All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on [Better Than Wolves] BTWTweak v0.9n
    Quote from Grom_PE»


    - Fixed Minecraft crash when loading an unknown language. It is usually
    caused by sharing options.txt with a newer Minecraft version
    (option "lang" is lowercase "en_us" instead of "en_US").


    Grom_PE to the rescue... Thanks, that crash was very annoying.

    Just a question... Did you ever tweak the wolves' howling sound? Maybe I remember wrong, but I think that someone complained about wolves howling too much and too loudly and maybe you toned it down? In BTW without your tweak, wolves' sounds are too annoying at night, don't you agree? I mean, the frequence and volume, it's like you have the wolves inside your house. The sounds should be more weakened with longer intervals between them.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves (Now With Improved Desecration) Total Conversion! [V4.A7 Squid A Swimming upd: Feb 13th]

    I forgot to mention... Someone said the other day that my play style of searching a village right from the start was not good because crops are not that useful without an iron hoe and pickaxe, but I usually find the first inhabited village at the same time I get the last iron nuggets to make my second iron tool. As you can imagine, I only travel in the daytime and I spend the nights mining inside my temporary underground shelters, so getting iron is not incompatible with being a nomad.


    However, with all due respect, I hope FlowerChild doesn't take my experience as a challenge to cut off entirely the possibilities of this kind of play style. I like that the game keeps its "open world" concept, where you choose how you want to play: nomad vs settled, overworld-oriented vs nether-oriented, village-dependent vs no village-dependent, etc. I wouldn't like a too linear and predictable game just for the sake of a hypothetical "perfect design".

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves (Now With Improved Desecration) Total Conversion! [V4.A7 Squid A Swimming upd: Feb 13th]
    Quote from Mason11987»

    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.


    Good point, the "disposable world syndrome" is a problem indeed. But it's a single player problem.

    In servers though I think it might work. The few times I tried to play on a BTW server, I got wheat, potatoes and carrots too easily. Firstly, because you spawn at the center of the map and other players have their farms there with free crops for you to pick up. And secondly because there are too many inhabited villages outside the dead village radius. Maybe that would be solved with a random spawn point on first login and that 90% dead village chance regardless of distance.

    I know Flowerchild's design is primarily thought for single player games, but I think that servers might benefit from some new config options.


    Edit: Oh, ok, Flowerchild, I didn't see your reply. This forum doesn't go along well with my browser. Anyway, I'll try BTW again changing my playstyle.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves (Now With Improved Desecration) Total Conversion! [V4.A7 Squid A Swimming upd: Feb 13th]
    Quote from FlowerChild»


    I was just trying to track down some previous conversations we had in this thread about this topic, as I think it's been covered a few times before, but I suspect they may have been deleted after they turned into arguments. I'd really prefer to avoid having that happen this time, so I'm going to try and keep this constructive (which I'm admittedly not always great at).

    If I remember right, I think ivanovic used to find the early game extremely challenging on the food side when he first tried the mod with HC hunger and related features, to the point where I think he found it to be next to impossible to survive in place (I think I remember the phrase "razor edge" with regards to the margin for error).

    I think he may have eventually solved that by going nomad, and thus has come to the conclusion that doing so is a much easier way to play. At this point, I'm uncertain if he's ever managed to survive staying in place, and thus I suspect he may not consider it a viable option.

    I could be wrong, but I think HC hunger difficulty is at the core of this issue, and everything else that's come up has been symptomatic of that. Many of us (myself included) consider surviving in place to largely be trivial once you get used to it, so the thought of walking a few thousand blocks to avoid having to do it seems to us like it creates more problems than it solves.

    This is by design of course, as I've largely tried to up the inconvenience of doing so through various adjustments until settling would seem like the preferred option, since I think that's where the more interesting gameplay resides, without being so heavy handed about it that it acts like a hard barrier. If those measures are still not sufficient, I'd really like to figure out why so I can make further adjustments.

    I don't wish to put words in your mouth Ivanovic, so please feel free to correct anything I've said here if inaccurate. I'm just trying to work through a perceived issue that seems to have been a problem for us for several years now, and which I'd like to see us reach some kind of constructive resolution on.


    Yes, I remember those discussions that most of the time ended up in hostile arguments, probably because you had too many open disputes back then (people complaining about the mod staying at 1.5.2 and so on).

    And yes, I think the problem has to do with my favorite playstyle in Minecraft. I like to explore the overworld and I generally dislike the Nether. On the other hand, I don't like micromanaging the scarce food in the early game if, instead, I can hunt plenty of animals and get tons of meat while I'm looking for a village and leaving behind the dead village radius. In a few hours I get a stack of meat, wheat, potatoes and/or carrots. Meanwhile, I enjoy the adrenaline rush of traveling in the early game, avoiding jungles and forests, and so on.

    Maybe I'll try this other playstyle that you suggest, leaving the village search for later and using the nether as a shortcut.


    However, I always had a problem accepting the dead village radius both conceptually and practically (because I like randomness and surprise in world generation, and a dead village radius goes somewhat against it). If I could tweak the mod, I would replace that radius with a 80% chance to find a dead village regardless of distance. Or maybe even more, 90% to make it more challenging. 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.


