I can think of one additional method of obtaining flight that involves game play, but it's OT as it involves a forge mod (so of course, not playable on a BTW world).
Start a horse-breeding project with Mo'Creatures and attempt to breed a Pegasus.
I don't think there is anything currently in BTW that would segue into airshipping, so it would almost have to be a separate mod, but maybe someone with some BTW love would find some time to try and piece it together. I suppose it could technically come from BTW materials, like fabric to make an inflatable block and sails for rudders... There could be complicated formulae for how much weight an individual air block could maintain, so you'd have to make ballast and stuff, too. It could even have tech trees! A simple hot air balloon could float you around slowly and you wouldn't be able to steer well, then upgrade to a manually-turned engine that's heavier so you have to factor in the additional lift and ballast needed. Then finally you can build massive dirigibles that you can live and work in, and which would most likely crash minecraft from sheer number of block updates necessary! Muahahahahaaaa!
-Added Hardcore Explosives to the mod. This involves several new blocks and items, and I'll leave the details for players to discover
-Added the Barrel as a new block type. It is crafted with 8 wood Moulding in a square pattern, with Glue in the middle.
-Added the Element as a new item. It is now required to create a Hibachi, replacing the Filament in the previous recipe.
-Added config file option to disable the mod's reliable block update code, strictly as a test for server operators. This option will be removed in a later release.
-Added ability to rotate logs on the Turntable.
-Added new recipe for cookies using Flour instead of wheat, and removed the old vanilla recipe as part of Hardcore Grinding.
-Added additional tests to ensure the mod has been properly installed and that crucial base-classes aren't being overwritten. I was getting pretty sick of the "the mod works fine with parts of it overwritten by other mods" tech support nonsense.
-Added internal functionality for add-on authors to allow custom blocks to be cooked in the Kiln.
-Changed Ender Spectacles so that Endermen will not attack if you look at them while wearing them. Note that this replaces the same functionality that used to be assigned to pumpkins. Pumpkins will thus no longer work as a means of defense against them.
-Fixed problem with the player not receiving the bread achievement after cooking Flour in the furnace.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
ooh, an update! with barrels? Sounds like there might be a tnt keg in there ;D.
I've run into a game stopper for me at the moment. Ive found a few smaller other mods, and I would definitely like to try to get them to work if possible. The problem is the IDs are conflicting. I can edit the IDs on most of the problematic ones, but just to be safe; does changing your mod's block IDs have any type of problems, script-wise and the like? I don't want to start swapping slots around only to realize I'm doing more harm than good. Also, the config is updated with the new blocks added to the list, yes?
I'll also have to look at your forum and the config, get all the IDs in use on my system so I can figure out which ones to move and where.
-Added the Barrel as a new block type. It is crafted with 8 wood Moulding in a square pattern, with Glue in the middle.
I'm such a noob that I'm always behind on version updates, and _way_ behind on the tech tree. But, I think I can actually make a barrel in this instance. Don't know what a barrel does, but I'm gonna try and construct the H-E- double hockey sticks out of it!
So we can no longer make gunpowder without going to The End according to Morv's stream. Is there an alternate method by chance?
Endermen have some interesting habits these days that might be worthy paying attention to.
(Rember, FC makes the mod with the assumption of not breaking peoples worlds - And some people have been running the same world since before the End was avalaible.So there is a way around things)
Endermen have some interesting habits these days that might be worthy paying attention to.
(Rember, FC makes the mod with the assumption of not breaking peoples worlds - And some people have been running the same world since before the End was avalaible.So there is a way around things)
Err, yes, my bad. Endermen either spawn with endstone or change blocks into it or something like that. That's how Morv got hers originally I believe.
I should've clarified. I was wondering alternatives to endstone, considering it's very end-game material for the most-part, aside from the endermen who pop up with it. Either something requiring more work/effort to produce, or a less efficient recipe.
ghasts still drop gunpowder. You can make a ghast farm, using either soul urns to spawn them, or have chickens grow up from eggs in the nether with sufficient space to spawn them. :3
Feedback about endermen, just to make sure they are operating as intended since I don't want to spoil any surprizes...I've been able to get thought the updates without 'cheating' by looking up how to craft things (ender-lenses I overcomplicated and eventually found by accident.)
But anyway, I don't want to learn anything...but want to make sure they are acting 'normal'
I've had very few encounters with them prior to the update so I'm not 100% sure what has changed.
