Click the link in the first post for the official BTW forums, go to the Better Than Wolves Discussion board and look for the thread that says "New Release!".
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Aug 25, 2017Posted in: Minecraft Mods
If I remember right, FlowerChild doesn't want to mess with the elevator code anymore, so that's probably not going to happen. Especially if it would only serve a cosmetic purpose.
Feb 7, 2012Inatun posted a message on [32x32] [1.4.7] The End is Extremely Nigh/Vanilla! [Over 250,000 Downloads!][Featured on Curse!] NEWLY UPDATED FOR 1.4.7!Posted in: Resource PacksQuote from Nutbag_Deluxe
Vehicles? How are you going to inplement that?
And individual items are great.
My ideas: I don't know if somebody asked it before, but could the vines be more vine-y? For a nearly abandoned world they're absolutely nescessary.
And could you make a painting functioning as a biohazard/contaminated or radioactivity warning sign? That would be great!
Pretty sure that by vehicles he's talking about minecarts and boats.
Jan 17, 2012Posted in: Resource PacksQuote from Golombo
This is one of my favorites texture packs, but according to me, color wool should be more... colorful.
Check out the customizer listed in the OP, there are options to just have normal colored wool there.
Jan 14, 2012Posted in: Minecraft ModsQuote from Simplicity21
I have two requests that I'm gonna make, flowerchild, but I'm not exactly sure if you're going to like it.
I found this amazing mod on the internet called Railcraft. I already had ModLoaderMP, ModLoader, TMI, Better Then Wolves, Better Then Buildcraft, and Buildcraft. It needed ModLoader and MP which I already had, but when I installed it and turned on minecraft, it crashed. I'm assuming this is because of your mod, which you claim is "Incompatible with everything!" and I agree. However, I need you to somehow make better then wolves compatible with Railcraft.
Pretty sure Railcraft needs forge to work properly in the first place. If you installed it without that, then there's your reason. If you installed it WITH that then....well there's your reason.
Jan 14, 2012Posted in: Minecraft ModsQuote from FlowerChild
I'm not a fan of that change (I think having to sneak to avoid trampling crops was a cool mechanic), but it will apply to Hemp as well, seeing as how it's the soil that gets trampled, not the plant itself.
Dang, I liked having to be extra careful about fencing off my hemp farm, because if one stray sheep got in it could ruin everything. Could you possibly include a new option in the config file to re-enable the old mechanics? Because otherwise there's no point to making planters at all besides aesthetics and farming in the Nether. And besides, it makes things much more challenging when you have to balance farm output with the resources it costs to enclose the whole thing in the first place.
Jan 8, 2012Ever hear about these things called SOPA and PIPA? You know, the bills going through the United States congress that lets corporations file a complaint against any website that they claim is promoting piracy or copyright infringement and the government will then take the entire site down immediately.Posted in: Discussion
Before you start rolling your eyes, I just want to say that this is indeed relevant.
Now, unless you've been living under a rock the past month then you should know the problems with this, but I'm going to restate them here for added effect.
1. Both bills fail to properly define piracy or copyright infringement and instead rely upon individual complaints to determine whether or not a website is engaging in either of these activities.
2. Both bills also completely bypass due process, meaning that the website the complaint is being filed against is never given a chance to plead it's case and after it's taken down it's not given a chance to appeal.
Looking through your plan to combat griefing, there are frightening similarities.
1. Your plan never defines what a griefer is but instead relies on complaints from other players, who don't necessarily even need evidence, they just need a reason to want the player blocked.
2. Due to the way multiplayer servers are set up, it's almost impossible to get proper evidence that a player was or wasn't griefing. Because of this, it becomes a case of guilty until proven innocent, and if you've ever been in one of those situations you know it's nearly impossible to prove that you're innocent rather than prove you're not guilty.
My point here is that your plan does nothing to combat griefing, real griefers know ways to get around this sort of thing. Instead, it allows for a new type of griefing, random player reports, and thus your plan would generate so many false reports it would cease to be effective. It's people like you, who think that rule breakers can be stomped out in one fell swoop and that no one would dare abuse the system, who are stirring up extremist movements around the world and leaving so much destruction in their wake, who believe themselves to be the sole crusader of all that is good and that it's your duty to do everything you possibly can to squash anything that in your eyes is evil, that are preventing humans as a species from growing beyond what we already are.
Please, if you haven't been living under a rock for the past month and indeed knew all about SOPA and PIPA then please, go find one, and make yourself comfortable. The human race would be greatly benefited by your not coming back out.
Jan 6, 2012Inatun posted a message on [32x32] [1.4.7] The End is Extremely Nigh/Vanilla! [Over 250,000 Downloads!][Featured on Curse!] NEWLY UPDATED FOR 1.4.7!Posted in: Resource PacksQuote from Santiago3
Just because it's an apocalypse doesn't mean you can't cook with style!
