I am not aware of any incompatibilities with Mo'Creatures. I've also seen lots of people make elevators for their planes using this mod, so if it's incompatible with the others you mention, that's news to me as well.
BTW is fully compatible with Mo'Creatures and flan's mods. Or at least it was with the MF 1.0.5, I'm not using planes right now, so I'm not sure
Love the mod.. Really like the fact its extended minecraft dramatically!
Only criticism... Your video's\OP doesn't really explain\show how to use the items in detail.. Not a major big deal.. Just something minor :smile.gif:
Are you kidding me? It's not that I'm not smart enough to comprehend this mod, it's just this mod adds way too much to a game that should be relatively simple. This is basically mimicing a game like Age of Empire, but it does it in such a way that if you don't follow the guide to a tee then you will NOT progress. Now my other post was simply my opinion.
Are you kidding me? It's not that I'm not smart enough to comprehend this mod, it's just this mod adds way too much to a game that should be relatively simple. This is basically mimicing a game like Age of Empire, but it does it in such a way that if you don't follow the guide to a tee then you will NOT progress. Now my other post was simply my opinion.
Successful troll is successful.
Nope, your initial troll attempt was an unmitigated fail. All it did was give me a chuckle and inspire me to post the graph.
Why is Minecraft supposed to be simple? Is this because you prefer your games to be simple? Intelligent people generally find entertainment in intellectual stimulation.
Again, consult the graph. You posted an opinion that was a non-constructive blanket statement about my creation, and I posted a similar opinion about your opinion and about yourself.
Are you kidding me? It's not that I'm not smart enough to comprehend this mod, it's just this mod adds way too much to a game that should be relatively simple. This is basically mimicing a game like Age of Empire, but it does it in such a way that if you don't follow the guide to a tee then you will NOT progress. Now my other post was simply my opinion.
Successful troll is successful.
Correct me if I'm wrong but isn't AOE a RTS game? I was under the impression that BTW was expounding on a RPG/Sandbox game...
To be honest, I think Minecraft could use a few bottlenecks and tech-trees. Better than digging straight to lava and getting a diamond pick-ax within the first day or so.
To be honest, I think Minecraft could use a few bottlenecks and tech-trees. Better than digging straight to lava and getting a diamond pick-ax within the first day or so.
Actually, the root of this concept is built into vanilla Minecraft.
You must punch trees to create your first tools/workbench.
You must collect stone with these wood tools to make stone tools.
You need stone tools to collect iron and make iron tools.
You need iron tools to collect redstone and diamond.
You need diamond tools to collect obsidian.
All this mod does is expand upon that idea of a technological progression and bottle-necks required to reach certain points in your development and takes the concept much much further, extending that idea into other aspects of game play as well.
All I've done is organize all of that into a fairly linear tech-tree to make it easier for new players to digest with my recent reformat of the instructions for the mod. Before, it was kind of all over the place with the individual dependencies being rather difficult to decipher. Now, it's laid out in a format that gives players a clear indication of what they need to do next in order to progress.
I like the mod it adds some nice things to the game, but I have one problem and I don't know if it is me. When I go to construct a windmill blade it only works if I use trim, while the wooden planks do not work. So did I miss something I checked bot the wiki and this forum both say you can use wooden planks.
I like the mod it adds some nice things to the game, but I have one problem and I don't know if it is me. When I go to construct a windmill blade it only works if I use trim, while the wooden planks do not work. So did I miss something I checked bot the wiki and this forum both say you can use wooden planks.
You're probably not using the most recent version of the mod. The plank recipe was added in the last release.
-Added Plate Helm, Plate Breastplate, Plate Leggings, and Plate boots as new items.
-Added the Composite Bow.
-Added Broadhead arrow heads, and Broadhead Arrows.
-Added Coal Dust as an item (which can be made from both coal and charcoal)
-Added ability to cook Coal Dust & Hellfire Dust in the Cauldron to create Nethercoal (and removed the old crafting recipe to create Nethercoal). 1 unit of Coal Dust & 4 units of Hellfire Dust are required to create 2 pieces of Nethercoal.
-Added alternate recipe for the Gear Box using wood Panels instead of wood blocks.
-Added ability to melt down rails in the Crucible at 16 to 6 rail to iron conversion ratio.