First night it rained and it seemed like a group of 3 of them spawned in my courtyard to attack me...but open air caused problems. They didn't seem to port right away in the rain, but they may have been near overhangs. They warped a lot....may have just been two. I mostly expected them to come find me when I went inside...or to have already been in there to get out of the rain but they were apparently just gone. I had hit and looked at one or more of them so at least one should have been POed...and it seemed that the rain caused them to get mad at me. Since they had originally warped in from nowhere.
Later the next day I found one of them? Maybe, out in a field warping lazily. I stared him down, and he came at me. Hit him once, he warped...apparently found the need to dig up my grass and come back. I then did a couple more hit and runs (apparently staring at their knees doesn't work anymore...good if true). I killed him but then he warped, dropping the grass block and XP behind a nearby tree.
I like the idea that they may be hunting me down more actively....but the first two *poofing* was odd, and unnerving. But if I learn they are despawning by going to far away that will lessen the tension some. Also them warping while dead seems...odd. Might be a 'feature' but just something I noticed. If that's the price of having them be more protective of themselves...so be it.
lets just say that souls are everywhere in the nether, and living critters are prime real estate compared to the netherrack shacks they live in.
just hatch some chickens with eggs in the nether, let them grow up, and you'll see what i mean.
Thank you kindly for the tip. I do believe I'll be taking the necessary precaution of surrounding the entire coop in saw blades when I get around to it.
I love this mod! Its realy awesome whit soo much new items, im like learning game again. . But i hate harcore beds! Is it can be posible in next update, that h.c.beds wil be changeable? Its fun when want to play whit it, but stupid when not want it.
It will never be an optional feature.
Rollback Post to RevisionRollBack
"Not everyone who has a built a nice chair owes money to the guy that invented chairs"
At first i was a proponent of Hardcore beds, but after playing in my main world, it's starting to get REALLY annoying.
This isn't your typical "i hate rain" or "i hate not skipping the night", but a very practical problem.
You see, i play on Large Biomes. Specifically, my spawn is right in an ocean. And the problem with oceans is: creatures do not spawn in ocean biomes. Normally it's not a big deal, as oceans can be big but traverseable. Well, my Huge Biomes ocean is currently over 5000x5000 blocks large. and i only just found 1 edge of the ocean, so it could very well be over 10k x 10k large.
I am currently transporting cows and pigs across the ocean, the most mind-numbing and most uber-boring thing i have ever done in MC, worse than hand-mining out a cave of over 135x40x7 blocks large.
If beds still had their functionality, i could've set up base in a spot at least somewhat better than this hellhole in the middle of a blue wasteland, but hardcore beds basically forces me to do uber-boring stuff.
and the worst part? i was first exploring by nether, building a netherrailway as i explored to ensure i could get a relatively fast connection, but it's over 600 blocks long and still fruitless. I built it in the wrong direction, as the biome i found was in a different place than my netherway is going.
SO basically, my fun is hanging by a thread....
Just sayin, it makes Huge Biomes a true, true hell.
Start a horse-breeding project with Mo'Creatures and attempt to breed a Pegasus.
I don't think there is anything currently in BTW that would segue into airshipping, so it would almost have to be a separate mod, but maybe someone with some BTW love would find some time to try and piece it together. I suppose it could technically come from BTW materials, like fabric to make an inflatable block and sails for rudders... There could be complicated formulae for how much weight an individual air block could maintain, so you'd have to make ballast and stuff, too. It could even have tech trees! A simple hot air balloon could float you around slowly and you wouldn't be able to steer well, then upgrade to a manually-turned engine that's heavier so you have to factor in the additional lift and ballast needed. Then finally you can build massive dirigibles that you can live and work in, and which would most likely crash minecraft from sheer number of block updates necessary! Muahahahahaaaa!
So yes...this, pretty much.
Version 4.22 of Better Than Wolves if ready for download!
Download Link
This release contains the following changes:
-Added Hardcore Explosives to the mod. This involves several new blocks and items, and I'll leave the details for players to discover
-Added the Barrel as a new block type. It is crafted with 8 wood Moulding in a square pattern, with Glue in the middle.
-Added the Element as a new item. It is now required to create a Hibachi, replacing the Filament in the previous recipe.
-Added config file option to disable the mod's reliable block update code, strictly as a test for server operators. This option will be removed in a later release.
-Added ability to rotate logs on the Turntable.
-Added new recipe for cookies using Flour instead of wheat, and removed the old vanilla recipe as part of Hardcore Grinding.
-Added additional tests to ensure the mod has been properly installed and that crucial base-classes aren't being overwritten. I was getting pretty sick of the "the mod works fine with parts of it overwritten by other mods" tech support nonsense.