A savory pork belly dish and a plate of beef ribs.
Looks nice, from an artistic standpoint and from a culinary one as well. It also fits the look of the furnace as an oven, although you have to question the health of using a single device to both cook your food and smelt metals out of ores.
Dec 29, 2011Inatun posted a message on [32x32] [1.4.7] The End is Extremely Nigh/Vanilla! [Over 250,000 Downloads!][Featured on Curse!] NEWLY UPDATED FOR 1.4.7!Posted in: Resource Packs
Initiate download sequence!
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Apr 10, 2011Posted in: Minecraft Mods
[*** WHAT IS BETTER THAN WOLVES? ***]
Better Than Wolves is a "total conversion". This differs from most mods that you are probably used to in that it changes many of the rules of play to provide a richer experience, rather than just adding in new stuff. What makes it special however, is that it always attempts to do so in a way that retains the original spirit of the game, perhaps even more so than the newer official releases.
It focuses both on challenging survival play, and player creativity in terms of never providing "magic block" solutions to in game problems. Instead, it provides basic tools and leaves it to the player to figure out how to use them to get the job done.
In short, Better Than Wolves is a vision of what Mincraft could have been, designed by a very serious player, for other like minded individuals.
[**** End Of Dev ****]
Please note that after a full decade, all development has ceased on Better Than Wolves. The final version (4.B0000003) can be downloaded here:
And the source code can be downloaded here:
Better Than Wolves and its source code are made freely available under the creative commons attribution license:
You are free to modify and redistribute portions of BTW and its code as you wish, but I (FlowerChild) would appreciate acknowledgment if you do so. Keep in mind however that parts of BTW may be based on modified versions of Mojang's code and assets, and it is left to anyone redistributing portions of BTW to make sure they are appropriately considering Mojang's intellectual property and licensing as well.
Feb 7, 2021Posted in: Minecraft Mods
Just saw the announcement on the BTW forum. This is a very interesting development. While I admittedly have not played this mod as much as other, more heavily modded experiences, I consider this to be a great example of how certain game mechanics which seem ridiculously over-the-top on their own come together to form a cohesive experience. Better than Wolves is also a pioneer in the modded scene in several ways, and evolved relatively independently from other modded experiences. For these reasons, Better than Wolves presents a notable and unique take on game design in the context of modded.
There is a mod for later Minecraft versions called "Better with Mods" which does recreate many of the major Better than Wolves features, however from what I've seen, the modpacks which incorporate it miss the point, in my opinion. Some focus on the automation aspects, while others misunderstand the relationship between difficulty and fun. I think also, subtle aspects of "vanilla" Better than Wolves such as biome worldgen and mob spawning rates affect the difficulty balance. Perhaps part of the appeal of Better than Wolves is its stark minimalist approach, harking back to the days of alpha. But musings on gameplay aside...
FlowerChild, for your accomplishments in mod development, I have much respect. Wishing you the best in your future endeavors.
Dec 9, 2019Posted in: Minecraft Mods
Got no BTW forum user so i'm not able to participate in the "Show us your builds!" thread there. Thought i would try posting it here. I have been using the chewed logs in all my builds since they were added. Such a nice block to build with. Thank you for such an amazing mod FlowerChild! https://imgur.com/a/ajAIKQX
Mar 4, 2018Posted in: Minecraft Mods
flowerchild isn't going to change the name because, from my understanding, it's a testament to hisdisapproval of the minecraft devs for how they've programmed minecraft. IIRC he started modding after they implemented wolves due to his belief that they could have spent that valuable time programming more useful features. the name is self explanatory.
Feb 25, 2018Posted in: Minecraft Mods
It's just a matter of time now really. With those restrictions removed my todo lists are filling up faster than I can implement them. It's actually a desire for the kind of material reworking that you're talking about that inspired me to finally go with extended block IDs.
Jan 23, 2018Posted in: Minecraft Mods
Hey FlowerChild. I'm not really active in the BTW community, but I maintain an instance that my brother and I play from time to time to stay in touch. I want to thank you for continuing to update this mod, which has provided us with hundreds of hours of quality gameplay and bonding. My brother's not very into Minecraft, but he loves BTW. Hearing him rage at creepers over skype when he gets his idiot self blown up and I have to go out looking for him is absolutely priceless. Despite all of his frustration with the game, he keeps coming back to it, because, in his own words, "It wouldn't be fun if it didn't kick me when I'm down. I need a challenge to stay interested."
So again, FlowerChild, thank you.
Dec 28, 2017Posted in: Minecraft Mods
That's a fair assumption. Usually the longer it's been since I've taken a break from modding, the more stressed out with the community I become. I'm also a fair bit older than when I started this, so maybe I prefer keeping things a little more chill now than when I was younger as well.
