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    posted a message on Better Than Wolves Total Conversion!
    Let's see how badly Mojang and associates can mess up Redstone, @ 1.5's official name, "The Redstone Update".

    Seriously Mojang, if you mess up something that is as big of a part of the game as anything else- Then I just don't know what. Redstone needs more complication. In no way need it become easier than it already is. I think the modding community is partly to blame for the easy slope of development, due to the "Power to the player, no matter how much" ideal of most larger mods. I'm glad this mod differentiates.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    The latest snapshot adds nighttime slimes to swamps. I assume you HAVE to use glue now, since slime balls are so easy to get? I kind-of feel like the update's bringing more focus to the geography, which has gotten crappier since 1.1. I miss the canyons, the mountains, and the basins, the mainlands too. What I would like is for a revamp in elevation tendencies, so the terrain is more varied, instead of ravines being the only radical terrain feature. Even the jungle is like that, burn all the trees down, and you have a hilly plain. Oh yeah, and I was excited about the fire buff, and then it got nerfed, AGAIN. I think if you actually got Mojang to watch a PvP war, they'd see how annoying the terrain is. Hard to build anything and conceal it, above ground. I have a huge list of all the crap I have on the terrain gen, but hey, this post would be even LONGER than the walls of text I usually put out. Sorry for inactivity FC, been playing other games besides Minecraft. I wonder why?
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from ivyn

    That argument is a bit shallow, as you cannot buy diamonds themselves. You can buy diamond tools and armor, as well as other materials. It conveniences those who have drained their world of its resources. Those who keep their world for months and get to the point where nothing is in the earth but stone, gravel and dirt.


    Quite literally this is incorrect. Another person stated that there are billions of diamond per person in minecraft- All 7,000,000 being on the same server. When you calcuate it in singleplayer, the number of diamonds is infetismal, almost. Trading is quite frankly for lazy people. Everything in the game can be obtained by other means now, excluding bottles of enchanting. Whitch, are pretty useless if you have a XP grinder. I think you can even make those in BTW, maybe even vanilla, now. And someone, go calculate the amount of seeds you can get per chunk, and the ratio between wheat per chunk and diamond per chunk. I think we need to find out the difference in value. It certainly isn't a 1:18 ratio.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from RyuuAinaki

    First of all, I personally like to say that I was a fan of Thaumcraft since I first installed it, back in Thaumcraft 1, and I like the name "Arcanecraft" over "Thaumcraft", as personally, I'm not a fan of most of the Tech mods, and your Thaumcraft mod is certainly not "just another tech mod". It's a form of magic that fits well into the minecraft world, and feels much more balanced then mods like IndustricalCraft or BuildCraft.



    Both of those mods are GREAT mods and when in the first stages were my favorite two mods. It is by FAR a generalization that they ruin the feel of minecraft. What you must be referring to is the ****ing Technic pack. On their own they are totally balanced and cannot generate infinite diamonds or that bs.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from KavaKal

    All the talk about nodes and how they work has given me a completely new idea. Perhaps there could be a special node-like item that players can craft, and the sole purpose would be to prevent mobs spawning in a certain radius. It wouldn't kill mobs, just prevent them from spawning. Basically I would like something like this so that homes can be guranteed safe, without having to place torches every 5 meters. Sometimes it is nice to have a moodily lit room, but without risk of monster spawns. There would need to be a lot of balance put on this, like difficulty both in crafting and in (re)moving it later, but it could have a lot of application, especially for adventure mode players.


    I don't so much like this idea. It removes what is essentially part of Minecraft, mobs. Honestly, if it's un-craftable it's a good idea. This isn't something that should be implemented into Sruvival, since it would particularly get rid of the challenge that is mobs, and overlap/erase the part of minecraft that is mobs. It is a good idea for non-legit servers, since they could spawn it in for a spawn area and stuff. Maybe the center of a node could be like this? Mobs avoid it? Not spawn there? But you are right, it would help with adventure maps. Even though, people probably don't want to install mods just to play a map, whitch is quite frankly, sad, since it's so easy.

