Time for me to fire up some minecraft after a long break.
I do like the changes but i don't want to start a new world. So torn on this. No i can't start over i'd lose 1000 hours of building, i guess i'll just have to live w. my vast storage of iron from golemfarms .
I don't quite understand the village diamond breeding change, which is around the time i quit. What are you suppose to do w. villagers that have absolutely the worst trade ever.
I don't quite understand the village diamond breeding change, which is around the time i quit. What are you suppose to do w. villagers that have absolutely the worst trade ever.
Hardcore Villagers is still a work in progress (and one I'll be returning to soon once I finalize the early game). The change was made to make villagers a valuable resource in and of themselves for reasons that will become more apparent as I continue to expand on their functionality.
Previously, they were really just a cheasy exploit system for bypassing other gameplay systems. You'll notice that I often do things in two passes, first establishing the value of a system, then working on the mechanics for it. Otherwise, without value, any additional work I do is largely meaningless.
As to what to do with villagers with bad trades: you've actually highlighted one of the problems with the previous system in that villagers were in infinite supply, so you could just kill them off when that happened.
The answer now, is that you need to work through the bad trades to get to the good ones.
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
With BTW on the other hand, i have no need to tweak anything, i can play with render distance FAR on a 32 bit system, it never runs OOM, no lags, no stutters, stable 60 FPS in every situation.
So... thank you Flowerchild, i really like this Better Than Optifine thing you're doing.
I'd sell my soul to see the faces of forge diehards if you made an own fps optimizer and made it forge compatible
Yep, Hardcore Performance Enhancement is really great, and Hardcore Stratification and other such additions have only minorly detracted from it. Didn't you ever wonder why Optifine was a pretty much required part of the Forge mod package? That's why. The fact that the Forge API is pretty much the most expensive thing that you can install to Minecraft is part of what keeps Risu going with Modloader even though it has lost most of its popularity.
Also, as I keep seeing people referencing the BTW wiki and its various errors and issues, I think I may personally actually do something about it. The wiki is pretty weak right now, and clearly needs more references to the Vanilla wiki for those endless questions on rare Vanilla behaviors. To be honest, the longest and most accurate page on the wiki is the changelog that they maintain, and even that has errors.
Also, as I keep seeing people referencing the BTW wiki and its various errors and issues, I think I may personally actually do something about it. The wiki is pretty weak right now, and clearly needs more references to the Vanilla wiki for those endless questions on rare Vanilla behaviors. To be honest, the longest and most accurate page on the wiki is the changelog that they maintain, and even that has errors.
The wiki is anything but weak, I've spent alot of time working on it. The changelogs are directly copied from the forum threads, so i doubt there are errors.
There are some fuzzy spots here and there, but me and Katallian are working on ironing them out.
As for Vanilla references, we only reference vanilla stuff if we need to. If you have a vanilla error, find it on the vanilla bug tracker or wiki. It shouldn't be on our wiki just for convenience.
there are plenty of very accurate pages, just because they are long doesn't mean that they are bad.
Would it be any gamebreaking to be able to craft a sapling into a stick (or even two saplings into one)? It's just that if I'm in a foresty biome I don't really need all the saplings I get. It would be a cool and useful way of getting rid of them (other than throwing away or planting in a random location, or clogging up the chests). It would also be another way (not necessarily easier) of getting sticks on the first day of playthrough.
Ok, I'm kind of on the noob side for once. As FC has practically finalized the early game rebalancing, I decided to start a new world to try out the full early game experience.
However, I found out that I can't survive the first night, as after I finished getting the wood needed for the first stone pick, I don't have any time left before the night, so I cannot punch to death some animals (or gather other food), and I usually end the night with hunger too low to get better gear (like other wood for an axe and another pick), or even move a bit out and find "fresh" food. I tried to not collect all the wood the first day and concentrate on sheep punching, resulting in starvation for food poisoning (no furnace).
I tried to watch some of the video posted here, but all are before hardcore wood.