I'm glad we both seem to be committed to discussing this constructively.Yes, I know you don't like that small chance to find an inhabited village near the spawn, but for me that's one of the charms of Minecraft and games with procedurally generated worlds: randomness, luck, surprise.
Well, everything you've said makes sense, but a few additional things to consider here about why I set things up the way they are:
-I originally implemented the village radius because without it, death tends to be incentivized as anything within the HC spawn radius might be discovered on a respawn. Thus, an even more gamey method of frequently dying until you find a village becomes a thing.
-If within the radius, I'd have to then tone down the rewards of finding villages substantially so that they don't potentially break other aspects of the progression. Stuff like finding a big pile of iron in a blacksmith's chest for example, or making sure that the crops present don't totally outclass more typical early game ones. The same kind of thing I did with the looted temples really, where I made sure that they didn't provide an overabundance of early game resources.
-If I tone down the rewards of all villages (and temples) in order to accommodate the early game, then I also greatly decrease the excitement of exploration in the middle and late game as the rewards would be insignificant in comparison to what you already have. Given mid to late game content is much more sparse than early game, that doesn't seem like a good trade off to me. This is a big problem with random discoveries in this kind of game unless they're tied into an additional gating mechanism (like I did for wheat with the millstone): they run counter to having strong progression as you either have to make them rewarding enough to potentially break that progression, or so trivial in reward magnitude that they lose significance later on.
Also, while I don't think your conceptual objection to the radius revolves around the in-game rationale for why the villages are abandoned, and while I don't normally like to give away the back-story of the mod, preferring to leave it to players to ponder on their own, maybe it would help to consider that perhaps the villages being abandoned is related to your presence and connection to the spawn point, not just as a random coincidence around that location.
Dec 28, 2017Posted in: Minecraft Mods
What do you mean by "micromanaging food"? It's just managing it.
Even if you get all those crops, you still don't have an iron pick, so you can't do a whole lot with it. It seems so much more sensible to get at least an iron hoe, and a compass before going on your adventure. And at that point you're pretty close to getting to the nether anyway, so why not cut the travel to an eighth as far.
I just don't see what's appealing to spending a lot of effort to get somewhere, and you'll still have to do the same steps as the early game once you get there, but now if you die you're completely screwed because you built up nothing within the radius.
There is randomness, that's what finding a village is, and finding out if it has any of the crops you still need. There's a ton of randomness, but if you could easily get a huge step up the tech tree in a few minutes people would undoubtedly just keep restarting til they get an easy start, which makes the experience worse for them.
Dec 26, 2017Posted in: Minecraft Mods
Well, from my perspective, because roaming on foot like that isn't the most effective way to play
I can't speak for others and I'd be interested in hearing how many people go on foot at start (from past conversations on that topic though, it seemed to me to be a small minority, and one that was reduced even further by additional changes I made over time), but I always wait for the nether before doing so. IMO, going on foot is largely a waste of time since the 8 to 1 block ratio from nether to overworld makes travel much much easier once you build a portal, and you wind up establishing a permanent and convenient link between spawn and village in the process of setting that up.
Meanwhile, if you roam right at the start you really aren't progressing much through the tree as you do so, which seems to me like a waste of time on performing a task in a less than optimal manner.
However, this playing-style leads to some immersion breaking moments when you settle down near a village, but you do it at a distance of no less than 12 chunks to keep village chunks unloaded and avoid zombies slaughtering villagers.
I personally wall off a village and build a base within because traveling those 12 chunks every morning and night would be a drag. My most recent world I even set up a rail line in the nether between my village and my original spawn base so I could quickly go back and forth at night for supplies, and make similar travel less annoying.
So I can't say I agree on that part either. There's multiple ways you can deal with protecting villagers, and yours doesn't seem any more efficient than mine, so I wouldn't really consider it an immersion breaking exploit, as you could just as easily do things another way if you're not fond of your current method.
I suspect we have had this conversation before, and I suspect it probably evolves the same way: with me pointing out that what you say you "need" to do appears to be something you are choosing to do.
You really don't have to start your game that way, and my impression is the majority of people don't. For myself, I don't think I've ever actually started a play through that way, as it always struck me as a rather dull and inefficient way to go.
Let's put it this way: I assume you're largely looking for villages initially for wheat, but to make effective use of wheat, you need a millstone and windmill which require a long time spent in a single location to grow the hemp.
By the time you've done all that, you could have easily gone down to diamond level in that same stationary area and gained access to the nether. You can then explore for villages not only with the fast travel convenience of the nether, but also with your milling setup ready to go once you find wheat.
To me, that seems like a big net gain overall, so I've never really understood why you consider your method most efficient in any of these conversations we've had. Your complaint seems to be that you find how you start the game to be boring, monotonous, and to discourage replay, but you also seem to refuse to consider that it may be your choice as to how to play the early game that might be causing that problem.
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