New release out, 0.9.8 R7c. It's been a while so there's a largish changelog. Mostly bugfixes, but other things are coming once I've finished some of my other projects.
Changelog:
The campfire is no longer referred to as Smelter in minetweaker logs.
Fixed campfire recipes remaining in JEI when removed through MineTweaker.
Fixed untextured potion in beacon recipe.
Made all removeOutput() functions stack-size insensitive, to conform to vanilla Minetweaker standards.
Fixed alsoAxes and alsoPicaxes configs not working.
Invalid JSON recipes no longer caused an NPE. Instead BB logs as many descriptive errors as it can, then asks FML to safely shut down the JVM.
The Minecart with Kiln will no longer replace the Minecart with Furnace if the furnace module is disabled. Existing Minecart with Kiln entities will remain.
Fixed achievement chat hover.
Added Simplified Chinese Translation thanks to YiChenCraft.
I'm trying to recreate some of the first night challenges from this mod in 1.12. I'm preventing players from punching wood and they have to make some flint tools to progress.
I'm wondering if you would mind if I used a couple of your textures? Specifically, the flint knife and leather strips. I'm not using them in a mod, just a re-texturing other items via a resource loading mod (so I don't have to include a texture pack). Right now it's just for my personal use but if this ever became a publicly available modpack, I wanted to make sure I had your permission to use your textures.
I'm trying to recreate some of the first night challenges from this mod in 1.12. I'm preventing players from punching wood and they have to make some flint tools to progress.
I'm wondering if you would mind if I used a couple of your textures? Specifically, the flint knife and leather strips. I'm not using them in a mod, just a re-texturing other items via a resource loading mod (so I don't have to include a texture pack). Right now it's just for my personal use but if this ever became a publicly available modpack, I wanted to make sure I had your permission to use your textures.
Thank you for your consideration.
The project as a whole is under the GPL v3 license, so you can use the textures as long as you follow the terms of that license. It would be polite to ask the artist of those specific textures, unfortunately I have no idea who did that, BB has never had a texture artist. Legally, it's fine to use the textures as long as you abide by the previously mentioned license.
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.
1.7.10 Is it intentional that only Oak wood gives charcoal? I just realized that Spruce and other woods in the Kiln and smelter do not give charcoal just Oak
First off, I sincerely apologize for abandoning this mod for so long without any notice. You all deserve better than that, and I take full responsibility for any frustrations caused by this lack of communication to Daomephsta. I had a lot of personal issues at the time, but that is no excuse for leaving everyone in the dark and disappearing like I did. For now, I will be returning to this mod and try to update and continue this mod in a way that encourages compatibility and interaction with other mods.
The goal of this mod is to extend the beginning portion of Minecraft's early game and diversify vanilla gameplay without breaking too much from typical gameplay flow.
The early stage of Minecraft tends to be quick and easy. Punch three logs, make a crafting table, make a wood pick, mine three stone, and that's it. No more early game. With BetterBeginnings, you will spend a much longer time "on the move", simply trying to survive the terrifying world you live in. Punching trees? Wood tools? Haha...no. While this mod is primarily designed with early game in mind, it also adds features that continue this experience throughout the survival gameplay.
Return and Catch-Up
BetterBeginnings started out with a goal of vanilla-like features with high compatibility. Over time though, I had added more and more features under the assumption that BB was the only content mod installed, and this has obviously led to very poor compatibility. I hope to return to that ideal with this mod in the future, and focus more on BetterBeginnings' place within a modded playthrough rather than trying to force it into a modpack's backbone. I also want to refocus development on the early-game, even if early-game is by modded standards rather than vanilla. Hopefully these features will make the mod more like Tiny Progressions and less like GregTech.
Update properly to MC 1.12. I will not update to 1.9 or even 1.10, as then I would be playing a game of catch-up or developing for two versions at once (not a good thing). No further updates will come to the 1.7.10 branch, even for bugfixes, at least not from myself. The 1.8 branch will become the 1.12 branch, so the 1.8 code will be moved to its own branch, though with no further updates from myself. The only 1.10 version will be the one developed by Daomephsta during my absence.
Return mod status to "alpha" development as heavy changes are on their way.
