing Rods, and Boats can be used as fuel in a Furnace
*The width of rendered Fishing Rod lines is now set relative to the game's resolution
*Fishing Rods now use the proper texture when cast in third-person mode, rather than using the Stick texture
*Game options are now saved even when exiting the menu with the escape key
*The player's hand now sways slightly when rotating like in beta 1.8 onwards
*Beds will no longer display "Your respawn point has been set" when the same bed is right-clicked again after reloading the world
*The message "You can only sleep at night" has been changed to "You can only sleep at night and during thunderstorms"
*Direct IP Connect screen now remembers the last IP address that was entered, like the vanilla IP Connect screen does
*Torches now render a bottom face (Credit: Birevan)
*Collision of Stair blocks has been improved so that other blocks can be placed or mined through the gap in them (Credit: Birevan)
*Changed the autosave interval from 2 seconds to 1 minute to fix the infamous "Lag Spike of Death"
*The level now also autosaves whenever you pause the game in singleplayer
*Squids can now swim upwards so they don't all get stuck at the bottom of the sea (Credit: Birevan)
*HD texture packs are now compatible and won't crash the game or render water/bricks/etc incorrectly - New Frontier Craft's HD Texture System & MCPatcher (Credit: [NFC] Logan, Paul Rupe)
*Grass blocks now render correctly in the inventory (though are still unobtainable in survival)
Multiplayer Fixes:
*Pressure Plates, Buttons & Levers properly produce sound in multiplayer
*Bows, Eggs, Snowballs, and Fishing Rods can all be heard by other players when thrown/fired in multiplayer
*The TNT fuse sound can now be heard in multiplayer
*Skeletons now make sound when firing their Bows in multiplayer
*Ghasts now make sound when attacking in multiplayer
*Blocks can now be heard when placed, punched, or tilled with a Hoe by another player in multiplayer
*Chickens now make a sound when laying Eggs in multiplayer
*All entity walking sounds work in multiplayer and are calculated client-side
*Ambient cave sounds now work in multiplayer
*Tilled Soil blocks in multiplayer visually update when they become hydrated
*Tilled Soil blocks in multiplayer no longer visually look like they're trampled when they're not
*Vehicle breaking animations play in multiplayer
*Player camera properly tilts towards the direction damage was taken from in multiplayer
*Added player list (shows all online players & their connection strength) shown by holding Tab in multiplayer
*Names in player list can be clicked while chat GUI is open to auto-type the clicked player name into the chat bar (Credit: Birevan)
*Boat splash particles now show in multiplayer
*Mob Spawners show the appropriate mini-mob and rotate it with the appropriate speed in multiplayer
*Mobs properly produce particles when spawned from a Spawner in multiplayer
*Fishing Rods properly render when cast in multiplayer
*Fishing Rod bobbers properly play sound and produce particles when they get a bite in multiplayer
*Fixed a bug with CraftBukkit that made entities instantly catch on fire, rather than having one second of resistance before combusting
*Fixed a vanilla bug where Maps become de-synced with the client whenever a new one is crafted
*Fixed a vanilla bug where some chunks wouldn't initially load when logging in while Performance Mode is set to Max FPS (or Max Framerate set to Unlimited)
*Fixed a vanilla bug where the client would stop responding to the server on the Game Over screen and would get kicked after a certain amount of time
*Fixed a vanilla bug where the client wouldn't send a disconnect packet to the server when disconnecting on the Game Over screen
*Patched a vanilla bug where collisions when standing on or dismounting from Boats wouldn't work properly in multiplayer
*Modified translations to work with Chests and Minecarts with Chests in multiplayer
*Slightly reduced attack reach of monsters in multiplayer to account for server delay
*Modified "/time set" command to work with "day" and "night"
*Modified "/give " command to work with metadata values (eg "/give Player25 35:14 64")
*Added a "/weather" command to set the server's current weather (eg "/weather clear", "/weather rain", or "/weather thunder")
*Added a "/summon" command to spawn a living entity either at the player's targeted block (eg "/summon Sheep") or at the specified player's location (eg "/summon PigZombie Player25")
*Added a difficulty setting in the server configuration file (0=peaceful, 1=easy, 2=normal, 3=hard)
(The spawn-monsters setting still exists too, allowing monsters to be disabled in non-peaceful difficulties)
*Added an autosave-interval setting in the server configuration file, with the default set to 5 minutes (in ticks)
*Changed the default value for spawn-radius in bukkit.yml from 16 to 0
*Only chunks loaded by a player will be tick-updated in multiplayer (Credit: js6pak, astei)
*Added an option in Project Poseidon's settings (poseidon.yml) to use optimized tick-loop code from Canyon (originally ported from Paper) (Credit: js6pak, astei)
Known Bugs:
-Shift-clicking an item from a Chest while the player's inventory is full crashes the game
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Ghast Fireballs are very difficult to hit back in multiplayer, due to server delay
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.7:
1.7.7 Bugfix (& more!) Patch CHANGELOG:
*Fixed a bug from the previous patches where shift-clicking an item from a Chest while the player's inventory is full would crash the game
*Right-clicking and dragging over slots to distribute items from a stack has been implemented (right-click only for now)
*Delay between reading/writing packets in multiplayer has been decreased, making interactions slightly more responsive (Credit: Birevan)
*Advanced Debug Mode (Alt+F3) now renders a yellow outline around the occupied chunk and displays chunk coordinates next to player coordinates
*The Debug Menu now displays the player's y-coordinate based on their feet rather than their head
*Made cow horns properly rotate with the rest of the cow's head
*Achievement notification no longer renders when the GUI is hidden
*Slightly transparent blocks (like Ice) now render properly in the inventory and in the player's hand (Credit: NFC - Zowja, Logan et al.)
