Hello. I am playing on minecraft 1.7.10 and have downloaded this mod. Everything seems to work fine, all the crafting recipes and additional mechanics like punching tree, but campfire doesn't seem to work. The GUI seems to be fine, I can put in a pan or spit, I did put coal and try many other fuel sources, and tried even putting the food at the top slot, but it just doesn't light. I tried firebow , I tried flint and steel, it just doesn't work. It gives out a light source just for a split second and just disappears.. Please help!!
Hello. I am playing on minecraft 1.7.10 and have downloaded this mod. Everything seems to work fine, all the crafting recipes and additional mechanics like punching tree, but campfire doesn't seem to work. The GUI seems to be fine, I can put in a pan or spit, I did put coal and try many other fuel sources, and tried even putting the food at the top slot, but it just doesn't light. I tried firebow , I tried flint and steel, it just doesn't work. It gives out a light source just for a split second and just disappears.. Please help!!
The Campfire will only light if you have a valid item it can cook in the top slot, a wooden fuel (logs, planks, etc...) in the bottom slot, and right click it with a Fire Bow or Flint and Steel.
The Campfire will only light if you have a valid item it can cook in the top slot, a wooden fuel (logs, planks, etc...) in the bottom slot, and right click it with a Fire Bow or Flint and Steel.
Thank you so much! It worked!! My only problem now is.. the campfire works just fine, but it does not cook food from other mods, like other meat food mods add. Is there any way to include these mod items, or is it just simply impossible? Thanks in advance.
Thank you so much! It worked!! My only problem now is.. the campfire works just fine, but it does not cook food from other mods, like other meat food mods add. Is there any way to include these mod items, or is it just simply impossible? Thanks in advance.
Not yet, but that is a feature I am currently working on. Currently I am waiting on Leviathan143 to finish his code cleanup PR, and then I can begin to integrate custom recipes.
For now, use the vanilla furnace to cook food from other mods.
Not yet, but that is a feature I am currently working on. Currently I am waiting on Leviathan143 to finish his code cleanup PR, and then I can begin to integrate custom recipes.
For now, use the vanilla furnace to cook food from other mods.
It is me again, bothering you guys, sorry :P. I was wondering if there is any way to make animals constantly drop bones, I am aware that this happens if player is playing on peaceful difficulty, just want to know if there is option to toggle this on disregarding difficulty. Thanks in advance and happy upcoming new year!!
It is me again, bothering you guys, sorry :P. I was wondering if there is any way to make animals constantly drop bones, I am aware that this happens if player is playing on peaceful difficulty, just want to know if there is option to toggle this on disregarding difficulty. Thanks in advance and happy upcoming new year!!
Could you change the recipe for the BB crafting table? Maybe use slabs instead of planks? When I placed one down and tried to access it the screen flickered and I thought for sure there was a conflict with another mod, and then I tried BB alone - and, well, an hour later I found the wiki. I was looking for your github page to file a bug report.
I swore it was a bug because, it's the vanilla crafting table - so far as I could tell - it has the same recipe, looks the same and has the same name. I don't see the reason for that. I get that this mod makes vanilla harder, and I like that, but this just seems unnecessarily confusing.
Otherwise, very cool mod. Keep up the excellent work!
Actually, using slabs would completely break the game, because you then wouldn't be able to make a crafting table at all. Our table replaces and supplants the function of the Vanilla crafting table. It's a change that was made in order to allow the combining mechanic that creates the Advanced Crafting Table, which is a core part of the mod's progression. Ideally, we could just make that work with any ore dictionary registered crafting table, but (at least when we were starting out) that proved to not be feasible. So, we use our own crafting table, that is designed with the functionality our mod needs. It has the same name, recipe, and look as the Vanilla one because it is replacing it. It should serve the exact same function, save that you can place two of them side-by side to make the A.C.T. If it isn't opening the crafting menu, or is causing graphical problems, then yes, that is indeed a bug.
Actually, using slabs would completely break the game, because you then wouldn't be able to make a crafting table at all. Our table replaces and supplants the function of the Vanilla crafting table. It's a change that was made in order to allow the combining mechanic that creates the Advanced Crafting Table, which is a core part of the mod's progression. Ideally, we could just make that work with any ore dictionary registered crafting table, but (at least when we were starting out) that proved to not be feasible. So, we use our own crafting table, that is designed with the functionality our mod needs. It has the same name, recipe, and look as the Vanilla one because it is replacing it. It should serve the exact same function, save that you can place two of them side-by side to make the A.C.T. If it isn't opening the crafting menu, or is causing graphical problems, then yes, that is indeed a bug.