Redesign the old JSON recipe thing. JSON recipes are annoying and jank (sorry MC1.13), and far too verbose for modpack authors. Instead, the JSON recipe parser will be replaced by a built-in ZenScript parser, so modpack authors can copy BB-related code from MineTweaker as a quick and dirty alternative. This ZenScript parser will automatically disable itself if MineTweaker is detected during startup.
Redesign kiln, brick oven, and smelter to be improvements to the furnace rather than replacements. This should greatly enhance compatibility without diverting too much from vanilla gameplay. All furnaces will be significantly sped up and otherwise improved to encourage use while still leaving room for higher-tier machinery by other mods, such as EnderIO and Thermal Expansion. The smelters in particular will require significant redesigns to neither be obsolete or overpowered.
Remove advanced crafting from the default configuration, and balance the rest of the mod accordingly. While this was an interesting idea, and part of the core inspiration for the mod, this particular feature was incredibly problematic in many ways, and was very annoying to play with and to develop. It was buggy, difficult to balance, overly grindy, and a major pain for compatibility. This feature will become deprecated and no new features will be added to expand upon it.
welcome back! Good to hear this mod is still in development...but sad to hear some of the features like advanced crafting are going away, I acutally wanted to get my hands into that grid as I wanted to make all recipes use that grid...
But anyways thank you for this mod and good luck with the updates!
welcome back! Good to hear this mod is still in development...but sad to hear some of the features like advanced crafting are going away, I acutally wanted to get my hands into that grid as I wanted to make all recipes use that grid...
But anyways thank you for this mod and good luck with the updates!
Don't worry, advanced crafting will not be removed completely from the mod. It will just be removed from the default configuration. Recipes that use it will be off by default, instead using vanilla crafting. Instead they can be toggled on by the player or modpack author, as a sort of "expert mode" for the mod. The upcoming ZenScript parser will still be able to modify and add, and remove recipes for advanced crafting as well. Again, it is only being removed from the default state of the mod, so your hopes to make all recipes use it will still be possible.
Main post is now completely redone in correctly formatted BBCode, and now correctly links to Daomephsta's work with the mod. Curseforge page also is redone in proper HTML as a more brief description of the mod and future plans, rather than a full (and outdated) translation of the main post.
Do you guys need modders? I really loved yur mod back in 1.10.2 and used it within a modpack for my friends that was balanced around a harder early game in minecraft (using spice of life, tough as nails and other survival themed mods).
I really loved the advanced crafting feature as it made a lot of sense to use the specified materials that were needed to eventually craft the vanilla item. The only problem that we had was mid and late game. The thing was hard to automate
Anyway, sounds good that you do not remove this feature entirely.
As for the Zen parser, why don't you just use the already existing implementation within crafttweaker? As crafttweaker is THE mod used to tweak recipes from 1.10+, I personally thing that the mod isn't going anywhere in the next minecraft versions. And not having to deal with parser bugs/errors allows you to focus on the mod itself.
Although I am not a fan of Zenscript (I personally think that already existing languages might have been better instead of using a pseudo one, for example Lua). This would allow way more complex script functions. But that is out of scope lol.
As of scraping JSON completely. I do not think that this should be the way to go, imo. JSON recipes are a great idea to separate mod logic and the static data used for recipes. As recipes are nothing more than a representation of some data, it was imo a good idea to separate it from the code itself. I think I understand why you want to use Zenscript. This would allow to just load the right script files on startup and done. But there are cleaner ways to do it imo. Refined Storage does something similar. They just introduced a self written JSON recipe parser for their Solderer and save all there solderer recipes within a `recipes_solderer` directory. That way, those can be modified too (added, modified, removed entirely) and the mod just loads that data at startup like vanilla minecraft does. The parser is less then 150 LoC and can easily be used in other mods.
The other argument that actually speaks for JSON is that vanilla users will have an easier time to manipulate recipes in general. Since those recipes can follow nearly the vanilla syntax, people switching from vanilla to modding can easily create a `data` or `resourcepack`, adding files ot `betterbeginnings/recipes_advancedcrafting` would be sufficient to do a check within the JSON parser and load those assets too at startup.
