Note: This release appears to contain changes to world generation, contrary to my normal policy, but it should be noted that anything I have done here has none of the negative impacts normally associated with such changes: it will not cause unsightly seams in your world, nor place a whack of mod blocks into your world that will leave gaping holes should you uninstall the mod. Everything I have done here has been done with extreme caution and moderation so as not to mess with your worlds, and that is a policy you can expect me to continue to maintain in the future.
-Added "abandoned villages" to the mod. Villages within a certain radius of the player's spawn location will be abandoned, which resolves a number of balance issues in the early game when the player happens to spawn near a village.
-Added the ability for cows and mooshrooms to eat mycelium (as well as grass), and changed cows so that this is what triggers their transformation into mooshrooms, instead of just standing on it.
-Added the ability for Mooshrooms to spread mycelium to nearby dirt blocks. In combination with the above, this subtly changes mycelium to be an infectious organism that uses cows and their eating habits in order to spread and reproduce, rather than just kinda sitting there
-Added a correlation between the drop rate of Mystery Meat and accumulated cellulite.
-Changed how which crops appear in which villages is determined. Most will only contain wheat, with a few containing wheat & potatoes OR carrots (never both). Along with abandoned villages this makes finding every crop in the game a much longer process, and helps smooth out the early game progression with Hardcore Hunger as you don't get every single crop upon finding a single village. Note that which crops appear in which villages is not dependent on the world seed, and thus *may* vary even when using the same seed from world to world.
-Changed desert temples to have obsidian detailing rather than wool, as wool being used as a construction material in these kind of structures is an immersion breaker. This was also done as a first pass test of my techniques to modifying world gen, to make sure it didn't have unanticipated consequences.
-Changed desert temples in one other subtle way that I'll leave to the player to discover
-Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
-Changed village lamp posts to use a dark (spruce) wood block or sandstone (for desert villages) instead of cloth, for the same reasons as above.
-Changed the torch recipe to only produce one torch instead of 4, to help increase the value of coal (it is a vastly overabundant resource) and wood overall (particularly in the early game), and because it corresponds better to the recipe for redstone torches as well. This also serves to increase the value of tree farms in the late game, and the use of the Saw to gain access to high efficiency recipes, as well as to encourage the player to consider torch placement a little more instead of just spamming them to light up an area. Additionally, this increases the value of Nethercoal in the middle game.
-Changed a little something something in a way that will be left for players to discover.
-Changed mob spawners so that they won't spawn creatures wearing armor or with other equipment (skeletons still spawn with non-magical bows), thus eliminating the iron output of them. This is to discourage their use in mob traps (since spawner traps are lame due to their AFK dependency), and further promotes the construction of full blown mob-traps.
-Changed (slowed) the growth rate of melons and pumpkins substantially to help further balance them as food sources.
-Changed ladders and other climbable blocks (like Ropes and vines) so that they may not be climbed if you are crippled, and so that other movement status penalties are also applied.
-Fixed problem with not being able to sprint at 5 hunger pips, instead of 4 (when 'Peckish' is first displayed).
-Fixed slight golden tinge in the Iron Nugget texture.
-Fixed vanilla problem where torches on village lamp-posts would be floating in mid air instead of attached to the lamp post itself. Obviously, this only affects newly generated villages.
-Fixed problem with particles not displaying when cows converted to mooshrooms.
-Fixed texture-offset problem with distended cow udders.
-Fixed problem with wolves being able to eat Cooked Carrots and Chowder.
-Removed the ability to "cook" logs into charcoal in the furnace. It must now be done in the Kiln. This was done to help increase the value of coal in the early game (for all the reasons stated in the torch recipe change above), while not adversely affecting late game automated systems. It also serves to increase the value of Kilns and particularly auto-Kilns in the late game.
-Removed the coal drop from wither skeletons to further promote the use of Kilns in the late game as a source of charcoal. It never fit particularly well with them anyways.
