Isn't a more reliable (and less costly) way to farm gunpowder just building an overworld mob-trap?
Not that I am suggesting you do so mind you, at least not just for gunpowder. I'll be completely reworking how explosives function in MC in the near future.
But when we take 'fun' and 'kewl' factors into the account…
Automatic saws cutting disaster-like bloody artificial trees to dust filled with tormented souls, then passing this dust through magic soulbound quicksand and binding them to urns, then, when they are filled with anger and sadness and completely cleared of any traces of hope, cracking this urns against a wall, "freeing" souls, now evil enough to attack any living sentient being without thinking, but once they are full of destruction lust, cut them with automatic saws to acquire mundane gunpowder.
So, is it possible?
I'm looking forward to your changes. You are the man that brought fun back to my Minecraft sessions. (Not without Dwarf Fortress kind of fun). I want to thank you once again, just on occasion.
It's part of the Hardcore Buckets feature of BTW. If you place the BTWConfig.txt file in the mod's .zip file into your .minecraft folder, open it, and change fcEnableHardcoreBuckets=1 to 0, you'll be able to move water and lava sources again. I'd reccomend keeping it on though. It's much funner.
Isn't a more reliable (and less costly) way to farm gunpowder just building an overworld mob-trap?
Not that I am suggesting you do so mind you, at least not just for gunpowder. I'll be completely reworking how explosives function in MC in the near future.
Not very effective in SMP due to the ever dwindling spawns. (A vanilla issue as well, not a BTW thing.) Every time they update I keep hoping that that issue will be fixed. I've always assumed it's an issue with how SMP handles mob despawning, it doesn't seem to occur as much in single. Possibly observer error because restarting the server clears it, and restarting is easier in single. Presumably why so many servers have auto restart scripts running. (Ours doesn't; we wait till the block lag gets bad and then PM god begging for a restart.)
Changes to explosives? Something else to fear and look forward to.
sadly enough i was once stricken with a disease known as SinglePlayerCommands... FlowerChild gave me a new reason to continue playing minecraft and it taught me that inveditors and such are a rampant disease that kills the creativity of the minecraft world...
Wait a second... BWG?????? IIRC that mod has base classes that conflict with the mod, trust me, I checked...
Yeah, it does. If BWG isn't loaded after BTW, the game will get stuck on world generation and never finish. If it's conflicting with BTW and causing issues, I haven't noticed them.
Then again, I tend to go through phases where I play Minecraft and then weeks when I don't even think about Minecraft, and it's always been my habit to start a new world when my mods update, so it's possible I simply haven't advanced far enough along BTW's tech tree to notice things missing or not functioning properly.
Someone with a more developed world might be able to figure out where the errors are.
Yeah...that's another nail in the coffin of me allowing base-class overwrites right there.
What's very sad is that CodeChickenLoader seems to be totally discontinued. You probably don't care that much, since BTW is standalone mod, but being able to mix it with such a small mods that fix some rough edges of vMC is something I miss. CodeChickenCore was well able to merge small changes.
Rollback Post to RevisionRollBack
Hijacking is probably the least cool thing in the world.
I'll be completely reworking how explosives function in MC in the near future.
Will TNT cannons still be possible with what you have planned? If they are, will current designs still function or will we have to come up with brand new cannon designs?
Will TNT cannons still be possible with what you have planned? If they are, will current designs still function or will we have to come up with brand new cannon designs?
Man, you do realize this phrase nearly totally unrelated to the rest of your post, don't you?
I do understand you're full of excitement but there's no need to thank God; it's not God, it's just Sturgeon's law.
I think that related to something someone said on the previous page...
Or maybe I just connected way too many dots like I sometimes do... It's an engineer thing
Its just that I see vanilla worldgen as perfectly fine and some mods completely alter the way its supposed to be...
I think that related to something someone said on the previous page...
Or maybe I just connected way too many dots like I sometimes do... It's an engineer thing
Its just that I see vanilla worldgen as perfectly fine and some mods completely alter the way its supposed to be...
One of the things that I really like about BTW is that it doesn't change the worldgen.
Just want to offer my apology for the bad bug report re: cookies on the main forums. I had honestly assumed it was a bug when i ran across it last night while playing - clealry i should have searched first. My bad, and i apologise for wasting your time.
