OK, forgive me for this potentially noob question, but what is 'RTH'? From what I've heard of it, it seems to be either a whole new game
or a mod for Minecraft that completely overhauls the game, to the extent of BTW. The latter seems unlikely, given your feelings for the way Minecraft development is going. What is RTH?
How do you justify that 500 blocks around Steve's spawn all villages are abandoned? Steve landing in Minecraftia on a nuclear missile?
Have you considered the potential that it's all part of the "story" being told with BTW?
Because it most certainly is, and most certainly is justified as well.
Instead of just reflexively complaining, you might want to consider what the villages being abandoned is actually saying to you in in-game terms. Because yes: I've thought it all out in depth and at length, and it makes perfect sense.
In fact, there's a lot of theorizing already going on about the story implications of that change in threads like this:
Thanks for highlighting the twisted logic that was followed with some of those recent additions to the game though. I could never figure out why wither skeletons had coal drops in the first place...now I know.
The simple knowledge that there is some kind of meter counting how many blocks you are from the spawn and depending on that you will come across a kind of village or another is a sort of an immersion breaking device when you travel across the world...
Vanilla already does this with strongholds. It's a little less obvious, but has pretty much the same effect in the later game if you don't stay at spawn.
Vanilla already does this with strongholds. It's a little less obvious, but has pretty much the same effect in the later game if you don't stay at spawn.
Correct, and the location of strongholds is another aspect I've put a lot of effort into integrating into the back story for BTW.
He's just sore over villagers becoming a more important part of the game due to a fundamental dislike of them, and is thus trying to find reason to nit-pick over every change I make to them.
I'll agree with him on one point though: villagers are a terribly integrated aspect of MC that was just rushed out the door as Notch was on the way out, hence why I am investing so much effort into correcting that.
Yup, I'm aware of those potentially destructive effects man, which is why I listed it as a potential change rather than a certain one
I've built a lot of aesthetic stuff out of netherrack as well in the past, so don't worry, I'm aware and it's a major point against such a potential change.
I just didn't want people investing additional time into building with it while I consider such a thing, which is why I put up the post. When I say "maybe" about something, I really mean it
Wouldn't it make more sense for torches to go out in the rain than infinitely burning hell-rock?
Maybe...maybe not. I don't want to get into debating the properties of a magical substance like the infinitely burning terrain of hell
I will say though that classic mythology tends to put the elements of fire and water in direct opposition, and hell would definitely be associated with the element of fire, so no, I don't personally consider it to be much of a stretch that a substance found in the physical world (coal...which could be considered a mix of earth and fire) would react better to water exposure.
Plus, from a gameplay perspective, such a change to torches wouldn't just break some aesthetic builds, it would pretty much trash entire worlds in terms of base defense and functional builds, so that's completely off the table in my books.
I've been playing with this mod since it's infancy. Back when wolves first came out (when everyone thought this was a wolf mod).
I Just wanted to say your work over the past couple years has been inspiring to say the least, and at best, a great game changing re-balance, that infuses an otherwise misled concept of 'survival' with ever needed structure.
The direction your growing in is both welcome and preferred I will continue to play your mod as long as it is fun. Thank you for your time.
- BTW Fan.
Rollback Post to RevisionRollBack
I use a mix of Dokucraft The Saga Continues and JohnSmith, and create personalized textures for both. Some of my submissions can be found in the Dokucraft Customizer located http://www.minecraft...saga-continues/
FC are you going to totally remove quartz? Im holding off on starting again I really want to play with all the new hardcore shizzle from the start but I dont want to have to travel chunks to find quartz
Thanks for a superb mod
Nah man. Keep in mind this mod is intended to work fine with vanilla save games. Vanilla save games from this point forward will contain quartz, hence I can't just rip it out without leaving a huge number of holes in people's worlds.
Unfortunately, we're stuck with it. It's a totally superfluous addition to the game that I could have really done without (especially since I understand that it's so common as to basically be a non-resource because the kiddies whined about it), but the potential damage is too great for me to eliminate it.
On the bright side though, I always tend to eventually find a use for Mojang's extraneous features one way or another, so just think of it as a new resource for me to make use of in the mod's design
The overworld is filled with many ores for those whose greedy hearts cannot be satisfied. But the nether is a pure place undefiled by such ores. People who mine the nether do so not for lust of diamonds, but for the sheer joy of mining. Please save our nether regions from quartz!