*Advanced Debug Mode's living entity label code has been simplified
*Changed the Powered Rail icon to use the unpowered texture
*Fixed a bug from the previous patch where Powered Rails wouldn't activate when placed going East/West next to a power source
Known Bugs:
-Wolves sometimes look like they're standing in multiplayer when they should be sitting
-Not all items are properly returned to the inventory when the inventory is closed if items are put in the crafting grid and the inventory becomes full
-Ladders can sometimes be placed on other Ladders if surrounded on both sides with a solid block
-Detector Rails show no texture when being activated by a Minecart
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Ghast Fireballs are very difficult to hit back in multiplayer, due to server delay
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.8:
1.7.8 Bugfix (& more!) Patch Pt.2 CHANGELOG:
*Wolves no longer look like they're standing when they should be sitting in multiplayer
*Fixed a bug from previous patches where not all items in the crafting grid would properly sort into the player's inventory when the GUI was closed
+Copied text can now be pasted into chat, and the delete key can be used
+Added MOTD setting to server.properties file, to add a unique message for players to identify the server
+Server list now shows server ping, number of connected players, and server MOTD (Credit: NFC - Zowja, Logan et al.)
*"View Bobbing" toggle in settings has been changed to "Animate Hand" and now has an option to disable b1.8+ hand swaying
+Ladders can now also be climbed by holding down the jump key
*The overhauled Ladder placement code was simplified to work with any blocks with similar non-full-block collision and fixes the "double Ladder" bug
*Broken Stair collision code from vanilla has been replaced with a more robust solution that works for other blocks with multiple collision boxes
*Double Slabs can no longer be formed while the player is standing on the bottom Slab and would collide with the full block
+Detector Rails now have a separate texture for when they are activated, fixing a bug from the previous patch where they would be untextured instead
*Flint and Steel now also properly takes damage when igniting a Portal
+Debug Mode and Hide GUI Mode can now both be toggled while sleeping
*Boat icon has been moved down one pixel, making it look more centered
*The custom Armor shift-clicking code was simplified to automatically work with any other type of armor added in the future
*Flipped Doors properly behave like Doors in terms of blocking Water flow
*Fully fixed the bug where Flipped Wooden Doors would still visually look opened when the open event is cancelled by a plugin in multiplayer
-Removed Herobrine
Known Bugs:
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
Back2Beta 1.7.9:
1.7.9 Utility Patch Pt.4 CHANGELOG:
+Beta-fied versions of each of the new vanilla default skins have been added and will be randomly selected and sync'd with all players on a server when no custom skin is present (ie offline mode) (Credit: PiterLine)
(Disconnecting and rejoining a world/server will re-randomize the default skin)
+Added a setting in the options.txt file ("preferredSkin:") which defaults to -1 and can be set to any number from 0 to 8 to specify a preferred default skin to use whenever no custom skin is present
(Also changed the texture pack setting in options.txt from "skin:" to "texturePack:" for clarity)
+BTA's controller support has been added, as well as configuration settings under "Controls" (Credit: Better Than Adventure - jonkadelic, SkyDeckAGoGo)
+Added a "Redetect Controllers" button in the controller selection menu in case the controller wasn't connected when the game was first launched
+Added Holiday Chest alternate textures which show throughout December
+Added a setting in the options.txt file ("allowHolidayChests:") which can be set to false to disable holiday Chest textures from being used
*Ported the (far superior) Door and Flipped Door code from vanilla 1.2.1, eliminating the need for blockIDs 99 and 100
(Note: Please check all your existing Doors - especially double Doors - to make sure they haven't been broken or flipped in the update process)
(As a bonus, this also means Wooden Slabs are now the only block that will be deleted if updating your world to future vanilla versions of the game)
+Added a keybind to show the version of the game in the upper left corner like other versions of beta did (F6 by default, and Alt+F6 will show "Minecraft Beta 1.7.3" instead)
+Added option to enable b1.8+ fancy shading for Leaves (Credit: NFC - Zowja, Logan et al.)
