Scary and suspenseful movies do not compare to how I felt as I wondered those dark tunnels looking down into abyss covered in gloom and hearing skeletons and zombies clambering all around.
Hehe...the truth of it is even after all this time and my many playthroughs of the early game, the lowest strata still freaks me out as well. I just had a moment yesterday where I was down at the bottom level and decided that I needed to take a break and go hunt some nice homicidal cows instead
Anyho, it's alright; I've been going through that page and a few others, and I followed them all 100%. It's this stupid freaking Mac I tell you. I've always hated macs. Will continue this in the morning.
Ah...my experience with macs is limited, but the thing I know about Macs is that they don't copy the contents of sub-directories by default and that has a tendency to screw up the installation of mods. Might be something worth checking.
Y'know, now I look at it like that, it does seem like it's all just more things to kill, more things to eat and more things to craft. How much of it actually adds more to the experience other than extending the game's lifespan for x=amountofcontentadded hours? Adventure mode scares me a little.
I liked adventure mode a lot, and for awhile it was pretty much the only thing I was playing. It took me several runs to reach the last level, each being a significant time investment, and then the last level just kinda turns the entire game on its ear and survival becomes a completely different proposition.
Didn't feel exactly right to me as I don't think you have much chance of surviving it unless you know what's coming in advance and make sure to bring the right equipment with you from previous levels in order to deal with it. That seemed rather harsh in a permadeath game, even for a guy like me that loves challenging games
I think the thing that got me with caves was that while it did add some new things to craft, none of them felt all that relevant to your long-term survival, so I didn't think there was much reason to go down there. I guess it's similar to the ROG expansion for me, in that it just didn't feel it added anything very relevant to the core experience.
Ah...my experience with macs is limited, but the thing I know about Macs is that they don't copy the contents of sub-directories by default and that has a tendency to screw up the installation of mods. Might be something worth checking.
----
I think the thing that got me with caves was that while it did add some new things to craft, none of them felt all that relevant to your long-term survival, so I didn't think there was much reason to go down there. I guess it's similar to the ROG expansion for me, in that it just didn't feel it added anything very relevant to the core experience.
I opted for McPatcher, which worked. I've always enjoyed installing mods manually, but I had to do it. Tomorrow I begin on my new journey
Anyhow, I'm actually quite curious as to what you would have done... or not so much what you would have done, but rather the kind of changes you would make that would be a significant impact upon the game (Don't Starve) instead of an addition of variety... change of scenery-esque style additions.
p.s. I understand this is a little off topic, not sure if you give a flying duck, but if you do, just answer this one last thing. I went to bed last night thinking about what you said regarding DS. Food for thought is what I enjoy :3
Also did you change terrain generation for mine shafts?
Nope. I've actually altered terrain gen very little as I'm always conscious of messing people's existing worlds up, and whenever I do I always try to do so in a way that won't create big ugly seams
I opted for McPatcher, which worked. I've always enjoyed installing mods manually, but I had to do it. Tomorrow I begin on my new journey
Well, that works too
Anyhow, I'm actually quite curious as to what you would have done... or not so much what you would have done, but rather the kind of changes you would make that would be a significant impact upon the game (Don't Starve) instead of an addition of variety... change of scenery-esque style additions.
Eh. Not sure really, as I was pretty happy with the base game as it was. I think if I were determined to expand on it for some reason I probably would have focused on late-game base building content for players in developed worlds, because I would say the only big downside to DS is that at a certain point you kinda hit a plateau where you've set yourself up for indefinite survival and there's just not a heck of a lot to work towards anymore. Once you really know the game, you hit that plateau pretty quickly too.
I realize that both caves and RoG provided additional stuff to do, but I don't feel they really provided additional reasons to do it. Sure, you can go down into the caves to explore, but why? It's a high risk environment that to my knowledge doesn't provide any really substantial improvements to your survival capacity through exploring it. So why would you want to go down there in a game that's tasking you with surviving as long as possible?
So why would you want to go down there in a game that's tasking you with surviving as long as possible?
