Well... I should get back into this, but unfortunately Windows 10 doesn't appear to be able to run Minecraft 1.5.2?
Are you playing the Windows 10 edition, or the (original) Minecraft Java edition?
From what I understand Win10 edition is a version of Minecraft rewritten from scratch in C++, so it might not be able to run older versions of MC that existed before the C++ development started. (total guess here, but it seems logical).
(The mod seems to run fine on Windows 10, although I haven't updated it to the latest BTW release)
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
I attempt to run a 1.5.2 version, but it won't load up. Crashes before it even makes it to the main screen.
I did a bit more researching in an attempt to figure out what was wrong. (Forgot to update my previous post, as it was approximately late o'clock when I did post it.) It seems that it may not be Windows 10, but the Java version that's wrong. I need JRE7, have JRE8 or 9, and I can't download JRE7 anymore. The main website to download JRE7 is like "Nope, you can't have this anymore."
Edit: Weird, wonder why this didn't post as a reply to FC.
Are you playing the Windows 10 edition, or the (original) Minecraft Java edition?
From what I understand Win10 edition is a version of Minecraft rewritten from scratch in C++, so it might not be able to run older versions of MC that existed before the C++ development started. (total guess here, but it seems logical).
(The mod seems to run fine on Windows 10, although I haven't updated it to the latest BTW release)
Oh. I was not aware that there was a Windows 10 Edition. I will look into this as well.
as you can get a number of crashes during launch like that regardless of whether you're using windows 10 or not. My first guess would be that you need to use the old launcher or delete your options file.
I don't think an older version of Java would be required, as I actually ran the mod fine with just JRE 8 less than a month ago (while testing the next to last release).
as you can get a number of crashes during launch like that regardless of whether you're using windows 10 or not. My first guess would be that you need to use the old launcher or delete your options file.
I don't think an older version of Java would be required, as I actually ran the mod fine with just JRE 8 less than a month ago (while testing the next to last release).
Thank you. It seems that the option of deleting the "Options" file made it work just fine. Took some doing but I've got it up and running now. 8D
-Added Hardcore Poking. This allows you to stick shafts into soft ground, primarily to test to see if it's stable before walking on it (falling blocks like sand will behave exactly as if a player had walked on them). You can also place torches on top of them if you're planning a luau.
-Added the Dormant Soulforge as a new block which can be found in newly generated nether fortresses. It may also be crafted with 10 gold in an "I" pattern in the crafting grid (requires an Anvil/Soulforge), and may be melted down in the Crucible. This will hopefully make finding and exploring nether fortresses a more interesting and rewarding experience, and also inserts an additional fortress dependency into the progression.
-Added the ability to cure zombie villagers back into the game, but it's now done with Soul Urns so that it's not accessible too early on. Note that unlike in vanilla, surrounding blocks like beds and iron bars do not affect the cure rate.
-Changed Soul Urns to have a maximum stack size of 16 to better match other throwable items, and got rid of their summoning of ghasts since that conflicts with their new role in curing zombies.
-Changed the Anvil's name to "Soulforge", and changed its recipe to require a Dormant Soulforge, Nether Star, and Soul Flux. As before, it may also be acquired through trading.
-Changed (tweaked) the types of villagers that spawn in the different village variants (abandoned, semi, etc.) to make the progression a bit more interesting.
-Changed the blacksmith building in villages to have a Dead Weight, even when abandoned. This makes it a little more rewarding to find villages as you travel about.
-Fixed problem that was causing potion particle effects to not display properly on mobs.
-Fixed vanilla crash when loading the options file from versions newer than 1.5.2. Unfortunately, this won't help on the first run of 1.5.2 when first installing the mod, but should at least prevent crashes if you switch back and forth between an existing BTW install and newer versions of Minecraft.
-Fixed some issues with leaves decaying when they shouldn't have. I think this may have also improved performance on chunk generation slightly.
-Fixed a progression bypass I had accidentally built into Blacksmith trades in the last release.
-Removed ability to melt down the Flint and Steel item in the Crucible, as it just resulted in annoying gamey behavior for the sake of negligible returns.
-Removed a bit of nothing to worry about from the last release that didn't really work well with some of the other changes in this one, so I guess now would be a good time to totally freak out. On the bright side, there's still at least one thing left not to be the least bit concerned with.