I am not that sure if there are a lot of internal changes considering `data packs` in 1.13 but I think it is quite likely that Mojang would (at some point) even allow overwriting vanilla recipes using json and their data packs. This would open up the possibility for forge to make data packs overwrite mod recipes without any problems whatsoever. Being on the "right technology stack" might be benefitial.
And last but not least, JSON recipes are, if you like it or not I guess, best practise. If you can, use them. You currently still need to remove recipes in code, but separating logic and data is a really good approach.
Hopnig that the text wall didn't kill you As for modding help, I would love to get an answer, a no is accecpted too for sure!
I have an announcement. I'm going to put BB in maintenance mode, all versions will only be receiving bug fixes from now on. There are two reasons for this. Firstly, einsteinsci seems to have some ideas for reworking the mod, so I'd rather not develop new features when the mod's going to be reworked. Secondly, I just don't feel like it. I develop BB as a hobby in my free time, and I no longer want to invest my time into new features for BB.
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.
Will you make a download for MCPE? I want to play with that mod too!
No, for three reasons:
1. MCPE is barely moddable. Neither BlockLauncher nor behaviour packs offer the kind of API BB needs.
2. Even if BB could exist on MCPE, the MCPE codebase is separate from the Java Edition codebase, liekly requiring a complete rewrite of BB.
3. BB is in maintenance mode. I'm not adding new features or porting, just fixing bugs.
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.
By chance, I was reminded of BB today. I'd like to give my thoughts, for whatever they're worth.
I understand the reasoning on not wanting to force people to add recipes for BB stations, but I think that in removing that element, it fails somewhat in what I originally set out to accomplish. To put simply, 90% of the mod ceases to change anything. All that's left is needing a tool, and tools taking slightly longer to get...if you didn't find one in a box.
I'm not sure a comparison to GregTech is necessarily a bad thing either. BB was originally conceptualized as a difficulty/balance tweak. At its core, the goal is to make things at least slightly harder. That's a necessary element to extending the early game. You have to slow progression somehow, which means making it take more work. Sure, that's going to appeal to some players and not others, but there's nothing wrong with that, and the popularity of packs like Sevtech Ages shows that there is a demand for that kind of gameplay. Indeed, a lot of mods have adopted what was once their hardcore/expert mode as the default, either because of demand, or simply realizing that the simple modes' progression was substantially easier than they thought.
Having the three variant furnaces as upgrades to the Vanilla leaves very little reason to use them. Perhaps in a situation where the only tech comes from BB they could see some value, but in any kind of modpack that doesn't force their use, they'd be completely outclassed, and completely skippable. The only way I can see to eliminate that issue while still letting players have access to the Vanilla furnace is to make the Vanilla model vastly less efficient than it is now, so that you need them to get up to previous Vanilla crafting levels (which so far as I know can't really be done without creating the same problems as removing the furnace in the first place).
TL;DR - I think that Better Beginnings has always been more of a "hardcore lite" sort of mod. Certainly not "Better Than Wolves", but definitely on the opposite of the spectrum from the likes of "Tinkers Construct". It would be better, I feel, to embrace that. At least through a configuration setting. It might take time to set up other mods to work with changes to core gameplay, but if the alternative is for the mod to lose its purpose, is it really worth it to make things easier? What's the point of having a mod that's super easy to add to any modpack, if there's no modpack in which it adds anything to the experience?
i really love this mod would work very well in my minecraft modpack only server would there be a way to maybe implement a hammer of sorts that only allows to place specific blocks in ur inventory like a wooden hammer for wood, stone hammer for stone and so on and so forth. the implication of using tools to place blocks would make this really unique.
sorry for a noobish question ... kind of an old beginner meaning I play a lot but still don't know a lot :/ ...when the 1.12 update is fully ready will it also be compatible with 1.12.2? I just saw an older version mod showcase and would love to play it if it will be
been watching this on my bookmarks for months all cause they said they apologized for abandoning it and was working on a 1.12 ..... cause I don't see this happening :(... I really do want to see it advance though. hopefully, someone could contact the developer and take over? if there is a hidden 1.12.2 version please link me I have searched but to no avail
New release out, 0.9.8 R7c. It's been a while so there's a largish changelog. Mostly bugfixes, but other things are coming once I've finished some of my other projects.