Giving it the same name and texture as the vanilla crafting table led me to think that is what it was. A name and texture change would have saved me a lot of time. If I'm having problems with an item or block I know is from a mod, I look up the mod to find out what the issue is; if I think it's a problem with vanilla then I expect it's a serious bug with a mod.
My main concern is, I'd like to put this mod in a publicly released pack and no one will read the documentation on every mod in it before they start playing. I do expect people to have problems and I'll be prepared to deal with that, but I'm pretty certain a lot of people are going to think the pack is broken, as I did, when they can't access the gui of what they assume is the vanilla crafting table. Without reading the documentation how would they know? How would they even know what mod is causing the problem? I disabled several mods before I got around to checking to see if it was BB.
The last pack I put out, I put clear instructions on the main menu screen and still there were people who thought the pack was broken. And that wasn't a subtle change like a replacement crafting table. Play first, read later - that's the approach most people take.
How about if a single BB crafting table worked the same as vanilla? That would solve the problem I'm seeing.
Giving it the same name and texture as the vanilla crafting table led me to think that is what it was. A name and texture change would have saved me a lot of time. If I'm having problems with an item or block I know is from a mod, I look up the mod to find out what the issue is; if I think it's a problem with vanilla then I expect it's a serious bug with a mod.
My main concern is, I'd like to put this mod in a publicly released pack and no one will read the documentation on every mod in it before they start playing. I do expect people to have problems and I'll be prepared to deal with that, but I'm pretty certain a lot of people are going to think the pack is broken, as I did, when they can't access the gui of what they assume is the vanilla crafting table. Without reading the documentation how would they know? How would they even know what mod is causing the problem? I disabled several mods before I got around to checking to see if it was BB.
The last pack I put out, I put clear instructions on the main menu screen and still there were people who thought the pack was broken. And that wasn't a subtle change like a replacement crafting table. Play first, read later - that's the approach most people take.
How about if a single BB crafting table worked the same as vanilla? That would solve the problem I'm seeing.
The issue we run into then is accessibility. If we change the recipe, name, or appearance (let alone all three) then people won't understand why they can't make a crafting table. We'll get dozens of "Help! Can't make crafting table!" reports, for exactly the reason you mention. People won't read the documentation.
As to a single one working like Vanilla, that's exactly what I was saying before. It is supposed to do that already. If it isn't, then that definitely is a bug.
Go ahead and submit an issue on our repository. If it's a crash, be sure to put in the crash report (preferably on Pastebin, where it's readable). Tell us what bugged out and what you think is causing it.
Could you change the recipe for the BB crafting table? Maybe use slabs instead of planks? When I placed one down and tried to access it the screen flickered and I thought for sure there was a conflict with another mod, and then I tried BB alone - and, well, an hour later I found the wiki. I was looking for your github page to file a bug report.
I swore it was a bug because, it's the vanilla crafting table - so far as I could tell - it has the same recipe, looks the same and has the same name. I don't see the reason for that. I get that this mod makes vanilla harder, and I like that, but this just seems unnecessarily confusing.
Otherwise, very cool mod. Keep up the excellent work!
The texture actually isn't quite the same. The BB crafting table has a lighter border, which helped me distinguish it from the vanilla one when developing. It also looks better.
The BB crafting table GUI also shows an "X" over the arrow when a recipe requires the double workbench, a feature that cannot be put into the vanilla code. This shows players that they need a double workbench for the item.
Actually, using slabs would completely break the game, because you then wouldn't be able to make a crafting table at all. Our table replaces and supplants the function of the Vanilla crafting table. It's a change that was made in order to allow the combining mechanic that creates the Advanced Crafting Table, which is a core part of the mod's progression. Ideally, we could just make that work with any ore dictionary registered crafting table, but (at least when we were starting out) that proved to not be feasible. So, we use our own crafting table, that is designed with the functionality our mod needs. It has the same name, recipe, and look as the Vanilla one because it is replacing it. It should serve the exact same function, save that you can place two of them side-by side to make the A.C.T. If it isn't opening the crafting menu, or is causing graphical problems, then yes, that is indeed a bug.
From a coding standpoint, it is actually impossible to make the vanilla crafting table exhibit the combining functionality that is the double workbench, without heavily and forcibly modifying the vanilla code via ASM, which would ruin compatibility for a lot of things.