Someone can tell me some tactics?
I survived the first night by first only getting what i need to get up to a stone axe, then did some tree chopping, then used the axe up hunting. then quickly dug a shelter into the hillside and quarried just enough for a furnace
Rollback Post to RevisionRollBack
"my build. I push the buttons" -DW
He's a mad man with a box
Conserve your energy. Don't sprint (ever...unless it's an emergency), and don't jump unless you need to. I've restarted probaby 5-10 times in various circumstances since the most recent release, the version I'm playing is actually harder than that one due to various additional changes I've made, and I haven't once run into problems with hunger on the first day.
I don't do that since H-hunger, but the terrain was quite hill-y...I'll try some other time, maybe I was just unlucky.
But it's better to concentrate first on the stone axe or on the pick? I think I should try the axe and concentrate my wood supply...
I normally get the stone pick first, mine 6 stone, then craft an axe and another pick. It saves a bit of wood as you don't need to use an additional 9 wood blocks to obtain your first stone pick if you went with the axe.
As for dealing with hilly terrain, dirt half slabs can help solve the problem.
I swear to god I must be the only true optimist left on the planet.
Quote from FlowerChild »
See...I kept telling everyone that wolves are evil despicable creatures, but would anyone listen? No, of course not, and now you're all ******, so "haha...told you so".
But it's better to concentrate first on the stone axe or on the pick? I think I should try the axe and concentrate my wood supply...
I've tried both methods, and they both work well.
If you're running low on hunger though, and it's getting late in the day, I find the advantage goes to the axe as it will let you kill a few animals before nightfall. You'll have to eat the meat raw, and likely wind up hiding in a dirt hole in the ground, but it's better than risking starvation.
When you pop above ground the next day, assuming you left some durability on your axe, you'll be able to chop enough wood to quickly make yourself the 3 wood picks to get yourself a stone one.
Anyways, I find the choice largely comes down to personal preference and the situation you find yourself in.
It saves a bit of wood as you don't need to use an additional 9 wood blocks to obtain your first stone pick if you went with the axe.
Yes and no, given that as long as you don't have an axe, you're stuck with punching wood, which is *much* less efficient. If you don't make the axe first you'll wind up having to punch a bit more later to get the sticks for the stone axe. (6 sticks for wood picks + 2 for the stone pick = 4 blocks of wood + 2 more stick for the axe requires you punch another block).
Let's be honest, the adrenaline rush from this is pretty great
Yeah, I agree with you there
I find there's a real sense of time being your enemy with the last release in particular. I think the changes to wood in the early game really pushed it over the edge to where I wanted it.
I find there's a real sense of time being your enemy with the last release in particular. I think the changes to wood in the early game really pushed it over the edge to where I wanted it.
Oh for sure. I really love starting new maps, so all of these changes to the starting game rather than end game are very pleasing. There is just something about beating the metaphorical ticking clock that is so fun.
The wiki is anything but weak, I've spent alot of time working on it. The changelogs are directly copied from the forum threads, so i doubt there are errors.
There are some fuzzy spots here and there, but me and Katallian are working on ironing them out.
As for Vanilla references, we only reference vanilla stuff if we need to. If you have a vanilla error, find it on the vanilla bug tracker or wiki. It shouldn't be on our wiki just for convenience.
there are plenty of very accurate pages, just because they are long doesn't mean that they are bad.
<shrugs>
Yeah, I may have been a bit critical there, but I'm just trying to help. I did find an issue in the changelog once, and though they generally just copy over from the readme, they occasionally add "secret features" to the list a few weeks after the release. You're right in that quality doesn't mean quantity/strength, but many of the pages contain errors/contain broken links/are very outdated. It's not anyone's fault, there just aren't really enough people to properly maintain it. Nonetheless, rather than complaining here about it, I should probably just put my money where my mouth is and actually go and personally beef it up.
In fact, I think I'm going to go make a project of improving it this weekend. Then, at least, all of you can direct your complaints about any inaccuracies at me.