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:
And I had just installed the secret version lolz. I know you don't support bigger biomes, but the world I created using that spawned me underwater in the middle of the ocean with no land above water . Minecraft really wants my game to be hardcore this time around, I wonder if hardcore spawn will auto spawn me on land if I die. Even if its far, far, far away from original spawn.
I think its just a vanilla minecraft thing and not better than wolves.
But yeah, I remember before charcoal! It was the same update that added the terrible beds to the game or close to it. I can remember in old times weighing if that piece of coal was worth using on my furnace minecart to push my mine "train" around from one base to another. I even sometimes went back for torches!
After I went through a big cave system I might start at the bottom taking the torches back up with me. It was quite enjoyable the game back then had me making choices like that! Back then items seemed rare and like they had value. It was the update I thought started all the baby sitting the players. They said they added charcoal for servers, but servers just make new worlds or create npc shops or something anyway.
When torches/coal is rare I just filled everywhere with netherack back then. You go to the neither and bam, a big bunch of stacks of it and then flint and steel has a whole lot of uses. I know then the nether didn't work in multiplayer.
There is part of me that likes the protest aspect of a portion of the community saying "Sorry Notch, we're not updating to your new releases anymore, we're just sticking with 1.5 and this mod"
Now to start a new world since the village & world generation changes have been implemented so I can experience them instead of the vanilla generation.
On the bright side, while waiting for this update, I have concluded that surviving without finding a village isn't that hard. I did find an abandoned Mineshaft though, and the chest contents were extremely handy.
Also, I now fear Endermen more than before. HCH did that quite nicely.
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".
Also, I now fear Endermen more than before. HCH did that quite nicely.
What happened to 4.63?
4.63 was released as a test release for ensuring the new world-generation features wouldn't cause any problems.
What is it that BTW does to Endermen? It seems like the Ender Spectacles were added to help protect us from Endermen, but I don't remember why we need more protection from Endermen.
-Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
Best change ever IMO. Also, great idea with the mooshrooms. It's amazing how that type of small change can make something fit so much better in context of the game.
I'm really impressed with the changes to mycelium and charcoal. It's the little things that make the biggest differences.
In regards to the abandoned villages and such, any idea how this will interact with terrain generated with another mod, then used with BTW? I'm guessing that without BTW being loaded in, none of the villages would be "abandoned." Damn, why's vanilla terrain generation gotta be so boring?
Awesome update. The cow/mycelium thing is genius. Its those little details that add so much. I am uneasy about the torch and charcoal changes but that will probably grow on me like all those other changes you made that I was uneasy about. Well anyways... I've said it before and I'll say it again. If it wasn't for this mod, I would have stopped playing Minecraft ages ago. What would we do without you FlowerChild?
Yes, I agree that it doesn't make sense. However, you should still create another way of re-lighting a Portal.
1) "Ironical" is not a word
2) In what world is Coal used to light a nether portal?
3) If you're so ill-prepared as to not bring a Flint & Steel with you into the Nether, that's your problem. You can always get back to the overworld by trolling a Ghast into relighting the portal or dying.
4) Starting a statement with "You should..." is an quick and easy way to have your comment disregarded as tat by everyone in this thread.
Yes, I agree that it doesn't make sense. However, you should still create another way of re-lighting a Portal.
You don't need Coal to relight a portal, though? You're not getting Iron Ore in the Nether and I doubt you'll conveniently have Gunpowder on you to make a Fire Charge.
Cmon people. Going to the Nether is meant to be hell. (pun intended).
Previously, you needed to kill Ghast, wither skeletons and blazes to get back home if your portal was unlit. Seriously, if you were stupid enough to not protect your portal, bring flint&steel or at least a chest to safely store your stuff, how on earth are you prepared to kill those mobs?
Errrr...yeah. You can also break your obsidian portal with your bare hands by punching it for 5 minutes, then be totally stuck in the nether, which is of course bad, because "you never know what may happen".