+Added Accessibility Menu with Block Outline Width, Block Outline Opacity, and Distortion Effect sliders, as well as a Lightning Flash toggle button, Auto-Jump button (defaults to off!), and Sneak toggle button
*Increased the width of block outlines slightly, to match the modern game and make them more visible on higher resolution displays
+Server Ping now keeps track of the game/mod version and will inform you on the server list if the client or server is outdated before joining
*Ghasts can now be killed by their own Fireballs
*Ice now evaporates upon melting in the Nether (though is still unobtainable in survival)
*Squids have had their movement code slightly optimized and will also immediately aim and swim back down again when they reach the surface instead of stuttering and glitching
*Keybindings menu has been rewritten (changed from GuiList to GuiSlot) to behave more consistently and be compatible with controller-based menu navigation
*Jukebox volume now adapts in realtime to the volume slider
+Jukebox/Noteblock, Creatures, & Portals sound volume sliders have been added
+All volume sliders have been moved to a new "Music & Sounds" section in the menu
*Modified Nether Portal code to behave more like the modern game, fixing a number of bugs with the way they are opened
(Nether Portals can now be opened by right-clicking the inside of any block of the frame with Flint & Steel instead of just the bottom two)
(Nether Portals can be opened even if a block of Obsidian is in front of or behind the portal when the frame is lit)
Known Bugs:
-Fishing Rod line renderer becomes misaligned when FOV is changed from default
-Fishing Rod line renderer may not line up with the end of the Fishing Rod when rotating quickly while hand swaying is enabled
-Enabling VSync limits chunk updates to the value of the client's current FPS (slows down world loading and largescale lighting updates)
-The server can take a minute to start loading chunks properly after first generating a new world
.
DOWNLOAD:
MultiMC Instance
Server Files
(Previous Versions:)
Back2Beta 1.7.4
MultiMC Instance
Raw Mod Files
(No server files)
Back2Beta 1.7.5
MultiMC Instance
Raw Mod Files
(No server files)
Back2Beta 1.7.6
MultiMC Instance
Raw Mod Files
Server Files
Back2Beta 1.7.7
MultiMC Instance
Raw Mod Files
Server Files
Back2Beta 1.7.8
MultiMC Instance
Raw Mod Files
Server Files
Using MultiMC is highly recommended, and is by far the easiest way to install this mod. As such, I've created a MultiMC instance for it. You should just be able to drag and drop the downloaded .zip file into the MultiMC window, then click OK. (Something to note: I have noticed some Mac computers automatically unzip files after downloading them. If this happens to you, either re-zip the file before importing it into MultiMC, or disable auto-unzipping in your computer settings.)
If for some reason you are unable to use MultiMC or would like to install the mod another way, please use the download link below for the raw mod files. These can be installed the same way as any other mod from beta.
Raw Mod Files
----------
This method of installation hasn't worked for nearly a decade, at least on the vanilla launcher, which will simply redownload a clean jar unless you make a "custom version"; that is, you copy the "b1.7.3" folder and rename it and the files inside to anything that is not an official version name ("b1.7.4" should work). You also need to open the json file inside the folder and change the "id": "b1.7.3" line to match the new name, and delete the entire "downloads" section right before it which contains the checksum and URL for "client.jar", as shown in this example:
While this sounds more complicated you can distribute a pre-patched json with instructions to replace the default one with it and use the same name it uses (or tell them how it can be renamed, including changing the "id": line as mentioned above), as I do for my own mod - there is no reason why a few basic file system operations should be that difficult to perform, it takes maybe a minute to make a new custom version and updates take only seconds (I just have to add updated classes to the jar, even if the whole jar needs to be refreshed it is a matter of copying the vanilla jar and renaming it and deleting META-INF) so I see no reason to rely on a 3rd partly launcher (I have a great distaste for 3rd party software, which have a bad habit of breaking and/or becoming unavailable, and actively discourage the use of 3rd party launchers just to run a mod (unless you already use it for other reasons).