Im holding off on starting again I really want to play with all the new hardcore shizzle from the start but I dont want to have to travel chunks to find quartz
You can do this with your current world if you like. If you delete the DIM-1 folder(i'm pretty sure it's DIM-1, back up your world first) in your world save it will erase your current nether and you can start a new nether with quartz just by entering a gate again in the overworld. BTW Marble is has a cooler synthesis though.
Nah man. Keep in mind this mod is intended to work fine with vanilla save games. Vanilla save games from this point forward will contain quartz, hence I can't just rip it out without leaving a huge number of holes in people's worlds.
Unfortunately, we're stuck with it. It's a totally superfluous addition to the game that I could have really done without (especially since I understand that it's so common as to basically be a non-resource because the kiddies whined about it), but the potential damage is too great for me to eliminate it.
On the bright side though, I always tend to eventually find a use for Mojang's extraneous features one way or another, so just think of it as a new resource for me to make use of in the mod's design
are you at least going to remove the quartz marble-like blocks, since we already have whitestone?
are you at least going to remove the quartz marble-like blocks, since we already have whitestone?
I think that will damage people's worlds too.
There's a reason stuff like the dead weight is stripped of it's properties but not removed from the game.
So far, i am not really sure what to think of Quartz. I hate that it has the prefix "nether" since there's obviously no overworld equivalent. I like that the Nether has an actual mineable resource but hate it for being common and useless.
Mojang seems to see it as some kind of silicium (silly-chium :P) which would put it in BTW as an ingredient for Redstone Eyes and a general replacement for Lapis. Seeing as the mod balance has been refined 100x already and works fine, i see no point in forcing it in somewhere.
Managed to figure out how to use a tool to pre-generate terrain with a mod and everything seems to play nice once I swap back to 1.47 and fire up BTW. Now I actually almost kind of enjoy dying because it means I get all kinds of cool places to explore!
Plus, from a gameplay perspective, such a change to torches wouldn't just break some aesthetic builds, it would pretty much trash entire worlds in terms of base defense and functional builds, so that's completely off the table in my books.
Not really, if every block had a half slab version, full half slab blocks were changed to not spawn monsters. And other blocks like furnaces, crafting tables, and any other device couldn't have mobs spawn on it. But that'd be a lot of work both to make the blocks and for people to update the world before updating.
It'd be a lot of work for those people, but only the first time around. After that it'd be the norm. But on the upside, less torches and particles from them would possibly mean less lag. It would still be faster to use torches underground. With the full half slabchange mushroom growing rooms would be easier to construct without monsters spawning.
One advantage would be double grass half slabs could be used to prevent mob spawning for underground mob towers on the surface without drawing attention on anarchy servers that torches would.
You might could add such a change slowly by having old torches remain a seperate item and all new torches crafted are the ones that go out in the rain.
Not really, if every block had a half slab version, full half slab blocks were changed to not spawn monsters. And other blocks like furnaces, crafting tables, and any other device couldn't have mobs spawn on it. But that'd be a lot of work both to make the blocks and for people to update the world before updating.
It'd be a lot of work for those people, but only the first time around. After that it'd be the norm.
So all it takes is to rework entirely how mobs spawn and how we defend our bases?
Not really, if every block had a half slab version, full half slab blocks were changed to not spawn monsters. And other blocks like furnaces, crafting tables, and any other device couldn't have mobs spawn on it. But that'd be a lot of work both to make the blocks and for people to update the world before updating.
It'd be a lot of work for those people, but only the first time around. After that it'd be the norm. But on the upside, less torches and particles from them would possibly mean less lag. It would still be faster to use torches underground. With the full half slabchange mushroom growing rooms would be easier to construct without monsters spawning.
One advantage would be double grass half slabs could be used to prevent mob spawning for underground mob towers on the surface without drawing attention on anarchy servers that torches would.
You might could add such a change slowly by having old torches remain a seperate item and all new torches crafted are the ones that go out in the rain.
I like it the way it is now. Besides, I've spent hours lighting up around my base, I'm not too inspired to do it again, particularly because you'd like it differently.
The go to thread for all things RTH: http://www.sargunster.com/btwforum/viewtopic.php?f=3&t=6837
Have you considered the potential that it's all part of the "story" being told with BTW?
Because it most certainly is, and most certainly is justified as well.
Instead of just reflexively complaining, you might want to consider what the villages being abandoned is actually saying to you in in-game terms. Because yes: I've thought it all out in depth and at length, and it makes perfect sense.
