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page also is redone in proper HTML as a more brief description of the mod and future plans, rather than a full (and outdated) translation of the main post.
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Oct 28, 2017Posted in: WIP Mods
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.
Oct 28, 2017Posted in: WIP Mods
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.
- 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.
Aug 21, 2016Posted in: WIP Mods
Hello, I absolutely this mod! I've always thought Minecraft recipes don't make sense so that's why I find this mod so amazing and extremely fun... I plan on making a mod-pack but the problem is that BB isn't really compatible with any other mods, also will there be a release for 1.8.9? I understand if you cant make BB compatible with other due to the time and effort it would take. Anyway, keep up the good work!
As Leviathan143 said, it is compatible with most other mods, and if there is an incompatibility, we try to fix it as soon as possible. As for built-in recipe translation, that's an upcoming feature for the 0.9.8 release, but even then, not all recipes will be translated, only the ones that an algorithm can figure out (ore smelting, food -> brick oven, furnace -> kiln). As for the 1.8.9 update, I'm really sorry it's taking so long. I've got a lot of IRL stuff getting in the way, specifically college (all the writing-centered classes are killing me), as well as burnout. Right now we're trying to wrap up the 1.8.0 branch with BB 1.0.0, and then we'll do the updates to MC 1.8.9 and 1.10 (I'll be skipping 1.9).
Aug 12, 2016Posted in: WIP Mods
I was under the belief that rotten flesh was skin that was falling off the zombie. Since both leather and rotten flesh are derived from skin, it would make logical sense that you could create strips from it. Since leather is of higher quality you can get 3* strips from it. Rotten flesh is of lesser quality and therefore yields only 1 strip. While one could go the turn rotten flesh into leather route, usually through some form of cooking, it seems like it would make more sense that one could cut a strip from rotten flesh.
How about a compromise: Create an optional recipe that could be turned on via config. This would be useful if one is playing on some form of islands map or skyblock and would give pack creators the option. From your response above, I gather that many people have asked for this. I am currently working on a skyblock modpack for 1.7.10 and added via minetweaker the rotten flesh -> leather strip recipe and it has worked out amazingly well.
Alright. The recipe will be added, but will default to off in the config. Note that this will only be in the 1.8 version since 1.7.10 is in bugfix-only mode.
You're actually the first to ask this, but it is a concept I have thought about before.
Aug 11, 2016Posted in: WIP Mods
A suggestion for you. Could you add a standard shapeless recipe of knife + rotten flesh = 1 leather strip. I think this would make the mod applicable for a greater diversity of options. If you don't find cows within the first day, kill a few zombies at night and get the means to get started. I don't think it would change difficulty as you would have to punch zombies to kill them as you would not have wood tools yet.
Another suggestion: add iron knives to the village blacksmith loot table so that players could scavenge a knife from a village if they find one.
If you want me to officially add these to the bug tracker I can do so. I wanted to see what others thought before doing so.
I would rather not have any way of turning rotten flesh into leather. While it's a common idea, I don't like it at all. It simply doesn't make any logical sense. The only reason one would assume the items are anything alike is because "both items are brown...and dry-ish". Rotten flesh is muscle tissue that's already falling off the bones of a zombie. It's disgusting and has no tensile strength whatsoever; it isn't even remotely suitable as a leather substitute. In short, this is a feature I will not add to BetterBeginnings.
As syndicate25 has said, there are plenty of mods (the most well-known one is YALSM) that give some way to turn rotten flesh into leather. You cal also use JSON config recipes or MineTweaker to add the recipe without another mod. If you really want to see a build of BetterBeginnings with this recipe in by default, you can fork the repository and add the recipe in yourself, but that takes a lot of time and effort, and you would need to post a link to your forked source code if you release it.
Aug 10, 2016Posted in: WIP Mods
Thank you kindly for the explanation.
Would you consider a config option (if it's even possible) to force crafting sticks and planks using the knife (or add a saw for planks, or a sawmill type block perhaps)? Could you also add an option to modify the amount of damage taken when punching the wrong block? I see you can disable it, but right now it's taking half a player's life away, and I don't want to completely disable it, but that also seems a bit much for my group's taste.
Gregtech-like plank and stick crafting? Sure. I think I could add it as an upcoming feature to 0.9.8.
Here's the GitHub issue card if you want to keep up with my progress with it. It's also on the Trello board.
As for too much damage when punching a block? You might be on hard difficulty. I think Minecraft does the damage scaling itself, and if I were to reduce the base damage, the damage on easy difficulty would be almost meaningless.