It's all in the journey, my man! ;D I partially agree with you, and that plateau is real, though we humans are too busy trying to maximise our efficiency in everything that we forget to stop and smell the roses. Or the glow berries...
Speaking of roses and plateaus, I just spent four hours running for my lives around and about them. Coming back to this relaxing game from my teenaagehood I was very surprised to find my pants repeatedly flying off my body over the course of the evening (scared my pants off). Ever since I first played minecraft in october of 2010, I always truly wanted to enjoy a real need for survival in that real-life-sized world. I didn't actually think I'd ever see the day, but I done see'd it.
Playing it felt like I'd woken up from a bad dream, with all the confusion that comes from waking from one, to find that what I'd woken up to was a widdle bit worse.
Thanks for that
Do you think it would be sane of me to attempt to use some kind of pattern-logic to guess recipes you've added? For example, with the stone axe the two pieces of stone extend one block above the stick, which kinda resembles a real life axe, with the head surpassing the shaft as well as it 'sticking out' of the shaft, instead of sitting on it (like the old recipe looked like). So, if I were to guess how to make a sword, using your logic, I would have to add two stones, or ingots, beside the shaft-hilt?
I don't want you to tell me, I'm trying to ascertain whether it's a reasonable venture I'm proposing for myself, to venture without using a recipe cheatsheet. Using a consistent logic behind my guessing, or somethin'. Obviously I'll have to use this thread for the machinery you've added; I won't be guessing that any time soon, but the basics is what I'm thinkin.
I don't want you to tell me, I'm trying to ascertain whether it's a reasonable venture I'm proposing for myself, to venture without using a recipe cheatsheet. Using a consistent logic behind my guessing, or somethin'. Obviously I'll have to use this thread for the machinery you've added; I won't be guessing that any time soon, but the basics is what I'm thinkin.
Man, I wouldn't. I recently returned to playing BTW after a long hiatus, and even I have to look up recipes now and again (I usually do so through the code mind you, rather than a wiki). Given I was the one that originally came up with a lot of them, if I can't deduce my original logic for the recipes sometimes, I don't think it's reasonable to expect anyone else to
I consider the need to play with a wiki to be one of the weaknesses of MC's design overall (and by extension, BTW's design), but I've always been so preoccupied with adding new features and tweaking actual gameplay that it was never something I decided to tackle.
I think a lot of people play with CraftGuide, and I think there's still a compatible version floating around out there somewhere (someone else might be able to point you in the right direction), and while I'm usually an advocate of BTW being played alone, I think that's one instance where it's reasonable to use another mod if you are so inclined. Otherwise, I suggest heavily consulting the wiki, as I don't think there's any real gameplay to be had in trying to figure out the recipes for yourself.
Otherwise, I suggest heavily consulting the wiki, as I don't think there's any real gameplay to be had in trying to figure out the recipes for yourself.
Aye, I figured that would be the case. Though, the feeling that you get when you stumble upon a cool new item all by either chance or experimentation, is totally freakin unparalleled. I think I will continue to blindly survive my way through my days. Took me a whole two of them to work out the new axe recipe... I may be a very old man by the time I achieve a machine. ;P
Is there any way to rip out a single part of the mod and use it on its own? I played this mod a long time ago and I liked it a lot but I'm playing vanilla with someone new to the game and I really miss having that climbing rope. I haven't been able to find a separate mod that works as well.
Aye, I figured that would be the case. Though, the feeling that you get when you stumble upon a cool new item all by either chance or experimentation, is totally freakin unparalleled. I think I will continue to blindly survive my way through my days. Took me a whole two of them to work out the new axe recipe... I may be a very old man by the time I achieve a machine. ;P
Yeah, the axe recipe is a good example of what I was talking about: if you're trying to use the vanilla recipe you'll either notice the new recipe naturally and immediately, or you will be clueless to it, entirely dependent on the order in which you fill in the crafting grid.
Personally I don't think that's particularly fair or fun.
Personally I don't think that's particularly fair or fun.
It's probably not. I was thinking that maybe I could reveal to myself the recipes for the parts to the bigger contraptions, and play around from there. Something to go off.