Poke 53281, 0!
-------------
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:
Hey FlowerChild. I'm not really active in the BTW community, but I maintain an instance that my brother and I play from time to time to stay in touch. I want to thank you for continuing to update this mod, which has provided us with hundreds of hours of quality gameplay and bonding. My brother's not very into Minecraft, but he loves BTW. Hearing him rage at creepers over skype when he gets his idiot self blown up and I have to go out looking for him is absolutely priceless. Despite all of his frustration with the game, he keeps coming back to it, because, in his own words, "It wouldn't be fun if it didn't kick me when I'm down. I need a challenge to stay interested."
-Changed the way boat handling works, so that when holding a sail, a constant forward motion will be applied to the boat without the player having to hold down a control. How it works should be obvious in practice, but the intent is to make long voyages and looking around while boating more convenient.
-Changed the way the player dismounting boats or other vehicles (minecart, pigs) works so that it favors the direction they are looking in, and placing them on dry land.
-Fixed problem with the bounding box on the Dormant Soulforge being too large.
-Fixed glaring oversight where Skulls could not be placed atop Shafts.
-Fixed a bug with an older priest villager trade that was causing chunk corruption in some saves. My sincerest apologies to anyone that may have lost part of their world as a result. This fix is the primary reason for this release.
AAAAAAAHHHHH!
-------------
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:
There have been a lot of updates lately, so I wanted to ask if there have been any changes that will effect world generation. I have checked, and I don't think there are, but I wanted to make sure. Thanks.
I'm not sure I understand the nature of your question. What is it you're concerned about?
Stumps was the last change I can think of that did this, which affected newly generated trees. Existing trees were not affected.
I ask coz, the base in my 4.5A world was near a frozen river, which over time a section melted into water. I don't think burning mobs melt ice, so I wondered about what caused this. It may have just been minor chunk corruption?
Nope, I didn't change anything that would be related to that. Only world gen changes I've made recently were adjusting some villager types and putting a vanilla anvil / dead weight in blacksmith buildings.
Registering on the forum is only open periodically (so the forum doesn't get clogged with trolls/spambots ect)- check regularly and you'll see it open at some point in the future.
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
Overall, I am very impressed with the mod. I have yet to see a single other one that even comes close to the talent and foresight associated with it.
One of the highs of BTW I've found are actually having to learn how to play, and not just being able to take the easy way out. I've found it frustrating the first couple of times, but I'm getting used to it, and I can't even stop coming back.
To me and practically all other people, Beta 1.7.3 was when the original game was at its best and most balanced, and in fact I still play it from time to time today; it's that good. But then recent updates have made the game a walk in the park, again, giving you 'the easy way out'. You've got all this food, the ability to cheat death, and all these other perks that make survival and progression virtually effortless, and that's not fun even for a casual gamer like me. It's not even a game anymore, it's a walk-through.
Also, very few mods I've seen actually keep balance and truly make the game better, and this one, being a total conversion all while still keeping balance, is an incredible effort - literally no other mod like it is successful in that way, it's that well thought-out.
Thank you for making such a well designed mod; I hope you will continue to support it.
Rollback Post to RevisionRollBack
I always seem to be better at writing than verbal communication...
-Added smoothstone stairs, made with 6 smoothstone blocks or 3 Moulding in the usual patterns.
-Added Rotten Flesh and Bone slabs. They're created with the usual 3 blocks in a horizontal line in the crafting grid.
-Added some localization (language translation) capacity to Better Than Wolves. At present it's limited to block and item names, with some message strings still hardcoded, but the underlying implementation allows translation into any language that Minecraft 1.5.2 supports, and also provides functionality for add-ons to easily add their own custom language files as well. I won't be maintaining or distributing translations myself, but anyone who wishes to do so is welcome to.
-Added Carved Pumpkins as separate blocks from Pumpkins. Carved Pumpkins are produced by crafting Pumpkins, while Jack'o'Lanterns are now created by combining Carved Pumpkins and a torch. Pumpkins found in the wild will now either be Carved, or regular Pumpkins depending on whether you're within the Hardcore Spawn radius.