<shrugs>
Yeah, I may have been a bit critical there, but I'm just trying to help. I did find an issue in the changelog once, and though they generally just copy over from the readme, they occasionally add "secret features" to the list a few weeks after the release. You're right in that quality doesn't mean quantity/strength, but many of the pages contain errors/contain broken links/are very outdated.
In the past few weeks Flowerchild has overhauled numerous mechanics. Added stuff is easy to document. Changing stuff is a lot of work. I suspect that the wiki isn't being that updated now for another reason: we're kind of in the middle of an early game rebalance and a lot of stuff is still changing. I think it's better to wait with huge overhauls until that's completely done.
In the past few weeks Flowerchild has overhauled numerous mechanics. Added stuff is easy to document. Changing stuff is a lot of work. I suspect that the wiki isn't being that updated now for another reason: we're kind of in the middle of an early game rebalance and a lot of stuff is still changing. I think it's better to wait with huge overhauls until that's completely done.
You state a valid point. I remember it being outdated even before those changes, but I'll pull back on my overly critical perspective if only because I'm sure a fair number of people, including Mikko, have dumped a boatload of work into it, and I've done almost squat. But, as I said in my last post, I think I'm going to actually look into editing it, as these posts are probably just making me look like a ****, and not accomplishing anything.
Speaking of which, this argument isn't accomplishing anything either and is likely just wasting people's time, so I think it's about time it ends; sorry for opening this thing up.
Icynewyear lately has been doing oneshot playthroughs after every release, the last one sets right after the better wolves changes if you want something to watch.
Unfortunately though, he accidentally had his difficulty set to peaceful at the beginning of his last series, which is why I didn't mention it in this case. It kinda invalidates the whole "trying to survive the early game" aspect if your hunger meter isn't decreasing
Thanks man! I've been playing a lot myself the past couple of days, and I've been having a blast with it as well
I do like the changes but i don't want to start a new world. So torn on this. No i can't start over i'd lose 1000 hours of building, i guess i'll just have to live w. my vast storage of iron from golemfarms .
I don't quite understand the village diamond breeding change, which is around the time i quit. What are you suppose to do w. villagers that have absolutely the worst trade ever.
Hardcore Villagers is still a work in progress (and one I'll be returning to soon once I finalize the early game). The change was made to make villagers a valuable resource in and of themselves for reasons that will become more apparent as I continue to expand on their functionality.
Previously, they were really just a cheasy exploit system for bypassing other gameplay systems. You'll notice that I often do things in two passes, first establishing the value of a system, then working on the mechanics for it. Otherwise, without value, any additional work I do is largely meaningless.
As to what to do with villagers with bad trades: you've actually highlighted one of the problems with the previous system in that villagers were in infinite supply, so you could just kill them off when that happened.
The answer now, is that you need to work through the bad trades to get to the good ones.
There is a forum post that gives you download locations for both Minecraft 1.5.1 and for ModLoader for Minecraft 1.5.1. That post is here: http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=7096
An update pester by any other name stinks just as bad.
Here...educate yourself:
http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=7096
Yep, Hardcore Performance Enhancement is really great, and Hardcore Stratification and other such additions have only minorly detracted from it. Didn't you ever wonder why Optifine was a pretty much required part of the Forge mod package? That's why. The fact that the Forge API is pretty much the most expensive thing that you can install to Minecraft is part of what keeps Risu going with Modloader even though it has lost most of its popularity.
Also, as I keep seeing people referencing the BTW wiki and its various errors and issues, I think I may personally actually do something about it. The wiki is pretty weak right now, and clearly needs more references to the Vanilla wiki for those endless questions on rare Vanilla behaviors. To be honest, the longest and most accurate page on the wiki is the changelog that they maintain, and even that has errors.
The wiki is anything but weak, I've spent alot of time working on it. The changelogs are directly copied from the forum threads, so i doubt there are errors.
There are some fuzzy spots here and there, but me and Katallian are working on ironing them out.