Does anyone here know how I can reduce the amount of cave openings about, and utterly remove ravines? I recall that caves used to be a lot rarer back in the day, and I would always get excited when I found a cute little opening.
Does anyone here know how I can reduce the amount of cave openings about, and utterly remove ravines? I recall that caves used to be a lot rarer back in the day, and I would always get excited when I found a cute little opening.
I wouldn't recommend it. I think you will see what I mean once you start moving into iron tools, as collecting enough for a set of tools and then maintaining them isn't exactly easy. Caves are also a fundamental part of that as when you start moving into the lower strata you can't even dig through the surrounding rock with the basic materials. The bottom layer in particular requires diamond to dig through, and you need to get in there to dig out diamonds, so you're essentially dependent on caves to progress beyond a certain point.
Long story short: the frequency of caves is a rather important part of the balance of the mod
I wouldn't recommend it. I think you will see what I mean once you start moving into iron tools, as collecting enough for a set of tools and then maintaining them isn't exactly easy. Caves are also a fundamental part of that as when you start moving into the lower strata you can't even dig through the surrounding rock with the basic materials. The bottom layer in particular requires diamond to dig through, and you need to get in there to dig out diamonds, so you're essentially dependent on caves to progress beyond a certain point.
Long story short: the frequency of caves is a rather important part of the balance of the mod
I'm one of those morons who would probably prefer reducing their prolificness for the sake of better enjoyment, even if it is at the cost of better and more efficient survival and progression. I gotta get ridda those ravines, though. And also half my visage being filled up with glitchy dark areas. Crappy laptop's fault, no doubt. Hate that crap.
Speaking of holes, I really gotta admire how perfectly your mod works with Minecraft's way of things. If I were to fall into a hole while starving to death, I would almost always be dead! Just like in real life! I can't get over how well balanced everything feels! Dang. Good job, man. Seriously!
Regarding "glitchy dark areas", there is a mechanic called The Gloom which obscures dark areas completely rather than merely tinting things heavily like vanilla minecraft does. Not intended as a spoiler, just letting you know thing are, I think anyway, working as intended.
I'm one of those morons who would probably prefer reducing their prolificness for the sake of better enjoyment, even if it is at the cost of better and more efficient survival and progression. I gotta get ridda those ravines, though. And also half my visage being filled up with glitchy dark areas. Crappy laptop's fault, no doubt. Hate that crap.
Nope, that's not your labtop, and I hate it too
It's a combination of stock 1.5 lighting glitches (it's since been fixed in more recent versions of MC) in combination with the increased visual intensity of darkness in BTW.
I was recently looking into that actually, thinking of ways I might be able to correct it, as yes, it is quite annoying.
To answer your original question, while I still don't think it's a good idea for the balance reasons I mentioned, I don't think there's an easy way to get rid of ravines and it would likely require a fair amount of programming knowledge. There's certainly no config file settings for that or what have you.
I looked back at something I barely remembered about generating worlds with no caves, and I managed to find it - if you generate a world in snapshot 12w07a, no caves will be generated at all. Although you will then have the type of world you want, you won't be able to find emeralds, and the BTW village spawning system won't take effect, thus taking away for the game a bit (there are probably other things that I've forgotten). I guess it's your choice
Nope, that's not your labtop, and I hate it too
To answer your original question, while I still don't think it's a good idea for the balance reasons I mentioned, I don't think there's an easy way to get rid of ravines and it would likely require a fair amount of programming knowledge. There's certainly no config file settings for that or what have you.
There's a vague memory of some kind of .ini file minecraft had whereby one could change, for example: what ore composed layer xxx, or how high hills could go. Either way, it's clearly non-existent now and I don't really mind so much. I could always just fill in every ravine that finds itself within my line of sight.
