I'm still trying to figure out what these shafts do
Hehe... same as before in triggering and sink-holes below the block, but I just added the extra variety to act as early game landmarks. Recent changes made it difficult to setup a directional pointer with regular blocks.
Am I missing something here. I keep reading I get planks from chopping down a long. So far I have chopped down 2 whole trees which took me a day and a night and have only got 3 sticks, sawdust and bark. I am confused.
Things have changed drastically as of late. Try crafting a shaft/stick and go from there.
I just revamped the OP slightly in response to this, as it made me realize that the information there has actually become misleading with recent releases.
-Added a new interface for interacting with one of the early game blocks. Note that nothing you had in it will be lost. Just right click on it with an empty hand to retrieve any previously stored items.
-Added conversion recipes for a few early game items to turn them into saw dust. This acts as a backup method for burning them in a pinch.
-Changed stone picks to provide an enhanced sense of soul crushing suckitude.
-Changed cobble slabs to be craftable in the player's inventory.
-Changed stone and dirt to drop whole blocks when harvested with the appropriate tools.
-Changed stone pickaxe recipe to use three stone and the stone axe to use 2 to be more consistent with other tools of the same type.
-Changed spider silk drops to be slightly more random. The overall mechanism remains unchanged from last release however.
-Changed spiders to not lose interest in the player quite so easily in sunlight if they are actively engaged in combat. However they now have a greater tendency to chill out when you're not fighting them.
-Changed (increased) the duration of food poisoning to make eating uncooked food less effective.
-Changed how one of the early game blocks detect collisions slightly, so that it's easier to click on blocks neighboring it.
-Changed the old (non flammable) versions of workbenches chests, and webs, in item form to have different "Old Foo" names, and added conversion recipes for them to turn them into the new items. This is to avoid confusion with them not stacking with the newer ones.
-Changed fire to deliver a mild burning sensation.
-Changed creepers to be slightly more dangerous to toy with.
-Changed nether portals to have slightly broader lighting requirements in terms of the types of fires within them.
-Changed rotten flesh and bone blocks so that they can *only* be created through hardcore packing with pistons, and not through the crafting grid.
-Changed carved pumpkins to not drop as an item when destroyed.
-Fixed a problem with collision volumes on some mod blocks (like the Soulforge) where they weren't being rotated correctly.
-Fixed a problem where the old non-flammable chest blocks would not display properly next to the new flammable ones.
-Fixed a problem with placed shafts not always rendering all their sides.
-Fixed problem with the Millstone applying ranged effects while ignoring height.
-Fixed a problem with items rendering within mod blocks sometimes being at the wrong angle when using the fast graphics setting.
-Fixed problem with Stump Remover not working on some stump types.
-Fixed problem where chests and some stairs couldn't be harvested with silk touch.
AAAHH?
-------------
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 want to play this mod but I have no clue how to start. The guide is outdated. Does anyone have a guide or know of one that is updated for the Early game change?
I want to play this mod but I have no clue how to start. The guide is outdated. Does anyone have a guide or know of one that is updated for the Early game change?
If you check out the first post of the thread, I edited the "Getting Started" section a couple of weeks back to have current information.
you can not open the oven and cook the meat on v4.AABABABA work normal idk why
Check the changlog above for the newest release:
-Added a new interface for interacting with one of the early game blocks. Note that nothing you had in it will be lost. Just right click on it with an empty hand to retrieve any previously stored items.
That block is the brick oven. It doesn't use a gui anymore. You can directly add food to the cooking area by right clicking on it, and fuel to the fuel area the same way.
PD: nothing about thirst? nothing about crushed dry sheep skin like a canteen, or a canteen with 4 ingots...
When there's water sources every 25 meters or so, even in deserts? That would achieve what exactly?
I think the only place thirst might be interesting is in the nether, but I suspect there's already enough dangers involved in nether travel at present, where introducing more would just decrease its utility.