In fact, there's a lot of theorizing already going on about the story implications of that change in threads like this:
http://www.sargunster.com/btwforum/viewtopic.php?f=3&t=6816
Yeah, maybe the nuclear explosion evaporated all the water in the abandoned villages.
Vanilla already does this with strongholds. It's a little less obvious, but has pretty much the same effect in the later game if you don't stay at spawn.
Correct, and the location of strongholds is another aspect I've put a lot of effort into integrating into the back story for BTW.
He's just sore over villagers becoming a more important part of the game due to a fundamental dislike of them, and is thus trying to find reason to nit-pick over every change I make to them.
I'll agree with him on one point though: villagers are a terribly integrated aspect of MC that was just rushed out the door as Notch was on the way out, hence why I am investing so much effort into correcting that.
I've built a lot of aesthetic stuff out of netherrack as well in the past, so don't worry, I'm aware and it's a major point against such a potential change.
I just didn't want people investing additional time into building with it while I consider such a thing, which is why I put up the post. When I say "maybe" about something, I really mean it
Maybe...maybe not. I don't want to get into debating the properties of a magical substance like the infinitely burning terrain of hell
I will say though that classic mythology tends to put the elements of fire and water in direct opposition, and hell would definitely be associated with the element of fire, so no, I don't personally consider it to be much of a stretch that a substance found in the physical world (coal...which could be considered a mix of earth and fire) would react better to water exposure.
Plus, from a gameplay perspective, such a change to torches wouldn't just break some aesthetic builds, it would pretty much trash entire worlds in terms of base defense and functional builds, so that's completely off the table in my books.
I Just wanted to say your work over the past couple years has been inspiring to say the least, and at best, a great game changing re-balance, that infuses an otherwise misled concept of 'survival' with ever needed structure.
The direction your growing in is both welcome and preferred I will continue to play your mod as long as it is fun. Thank you for your time.
- BTW Fan.
Thank you man. I very much appreciate that sentiment
I've personally got no problem with the way they look, so...no.
Nah man. Keep in mind this mod is intended to work fine with vanilla save games. Vanilla save games from this point forward will contain quartz, hence I can't just rip it out without leaving a huge number of holes in people's worlds.
Unfortunately, we're stuck with it. It's a totally superfluous addition to the game that I could have really done without (especially since I understand that it's so common as to basically be a non-resource because the kiddies whined about it), but the potential damage is too great for me to eliminate it.
On the bright side though, I always tend to eventually find a use for Mojang's extraneous features one way or another, so just think of it as a new resource for me to make use of in the mod's design
You can do this with your current world if you like. If you delete the DIM-1 folder(i'm pretty sure it's DIM-1, back up your world first) in your world save it will erase your current nether and you can start a new nether with quartz just by entering a gate again in the overworld. BTW Marble is has a cooler synthesis though.
I think that will damage people's worlds too.
There's a reason stuff like the dead weight is stripped of it's properties but not removed from the game.
So far, i am not really sure what to think of Quartz. I hate that it has the prefix "nether" since there's obviously no overworld equivalent. I like that the Nether has an actual mineable resource but hate it for being common and useless.
Mojang seems to see it as some kind of silicium (silly-chium :P) which would put it in BTW as an ingredient for Redstone Eyes and a general replacement for Lapis. Seeing as the mod balance has been refined 100x already and works fine, i see no point in forcing it in somewhere.
BTW with interesting terrain is pretty great!
Not really, if every block had a half slab version, full half slab blocks were changed to not spawn monsters. And other blocks like furnaces, crafting tables, and any other device couldn't have mobs spawn on it. But that'd be a lot of work both to make the blocks and for people to update the world before updating.
It'd be a lot of work for those people, but only the first time around. After that it'd be the norm. But on the upside, less torches and particles from them would possibly mean less lag. It would still be faster to use torches underground. With the full half slabchange mushroom growing rooms would be easier to construct without monsters spawning.
One advantage would be double grass half slabs could be used to prevent mob spawning for underground mob towers on the surface without drawing attention on anarchy servers that torches would.
You might could add such a change slowly by having old torches remain a seperate item and all new torches crafted are the ones that go out in the rain.
So all it takes is to rework entirely how mobs spawn and how we defend our bases?
I like it the way it is now. Besides, I've spent hours lighting up around my base, I'm not too inspired to do it again, particularly because you'd like it differently.