Whenever I used to spend far too long in a deep cave system, I would always find myself feeling very detatched, and would finish off my resource collecting, return to the surface and fill in the entrance. I'd cover the new dirt with flowers or a tree, so that I may have hopefully forgotten that it existed. Although, while traversing my lands, I would sometimes hear the groan of a cave nearby, unfortunately reminding me of what I buried many days before. Damn. Story time ends
I looked back at something I barely remembered about generating worlds with no caves, and I managed to find it - if you generate a world in snapshot 12w07a, no caves will be generated at all. Although you will then have the type of world you want, you won't be able to find emeralds, and the BTW village spawning system won't take effect, thus taking away for the game a bit (there are probably other things that I've forgotten). I guess it's your choice
I always thought that if you generate a world using one algorithm or whatever, you have to go and generate the chunkies, or whatever, by exploring them before switching back to your usual world generator. I really don't know what I'm talking about. Are you saying that you can load up some whacky modded biome-world, then disable that mod, returning to normal, and you would have this whole world to play with? Either way, I wouldn't do that anyhow. I like my worlds balanced n all. And caves? I couldn't live without em! I just dislike the ravines.
What are you referring to when you mentioned BTW's village system? Is it only regarding the regularities of villages? I disabled the structures, only because it takes away from the feeling that I'm plomped down in this big old world completely alone. I want every irregularity in the terrain I observe to be entirely my, or 'natures' doing. If I see a deformed cliffside, I want to be able to smile to myself in pride at my reckless destruction of the landscape. If I see myself a building over there, I will always know that it is of my garbage design.
I always thought that if you generate a world using one algorithm or whatever, you have to go and generate the chunkies, or whatever, by exploring them before switching back to your usual world generator. I really don't know what I'm talking about. Are you saying that you can load up some whacky modded biome-world, then disable that mod, returning to normal, and you would have this whole world to play with? Either way, I wouldn't do that anyhow. I like my worlds balanced n all. And caves? I couldn't live without em! I just dislike the ravines.
He's talking about pregenerating a bunch of terrain with another version I suspect, and yeah, you'd end up with big ugly seams in your world and it would likely block progression at a certain point in the mod. It is therefore probably a really bad idea.
What are you referring to when you mentioned BTW's village system? Is it only regarding the regularities of villages? I disabled the structures, only because it takes away from the feeling that I'm plomped down in this big old world completely alone.
Oh boy, also a really bad idea. Your progress is going to be completely blocked in the mod, not only because you won't have access to villagers, but also because other structures (temples and such) serve as the sole point where you can acquire certain critical bits and bobs.
I'd really advise against playing BTW with anything other than default options unless you are intimately familiar with it. One of the things that I do is try to tie together every element of the game to give it some meaning, so removing aspects or what have you stands a very good chance of messing something up somewhere along the line. There are a few remaining loose ends, but there's very little in the way of extraneous features in a BTW world.
In retrospect I'm a little surprised I left the option to disable structures active and didn't remove it entirely.
He's talking about pregenerating a bunch of terrain with another version I suspect, and yeah, you'd end up with big ugly seams in your world and it would likely block progression at a certain point in the mod. It is therefore probably a really bad idea.
There are a few remaining loose ends, but there's very little in the way of extraneous features in a BTW world.
In retrospect I'm a little surprised I left the option to disable structures active and didn't remove it entirely.
Hmm. I'm honestly not used to a mod being so well fleshed out, to be honest. I'm really quite honest. So many mods just add their little part to the game with nearly no consideration on how the rest of the game interacts with it.
I spose it's not so bad that there is such an option- choice is nice, even if it's choosing to fail- perhaps place a warning in the Readme describing the importance of leaving things as they are. That's failsafe, when you don't take into consideration those who don't read the readmes.
Also, addressing your very first line, I wouldn't want to mess with my terrain like that. I know none of you care what *I* do, but I gotta disclaim myself of even considering such an idea ;P... unless, of course, it could bring me back some of that Beta world-gen-wildness.
I spose it's not so bad that there is such an option- choice is nice, even if it's choosing to fail- perhaps place a warning in the Readme describing the importance of leaving things as they are. That's failsafe, when you don't take into consideration those who don't read the readmes.