Aug 8, 2016Posted in: WIP Mods
What's the point of the flint knife then? The point of the mod, to my understanding, was to extend the early game by making things more difficult to acquire. You get sticks from sapling and a flint knife. However, if I have a log, I can just put it in the crafting table, and get planks, and then get sticks, as normal. No knife needed. So, if you're saying the recipes don't "change", they technically don't, no, but I thought that in the config the part that says "force advanced crafting" is what would disallow making anything the "normal way" that you can make with this mod. Otherwise, what's the point?
Also, I watched this showcase: -snip-
And I read the first page of this post which shows you how to make some items using the new recipes. What am I missing?
EDIT: I hear the blurb at 5:41, "you can make sticks the normal way", which he says pretty fast and quiet. Must have missed that. I guess the point is just to make it hard to get your first stick? I think you should have to use all the recipes from this at ALL times, hence enabling advanced crafting. If I misunderstood how it works, then just ignore me.
The config for "force advanced crafting" is there so users have the option to use the same recipes without having to supply additional "catalyst" materials. I haven't tested it in a while since the JSON config, so it might not work the same way it used to (if it doesn't, then that's a bug I need to fix). When I say the recipes don't change for advanced crafting, I mean the main recipe patterns remain the same when using advanced crafting. Since the config option is on by default, turning it off simply tells the mod not to disable the recipes for regular crafting. With it on, the recipe patterns remain the same, but the user needs to use an advanced crafting table so they can supply the additional "catalyst" materials required by the advanced crafting recipe, since the regular vanilla-style crafting recipe is disabled.
As for the flint knife and sticks, yes, the flint knife (or a bone knife if you decided to craft it first) is mostly useless for crafting once you've made your first flint hatchet, but it also serves as a valuable weapon for obtaining bone. Bone is essential to create the bone pickaxe, the next step in early-game progression with this mod. You also need the flint knife again to cut the bones into bone shards, required for the bone pickaxe. Theoretically, you could punch a skeleton to death and get bones that way, but that's kind of difficult for some players.
Aug 1, 2016Posted in: WIP Mods
Not automatically, but you can port the recipes from their normal processes to the various BetterBeginnings processes if you understand JSON. I have some documentation on how JSON loading format works on the wiki, if you're interested. If you manage to get all the recipes working for a mod completely, feel free to submit your JSON file so I can add it as a downloadable addition to the mod (So far I've only got one working for ComputerCraft). Of course, any recipes that use the crafting table are automatically supported on the advanced crafting table.
Automatic loading for food items into the brick oven, ores into the smelter, and just about everything else (furnace-related) into the kiln will be supported in the next release.
Jul 31, 2016einsteinsci posted a message on Can't find faction minecraft server that has dual wielding.Posted in: Discussion
In all honesty, faction servers are by nature difficult to get into, despite being extremely popular. If you want to play the factions playstyle, you're going to have a hard time getting into it, regardless of dual-wielding mechanics. This is because the nature of factions is to have an in-group of long-time friends, and if you're not already part of the group, it's often made clear that you're not welcome (kind of like a fraternity). Your best hope for having a really good experience with factions is to find a group of friends who are also interested in playing factions and to either start your own group server (if you can afford it) or to create your own faction in a server that allows such a thing. Again, since factions rely on the concept of everyone playing within the same group at around the same times, it's going to be tough to get started in a way that'll really be enjoyable in the long run.
Back on topic: I can't really give a list of good factions servers because I don't really like that particular playstyle, but that's just me. All I can offer is to look at the MCF server list and go through them one-by-one and try them all out for a couple hours. If they don't allow dual-wielding, cross it off your mental list and move onto the next one. It'll probably take quite a while to find one that not only allows dual-wielding, but also is actually more open to new recruits. However, once you find that perfect community, I doubt you'll ever need to look for another one again.
Jul 28, 2016Posted in: General Off Topic
It Looks Like The Culprit Is A Failed Attempt To Appear Sophisticated Instead Of Bad Grammar, Translation, Or Typos. (See what I did there?) On the other hand, it could also be eight-year-olds not paying attention in English class and not realizing that title case only applies to titles.
Jul 27, 2016Posted in: General Off Topic
Every now and then I'll encounter a post to a forum that follows this peculiar format:
Capitalize Every Word So It Seems Like You're Writing A Title For No Reason.