It really amazes me how averse to consequence MC players can be. "I threw my flint & steel in lava and now the only way I can escape hell is death!". Oh noes. Yeah, that's obviously time to blame the designer for what's happened.
Top it off with you could always relight a portal by luring a ghast into firing at it, and yeah, this whole line of conversation is definitely a winner.
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.
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?
Rollback Post to RevisionRollBack
Christianity in a nutshell: We have all sinned, so we deserve eternity in hell. But God (God the Father, God the Son, and the Holy Spirit) loved us so much he sent His Son to die for us, to take the punishment meant for us. All we need to do is accept it, and we have heaven headed our way.
Version 4.64 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
Note: This release appears to contain changes to world generation, contrary to my normal policy, but it should be noted that anything I have done here has none of the negative impacts normally associated with such changes: it will not cause unsightly seams in your world, nor place a whack of mod blocks into your world that will leave gaping holes should you uninstall the mod. Everything I have done here has been done with extreme caution and moderation so as not to mess with your worlds, and that is a policy you can expect me to continue to maintain in the future.
-Added "abandoned villages" to the mod. Villages within a certain radius of the player's spawn location will be abandoned, which resolves a number of balance issues in the early game when the player happens to spawn near a village.
-Added the ability for cows and mooshrooms to eat mycelium (as well as grass), and changed cows so that this is what triggers their transformation into mooshrooms, instead of just standing on it.
-Added the ability for Mooshrooms to spread mycelium to nearby dirt blocks. In combination with the above, this subtly changes mycelium to be an infectious organism that uses cows and their eating habits in order to spread and reproduce, rather than just kinda sitting there
-Added a correlation between the drop rate of Mystery Meat and accumulated cellulite.
-Changed how which crops appear in which villages is determined. Most will only contain wheat, with a few containing wheat & potatoes OR carrots (never both). Along with abandoned villages this makes finding every crop in the game a much longer process, and helps smooth out the early game progression with Hardcore Hunger as you don't get every single crop upon finding a single village. Note that which crops appear in which villages is not dependent on the world seed, and thus *may* vary even when using the same seed from world to world.
-Changed desert temples to have obsidian detailing rather than wool, as wool being used as a construction material in these kind of structures is an immersion breaker. This was also done as a first pass test of my techniques to modifying world gen, to make sure it didn't have unanticipated consequences.
-Changed desert temples in one other subtle way that I'll leave to the player to discover
-Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
-Changed village lamp posts to use a dark (spruce) wood block or sandstone (for desert villages) instead of cloth, for the same reasons as above.
-Changed the torch recipe to only produce one torch instead of 4, to help increase the value of coal (it is a vastly overabundant resource) and wood overall (particularly in the early game), and because it corresponds better to the recipe for redstone torches as well. This also serves to increase the value of tree farms in the late game, and the use of the Saw to gain access to high efficiency recipes, as well as to encourage the player to consider torch placement a little more instead of just spamming them to light up an area. Additionally, this increases the value of Nethercoal in the middle game.
-Changed a little something something in a way that will be left for players to discover.
-Changed mob spawners so that they won't spawn creatures wearing armor or with other equipment (skeletons still spawn with non-magical bows), thus eliminating the iron output of them. This is to discourage their use in mob traps (since spawner traps are lame due to their AFK dependency), and further promotes the construction of full blown mob-traps.
-Changed (slowed) the growth rate of melons and pumpkins substantially to help further balance them as food sources.
-Changed ladders and other climbable blocks (like Ropes and vines) so that they may not be climbed if you are crippled, and so that other movement status penalties are also applied.
-Fixed problem with not being able to sprint at 5 hunger pips, instead of 4 (when 'Peckish' is first displayed).
-Fixed slight golden tinge in the Iron Nugget texture.
-Fixed vanilla problem where torches on village lamp-posts would be floating in mid air instead of attached to the lamp post itself. Obviously, this only affects newly generated villages.