Yeah, you're absolutely right about putting a note about that in the OP or readme. I've let both go hopelessly out of date, and I think I'll do something about that right now
Yeah, you're absolutely right about putting a note about that in the OP or readme. I've let both go hopelessly out of date, and I think I'll do something about that right now
Nuffin like a little bitta motivation to get things done. Put in a little reminder to prospective BTW players to ponder on the idea that their version 1.8.8 of Minecraft IS the downgrade. heh
I ain't sucking up, it's just the way of things my friend
Hehe...the truth of it is even after all this time and my many playthroughs of the early game, the lowest strata still freaks me out as well. I just had a moment yesterday where I was down at the bottom level and decided that I needed to take a break and go hunt some nice homicidal cows instead
Ah...my experience with macs is limited, but the thing I know about Macs is that they don't copy the contents of sub-directories by default and that has a tendency to screw up the installation of mods. Might be something worth checking.
I liked adventure mode a lot, and for awhile it was pretty much the only thing I was playing. It took me several runs to reach the last level, each being a significant time investment, and then the last level just kinda turns the entire game on its ear and survival becomes a completely different proposition.
Didn't feel exactly right to me as I don't think you have much chance of surviving it unless you know what's coming in advance and make sure to bring the right equipment with you from previous levels in order to deal with it. That seemed rather harsh in a permadeath game, even for a guy like me that loves challenging games
I think the thing that got me with caves was that while it did add some new things to craft, none of them felt all that relevant to your long-term survival, so I didn't think there was much reason to go down there. I guess it's similar to the ROG expansion for me, in that it just didn't feel it added anything very relevant to the core experience.
I opted for McPatcher, which worked. I've always enjoyed installing mods manually, but I had to do it. Tomorrow I begin on my new journey
Anyhow, I'm actually quite curious as to what you would have done... or not so much what you would have done, but rather the kind of changes you would make that would be a significant impact upon the game (Don't Starve) instead of an addition of variety... change of scenery-esque style additions.
p.s. I understand this is a little off topic, not sure if you give a flying duck, but if you do, just answer this one last thing. I went to bed last night thinking about what you said regarding DS. Food for thought is what I enjoy :3
I used to have toes
Sorry, missed this one yesterday:
Nope. I've actually altered terrain gen very little as I'm always conscious of messing people's existing worlds up, and whenever I do I always try to do so in a way that won't create big ugly seams
Well, that works too
Eh. Not sure really, as I was pretty happy with the base game as it was. I think if I were determined to expand on it for some reason I probably would have focused on late-game base building content for players in developed worlds, because I would say the only big downside to DS is that at a certain point you kinda hit a plateau where you've set yourself up for indefinite survival and there's just not a heck of a lot to work towards anymore. Once you really know the game, you hit that plateau pretty quickly too.
I realize that both caves and RoG provided additional stuff to do, but I don't feel they really provided additional reasons to do it. Sure, you can go down into the caves to explore, but why? It's a high risk environment that to my knowledge doesn't provide any really substantial improvements to your survival capacity through exploring it. So why would you want to go down there in a game that's tasking you with surviving as long as possible?
It's all in the journey, my man! ;D I partially agree with you, and that plateau is real, though we humans are too busy trying to maximise our efficiency in everything that we forget to stop and smell the roses. Or the glow berries...
Speaking of roses and plateaus, I just spent four hours running for my lives around and about them. Coming back to this relaxing game from my teenaagehood I was very surprised to find my pants repeatedly flying off my body over the course of the evening (scared my pants off). Ever since I first played minecraft in october of 2010, I always truly wanted to enjoy a real need for survival in that real-life-sized world. I didn't actually think I'd ever see the day, but I done see'd it.
Playing it felt like I'd woken up from a bad dream, with all the confusion that comes from waking from one, to find that what I'd woken up to was a widdle bit worse.
Thanks for that
Do you think it would be sane of me to attempt to use some kind of pattern-logic to guess recipes you've added? For example, with the stone axe the two pieces of stone extend one block above the stick, which kinda resembles a real life axe, with the head surpassing the shaft as well as it 'sticking out' of the shaft, instead of sitting on it (like the old recipe looked like). So, if I were to guess how to make a sword, using your logic, I would have to add two stones, or ingots, beside the shaft-hilt?