Strangely, these posts usually go on for at least a whole paragraph, and occasionally have a few arbitrary words that aren't capitalized. What actually causes people to write like this? Only the first letter of each word is capitalized, so it certainly isn't caps lock, nor is it laziness since doing so requires you to press the shift key once per word. It can't be a translation issue since the sentences are always quite cohesive, and often there are a couple words that are "missed" from capitalization. It's very puzzling. If you've ever done this, could you explain why?
Jul 25, 2016Posted in: WIP Mods
Yeah, it was set to "true" by default, but I tried a few different things and restarted the game each time. I'm trying to craft any of the tools that normally need leather strips, such as the hatchet or the bone pickaxe. I'm working on a modpack that's heavily island based, so cows frequently don't show up near spawn. I can provide more detail if need be, but I'm not sure what's relevant since it's not crashing or throwing errors.
I think I know what's the problem. I moved all the recipes for the advanced crafting table, the campfire, and the furnaces to load from JSON. I probably overlooked that changing config options that affect recipes would only affect the default recipes. I need to make it so that changing the config options changes the recipes from whatever they happen to be once loaded from JSON.
Jul 14, 2016Posted in: Building, Parts & Peripherals
60 fps is ok i guess, but i am also a youtuber and i use the software dxtory to record and that is a big drain fps. cuz when i run 60-120 fps it records 20-50.
btw, 120-250 fps is not required but a good amount of fps is good, like 60-120
i will give more ram and use optifine
I'd actually recommend OBS for recording. It's free, open-source, powerful, and very efficient. The only problem is figuring it out; it's not exactly intuitive. You'll need to have a good understanding of video formats and codecs or else you'll be sort of lost when using it.
Optifine really doesn't do much for improving FPS unless you have a low-end computer. There's not much it can do when your computer can already run Minecraft with high FPS.
As for RAM, I'd recommend you don't increase it more than 4 GB. In the arguments section of the profile config, that's this one: -Xmx4G. That's more than enough even for modded single-player, so you'll have no issues with RAM when running client only. Really, when recording, it's your graphics card that's going to be doing all the work. The card you listed looks like it's better than the one in my desktop (I have a GTX 760), and I can record no problem.
Jul 12, 2016Posted in: Building, Parts & Peripherals
Those specs are plenty. You don't really need to worry about getting the FPS above 60. Anything higher than that is impossible to notice.
I recommend (although it isn't necessary) you keep V-Sync on so that you're not wasting GPU resources on the game when it could be doing other things (such as rendering your browser, or perhaps another MC window). Since there's no real point to having FPS above 60 aside from bragging rights, V-Sync will cap the framerate at 60 or 120 so that you conserve GPU memory.
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Aug 12, 2016einsteinsci posted a message on Beam Integration Means Interactive Minecraft LivestreamsPosted in: News
We are now in the beam.
May 28, 2016einsteinsci posted a message on Community Roundtable: Bugs (Insects, Not Code Errors)Posted in: NewsOther than silverfish, no bugs of note exist in the core game.
Spiders? Cave Spiders? Granted, they're not insects, but they're definitely bugs.
May 24, 2016Posted in: News
This is remarkably similar to when I first tried to teach my mom to play Minecraft.
Tip: If she's never played a first-person PC game, she's not going to be used to WASD and holding down the keys to move, let alone tapping space to jump.
Dec 29, 2015einsteinsci posted a message on Minecraft Now 9th Best Selling Game of All Time on Nintendo eShopPosted in: News
Expanding != dying. Games don't show up on other platforms because their original platform version is doing poorly, they do so because it is doing well. If a game is dying, expanding to other platforms is really bad for profit. Minecraft is adding platforms to its list to use its popularity on PC to increase profit (hence the 9th place all time). While I stick to modded MC, most stay with vanilla and become regulars on their favorite servers. Minecraft is growing, not dying, and the fact that the Wii U version is 9th place of all time is very strong proof of this.
Nov 19, 2015Posted in: News
I knew there was a reason to keep my Wii U around! (Besides Smash Bros)
Also, the mechanics of the gamepad would fit very well with Minecraft, better than most systems. The only problem that could occur is the Wii U's lack of processing power; it might not be enough for dynamically generated MC worlds.