-Fixed problem with particles not displaying when cows converted to mooshrooms.
-Fixed texture-offset problem with distended cow udders.
-Fixed problem with wolves being able to eat Cooked Carrots and Chowder.
-Removed the ability to "cook" logs into charcoal in the furnace. It must now be done in the Kiln. This was done to help increase the value of coal in the early game (for all the reasons stated in the torch recipe change above), while not adversely affecting late game automated systems. It also serves to increase the value of Kilns and particularly auto-Kilns in the late game.
-Removed the coal drop from wither skeletons to further promote the use of Kilns in the late game as a source of charcoal. It never fit particularly well with them anyways.
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 think its just a vanilla minecraft thing and not better than wolves.
But yeah, I remember before charcoal! It was the same update that added the terrible beds to the game or close to it. I can remember in old times weighing if that piece of coal was worth using on my furnace minecart to push my mine "train" around from one base to another. I even sometimes went back for torches!
After I went through a big cave system I might start at the bottom taking the torches back up with me. It was quite enjoyable the game back then had me making choices like that! Back then items seemed rare and like they had value. It was the update I thought started all the baby sitting the players. They said they added charcoal for servers, but servers just make new worlds or create npc shops or something anyway.
When torches/coal is rare I just filled everywhere with netherack back then. You go to the neither and bam, a big bunch of stacks of it and then flint and steel has a whole lot of uses. I know then the nether didn't work in multiplayer.
<high five>
Welcome to the dark side
There is part of me that likes the protest aspect of a portion of the community saying "Sorry Notch, we're not updating to your new releases anymore, we're just sticking with 1.5 and this mod"
On the bright side, while waiting for this update, I have concluded that surviving without finding a village isn't that hard. I did find an abandoned Mineshaft though, and the chest contents were extremely handy.
Also, I now fear Endermen more than before. HCH did that quite nicely.
What happened to 4.63?
4.63 was released as a test release for ensuring the new world-generation features wouldn't cause any problems.
What is it that BTW does to Endermen? It seems like the Ender Spectacles were added to help protect us from Endermen, but I don't remember why we need more protection from Endermen.
Yes, that's correct. Here are download links for version 1.4.7 the Minecraft jar file and ModLoader for Minecraft 1.4.6/1.4.7.
I know how to install the mod, I use it alot. I just have not downloaded this particular version.
Best change ever IMO. Also, great idea with the mooshrooms. It's amazing how that type of small change can make something fit so much better in context of the game.
Well, that was out of left field and makes zero sense, but sure man, whatever you say.
In regards to the abandoned villages and such, any idea how this will interact with terrain generated with another mod, then used with BTW? I'm guessing that without BTW being loaded in, none of the villages would be "abandoned." Damn, why's vanilla terrain generation gotta be so boring?
1) "Ironical" is not a word
2) In what world is Coal used to light a nether portal?
3) If you're so ill-prepared as to not bring a Flint & Steel with you into the Nether, that's your problem. You can always get back to the overworld by trolling a Ghast into relighting the portal or dying.
4) Starting a statement with "You should..." is an quick and easy way to have your comment disregarded as tat by everyone in this thread.
You don't need Coal to relight a portal, though? You're not getting Iron Ore in the Nether and I doubt you'll conveniently have Gunpowder on you to make a Fire Charge.
Profile pic by Cheshirette c:
Previously, you needed to kill Ghast, wither skeletons and blazes to get back home if your portal was unlit. Seriously, if you were stupid enough to not protect your portal, bring flint&steel or at least a chest to safely store your stuff, how on earth are you prepared to kill those mobs?
It really amazes me how averse to consequence MC players can be. "I threw my flint & steel in lava and now the only way I can escape hell is death!". Oh noes. Yeah, that's obviously time to blame the designer for what's happened.
Top it off with you could always relight a portal by luring a ghast into firing at it, and yeah, this whole line of conversation is definitely a winner.
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.
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?