I don't want you to tell me, I'm trying to ascertain whether it's a reasonable venture I'm proposing for myself, to venture without using a recipe cheatsheet. Using a consistent logic behind my guessing, or somethin'. Obviously I'll have to use this thread for the machinery you've added; I won't be guessing that any time soon, but the basics is what I'm thinkin.
I'm such a pluckin nerd
I used to have toes
Good stuff. I'm glad you're enjoying it
Man, I wouldn't. I recently returned to playing BTW after a long hiatus, and even I have to look up recipes now and again (I usually do so through the code mind you, rather than a wiki). Given I was the one that originally came up with a lot of them, if I can't deduce my original logic for the recipes sometimes, I don't think it's reasonable to expect anyone else to
I consider the need to play with a wiki to be one of the weaknesses of MC's design overall (and by extension, BTW's design), but I've always been so preoccupied with adding new features and tweaking actual gameplay that it was never something I decided to tackle.
I think a lot of people play with CraftGuide, and I think there's still a compatible version floating around out there somewhere (someone else might be able to point you in the right direction), and while I'm usually an advocate of BTW being played alone, I think that's one instance where it's reasonable to use another mod if you are so inclined. Otherwise, I suggest heavily consulting the wiki, as I don't think there's any real gameplay to be had in trying to figure out the recipes for yourself.
Aye, I figured that would be the case. Though, the feeling that you get when you stumble upon a cool new item all by either chance or experimentation, is totally freakin unparalleled. I think I will continue to blindly survive my way through my days. Took me a whole two of them to work out the new axe recipe... I may be a very old man by the time I achieve a machine. ;P
I used to have toes
Is there any way to rip out a single part of the mod and use it on its own? I played this mod a long time ago and I liked it a lot but I'm playing vanilla with someone new to the game and I really miss having that climbing rope. I haven't been able to find a separate mod that works as well.
Yeah, the axe recipe is a good example of what I was talking about: if you're trying to use the vanilla recipe you'll either notice the new recipe naturally and immediately, or you will be clueless to it, entirely dependent on the order in which you fill in the crafting grid.
Personally I don't think that's particularly fair or fun.
No.
It's probably not. I was thinking that maybe I could reveal to myself the recipes for the parts to the bigger contraptions, and play around from there. Something to go off.
Does anyone here know how I can reduce the amount of cave openings about, and utterly remove ravines? I recall that caves used to be a lot rarer back in the day, and I would always get excited when I found a cute little opening.
I used to have toes
I wouldn't recommend it. I think you will see what I mean once you start moving into iron tools, as collecting enough for a set of tools and then maintaining them isn't exactly easy. Caves are also a fundamental part of that as when you start moving into the lower strata you can't even dig through the surrounding rock with the basic materials. The bottom layer in particular requires diamond to dig through, and you need to get in there to dig out diamonds, so you're essentially dependent on caves to progress beyond a certain point.
Long story short: the frequency of caves is a rather important part of the balance of the mod
I'm one of those morons who would probably prefer reducing their prolificness for the sake of better enjoyment, even if it is at the cost of better and more efficient survival and progression. I gotta get ridda those ravines, though. And also half my visage being filled up with glitchy dark areas. Crappy laptop's fault, no doubt. Hate that crap.
Speaking of holes, I really gotta admire how perfectly your mod works with Minecraft's way of things. If I were to fall into a hole while starving to death, I would almost always be dead! Just like in real life! I can't get over how well balanced everything feels! Dang. Good job, man. Seriously!
I used to have toes
Regarding "glitchy dark areas", there is a mechanic called The Gloom which obscures dark areas completely rather than merely tinting things heavily like vanilla minecraft does. Not intended as a spoiler, just letting you know thing are, I think anyway, working as intended.
Nope, that's not your labtop, and I hate it too
It's a combination of stock 1.5 lighting glitches (it's since been fixed in more recent versions of MC) in combination with the increased visual intensity of darkness in BTW.
I was recently looking into that actually, thinking of ways I might be able to correct it, as yes, it is quite annoying.