Here is a Beta 1.7.3 version json which was patched to remove the downloads section; you can change the name/id as you see fit (I made this for somebody else and just named it "b1.7.3_mods"):
https://www.dropbox.com/s/xz9bd31xovn1owh/b1.7.3_mods.json?dl=0
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Much appreciated! I'll see if I can get it figured out and add a download/instructions for it.
The main reasons I recommend using MultiMC are that it provides a very easy (practically drag-and-drop) setup, which is good for people who may not know how to access Minecraft files or have as much technical knowledge, plus the fact that it keeps different versions of the game separate from one another, meaning the worlds and settings from this mod won't be mixed in with those from vanilla versions of the game or other mods, which in my experience can get annoying. In my experience it has been very reliable and I know a lot of people in the community (especially the fans of alpha/beta) use it frequently anyway, making it all the more convenient a solution. I understand third-party software runs the risk of breaking, but the way I see it, so have aspects of the official software (skins, sounds, etc) when working with old versions of the game, and if it becomes unfeasible to use MultiMC at some point in the future, I can simply edit this post accordingly.
I randomly found this mod through reddit, I'm unsure If this is the same person that also created this mod.
I'm someone who really likes playing beta because the world generation and feeling is nice and I think this will be the way to play beta.
One universal Mod that makes the game play better
For example:
* The Skins are fixed
* Shift Clicking works properly
* Wooden Slabs having their own ID
* Original beta sounds
... and so on are such nice quality of life fixes and features that definitley make this mod worth it!
I'll stick around the development process of this mod.
Is it possible to give suggestions on what to add / edit / change or is the development fully planned already?
Hey, thank you so much! It's very kind of you to say, and I'm glad people are enjoying it. I have a pretty good idea of what I would like to do going forward, but I'm absolutely open to listening to suggestions! I can't guarantee I'll implement everything that gets suggested, but I'll certainly consider it and see if I feel it would fit well into a future update!
I’m all for these kinds of mods! While I like BTA and ReIndev a lot, they do add a lot of things that make it feel way less vanilla. From looking at the feature list here, it seems more like a bugfix mod, which is exactly what I was looking for!
mmm
Absolutely! I do have more features planned for future updates, but the bugfixes and quality of life changes will always be available as a separate update/download from anything else, as I know that's what a lot of people are most interested in.
Alright Alright
Is there a Discord Server for this project? I'd probably join up to follow the progress.
I'd have a few suggestions or... I'd rather call them "wishes"
I'd love to have 256 blocks of building height. I tried to build on top of the "Glacier" seed and then all of the sudden I noticed that the game is stuck at like 128 blocks?
And this is like a very specific thing.. but is it possible to port the cats from modern minecraft, make them tameable (just making them pets) and giving them spawn properties like wolves?
Uh and Is there a way to make an installer in the future that is paired with OptiFine and / or Shader's Mod (I'm unsure if there are any shadermods or shaderpacks for beta 1.7.3, I haven't explored mods for that version)
Small Edit: Also thought about... like rotated stairs to make better roofs
I actually don't have a Discord channel for the project, but maybe I should. I'll think about making one. Now the good news is I've already got increased build height and upside-down stairs in the works for the Modern Tweaks update.
As for cats, I'm not sure they're something I want to add at this point, (as I want to keep all the overworld mobs the same) but if enough people are interested, I'd probably do it.
(If it really means a lot to you, I would consider making a version with cats just for you, assuming I can get them ported decently. No promises, cause a lot of the code from the modern game is totally different and might require too much effort, but I'd give it a shot.)
Haha, you don't have to extra add cats but.. If I'm honest I wouldn't say no tho lmao
Idk if fish was already added in b1.7.3, I grew up with b1.8 but really started liking b1.7.3 when I tried it.