-Added an option to the config file to disable the mod's minecart tweeks.
-Added ability for Detector block to "see" fully grown wheat occupying the block to the front and below it.
-Added ability for the Crucible to pick up loose objects on top of it.
-Added ability for items to flow over the top of the Cauldron if they can not be swallowed by it (same thing applies to the Crucible).
-Added ability to dye wool in a heated Cauldron at a ratio of 8 wool to 1 dye.
-Added ability to grind flowers in the mill stone to produce dyes.
-Added ability to cook cactus in the Cauldron to produce green dye.
-Added ability to cook sand and gunpowder into TnT in the Cauldron (complete with hazards).
-Added ability to cook string into wool. I'm not sure if this makes much sense, but neither does crafting spider silk into wool to begin with and I was sick of having to manually craft string into wool to save on storage space. Insert magical explanation for what happens to giant-spider-silk when you cook it here
-Added ability to render string and wool into glue, but it takes rather massive quantities.
-Added ability for Planters to sprout flowers if left alone without anything planted in them for a long while.
-Added recipe to make torches out of Nethercoal.
-Added Forge version checking. A descriptive error message will now be displayed if you are using an inappropriate version of the Forge with BTW.
-Changed name of the Refined Axe to the "Battle Axe" and increased the damage it does to mobs. The recipe also requires 2 more steel than previously (for the double head). It is now a combination tool/weapon (although not quite as effective as a Longsword as a weapon).
-Changed axes to be effective against cactus.
-Changed Detector Block recipe to use two pieces of lapis (NOT blocks) for the "eyes", instead of 1 block of lapis.
-Changed Cauldron to only produce foul food after the normal cooking time has elapsed (it's no longer instantaneous). This was part of the optimization process involved in the rewrite of the Cauldron code detailed below.
-Changed explosion size when overheating explosive elements in the Cauldron to be proportionate to the quantity involved.
-Changed Steel recipe in Crucible to require Coal Dust and Concentrated Hellfire instead of Nethercoal (this recipe will likely change once again in the future).
-Changed the Hopper filters to work properly on the newer items that I've added to the mod.
-Changed Hibachi recipe to require a piece of glowstone dust in the middle instead of smooth stone.
-Fixed the bouncing on items when they are resting on a filtered Hopper.
-Removed crafting recipe to convert Concentrated Hellfire into Hellfire dust. This was just a debug recipe I accidentally left in the last version.
-Removed ability to grind stone into panels in the Mill Stone, and moved that functionality to the Anvil. This will likely not be their final resting place in the tech-tree, but it's certainly better than them being in the Mill Stone.
-Removed delay for items being picked up on top of the Cauldron.
-Rewrote a lot of the Cauldron code to better structure it and make it easier to add new recipes. I mention this so that players can keep an eye out for any problems that may arise with this functionality. Please let me know if you spot any issues.
-Integrated Version 1.06 of the Forge, and eliminated a few base-class changes as a result. Note that 1.06 or later is *required* for this release of the mod to function
--------------
Note that I'll be leaving for a 2 week (minimum) vacation on Wednesday night (the 31st of August). As a result, if you spot any bugs in this release, please let me know ASAP, or you will likely be stuck with them for awhile
Industrialcraft 2 v0.9 + buildcraft 2.1.1 + Better than wolves 2.93 + Reiminimap 1.6_01 + Recipe book + Treecapitator + Single player commands 2.10_2
Core mods that you need are: Audiomod, modloader, modloaderMP, forge 1.0.6.
I don’t know if people are having problems running these mods together but I figured it out. IC2 & BC2.1.1 can run without any problems, adding better than wolves was giving some errors when I first installed it.But after some troubleshooting and changing the Block ids I got I running.
So I noticed in my modloaderlog that the block ids form BTW where conflicting with IC2. My next step was to look up block ids from IC1 (because I didn’t find any for IC2), I noticed that there was a comfortable gap between id number 100 and 180. So I fixed the id numbers and it worked.
To fix it just change the ids in the BTWconfig.txt file. I'll add my IDs.
I hope i helped someone ^^.
If you are having problems send me a PM or something.