    I might braistorm an idea once I finish up my reading, but that may be hard since I'll have seen so many great ideas. :)

    Very sorry for the double post, the last time I did this it merged the two posts.
    Posted in: WIP Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    It sounds like nodes are like techtonic plates, with *less* catastrophe when collided. That's a good idea, give more life to Minecraft. Right now, it could use that. It's always the same, the same tree is there for years, the same biome is always the same biome, etc. But this Node system does't only sound like it would balance teleportation, but like it would make the world more dynamic. I like it.

    I think I might read all the other 70+ pages I haven't read. I think I got as far as dreamscaping and flux worlds... So much to read.
    Posted in: WIP Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from creeperkiller196

    ?.? I'm confused how do I get dung from my wolf. stupid wolf


    If you're trying LAN you can't. Otherwise I believe you just feed it some sort of raw/cooked meat and put it in a dark area. Preferably with NO light. For some reason an exception for this rule seems to be at bedrock. You can't feed it rotten flesh as of recent. Having it suspended on one block over water seems to help you collect it. Otherwise, GL with those wolves.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Man, I didn't even check up in time to see Hardcore sheep! I looked at the update and it said "Added hardcore Chickens, made hardcore sheep default".

    You go fast man.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Oh, I forgot about cats. Another thing that just makes the game even easier. Creepers were something to fear below, when the sequence that caused them to explode caused lag enough to kill you. The buff though, as it were, seems really promising. Less than four hearts in full diamond? That is what Minecraft needs. A challenge. A reason to be afraid of something, as well as a reason to try to overcome that thing. There is absolutely no reason to be afraid of the EnderDragon, and none to kill it. Better than Wolves gives a reason to go to the Nether. A reason to find Villages. A reason for water. A reason to get out of the Hobble and into the wild. A reason for wolves. A need for leather. There are little to no reasons for those in vMC. The only reason I ever went to the Nether was for potion ingredients for poison. Because that's the only way to use it against people. There aren't poison arrows, aren't poison weapons. Even though there are poison spiders. It's basically exclusive to them. Really, it's another feature that could be amazing, but is understated and ignored.

    This is a trend with Minecraft features. Somthing that removes challenge or is useless.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Dinnerbone's adding paintable armour.

    I'm missing Notch right now. :(
    Altough, he did sort-of screw us over with 1.8. Nerfed swords. Screwed pvp up sooo badly. Added blocking. Nobody uses it. Added abandoned mineshafts. Those are just annoying. Added Ravines. Annoying. Added Enderman. Annoying, slightly challenging early game, but are WAY too easy to avoid contact with. Changed how food works. Not a big difference in the long run, only makes pvp slower-paced and puts a delay between fights. 1.7 added pistons. The best. Update. Redstone has ever seen. 1.8 also ruined the AMAZING Minecraft Terrain in 1.7 and under. Why?!? Everyone, I am sure, loved the terrain. Why change it? For realism? Since when is this game realistic?

    1.8 started minecraft on a downward slope of decreasing difficulty and increasing community input, by the way, sucky community input. You don't "Win" minecraft, @ EnderDragon. There is no "End". The only challenge of the "End" is to remember to bring a pumpkin. Other than that, there is none. 1.3 wasn't bad. It added beds (The only downside), cake, and dyes. All aethstetics, whitch minecraft had few of beforehand. We don't need colored wood. We don't really need to place logs sideways. The ender chest was pretty good. Emeralds are useless, really. Another useless Aethstetic.

    Sorry if it's a long post, I sort-of got mad at recent updates. If it seems to cut-off, it's because I stopped myself here. Anyways, mod is great, 1.3 was pretty useless, 1.4 is sort of hopeful though.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    -snip-

    So, the screenshots of my base basically serve to detail how far along in the process I am, and there's usually the most recent one on the last page of the thread :)

    Here's the most recent one from last night:


    -snip here-


    I just noticed you and me use the same colors for our windmills. :P But, what's the lava for? By the way, can the same fix you applied to the hearts be applied to gearboxes, or do gearboxes function properly when powered? Is this vanilla 1.3 generation? I haven't seen much of it, but I like what I see here. :)
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    -snip-
    As a PvP kinda guy, I'm sure I'd appreciate your input in the coming weeks and months.