-Changed Melon and Pumpkin growth so that they'll happily crush neighboring plants with their fruit to make growing them a little more interesting and space consuming. They will crush their own stem if all surrounding blocks are blocked for growth. They have been changed to grow on pretty much any block with a solid top surface. Their stems are also directional, attaching to a specific plant which will return to an earlier growth stage on harvest, and they have a greater number of growth stages now, slowing down overall production some.
-Changed (increased) hunger cost for jumping while sprinting to prevent several exploits.
-Changed cactus blocks so that they can only be placed /replanted in Planters. Similar to the recent lily pad change: too sploity.
-Changed boats so that they'll break apart if they fall from a height onto hard ground.
-Changed Blocks of Bone and Flesh to drop full blocks on harvest, rather than individual items, to better suit the inclusion of slabs of the corresponding types.
-Changed (increased) the player's movement rate on Bone Blocks to better facilitate paving the planet with the broken remains of your fallen foes.
-Changed the Hardcore Player Names config file setting to have an additional option so that names won't be visible behind blocks and other obstructions. This setting is server side and will be automatically relayed to players.
-Changed (refactored) how config file loading works internally to simplify things a bit. This should have no noticeable impact during play.
-Changed (refactored) how blocks determine which tools are effective on them internally.
-Changed (refactored) a bunch of other more minor aspects of how blocks and items initialize internally to help facilitate the process of creating new blocks and items.
-Fixed vanilla problem where boats would be considered to be falling indefinitely while on the surface of water, potentially killing the player after long journeys.
-Fixed problem where lily pads could still be placed on the sides of blocks.
-Fixed problem where villages and other structures far from spawn (beyond around 50 kilometers) would sometimes be abandoned or looted.
-Fixed vanilla problem where sitting wolf cubs would sometimes teleport to their owning player when they grew up.
Parsnip!
-------------
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:
FlowerChild, i saw that you open a post for ideas.
I notice a problem with the animals when are following you, they walk less quickly than the player. And you have to wait them and spend time.... The other they i found a blue sheep one day by foot, i try to carry it to home, but this distance day was short, and the night come, becouse i been waiting to the sheep. Only this comsideration, increas the speed of animals when them follow the player.
Good job man, your the best.
Perhaps you should have planned for the animals being slow and built some sort of hidey hole that you and the sheep could've used to ride out the night. If anything, your suggestion sounds like it would reduce gameplay by giving you one less thing to think about.
Also, there's a reason the suggestions sub-forum for BTW is locked now,
I've noticed on the BTW forum that you couldn't place lily pads anymore; I would've at least preferred them to be a transparent block, meaning you couldn't even stand on them at all anymore, yet not prove to be an annoyance if a sheep got into your pond.
Rollback Post to RevisionRollBack
I always seem to be better at writing than verbal communication...
Well... I should get back into this, but unfortunately Windows 10 doesn't appear to be able to run Minecraft 1.5.2?
I'd be surprised if that were the case as I haven't heard anyone mention it. Is there a particular problem you're running into with it?
Are you playing the Windows 10 edition, or the (original) Minecraft Java edition?
From what I understand Win10 edition is a version of Minecraft rewritten from scratch in C++, so it might not be able to run older versions of MC that existed before the C++ development started. (total guess here, but it seems logical).
(The mod seems to run fine on Windows 10, although I haven't updated it to the latest BTW release)
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
I attempt to run a 1.5.2 version, but it won't load up. Crashes before it even makes it to the main screen.
I did a bit more researching in an attempt to figure out what was wrong. (Forgot to update my previous post, as it was approximately late o'clock when I did post it.) It seems that it may not be Windows 10, but the Java version that's wrong. I need JRE7, have JRE8 or 9, and I can't download JRE7 anymore. The main website to download JRE7 is like "Nope, you can't have this anymore."
Edit: Weird, wonder why this didn't post as a reply to FC.
Oh. I was not aware that there was a Windows 10 Edition. I will look into this as well.
You might want to check out this thread:
http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=9272
as you can get a number of crashes during launch like that regardless of whether you're using windows 10 or not. My first guess would be that you need to use the old launcher or delete your options file.
I don't think an older version of Java would be required, as I actually ran the mod fine with just JRE 8 less than a month ago (while testing the next to last release).