Changelog:
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
I'm trying to recreate some of the first night challenges from this mod in 1.12. I'm preventing players from punching wood and they have to make some flint tools to progress.
I'm wondering if you would mind if I used a couple of your textures? Specifically, the flint knife and leather strips. I'm not using them in a mod, just a re-texturing other items via a resource loading mod (so I don't have to include a texture pack). Right now it's just for my personal use but if this ever became a publicly available modpack, I wanted to make sure I had your permission to use your textures.
Thank you for your consideration.
The project as a whole is under the GPL v3 license, so you can use the textures as long as you follow the terms of that license. It would be polite to ask the artist of those specific textures, unfortunately I have no idea who did that, BB has never had a texture artist. Legally, it's fine to use the textures as long as you abide by the previously mentioned license.
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
Thank you!
There's a minor bugfix update for 1.7.10.
Changelog
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
1.7.10 Is it intentional that only Oak wood gives charcoal? I just realized that Spruce and other woods in the Kiln and smelter do not give charcoal just Oak
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
Returning to Modding
First off, I sincerely apologize for abandoning this mod for so long without any notice. You all deserve better than that, and I take full responsibility for any frustrations caused by this lack of communication to Daomephsta. I had a lot of personal issues at the time, but that is no excuse for leaving everyone in the dark and disappearing like I did. For now, I will be returning to this mod and try to update and continue this mod in a way that encourages compatibility and interaction with other mods.
The goal of this mod is to extend the beginning portion of Minecraft's early game and diversify vanilla gameplay without breaking too much from typical gameplay flow.
The early stage of Minecraft tends to be quick and easy. Punch three logs, make a crafting table, make a wood pick, mine three stone, and that's it. No more early game. With BetterBeginnings, you will spend a much longer time "on the move", simply trying to survive the terrifying world you live in. Punching trees? Wood tools? Haha...no. While this mod is primarily designed with early game in mind, it also adds features that continue this experience throughout the survival gameplay.
Return and Catch-Up
BetterBeginnings started out with a goal of vanilla-like features with high compatibility. Over time though, I had added more and more features under the assumption that BB was the only content mod installed, and this has obviously led to very poor compatibility. I hope to return to that ideal with this mod in the future, and focus more on BetterBeginnings' place within a modded playthrough rather than trying to force it into a modpack's backbone. I also want to refocus development on the early-game, even if early-game is by modded standards rather than vanilla. Hopefully these features will make the mod more like Tiny Progressions and less like GregTech.
welcome back! Good to hear this mod is still in development...but sad to hear some of the features like advanced crafting are going away, I acutally wanted to get my hands into that grid as I wanted to make all recipes use that grid...
But anyways thank you for this mod and good luck with the updates!
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
Don't worry, advanced crafting will not be removed completely from the mod. It will just be removed from the default configuration. Recipes that use it will be off by default, instead using vanilla crafting. Instead they can be toggled on by the player or modpack author, as a sort of "expert mode" for the mod. The upcoming ZenScript parser will still be able to modify and add, and remove recipes for advanced crafting as well. Again, it is only being removed from the default state of the mod, so your hopes to make all recipes use it will still be possible.
Awesome! Thank you very much!
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
Main post is now completely redone in correctly formatted BBCode, and now correctly links to Daomephsta's work with the mod. Curseforge page also is redone in proper HTML as a more brief description of the mod and future plans, rather than a full (and outdated) translation of the main post.
@einsteinsci
Do you guys need modders? I really loved yur mod back in 1.10.2 and used it within a modpack for my friends that was balanced around a harder early game in minecraft (using spice of life, tough as nails and other survival themed mods).
I really loved the advanced crafting feature as it made a lot of sense to use the specified materials that were needed to eventually craft the vanilla item. The only problem that we had was mid and late game. The thing was hard to automate
Anyway, sounds good that you do not remove this feature entirely.
As for the Zen parser, why don't you just use the already existing implementation within crafttweaker? As crafttweaker is THE mod used to tweak recipes from 1.10+, I personally thing that the mod isn't going anywhere in the next minecraft versions. And not having to deal with parser bugs/errors allows you to focus on the mod itself.
Although I am not a fan of Zenscript (I personally think that already existing languages might have been better instead of using a pseudo one, for example Lua). This would allow way more complex script functions. But that is out of scope lol.