Would someone please let Jadedcat know i've been banned and remove me from the Jade Dragon Realm anarchy servers? Thanks,
and Thank you for the time and effort you put into the mod Flowerchild.
One of the things that I really like about BTW is that it doesn't change the worldgen.
There's no need to really. There's an overabundance of materials already in MC (how many times have you heard people complain because there's a lack of use to a particular item?), and it just takes a little creativity to design in ways that make use of them.
Generally when I do add materials it's either because the method of acquiring existing ones doesn't lead to the kind of gameplay balance I'm looking for (Hemp Fibers vs string for example), or to add additional detail (and thus gameplay) to a production chain.
Would someone please let Jadedcat know i've been banned and remove me from the Jade Dragon Realm anarchy servers?
It's just a temp ban man, which is what I always hand out for erroneous bug reports (unless someone is a repeat offender in which case I make it permanent). Take it easy.
Yeah...that's another nail in the coffin of me allowing base-class overwrites right there.
Yeah. Probably will prevent a lot of erroneous bug reports for things that aren't working correctly but aren't immediately noticeable due to class conflicts.
One of the things that I really like about BTW is that it doesn't change the worldgen.
You mean terrain or the frequency of materials and stuff? Because vMC's terrain generator just feels horribly boring to me and missing a lot of interesting things.
You mean terrain or the frequency of materials and stuff? Because vMC's terrain generator just feels horribly boring to me and missing a lot of interesting things.
I think he was referring more to the generation of custom resources as per other mods of a somewhat similar nature.
Personally, the only one I've seen that made a whole lot of sense in the context of a mod was BC's oil, as the pumping and transporting of it lead to unique gameplay that was specific to the mod.
The shape of the terrain is another matter entirely, but I don't consider that worth the potential damage to people's saves for me to go mucking around with it.
It's not just a matter of someone coding it man. The reason MC doesn't have higher mountains is performance quickly tanks when you start generating terrain with higher elevations. I've run some tests on it myself in the past, and wrote it off very quickly as not being feasible due to the impact it had on frame-rate.
Keep in mind that MC moves a ton of data around. If you calculate the number of blocks loaded at any given time, it's quite staggering.
I think he was referring more to the generation of custom resources as per other mods of a somewhat similar nature.
Personally, the only one I've seen that made a whole lot of sense in the context of a mod was BC's oil, as the pumping and transporting of it lead to unique gameplay that was specific to the mod.
Water has become like this through hardcore buckets and pumps in a manner of speaking.
It's not just a matter of someone coding it man. The reason MC doesn't have higher mountains is performance quickly tanks when you start generating terrain with higher elevations. I've run some tests on it myself in the past, and wrote it off very quickly as not being feasible due to the impact it had on frame-rate.
Keep in mind that MC moves a ton of data around. If you calculate the number of blocks loaded at any given time, it's quite staggering.
I've seen this in action with another mod I play from time to time. It alters terrain generation so that "sea level" is usually like Y:120-140, and it's very noticeable when you're rapidly moving around in a world (like, say, flying around in creative), drags my ancient computer to a crawl as it struggles to load everything. It also causes issues on SMP servers with lower-end hardware; the server I usually play on has certain limits on how far from spawn they want players to stray, otherwise the server can become laggy with having to keep track of so many blocks. There are certain benefits to having terrain generation like this, but I don't think it'd add anything interesting or even useful to BTW's style of play.
But when we take 'fun' and 'kewl' factors into the account…
Automatic saws cutting disaster-like bloody artificial trees to dust filled with tormented souls, then passing this dust through magic soulbound quicksand and binding them to urns, then, when they are filled with anger and sadness and completely cleared of any traces of hope, cracking this urns against a wall, "freeing" souls, now evil enough to attack any living sentient being without thinking, but once they are full of destruction lust, cut them with automatic saws to acquire mundane gunpowder.
So, is it possible?
I'm looking forward to your changes. You are the man that brought fun back to my Minecraft sessions. (Not without Dwarf Fortress kind of fun). I want to thank you once again, just on occasion.
Man, you do realize this phrase nearly totally unrelated to the rest of your post, don't you?