    Yeah, dunno why I didn't join the forums earlier. I guess that was when Tekkit was first out and all the trolls were hanging around. As soon as I'm on and it's up I'll join the forums. I have to work on traps now, since I'm so pysched.

    Also, while lenses are useful, have you considered another use for diamond? I already use all my gold in redstone synthesizement, but I stockpile diamond rather quickly if I have access to soulforged steel. I have no idea what I can use it for, since I have jukeboxes, have enchanters, have an infernal enchanter, and have soulforged armour/tools. The crucible makes diamonds useless, since I can re-use the same pickaxe over and over. Just something that is handy to have. Maybe a crossbow with diamond bolts? XD
    Oh, I just had an idea. Crush it in a millstone, and fire it off in a dispenser and it blinds people and mobs. Just anything that gives them a use once you have a ready source of steel.

    Anyways, amazing work on the mod once again.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    Well, it's an interesting idea to be sure, and I can see where you're coming from.

    I'll think it over some. Immediately, I would be concerned about the potential loss of some of the sense of danger when confronting other players, as unknowns create uncertainty, which can lead to worry.

    I'm primarily an anarchy player when I play SMP, and one of the things I love about it is the constant sense of living in fear of other players (I actually find playing anarchy MC has a somewhat similar sensation to playing DayZ). As such, I want to be careful about anything that might potentially reduce that.

    Anyways, like I said, I'll think it over and weigh the pros and cons.


    I can see where you're coming from as well. Honestly though, I think enchantments are too passive, and are 0% aethstetic, unless you count the "glow" effect of enchantments. Adding hints as to what enchantments something has would make it more aethsteticly appealing. Thanks for considering my idea, anyway. :)

    By the way, what was the biggest reason you didn't want to release BTW as SMP, due to having to work more at updating, or what? It just seems to me that your mod is perfect for PvP, both in terms of resources and mechanics. It also has the ability to intimidate people through use of aethstetics, which I use now. I often find myself re-doing something after looking at it and saying "That looks like crap.". Better than Wolves is one of, if not the, the best mods out there. I never myself played the Aether. I was too busy playing Better Than Wolves. :)

    And I know what you mean. I have a piston code door, and just behind it a mosaic of hidden saws. Type in the code wrong, and the door opens, but beyond the door... Is a whole bunch of saws, and another, closed door. Of course, this has no use as of current, since nobody is there to type the code in wrong. :(
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Hey FC, I had an idea for enchantments. It's pretty cool, but idk how hard it would be to code.

    You know how you can see other players that have enchanted armour and weapons? I was wondering if you could make it to where you can see what enchantment it is. For Instance, to represent Feather-Falling, there could be small feathers/wings on the sides of the boots. And, possibly different size/shape feathers/wings for a better enchantment? It would just be great for Scouting in PvP, since we (The People I do PvP with) often scout people to see what armour they have, and usually enchantments dictate evasive or drastic manuevers, even when completely unneccesarry. If this has been discussed before, sorry, didn't know, and I'd rather play with the mod than read through thousands of pages.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    I honestly think that the bugs in 1.3.1 outweigh all the bug fixes, and the performance is worse than it was in 1.2.5. I find myself walking through the corner of a block and getting stuck, and suffocating, alot. 1.4 seems like it may be good from the snapshot. I miss zombies and skeletons havign armour. It was cool looking. :/

    It's hard not be looking forward to the mod update, since not only will it allow this mod in SMP, put probably introduce some amazing new features. And now he has to recalculate the xp for the infernal enchanter and stuff, as well as balance it out, sort-of to match with the new enchanting system. Honestly, I wish they would fix the performance issues in Snow Biomes. More often than not they are laggy as heck.
    Anyways, Keep up the good work FC. :)


    -le snip-
    Anyways back on subject of BTW... Am I understanding that BTBC does not work with 3.91 BTW?

    (Nevermind, apparently quotes can merge with your post to avoid double posting. Cool.)

    Yeah, that is a thing. It's not a MC update or anything, but it's because the new owner of BC and our own FlowerChild couldn't keep it running. The update, I would say, only drives the stake deeper.
    Posted in: Minecraft Mods
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