-Added internal functionality for add-on authors to allow custom blocks to be cooked in the Kiln.
-Changed Ender Spectacles so that Endermen will not attack if you look at them while wearing them. Note that this replaces the same functionality that used to be assigned to pumpkins. Pumpkins will thus no longer work as a means of defense against them.
-Fixed problem with the player not receiving the bread achievement after cooking Flour in the furnace.
Enjoy!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
I've run into a game stopper for me at the moment. Ive found a few smaller other mods, and I would definitely like to try to get them to work if possible. The problem is the IDs are conflicting. I can edit the IDs on most of the problematic ones, but just to be safe; does changing your mod's block IDs have any type of problems, script-wise and the like? I don't want to start swapping slots around only to realize I'm doing more harm than good. Also, the config is updated with the new blocks added to the list, yes?
I'll also have to look at your forum and the config, get all the IDs in use on my system so I can figure out which ones to move and where.
I'm such a noob that I'm always behind on version updates, and _way_ behind on the tech tree. But, I think I can actually make a barrel in this instance. Don't know what a barrel does, but I'm gonna try and construct the H-E- double hockey sticks out of it!
Thanks Flower Child!
Endermen have some interesting habits these days that might be worthy paying attention to.
(Rember, FC makes the mod with the assumption of not breaking peoples worlds - And some people have been running the same world since before the End was avalaible.So there is a way around things)
Err, yes, my bad. Endermen either spawn with endstone or change blocks into it or something like that. That's how Morv got hers originally I believe.
I should've clarified. I was wondering alternatives to endstone, considering it's very end-game material for the most-part, aside from the endermen who pop up with it. Either something requiring more work/effort to produce, or a less efficient recipe.
kill creapers?
They no longer drop gunpowder. They now drop Nitor or Nitre or something along those lines. One of the components to gunpowder.
eeps
ok then... spawner chests :3
But anyway, I don't want to learn anything...but want to make sure they are acting 'normal'
I've had very few encounters with them prior to the update so I'm not 100% sure what has changed.
First night it rained and it seemed like a group of 3 of them spawned in my courtyard to attack me...but open air caused problems. They didn't seem to port right away in the rain, but they may have been near overhangs. They warped a lot....may have just been two. I mostly expected them to come find me when I went inside...or to have already been in there to get out of the rain but they were apparently just gone. I had hit and looked at one or more of them so at least one should have been POed...and it seemed that the rain caused them to get mad at me. Since they had originally warped in from nowhere.
Later the next day I found one of them? Maybe, out in a field warping lazily. I stared him down, and he came at me. Hit him once, he warped...apparently found the need to dig up my grass and come back. I then did a couple more hit and runs (apparently staring at their knees doesn't work anymore...good if true). I killed him but then he warped, dropping the grass block and XP behind a nearby tree.
I like the idea that they may be hunting me down more actively....but the first two *poofing* was odd, and unnerving. But if I learn they are despawning by going to far away that will lessen the tension some. Also them warping while dead seems...odd. Might be a 'feature' but just something I noticed. If that's the price of having them be more protective of themselves...so be it.
What do you mean by that?
just hatch some chickens with eggs in the nether, let them grow up, and you'll see what i mean.
Thank you kindly for the tip. I do believe I'll be taking the necessary precaution of surrounding the entire coop in saw blades when I get around to it.
It will never be an optional feature.
This isn't your typical "i hate rain" or "i hate not skipping the night", but a very practical problem.
You see, i play on Large Biomes. Specifically, my spawn is right in an ocean. And the problem with oceans is: creatures do not spawn in ocean biomes. Normally it's not a big deal, as oceans can be big but traverseable. Well, my Huge Biomes ocean is currently over 5000x5000 blocks large. and i only just found 1 edge of the ocean, so it could very well be over 10k x 10k large.
I am currently transporting cows and pigs across the ocean, the most mind-numbing and most uber-boring thing i have ever done in MC, worse than hand-mining out a cave of over 135x40x7 blocks large.
If beds still had their functionality, i could've set up base in a spot at least somewhat better than this hellhole in the middle of a blue wasteland, but hardcore beds basically forces me to do uber-boring stuff.
and the worst part? i was first exploring by nether, building a netherrailway as i explored to ensure i could get a relatively fast connection, but it's over 600 blocks long and still fruitless. I built it in the wrong direction, as the biome i found was in a different place than my netherway is going.
SO basically, my fun is hanging by a thread....
Just sayin, it makes Huge Biomes a true, true hell.