You lack the skill and determination required.
It's part of the Hardcore Buckets feature of BTW. If you place the BTWConfig.txt file in the mod's .zip file into your .minecraft folder, open it, and change fcEnableHardcoreBuckets=1 to 0, you'll be able to move water and lava sources again. I'd reccomend keeping it on though. It's much funner.
Not very effective in SMP due to the ever dwindling spawns. (A vanilla issue as well, not a BTW thing.) Every time they update I keep hoping that that issue will be fixed. I've always assumed it's an issue with how SMP handles mob despawning, it doesn't seem to occur as much in single. Possibly observer error because restarting the server clears it, and restarting is easier in single. Presumably why so many servers have auto restart scripts running. (Ours doesn't; we wait till the block lag gets bad and then PM god begging for a restart.)
Changes to explosives? Something else to fear and look forward to.
Yeah, it does. If BWG isn't loaded after BTW, the game will get stuck on world generation and never finish. If it's conflicting with BTW and causing issues, I haven't noticed them.
Then again, I tend to go through phases where I play Minecraft and then weeks when I don't even think about Minecraft, and it's always been my habit to start a new world when my mods update, so it's possible I simply haven't advanced far enough along BTW's tech tree to notice things missing or not functioning properly.
Someone with a more developed world might be able to figure out where the errors are.
Yeah...that's another nail in the coffin of me allowing base-class overwrites right there.
What's very sad is that CodeChickenLoader seems to be totally discontinued. You probably don't care that much, since BTW is standalone mod, but being able to mix it with such a small mods that fix some rough edges of vMC is something I miss. CodeChickenCore was well able to merge small changes.
Will TNT cannons still be possible with what you have planned? If they are, will current designs still function or will we have to come up with brand new cannon designs?
Don't worry. I'm not breaking builds with this.
I think that related to something someone said on the previous page...
Or maybe I just connected way too many dots like I sometimes do... It's an engineer thing
Its just that I see vanilla worldgen as perfectly fine and some mods completely alter the way its supposed to be...
One of the things that I really like about BTW is that it doesn't change the worldgen.
Would someone please let Jadedcat know i've been banned and remove me from the Jade Dragon Realm anarchy servers? Thanks,
and Thank you for the time and effort you put into the mod Flowerchild.
There's no need to really. There's an overabundance of materials already in MC (how many times have you heard people complain because there's a lack of use to a particular item?), and it just takes a little creativity to design in ways that make use of them.
Generally when I do add materials it's either because the method of acquiring existing ones doesn't lead to the kind of gameplay balance I'm looking for (Hemp Fibers vs string for example), or to add additional detail (and thus gameplay) to a production chain.
It's just a temp ban man, which is what I always hand out for erroneous bug reports (unless someone is a repeat offender in which case I make it permanent). Take it easy.
Yeah. Probably will prevent a lot of erroneous bug reports for things that aren't working correctly but aren't immediately noticeable due to class conflicts.
You mean terrain or the frequency of materials and stuff? Because vMC's terrain generator just feels horribly boring to me and missing a lot of interesting things.
I think he was referring more to the generation of custom resources as per other mods of a somewhat similar nature.
Personally, the only one I've seen that made a whole lot of sense in the context of a mod was BC's oil, as the pumping and transporting of it lead to unique gameplay that was specific to the mod.
The shape of the terrain is another matter entirely, but I don't consider that worth the potential damage to people's saves for me to go mucking around with it.
Keep in mind that MC moves a ton of data around. If you calculate the number of blocks loaded at any given time, it's quite staggering.
Water has become like this through hardcore buckets and pumps in a manner of speaking.
I've seen this in action with another mod I play from time to time. It alters terrain generation so that "sea level" is usually like Y:120-140, and it's very noticeable when you're rapidly moving around in a world (like, say, flying around in creative), drags my ancient computer to a crawl as it struggles to load everything. It also causes issues on SMP servers with lower-end hardware; the server I usually play on has certain limits on how far from spawn they want players to stray, otherwise the server can become laggy with having to keep track of so many blocks. There are certain benefits to having terrain generation like this, but I don't think it'd add anything interesting or even useful to BTW's style of play.