Sep 3, 2015einsteinsci posted a message on 1.9: Armor Will Have Custom Attributes, Will Not DegradePosted in: News
I think degradation is quite a balanced idea in PvP, where armor rarely sits on the player's shoulders for longer than an hour, and mapmakers (such as in survival games) will have the ability to provide players with partially damaged, and thus partially weakened, armor. However, in SSP, armor degeneration caused by durability loss encourages players to avoid top-tier armor simply because of the upkeep cost. If you want your top-tier armor, you have to keep it at full durability as long as you can, which is extremely expensive with vanilla's rather pricey anvil mechanics.
About more focus on dodging: the main point of top-tier armor is so the player doesn't have to worry about dodging, and can pretty much tank regular nighttime mobs without a problem. Making the player focus on dodging more simply further tells them that top-tier armor is not worth it.
Sep 3, 2015einsteinsci posted a message on 1.9: Armor Will Have Custom Attributes, Will Not DegradePosted in: News
I'm glad they removed the degeneration. All it added was requiring the player to replace their armor even more often than before. Considering that diamond armor lasts about a third as long as a diamond sword or tool, and costs over ten times as much, armor degeneration would make the player have to ditch the armor more frequently, or repair it more frequently (which, combined with limited repairs and increasing level cost, is still far more costly). For the sake of balance, degeneration only added grind and tedium.
Sep 1, 2015einsteinsci posted a message on Player Collision to Return: OSX Launcher Coming SoonPosted in: News
Not so sure about this...
It'd be a cool feature to have again in small servers with friends, and perfect for little minigames, but in big (huge) servers where everyone spawns on the same block, it can get very crowded very fast. Hopefully there will be a config option in the server.properties file for this feature ("playerCollisions=false").
To those who didn't read the second half of the message, Mac users now get their own dedicated platform version. I don't use a Mac myself, but a friend of mine always was compaining about there being no MC logo for the multiplatform launcher.
Aug 22, 2015Posted in: News
And... there's the spam-clicker hate I expected this snapshot to get.
Honestly I just don't see any merit to the hate. Spam-click and block-hitting has always been a very bland and unbalanced way to PvP. In 1.8 and earlier, a 1v1 battle was always a competition of who could keep their aim on the target while clicking on the target and jumping as fast as they can. That's why I always stuck with bows. There's more strategy in keeping your aim on the target and watching your back than charging in and spam-clicking. 1.9 adds strategy to this, making melee players focus on timing their attacks for when it will be most advantageous positionally as well. The variety with weapons also adds style to melee. You could focus on being an axe warrior who deals a ton of damage, but has to make every shot count, or be a quick swordsman whose speed of strikes makes up for a poor aim.
The fear that this will ruin combat-oriented maps and mods really has no merit either. These combat changes only affect the small-scale PvP meta; it doesn't change overall strategy for maps. In a CTF map, block spam rushing, flanking, and pits of death are still effective strategies. Mods like TConstruct have little to change except for slight balance tweaks and perhaps a new type of stat on weapons. The rapier would actually be more fun to play with this update, not less. TConstruct would be able to remove the mining fatigue potion effect from the Cleaver. Most mods that add in normal weapons will have very little, if anything, to change.
Keep in mind that a lot of the features here are still snapshots, and there will be a lot of balance changes between now and the 1.9 release.
Aug 22, 2015Posted in: News
meh. Nothing truely new. Just tweaks of things that are basically already there. Swoosh effect is ... well that kinda level of visual feed back should have been put in ages ago. Not impressed considering how rich Mojang is, how easy this game is so make art for, and so on. If Minecraft were given control over by say a hard working Japanese game company, they would have added so much quality flare an nuance ages ago to this game it would be embarrassing. Minecraft updates are a joke to me now. And when I see the community swoon over stuff like this, its kinda pathetic.
The last two updates have had very little actual content because of the vast amount of behind-the-scenes changes in the game. 1.8 had the massive graphical update that is now very flexible and dynamic, and makes a lot of the codebase much cleaner. While water temples and guardians may not seem like much features, there is a lot of structural changes to the code that make 1.8 a huge update. That's why mods take so long to update to it. Keep in mind that the combat changes need a lot of the codebase to change structurally; it's not as easy as just adding another block. 1.9 will be mostly a feature update, and as these are snapshots, don't be surprised if there are a lot of features upcoming that have yet to show up.
Aug 21, 2015Posted in: News
I'm surprised there isn't as much hate for changing combat mechanics. People seem to really like their spam-click, block-hit PvP from the 1.7 era. Personally I like the new 1.9 mechanics, they're much more balanced and diverse, rather than a competition of who can keep their aim on their enemy while clicking as fast as they can, but the potion arrows seem kind of odd.
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