Thank you. It seems that the option of deleting the "Options" file made it work just fine. Took some doing but I've got it up and running now. 8D
Awesome! Glad you figured it out
[**** NEW RELEASE ****]
Version 4.A5 Pronged Poking of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hardcore Poking. This allows you to stick shafts into soft ground, primarily to test to see if it's stable before walking on it (falling blocks like sand will behave exactly as if a player had walked on them). You can also place torches on top of them if you're planning a luau.
-Added the Dormant Soulforge as a new block which can be found in newly generated nether fortresses. It may also be crafted with 10 gold in an "I" pattern in the crafting grid (requires an Anvil/Soulforge), and may be melted down in the Crucible. This will hopefully make finding and exploring nether fortresses a more interesting and rewarding experience, and also inserts an additional fortress dependency into the progression.
-Added the ability to cure zombie villagers back into the game, but it's now done with Soul Urns so that it's not accessible too early on. Note that unlike in vanilla, surrounding blocks like beds and iron bars do not affect the cure rate.
-Changed Soul Urns to have a maximum stack size of 16 to better match other throwable items, and got rid of their summoning of ghasts since that conflicts with their new role in curing zombies.
-Changed the Anvil's name to "Soulforge", and changed its recipe to require a Dormant Soulforge, Nether Star, and Soul Flux. As before, it may also be acquired through trading.
-Changed (tweaked) the types of villagers that spawn in the different village variants (abandoned, semi, etc.) to make the progression a bit more interesting.
-Changed the blacksmith building in villages to have a Dead Weight, even when abandoned. This makes it a little more rewarding to find villages as you travel about.
-Fixed problem that was causing potion particle effects to not display properly on mobs.
-Fixed vanilla crash when loading the options file from versions newer than 1.5.2. Unfortunately, this won't help on the first run of 1.5.2 when first installing the mod, but should at least prevent crashes if you switch back and forth between an existing BTW install and newer versions of Minecraft.
-Fixed some issues with leaves decaying when they shouldn't have. I think this may have also improved performance on chunk generation slightly.
-Fixed a progression bypass I had accidentally built into Blacksmith trades in the last release.
-Removed ability to melt down the Flint and Steel item in the Crucible, as it just resulted in annoying gamey behavior for the sake of negligible returns.
-Removed a bit of nothing to worry about from the last release that didn't really work well with some of the other changes in this one, so I guess now would be a good time to totally freak out. On the bright side, there's still at least one thing left not to be the least bit concerned with.
Poke 53281, 0!
-------------
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:
Hey FlowerChild. I'm not really active in the BTW community, but I maintain an instance that my brother and I play from time to time to stay in touch. I want to thank you for continuing to update this mod, which has provided us with hundreds of hours of quality gameplay and bonding. My brother's not very into Minecraft, but he loves BTW. Hearing him rage at creepers over skype when he gets his idiot self blown up and I have to go out looking for him is absolutely priceless. Despite all of his frustration with the game, he keeps coming back to it, because, in his own words, "It wouldn't be fun if it didn't kick me when I'm down. I need a challenge to stay interested."
So again, FlowerChild, thank you.
That's awesome man! Glad you and your brother enjoy it so much, and I appreciate you taking the time to share the love
[**** NEW RELEASE ****]
Version 4.A6 Sided Sideshow of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Changed the way boat handling works, so that when holding a sail, a constant forward motion will be applied to the boat without the player having to hold down a control. How it works should be obvious in practice, but the intent is to make long voyages and looking around while boating more convenient.
-Changed the way the player dismounting boats or other vehicles (minecart, pigs) works so that it favors the direction they are looking in, and placing them on dry land.
-Fixed problem with the bounding box on the Dormant Soulforge being too large.
-Fixed glaring oversight where Skulls could not be placed atop Shafts.
-Fixed a bug with an older priest villager trade that was causing chunk corruption in some saves. My sincerest apologies to anyone that may have lost part of their world as a result. This fix is the primary reason for this release.
AAAAAAAHHHHH!
-------------
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'm not sure I understand the nature of your question. What is it you're concerned about?
Nope, I didn't change anything that would be related to that. Only world gen changes I've made recently were adjusting some villager types and putting a vanilla anvil / dead weight in blacksmith buildings.
Registering on the forum is only open periodically (so the forum doesn't get clogged with trolls/spambots ect)- check regularly and you'll see it open at some point in the future.
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
Overall, I am very impressed with the mod. I have yet to see a single other one that even comes close to the talent and foresight associated with it.