As for Vanilla references, we only reference vanilla stuff if we need to. If you have a vanilla error, find it on the vanilla bug tracker or wiki. It shouldn't be on our wiki just for convenience.
there are plenty of very accurate pages, just because they are long doesn't mean that they are bad.
Saplings can be used as fuel in a furnace.
Yes, it would be. As Jecowa mentioned: burn them.
I survived the first night by first only getting what i need to get up to a stone axe, then did some tree chopping, then used the axe up hunting. then quickly dug a shelter into the hillside and quarried just enough for a furnace
He's a mad man with a box
Conserve your energy. Don't sprint (ever...unless it's an emergency), and don't jump unless you need to. I've restarted probaby 5-10 times in various circumstances since the most recent release, the version I'm playing is actually harder than that one due to various additional changes I've made, and I haven't once run into problems with hunger on the first day.
I normally get the stone pick first, mine 6 stone, then craft an axe and another pick. It saves a bit of wood as you don't need to use an additional 9 wood blocks to obtain your first stone pick if you went with the axe.
As for dealing with hilly terrain, dirt half slabs can help solve the problem.
I've tried both methods, and they both work well.
If you're running low on hunger though, and it's getting late in the day, I find the advantage goes to the axe as it will let you kill a few animals before nightfall. You'll have to eat the meat raw, and likely wind up hiding in a dirt hole in the ground, but it's better than risking starvation.
When you pop above ground the next day, assuming you left some durability on your axe, you'll be able to chop enough wood to quickly make yourself the 3 wood picks to get yourself a stone one.
Anyways, I find the choice largely comes down to personal preference and the situation you find yourself in.
Yes and no, given that as long as you don't have an axe, you're stuck with punching wood, which is *much* less efficient. If you don't make the axe first you'll wind up having to punch a bit more later to get the sticks for the stone axe. (6 sticks for wood picks + 2 for the stone pick = 4 blocks of wood + 2 more stick for the axe requires you punch another block).
Let's be honest, the adrenaline rush from this is pretty great
Yeah, I agree with you there
I find there's a real sense of time being your enemy with the last release in particular. I think the changes to wood in the early game really pushed it over the edge to where I wanted it.
Oh for sure. I really love starting new maps, so all of these changes to the starting game rather than end game are very pleasing. There is just something about beating the metaphorical ticking clock that is so fun.
<shrugs>
Yeah, I may have been a bit critical there, but I'm just trying to help. I did find an issue in the changelog once, and though they generally just copy over from the readme, they occasionally add "secret features" to the list a few weeks after the release. You're right in that quality doesn't mean quantity/strength, but many of the pages contain errors/contain broken links/are very outdated. It's not anyone's fault, there just aren't really enough people to properly maintain it. Nonetheless, rather than complaining here about it, I should probably just put my money where my mouth is and actually go and personally beef it up.
In fact, I think I'm going to go make a project of improving it this weekend. Then, at least, all of you can direct your complaints about any inaccuracies at me.
In the past few weeks Flowerchild has overhauled numerous mechanics. Added stuff is easy to document. Changing stuff is a lot of work. I suspect that the wiki isn't being that updated now for another reason: we're kind of in the middle of an early game rebalance and a lot of stuff is still changing. I think it's better to wait with huge overhauls until that's completely done.
You state a valid point. I remember it being outdated even before those changes, but I'll pull back on my overly critical perspective if only because I'm sure a fair number of people, including Mikko, have dumped a boatload of work into it, and I've done almost squat. But, as I said in my last post, I think I'm going to actually look into editing it, as these posts are probably just making me look like a ****, and not accomplishing anything.
Speaking of which, this argument isn't accomplishing anything either and is likely just wasting people's time, so I think it's about time it ends; sorry for opening this thing up.
Unfortunately though, he accidentally had his difficulty set to peaceful at the beginning of his last series, which is why I didn't mention it in this case. It kinda invalidates the whole "trying to survive the early game" aspect if your hunger meter isn't decreasing