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.
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.
not to mention the load of work needed to replace all those blocks by non-mobspawning versions.
With regards to the torches going out: don't worry guys, I'm not daft enough to go rampaging through your worlds like godzilla just because an individual thinks it's "no big deal". He might not know any better, but I do
Just in case anyone here didn't see my decision on it over on the BTW forums, I even decided against putting out netherrack in the rain in the end because of the damage it would cause, so yeah: no chance in hell I'd do that to torches.
Hey, I've been playing with BTW for some time now, and I can't help to personnaly say thank you. The feel you give to Minecraft with your work is awesome, and I regret that isn't implemented into vanilla sometimes. I like the way you wish the game play with the player, and vice versa. It's subtle, and Mojang miss it most of the time now. Thanks, and good luck for RTH and anything else!
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
When people bring stuff like this up, my gut reaction is "Gee anything that makes the world feel like it's alive and dynamic rather than a block oil painting that me and the monsters are crawling over." And then primate brain suggests "Hey Jim, you've never played the game at the Large-Build level, you have no idea what would _really_ happen.
When people bring stuff like this up, my gut reaction is "Gee anything that makes the world feel like it's alive and dynamic rather than a block oil painting that me and the monsters are crawling over." And then primate brain suggests "Hey Jim, you've never played the game at the Large-Build level, you have no idea what would _really_ happen.
That's the thing man. I've personally been playing the same world, almost exclusively, for two years now, both before the mod existed and after.
Hence, I think fans of the mod have come to trust me as someone who will never mess with their worlds...or my own. It's one of the things about BTW as a mod that makes it rather unique amongst the others out there that have no issues treating them as disposable.
You'll notice what great pains I went through in order to explain how my changes to world gen wouldn't actually mess with world gen in the last release as a result.
The funny part though, is that despite the above, I'm far more willing to mess with people's worlds than most when *it's a consequence of their own actions*. Bloodwood, Nether Groth, my changes to mycelium, and "the block that shall not be named" all being good examples of that
Hence, I think fans of the mod have come to trust me as someone who will never mess with their worlds...or my own. It's one of the things about BTW as a mod that makes it rather unique amongst the others out there that have no issues treating them as disposable.
The fact that you maintain "older" versions of some of the blocks in the mod (even at the expense of valuable block IDs) is also testament to this, and appreciated.
The 2.0 update is a rather bad april fool's joke. although some things could've been real features given Mojang's track record (stuff like Coal blocks).
Am I doing something really noobish or is there a good reason why my ground netherack is going straight through a soul sand filter and not producing any hellfire dust?
I don't know what you're doing. However, the ground netherrack has to be thrown on top of a POWERED! hopper with soulsand filter (on top of the actual physical block), not put inside the hopper which is what you might be doing.
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.
not to mention the load of work needed to replace all those blocks by non-mobspawning versions.
Just in case anyone here didn't see my decision on it over on the BTW forums, I even decided against putting out netherrack in the rain in the end because of the damage it would cause, so yeah: no chance in hell I'd do that to torches.
Thanks man! Much obliged for the sentiment
When people bring stuff like this up, my gut reaction is "Gee anything that makes the world feel like it's alive and dynamic rather than a block oil painting that me and the monsters are crawling over." And then primate brain suggests "Hey Jim, you've never played the game at the Large-Build level, you have no idea what would _really_ happen.
That's the thing man. I've personally been playing the same world, almost exclusively, for two years now, both before the mod existed and after.
Hence, I think fans of the mod have come to trust me as someone who will never mess with their worlds...or my own. It's one of the things about BTW as a mod that makes it rather unique amongst the others out there that have no issues treating them as disposable.
You'll notice what great pains I went through in order to explain how my changes to world gen wouldn't actually mess with world gen in the last release as a result.
The funny part though, is that despite the above, I'm far more willing to mess with people's worlds than most when *it's a consequence of their own actions*. Bloodwood, Nether Groth, my changes to mycelium, and "the block that shall not be named" all being good examples of that
The fact that you maintain "older" versions of some of the blocks in the mod (even at the expense of valuable block IDs) is also testament to this, and appreciated.
The 2.0 update is a rather bad april fool's joke. although some things could've been real features given Mojang's track record (stuff like Coal blocks).
I don't know what you're doing. However, the ground netherrack has to be thrown on top of a POWERED! hopper with soulsand filter (on top of the actual physical block), not put inside the hopper which is what you might be doing.
Generally in such circumstances, one says:
"If it looks like 1.5, and quacks like 1.5, it's probably 1.5"
This simplifies identification greatly through the application of Occam's razor.
You're welcome.