Note that I'll be leaving for a 2 week (minimum) vacation on Wednesday night (the 31st of August). As a result, if you spot any bugs in this release, please let me know ASAP, or you will likely be stuck with them for awhile :wink.gif:
Enjoy! :smile.gif:
Wow. And here I thought 2.93 would just be a few tweaks.
Rollback Post to RevisionRollBack
If English is your first language, please have at least a basic understanding of how it works.
Version 2.93 of Better Than Wolves is ready for download!
[snip]
--------------
Note that I'll be leaving for a 2 week (minimum) vacation on Wednesday night (the 31st of August). As a result, if you spot any bugs in this release, please let me know ASAP, or you will likely be stuck with them for awhile :wink.gif:
Enjoy! :smile.gif:
Great patch! I started a new map recently so I lack the the tech to process steel (and check the new anvil) right now, but I think I found a little bug, it's not important, but it's a bug after all:
-The recipe of the cake using fluor doesn't require sugar or milk, you can make a cake using 3 fluor and an egg.
Wow. And here I thought 2.93 would just be a few tweaks.
Hehe...well, I do mainly consider these to be just "tweaks" as they aren't really features central to the mod, but I am glad that people seem to be enjoying it regardless
I don’t know if people are having problems running these mods together but I figured it out. IC2 & BC2.1.1 can run without any problems, adding better than wolves was giving some errors when I first installed it.But after some troubleshooting and changing the Block ids I got I running.
Dude, seriously, resolving blockID conflicts is multi-mod-installation 101. Putting huge banners and walls of text both here and on the Forge thread was pretty damn lame.
BTW is fully compatible with Mo'Creatures and flan's mods. Or at least it was with the MF 1.0.5, I'm not using planes right now, so I'm not sure
Only criticism... Your video's\OP doesn't really explain\show how to use the items in detail.. Not a major big deal.. Just something minor :smile.gif:
Are you kidding me? It's not that I'm not smart enough to comprehend this mod, it's just this mod adds way too much to a game that should be relatively simple. This is basically mimicing a game like Age of Empire, but it does it in such a way that if you don't follow the guide to a tee then you will NOT progress. Now my other post was simply my opinion.
Successful troll is successful.
Nope, your initial troll attempt was an unmitigated fail. All it did was give me a chuckle and inspire me to post the graph.
Why is Minecraft supposed to be simple? Is this because you prefer your games to be simple? Intelligent people generally find entertainment in intellectual stimulation.
Again, consult the graph. You posted an opinion that was a non-constructive blanket statement about my creation, and I posted a similar opinion about your opinion and about yourself.
What's the difference?
Correct me if I'm wrong but isn't AOE a RTS game? I was under the impression that BTW was expounding on a RPG/Sandbox game...
To be honest, I think Minecraft could use a few bottlenecks and tech-trees. Better than digging straight to lava and getting a diamond pick-ax within the first day or so.
Actually, the root of this concept is built into vanilla Minecraft.
You must punch trees to create your first tools/workbench.
You must collect stone with these wood tools to make stone tools.
You need stone tools to collect iron and make iron tools.
You need iron tools to collect redstone and diamond.
You need diamond tools to collect obsidian.
All this mod does is expand upon that idea of a technological progression and bottle-necks required to reach certain points in your development and takes the concept much much further, extending that idea into other aspects of game play as well.
All I've done is organize all of that into a fairly linear tech-tree to make it easier for new players to digest with my recent reformat of the instructions for the mod. Before, it was kind of all over the place with the individual dependencies being rather difficult to decipher. Now, it's laid out in a format that gives players a clear indication of what they need to do next in order to progress.
You're probably not using the most recent version of the mod. The plank recipe was added in the last release.
OK thanks for your help.
Version 2.93 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added the Anvil.
-Added the Armor Plate as a new item.
-Added Plate Helm, Plate Breastplate, Plate Leggings, and Plate boots as new items.
-Added the Composite Bow.
-Added Broadhead arrow heads, and Broadhead Arrows.
-Added Coal Dust as an item (which can be made from both coal and charcoal)
-Added ability to cook Coal Dust & Hellfire Dust in the Cauldron to create Nethercoal (and removed the old crafting recipe to create Nethercoal). 1 unit of Coal Dust & 4 units of Hellfire Dust are required to create 2 pieces of Nethercoal.