From a coding standpoint, it is actually impossible to make the vanilla crafting table exhibit the combining functionality that is the double workbench, without heavily and forcibly modifying the vanilla code via ASM, which would ruin compatibility for a lot of things.
This is somewhat possible with events. I've made an example here.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is somewhat possible with events. I've made an example here.
I've thought about that. The problem with that is that there is no way to show the player that a recipe is correct, but requires catalyst materials in the double workbench.
I've thought about that. The problem with that is that there is no way to show the player that a recipe is correct, but requires catalyst materials in the double workbench.
I think the current solution is the best presented so far and is relatively seamless. This one bug shouldn't necessitate a giant system change.
I've been working on a cleanup of some of the BetterBeginnings code for the past while, it's finally finished and ready for inclusion in the next release. However a lot of code was moved around or changed, I've done testing and everything seems to be working correctly, but in case there is a major bug I'm releasing an unofficial beta. The beta is functionally the same as 0.9.5 R5a but the code for the furnaces has been cleaned up and it contains various bugfixes that have been made since the release of 0.9.5 R5a. These bugfixes will be in the next official release anyway.
This release was authorised by einsteinsci, but it is not an official release.
If you choose to test this on an existing world, do a backup before installing the beta. It's probably safe, but do it anyway.
Do not distribute this version in any mod packs.
Report all bugs here rather than on the main BB issue tracker.
Download
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
I've been working on a cleanup of some of the BetterBeginnings code for the past while, it's finally finished and ready for inclusion in the next release. However a lot of code was moved around or changed, I've done testing and everything seems to be working correctly, but in case there is a major bug I'm releasing an unofficial beta. The beta is functionally the same as 0.9.5 R5a but the code for the furnaces has been cleaned up and it contains various bugfixes that have been made since the release of 0.9.5 R5a. These bugfixes will be in the next official release anyway.
This release was authorised by einsteinsci, but it is not an official release.
If you choose to test this on an existing world, do a backup before installing the beta. It's probably safe, but do it anyway.
Do not distribute this version in any mod packs.
Report all bugs here rather than on the main BB issue tracker.
* Actually it includes a couple of features that will be included in 0.9.6 because of the rebase (I think). I will be pulling the PR if nothing major slips through this, so feel free to post the bugs on the main tracker as well if you find them, as long as you say that they're from the beta version.
Since I'm in the middle of adding configgable recipes via JSON when the latest rebase was done, you'll probably find that you can smelt bedrock into a blaze rod in the kilns. This recipe is for testing, and will be removed when I do the main release.
* Actually it includes a couple of features that will be included in 0.9.6 because of the rebase (I think). I will be pulling the PR if nothing major slips through this, so feel free to post the bugs on the main tracker as well if you find them, as long as you say that they're from the beta version.
Since I'm in the middle of adding configgable recipes via JSON when the latest rebase was done, you'll probably find that you can smelt bedrock into a blaze rod in the kilns. This recipe is for testing, and will be removed when I do the main release.
Actually I pulled instead of rebasing, the difference is that rebasing would allow me to "squash" several commits into one. Rebasing was getting confusing and difficult so I just pulled instead.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
Hello. I am playing on minecraft 1.7.10 and have downloaded this mod. Everything seems to work fine, all the crafting recipes and additional mechanics like punching tree, but campfire doesn't seem to work. The GUI seems to be fine, I can put in a pan or spit, I did put coal and try many other fuel sources, and tried even putting the food at the top slot, but it just doesn't light. I tried firebow , I tried flint and steel, it just doesn't work. It gives out a light source just for a split second and just disappears.. Please help!!
The Campfire will only light if you have a valid item it can cook in the top slot, a wooden fuel (logs, planks, etc...) in the bottom slot, and right click it with a Fire Bow or Flint and Steel.
Thank you so much! It worked!! My only problem now is.. the campfire works just fine, but it does not cook food from other mods, like other meat food mods add. Is there any way to include these mod items, or is it just simply impossible? Thanks in advance.
Not yet, but that is a feature I am currently working on. Currently I am waiting on Leviathan143 to finish his code cleanup PR, and then I can begin to integrate custom recipes.
For now, use the vanilla furnace to cook food from other mods.
Thank you very much!
Hello.
It is me again, bothering you guys, sorry :P. I was wondering if there is any way to make animals constantly drop bones, I am aware that this happens if player is playing on peaceful difficulty, just want to know if there is option to toggle this on disregarding difficulty. Thanks in advance and happy upcoming new year!!