If you open up a Discord Server then hit me up, I'd join
Hey, I just came across this and what a great package, the only mod I had been using previously to this had been fycraft_b173_v1 purely as it was the only mod I could find that added the hopper, this is the only modern change I think I'd like. is there any way you could release you additions as extra jar files that we could manually add on to your base package via the gui in multimc? I tried to add that package with yours but alas it failed to load. All of the bugfixing and quality of life changes you have added are fantastic they will make the version so much more playable without taking anything away from the core experience, thank you for taking the time to put the work in for us all to enjoy
Thanks for checking out my mod! Unfortunately I believe Fycraft is incompatible with Back2Beta, as my mod changes a LOT of the base files, including some that Fycraft uses. That said, I do plan to add hoppers in a future release, (and it's one that adds very little else) so that may work as a solution, albeit with a bit of a wait.
I'm also gonna ago ahead and bring up a discord server being a good idea.
Would be nice to implement some performance improvements brought from Optifine if you're able since even on modern decent hardware 1.7.3 still has less than ideal performance.
This also reminds me of The "Not So Seecret Saturday" Mod for Alpha 1.1.2_01 - Exploring an alternative Minecraft development path [1.1.11_111] - Minecraft Mods - Mapping and Modding: Java Edition - Minecraft Forum - Minecraft Forum
for 1.1.2 with a similar premise.
Yeah, I'm thinking I'll probably start a Discord server. Enough people have asked for one, and it would be nice to be able to update people on current progress there.
Optifine improvements are a great idea! I'd love to implement that if I can get it working with all the existing changes. My focus is currently on getting everything working in multiplayer (via a modded version of Project Poseidon) but once I get that working reliably, I'll look into adding a few Optifine improvements to the client.
Thanks for the suggestions!! Funnily enough, I actually had this idea before I knew about NSSS, but I've been following that mod for a while, and it's what inspired me to actually try and make this project a reality.
It should be noted that Optifine is copyrighted; sp614x even forbids modifying it for personal use (which is an invalid claim, I even did this myself to make my own improvements and fixes before moving them over to my own mods, and actually, it doesn't even do that much from what I can see, other than stabilize chunk updates; my own optimizations actually optimize the chunk rendering code (RenderBlocks, ChunkCache, chunk data access) with improvements up to 10-fold for some blocks, though GPU uploads stalling rendering are still a potential issue, as they are even with 1.8's multithreaded rendering (Optifine attempted to multithread OpenGL itself but this is not handled very well by many drivers):
Note that this does not mean that you can't replicate its features, like zoom, which is done by lowering the FOV and enabling smooth camera (I even went one better and added a slider so you can adjust it, Optifine is fixed at 4x zoom), or better grass/snow (which I've also improved over Optifine's version), or changes to render distance and other controls, most of which are fairly simple to implement and have been implemented by many other mods and even later vanilla versions; in fact, it appears that vanilla did not have a brightness slider or vsync before Optifine added them (the Wiki says they were added in Beta 1.8 and release 1.4.2 respectively while they were in the Beta 1.5 version of Optifine); 1.7 implemented many of its changes to video settings; 1.13 implemented "clear water" (minus the reduction in fog, which I only reduced slightly, leaving Respiration as the way to further reduce it, IDK why Mojang removed this functionality in 1.13); and 1.17 added the ability to zoom (spyglasses).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Hello, this mod is great! One question tho, could you please add the early villages in the next update? I always wanted to see them in-game but anyone made a mod for it.
If it's possible could you fix the bug where certain settings don't save? I'm trying to change my FOV but whenever I restart the game it goes back to default. It doesn't seem to do this on servers.
I remember this glitch back in the day and the usual fix would be editing the options.txt file itself and then disabling write permissions, but it doesn't seem to work for me now.
Yoooo, this looks SICK! I like the idea of themed updates, but hopefully any "vanilla" fixes that 1.8 and later add get backported to the 1.7 version.
Actually, that gives me a bigger question, since 1.7 has such a large disparity between everything afterwards (1.8 being old features, 1.9 being modern tweaks, and so on and so forth), will it be considered in some sort of LTS alongside the new versions? You know, kinda like how forge kept updating the 1.16 version even after the 1.18 version came out, or RimWorld 1.0 still getting major fixes even after 1.1 came. It might not be necessary with the BOATLOAD of fixes 1.7.4 and 5 add, but it'd be nice lol
Oh, yeah, and a framecap. PLEASE add an adjustable framecap like modern versions do. It saves GPUs from the coil whine that comes with running older games
@TheMasterCaver
Ah, that's good to know! Thanks for the heads-up. I'll take a closer look into what sort of similar features I might want to add, and else I can do to alleviate lag. I greatly appreciate the advice!
@TheLordIsMyShepherd
I'll definitely look into that bug! Thanks for bringing it to my attention!