-Added alternate recipe for the Gear Box using wood Panels instead of wood blocks.
-Added ability to melt down rails in the Crucible at 16 to 6 rail to iron conversion ratio.
-Added an option to the config file to disable the mod's minecart tweeks.
-Added ability for Detector block to "see" fully grown wheat occupying the block to the front and below it.
-Added ability for the Crucible to pick up loose objects on top of it.
-Added ability for items to flow over the top of the Cauldron if they can not be swallowed by it (same thing applies to the Crucible).
-Added ability to dye wool in a heated Cauldron at a ratio of 8 wool to 1 dye.
-Added ability to grind flowers in the mill stone to produce dyes.
-Added ability to cook cactus in the Cauldron to produce green dye.
-Added ability to cook sand and gunpowder into TnT in the Cauldron (complete with hazards).
-Added ability to cook string into wool. I'm not sure if this makes much sense, but neither does crafting spider silk into wool to begin with and I was sick of having to manually craft string into wool to save on storage space. Insert magical explanation for what happens to giant-spider-silk when you cook it here
-Added ability to render string and wool into glue, but it takes rather massive quantities.
-Added ability for Planters to sprout flowers if left alone without anything planted in them for a long while.
-Added recipe to make torches out of Nethercoal.
-Added Forge version checking. A descriptive error message will now be displayed if you are using an inappropriate version of the Forge with BTW.
-Changed name of the Refined Axe to the "Battle Axe" and increased the damage it does to mobs. The recipe also requires 2 more steel than previously (for the double head). It is now a combination tool/weapon (although not quite as effective as a Longsword as a weapon).
-Changed axes to be effective against cactus.
-Changed Detector Block recipe to use two pieces of lapis (NOT blocks) for the "eyes", instead of 1 block of lapis.
-Changed Cauldron to only produce foul food after the normal cooking time has elapsed (it's no longer instantaneous). This was part of the optimization process involved in the rewrite of the Cauldron code detailed below.
-Changed explosion size when overheating explosive elements in the Cauldron to be proportionate to the quantity involved.
-Changed Steel recipe in Crucible to require Coal Dust and Concentrated Hellfire instead of Nethercoal (this recipe will likely change once again in the future).
-Changed the Hopper filters to work properly on the newer items that I've added to the mod.
-Changed Hibachi recipe to require a piece of glowstone dust in the middle instead of smooth stone.
-Fixed the bouncing on items when they are resting on a filtered Hopper.
-Removed crafting recipe to convert Concentrated Hellfire into Hellfire dust. This was just a debug recipe I accidentally left in the last version.
-Removed ability to grind stone into panels in the Mill Stone, and moved that functionality to the Anvil. This will likely not be their final resting place in the tech-tree, but it's certainly better than them being in the Mill Stone.
-Removed delay for items being picked up on top of the Cauldron.
-Rewrote a lot of the Cauldron code to better structure it and make it easier to add new recipes. I mention this so that players can keep an eye out for any problems that may arise with this functionality. Please let me know if you spot any issues.
-Integrated Version 1.06 of the Forge, and eliminated a few base-class changes as a result. Note that 1.06 or later is *required* for this release of the mod to function
--------------
Note that I'll be leaving for a 2 week (minimum) vacation on Wednesday night (the 31st of August). As a result, if you spot any bugs in this release, please let me know ASAP, or you will likely be stuck with them for awhile
Enjoy!
Wow. And here I thought 2.93 would just be a few tweaks.
Great patch! I started a new map recently so I lack the the tech to process steel (and check the new anvil) right now, but I think I found a little bug, it's not important, but it's a bug after all:
-The recipe of the cake using fluor doesn't require sugar or milk, you can make a cake using 3 fluor and an egg.
Amazing mod, thanks a lot!
What was the mistake exactly?
Hehe...well, I do mainly consider these to be just "tweaks" as they aren't really features central to the mod, but I am glad that people seem to be enjoying it regardless
Doh! I think that's a debug recipe I had in there at one point because I didn't have any milk in my underground lair to test it out.
I'll have to remove that
Dude, seriously, resolving blockID conflicts is multi-mod-installation 101. Putting huge banners and walls of text both here and on the Forge thread was pretty damn lame.