One of the highs of BTW I've found are actually having to learn how to play, and not just being able to take the easy way out. I've found it frustrating the first couple of times, but I'm getting used to it, and I can't even stop coming back.
To me and practically all other people, Beta 1.7.3 was when the original game was at its best and most balanced, and in fact I still play it from time to time today; it's that good. But then recent updates have made the game a walk in the park, again, giving you 'the easy way out'. You've got all this food, the ability to cheat death, and all these other perks that make survival and progression virtually effortless, and that's not fun even for a casual gamer like me. It's not even a game anymore, it's a walk-through.
Also, very few mods I've seen actually keep balance and truly make the game better, and this one, being a total conversion all while still keeping balance, is an incredible effort - literally no other mod like it is successful in that way, it's that well thought-out.
Thank you for making such a well designed mod; I hope you will continue to support it.
I always seem to be better at writing than verbal communication...
[**** NEW RELEASE ****]
Version 4.A7 Squid A Swimming of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added smoothstone stairs, made with 6 smoothstone blocks or 3 Moulding in the usual patterns.
-Added Rotten Flesh and Bone slabs. They're created with the usual 3 blocks in a horizontal line in the crafting grid.
-Added some localization (language translation) capacity to Better Than Wolves. At present it's limited to block and item names, with some message strings still hardcoded, but the underlying implementation allows translation into any language that Minecraft 1.5.2 supports, and also provides functionality for add-ons to easily add their own custom language files as well. I won't be maintaining or distributing translations myself, but anyone who wishes to do so is welcome to.
-Added Carved Pumpkins as separate blocks from Pumpkins. Carved Pumpkins are produced by crafting Pumpkins, while Jack'o'Lanterns are now created by combining Carved Pumpkins and a torch. Pumpkins found in the wild will now either be Carved, or regular Pumpkins depending on whether you're within the Hardcore Spawn radius.
-Changed Melon and Pumpkin growth so that they'll happily crush neighboring plants with their fruit to make growing them a little more interesting and space consuming. They will crush their own stem if all surrounding blocks are blocked for growth. They have been changed to grow on pretty much any block with a solid top surface. Their stems are also directional, attaching to a specific plant which will return to an earlier growth stage on harvest, and they have a greater number of growth stages now, slowing down overall production some.
-Changed (increased) hunger cost for jumping while sprinting to prevent several exploits.
-Changed cactus blocks so that they can only be placed /replanted in Planters. Similar to the recent lily pad change: too sploity.
-Changed boats so that they'll break apart if they fall from a height onto hard ground.
-Changed Blocks of Bone and Flesh to drop full blocks on harvest, rather than individual items, to better suit the inclusion of slabs of the corresponding types.
-Changed (increased) the player's movement rate on Bone Blocks to better facilitate paving the planet with the broken remains of your fallen foes.
-Changed the Hardcore Player Names config file setting to have an additional option so that names won't be visible behind blocks and other obstructions. This setting is server side and will be automatically relayed to players.
-Changed (refactored) how config file loading works internally to simplify things a bit. This should have no noticeable impact during play.
-Changed (refactored) how blocks determine which tools are effective on them internally.
-Changed (refactored) a bunch of other more minor aspects of how blocks and items initialize internally to help facilitate the process of creating new blocks and items.
-Fixed vanilla problem where boats would be considered to be falling indefinitely while on the surface of water, potentially killing the player after long journeys.
-Fixed problem where lily pads could still be placed on the sides of blocks.
-Fixed problem where villages and other structures far from spawn (beyond around 50 kilometers) would sometimes be abandoned or looted.
-Fixed vanilla problem where sitting wolf cubs would sometimes teleport to their owning player when they grew up.
Parsnip!
-------------
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:
Awesome
Click here for the YouTube channel for help and info!
Perhaps you should have planned for the animals being slow and built some sort of hidey hole that you and the sheep could've used to ride out the night. If anything, your suggestion sounds like it would reduce gameplay by giving you one less thing to think about.
Also, there's a reason the suggestions sub-forum for BTW is locked now,
I've noticed on the BTW forum that you couldn't place lily pads anymore; I would've at least preferred them to be a transparent block, meaning you couldn't even stand on them at all anymore, yet not prove to be an annoyance if a sheep got into your pond.
I always seem to be better at writing than verbal communication...