To answer your original question, while I still don't think it's a good idea for the balance reasons I mentioned, I don't think there's an easy way to get rid of ravines and it would likely require a fair amount of programming knowledge. There's certainly no config file settings for that or what have you.
I looked back at something I barely remembered about generating worlds with no caves, and I managed to find it - if you generate a world in snapshot 12w07a, no caves will be generated at all. Although you will then have the type of world you want, you won't be able to find emeralds, and the BTW village spawning system won't take effect, thus taking away for the game a bit (there are probably other things that I've forgotten). I guess it's your choice
Click here for the YouTube channel for help and info!
There's a vague memory of some kind of .ini file minecraft had whereby one could change, for example: what ore composed layer xxx, or how high hills could go. Either way, it's clearly non-existent now and I don't really mind so much. I could always just fill in every ravine that finds itself within my line of sight.
Whenever I used to spend far too long in a deep cave system, I would always find myself feeling very detatched, and would finish off my resource collecting, return to the surface and fill in the entrance. I'd cover the new dirt with flowers or a tree, so that I may have hopefully forgotten that it existed. Although, while traversing my lands, I would sometimes hear the groan of a cave nearby, unfortunately reminding me of what I buried many days before. Damn. Story time ends
I always thought that if you generate a world using one algorithm or whatever, you have to go and generate the chunkies, or whatever, by exploring them before switching back to your usual world generator. I really don't know what I'm talking about. Are you saying that you can load up some whacky modded biome-world, then disable that mod, returning to normal, and you would have this whole world to play with? Either way, I wouldn't do that anyhow. I like my worlds balanced n all. And caves? I couldn't live without em! I just dislike the ravines.
What are you referring to when you mentioned BTW's village system? Is it only regarding the regularities of villages? I disabled the structures, only because it takes away from the feeling that I'm plomped down in this big old world completely alone. I want every irregularity in the terrain I observe to be entirely my, or 'natures' doing. If I see a deformed cliffside, I want to be able to smile to myself in pride at my reckless destruction of the landscape. If I see myself a building over there, I will always know that it is of my garbage design.
I used to have toes
He's talking about pregenerating a bunch of terrain with another version I suspect, and yeah, you'd end up with big ugly seams in your world and it would likely block progression at a certain point in the mod. It is therefore probably a really bad idea.
Oh boy, also a really bad idea. Your progress is going to be completely blocked in the mod, not only because you won't have access to villagers, but also because other structures (temples and such) serve as the sole point where you can acquire certain critical bits and bobs.
I'd really advise against playing BTW with anything other than default options unless you are intimately familiar with it. One of the things that I do is try to tie together every element of the game to give it some meaning, so removing aspects or what have you stands a very good chance of messing something up somewhere along the line. There are a few remaining loose ends, but there's very little in the way of extraneous features in a BTW world.
In retrospect I'm a little surprised I left the option to disable structures active and didn't remove it entirely.
Why no recent updates….
Great mod but I don't want to downgrade
Hmm. I'm honestly not used to a mod being so well fleshed out, to be honest. I'm really quite honest. So many mods just add their little part to the game with nearly no consideration on how the rest of the game interacts with it.
I spose it's not so bad that there is such an option- choice is nice, even if it's choosing to fail- perhaps place a warning in the Readme describing the importance of leaving things as they are. That's failsafe, when you don't take into consideration those who don't read the readmes.
Also, addressing your very first line, I wouldn't want to mess with my terrain like that. I know none of you care what *I* do, but I gotta disclaim myself of even considering such an idea ;P... unless, of course, it could bring me back some of that Beta world-gen-wildness.
Think of it as if Mojang are the ones who haven't upgraded to this, and you will feel better about forgoing the new content in mc.
I used to have toes
Yeah, you're absolutely right about putting a note about that in the OP or readme. I've let both go hopelessly out of date, and I think I'll do something about that right now
Nuffin like a little bitta motivation to get things done. Put in a little reminder to prospective BTW players to ponder on the idea that their version 1.8.8 of Minecraft IS the downgrade. heh
I ain't sucking up, it's just the way of things my friend
I used to have toes