As of scraping JSON completely. I do not think that this should be the way to go, imo. JSON recipes are a great idea to separate mod logic and the static data used for recipes. As recipes are nothing more than a representation of some data, it was imo a good idea to separate it from the code itself. I think I understand why you want to use Zenscript. This would allow to just load the right script files on startup and done. But there are cleaner ways to do it imo. Refined Storage does something similar. They just introduced a self written JSON recipe parser for their Solderer and save all there solderer recipes within a `recipes_solderer` directory. That way, those can be modified too (added, modified, removed entirely) and the mod just loads that data at startup like vanilla minecraft does. The parser is less then 150 LoC and can easily be used in other mods.
The other argument that actually speaks for JSON is that vanilla users will have an easier time to manipulate recipes in general. Since those recipes can follow nearly the vanilla syntax, people switching from vanilla to modding can easily create a `data` or `resourcepack`, adding files ot `betterbeginnings/recipes_advancedcrafting` would be sufficient to do a check within the JSON parser and load those assets too at startup.
I am not that sure if there are a lot of internal changes considering `data packs` in 1.13 but I think it is quite likely that Mojang would (at some point) even allow overwriting vanilla recipes using json and their data packs. This would open up the possibility for forge to make data packs overwrite mod recipes without any problems whatsoever. Being on the "right technology stack" might be benefitial.
And last but not least, JSON recipes are, if you like it or not I guess, best practise. If you can, use them. You currently still need to remove recipes in code, but separating logic and data is a really good approach.
Hopnig that the text wall didn't kill you
As for modding help, I would love to get an answer, a no is accecpted too for sure!
Have a great day,
PositiveDown
I have an announcement. I'm going to put BB in maintenance mode, all versions will only be receiving bug fixes from now on. There are two reasons for this. Firstly, einsteinsci seems to have some ideas for reworking the mod, so I'd rather not develop new features when the mod's going to be reworked. Secondly, I just don't feel like it. I develop BB as a hobby in my free time, and I no longer want to invest my time into new features for BB.
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
Will you make a download for MCPE? I want to play with that mod too!
Minecraft: Forum Edition
https://www.minecraftforum.net/forums/off-topic/forum-games/2888676-minecraft-forum-edition
https://www.minecraftforum.net/forums/off-topic/forum-games/2889183-minecraft-forum-edition-underground
No, for three reasons:
1. MCPE is barely moddable. Neither BlockLauncher nor behaviour packs offer the kind of API BB needs.
2. Even if BB could exist on MCPE, the MCPE codebase is separate from the Java Edition codebase, liekly requiring a complete rewrite of BB.
3. BB is in maintenance mode. I'm not adding new features or porting, just fixing bugs.
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
By chance, I was reminded of BB today. I'd like to give my thoughts, for whatever they're worth.
TL;DR - I think that Better Beginnings has always been more of a "hardcore lite" sort of mod. Certainly not "Better Than Wolves", but definitely on the opposite of the spectrum from the likes of "Tinkers Construct". It would be better, I feel, to embrace that. At least through a configuration setting. It might take time to set up other mods to work with changes to core gameplay, but if the alternative is for the mod to lose its purpose, is it really worth it to make things easier? What's the point of having a mod that's super easy to add to any modpack, if there's no modpack in which it adds anything to the experience?
i really love this mod would work very well in my minecraft modpack only server would there be a way to maybe implement a hammer of sorts that only allows to place specific blocks in ur inventory like a wooden hammer for wood, stone hammer for stone and so on and so forth. the implication of using tools to place blocks would make this really unique.
sorry for a noobish question ... kind of an old beginner meaning I play a lot but still don't know a lot :/ ...when the 1.12 update is fully ready will it also be compatible with 1.12.2? I just saw an older version mod showcase and would love to play it if it will be
been watching this on my bookmarks for months all cause they said they apologized for abandoning it and was working on a 1.12 ..... cause I don't see this happening :(... I really do want to see it advance though. hopefully, someone could contact the developer and take over? if there is a hidden 1.12.2 version please link me I have searched but to no avail
there is someone here? i was testing the mod, and i searched for the wiki, but there is nothing, so, can someone help me?