    Thinking about it, maybe it would be even better for servers and multiplayer games. With the dead village radius, you know that inside the radius all is dead and outside the radius all is alive. There's no surprise, the pattern is always the same. Outside the radius, plenty of inhabited villages, plenty of villagers, potatoes and carrots. That's not a problem in a single player game, but in a server? However, with a 90% dead village chance, you never know. And playing with friends searching an inhabited village together can be more difficult and rewarding.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves (Now With Improved Desecration) Total Conversion! [V4.A7 Squid A Swimming upd: Feb 13th]
    Quote from FlowerChild»

    -Changed (reduced) the hunger value of Tasty Sandwiches slightly to make them a bit less universally awesome relative to other food sources, and to increase the value of finding potatoes and carrots.

    -Changed (reduced) the hunger value of bread and Scrambled Eggs for similar reasons.



    This encourages even more the most effective way to play BTW in my experience, which is spending the first days traveling 3000 or 4000 blocks away to get out of the dead village radius. If you're going to need an NPC village anyway, why not look for one as soon as you start?

    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.


    As I probably said a few years ago, the dead village radius goes against replayability, since you need to do the same in every game: walk away from the spawn area in a straight line for a few thousands of blocks. This would be solved if the original randomness of Minecraft was reimplemented (i.e., only 1 out of 5 villages will be populated, regardless of the distance from the map center). This would add more randomness and replayability.

    Posted in: Minecraft Mods
  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v5.3.1 (MILLIONS OF PLAYERS!)

    Is this normal on the last 1.12.2 version?


    Posted in: Minecraft Mods
  • 0

    posted a message on 1.11 woodland Mansion
    Quote from Lightwavers»

    Also found a mansion, found it funny that it was built right next to a village. Can villagers and illagers co-exist after all?!






    I don't think that's so funny coming from a professional video game company worth a few billions. It looks like a structure stuffed in by a mod "just for fun", doesn't look like a consistent, professional design. I mean, look at the village and at the mansion, it's like they are from a whole other game.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on [ESPAÑOL/SPANISH]-{Dangoria Servidor de ROL - RPG con MODS} PREMIUM ROLEPLAY

    One of the best Minecraft servers in Spanish. Roleplay, mods and a mature staff, what's more to ask for? An English version maybe... :)

    Posted in: PC Servers
  • 0

    posted a message on [Better Than Wolves] BTWTweak v0.9n

    Does the tweak work with the recent BTW release? Anyone has tried?

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves (Now With Improved Desecration) Total Conversion! [V4.A7 Squid A Swimming upd: Feb 13th]

    I have a confession to make, we have been abusing the disconnect button to get us out of trouble. When we respawn in the middle of nowhere during nighttime, we disconnect, but that at least is fair because BTW adds a feature in single-player to auto progress to day in that situation. But other times we use it like a bed. Getting attacked by zombies and spiders outside when trying to get back to shelter? Disconnect for 10 minutes and then come back to see them burn and go passive. Need to idle the night while indoors without losing hunger or risking a monster coming? Disconnect. Zombie banging on the door? Disconnect and reconnect to make it stop again, although yesterday as I was going back through a tunnel I was digging, a zombie broke my door just as I got close enough to hear it and it killed me anyway. Stuck outside during a new moon? Disconnect! I know it's cheesy but it's hard for me to break the habit because it's saved my stuff more than once. Unfortunately I don't think it's possible for the game to discourage this behavior because it's fundamental that players shouldn't be able to be killed while they can't be on a server.


    That's a typical behaviour in Minecraft. In Terrafirmacraft they added a pretty useful feature to prevent that: time stops running while there's no one playing on the server.
    Posted in: Minecraft Mods
  • 0

    posted a message on 1.8.4 update

    Hopefully Forge will release a few fixes for their legacy versions, since there are a lot of modded servers still in earlier versions that cannot possibly update to 1.8.4.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]
    Quote from APlotdevice»

    Anyone who thinks they're going to get a 2.0 after 1.9 will likely be disappointed. Version numbers don't work like decimal points. You can have a version 1.10, 1.11, and so on and so forth.


    I bet that Microsoft is going to take the 1.9 version as an opportunity to stop developing "Minecraft 1" and put all efforts and hype into a future Minecraft 2.0 (which will be released somewhere in 2016, at first exclusively for the Xbox). In other words, there won't be any 1.10 version.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]

    They know that their player base is largely comprised of children, so they act accordingly and play hide-and-seek.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from JayLee99»
    (sry for my english ^^)

    I like to play with more creatures but nothing spawns.
    I look for the first in the config but i find nothing where i can set the spawns ..... what must i do ???

    Open the RWG.cfg file in .minecraft\config\CustomSpawner\overworld\Biomes and try adding all the RWG biomes in a few categories. For some reason, I can only see the rwg_oasis biome added, probably you have the same problem.
    Posted in: Minecraft Mods
  • 1

    posted a message on Lots of Food v1.12.0
    The "garden" approach of Pam's HarvestCraft is an option. Another one is simply leaving tomatoes as a reward in dungeon chests. Another one is creating a new item called "tomato seeds" that drops from breaking tall grass. At least you don't get the fully grown tomato ready to eat, but only the seed.

    (By the way, thanks for the config option to disallow purified meat. I used to use a mod like MineTweaker to ban the recipe...)
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.