Look at the wiki: config on wiki
Could you change the recipe for the BB crafting table? Maybe use slabs instead of planks? When I placed one down and tried to access it the screen flickered and I thought for sure there was a conflict with another mod, and then I tried BB alone - and, well, an hour later I found the wiki. I was looking for your github page to file a bug report.
I swore it was a bug because, it's the vanilla crafting table - so far as I could tell - it has the same recipe, looks the same and has the same name. I don't see the reason for that. I get that this mod makes vanilla harder, and I like that, but this just seems unnecessarily confusing.
Otherwise, very cool mod. Keep up the excellent work!
Actually, using slabs would completely break the game, because you then wouldn't be able to make a crafting table at all. Our table replaces and supplants the function of the Vanilla crafting table. It's a change that was made in order to allow the combining mechanic that creates the Advanced Crafting Table, which is a core part of the mod's progression. Ideally, we could just make that work with any ore dictionary registered crafting table, but (at least when we were starting out) that proved to not be feasible. So, we use our own crafting table, that is designed with the functionality our mod needs. It has the same name, recipe, and look as the Vanilla one because it is replacing it. It should serve the exact same function, save that you can place two of them side-by side to make the A.C.T. If it isn't opening the crafting menu, or is causing graphical problems, then yes, that is indeed a bug.
Giving it the same name and texture as the vanilla crafting table led me to think that is what it was. A name and texture change would have saved me a lot of time. If I'm having problems with an item or block I know is from a mod, I look up the mod to find out what the issue is; if I think it's a problem with vanilla then I expect it's a serious bug with a mod.
My main concern is, I'd like to put this mod in a publicly released pack and no one will read the documentation on every mod in it before they start playing. I do expect people to have problems and I'll be prepared to deal with that, but I'm pretty certain a lot of people are going to think the pack is broken, as I did, when they can't access the gui of what they assume is the vanilla crafting table. Without reading the documentation how would they know? How would they even know what mod is causing the problem? I disabled several mods before I got around to checking to see if it was BB.
The last pack I put out, I put clear instructions on the main menu screen and still there were people who thought the pack was broken. And that wasn't a subtle change like a replacement crafting table. Play first, read later - that's the approach most people take.
How about if a single BB crafting table worked the same as vanilla? That would solve the problem I'm seeing.
The issue we run into then is accessibility. If we change the recipe, name, or appearance (let alone all three) then people won't understand why they can't make a crafting table. We'll get dozens of "Help! Can't make crafting table!" reports, for exactly the reason you mention. People won't read the documentation.
As to a single one working like Vanilla, that's exactly what I was saying before. It is supposed to do that already. If it isn't, then that definitely is a bug.
Hey guys,
This was a bug with BB's single crafting table. I found/fixed it yesterday, and I'd assume it should be in the next release.
knox
Oh, is the pull request already in then? I hadn't realized.
*checks on Github*
Right, I see it's already been integrated. That's excellent!
The texture actually isn't quite the same. The BB crafting table has a lighter border, which helped me distinguish it from the vanilla one when developing. It also looks better.
The BB crafting table GUI also shows an "X" over the arrow when a recipe requires the double workbench, a feature that cannot be put into the vanilla code. This shows players that they need a double workbench for the item.
From a coding standpoint, it is actually impossible to make the vanilla crafting table exhibit the combining functionality that is the double workbench, without heavily and forcibly modifying the vanilla code via ASM, which would ruin compatibility for a lot of things.
This is somewhat possible with events. I've made an example here.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
I've thought about that. The problem with that is that there is no way to show the player that a recipe is correct, but requires catalyst materials in the double workbench.
I think the current solution is the best presented so far and is relatively seamless. This one bug shouldn't necessitate a giant system change.
If you choose to test this on an existing world, do a backup before installing the beta. It's probably safe, but do it anyway. Do not distribute this version in any mod packs. Report all bugs here rather than on the main BB issue tracker.
Download
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
* Actually it includes a couple of features that will be included in 0.9.6 because of the rebase (I think). I will be pulling the PR if nothing major slips through this, so feel free to post the bugs on the main tracker as well if you find them, as long as you say that they're from the beta version.
Since I'm in the middle of adding configgable recipes via JSON when the latest rebase was done, you'll probably find that you can smelt bedrock into a blaze rod in the kilns. This recipe is for testing, and will be removed when I do the main release.
Actually I pulled instead of rebasing, the difference is that rebasing would allow me to "squash" several commits into one. Rebasing was getting confusing and difficult so I just pulled instead.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things