It's not a new idea really, it's just not one that I've ever seen a point to.
-Added Hatsies for Zombies and Wolfsies Hatsies with enhanced Hoofsies and Boomsies.
-Added crafting sounds for various forms of clothing and armor.
-Added recipes for Wood Fences, involving 6 Wood Planks in the pattern other fence recipes use.
-Added the vanilla recipe for Fence Gates (4 Shafts and 2 Planks, "SPS", "SPS") back in.
-Added lower tech Trap Door recipe (2 Shafts and 4 Planks, "PPS", "PPS"), and changed the high efficiency recipe to match (siding instead of planks).
-Added the Spider Jockey origin story.
-Changed Squid to have Nothing To Worry About. Poor things were far too tense.
-Changed how wool colors blend during knitting to hopefully generate more intuitive results, and less grey.
-Changed the way health and hunger status penalties are handled internally, to hopefully reduce some client / server synchronization issues when mining blocks with such penalties in effect.
-Changed the way the early game fire starters work to make them more resistant to multiplayer lag.
-Changed the way spits work to disincentivize gamey behavior involving selectively punching blocks at various times in the early game.
-Changed the Knitting Needle recipe to require undamaged Pointy Sticks for similar reasons.
-Changed Baskets to be crushed by falling blocks.
-Changed the Hibachi to not instantly incinerate tree stumps.
-Changed several types of wood blocks to not drop intact when harvested with a Stone Axe, but to harvest whole with iron or better, for greater consistency between the various early game blocks. I tried to cover as many as possible, but given the large number involved please let me know if I missed any.
-Changed workbenches to not harvest as quickly to better communicate that they always break on removal.
-Changed Wicker Baskets to have a bit of hardness to help prevent them being accidentally broken.
-Changed Brick Ovens to not allow snow to accumulate on top of them when they are burning.
-Changed (refactored) how Zombies, Squid, Spiders, and Creepers work internally to help simplify some of the mod code.
-Changed Ghast navigation so that they're reluctant to enter water or lava.
-Fixed an issue with villagers still having a trade involving a stone furnace, even though they are no longer craftable.
-Fixed a problem where several mod fence recipes were outputting only 2 blocks instead of 6.
-Fixed problems with bricks being hardcore packed where it would take only 4 rather than the 8 bricks, and where the resulting block was created with mortar already applied.
-Fixed problem where the cracks weren't being displayed properly on Brick Ovens and Campfires when they were being harvested.
-Fixed an issue where creating Groth in a Cauldron would return a non-loose dirt block.
-Fixed problem with wolves sometimes being excessively chill about other wovles getting attacked nearby.
-Removed the Ghast spawn from Hoppers as it was never intended as a farming method, and with the removal of Ghasts from Soul Urns, had unfortunately become the default method of summoning them.
-Removed vanilla "Zombie Sieges". They didn't appear to be working anyways, were not a particularly well understood or compelling mechanic if they did, and were complicating the mod code unnecessarily.
ACK!
-------------
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:
-Added a slightly decreased sense of soul crushing despair to the early game as part of my ongoing balancing efforts. Yes, this means I just made things slightly easier for once, but please be assured that I'm having a full set of medical tests conducted.
-Added some Reeds to newly generated Jungle biomes to provide additional sources of them in the early game.
-Added the Bone Club as a new early game weapon. It's an upgrade over the wood one, and is crafted with two bones in a vertical line.
-Added "smouldering" state to the Campfire, that will allow you to relight one that's burned out for some time afterwards, just by adding fuel. Note that any cooking progress is lost when this happens, and it takes time for the fire to fully relight, so it's still important to tend your fires.
-Added the ability to place most tools as blocks, to act as an early game storage alternative and decorative option. They may only be placed on blocks that each particular tool is effective on (axes on logs for example).
-Added a new Clay Block which is crafted with 9 Clay Balls either in the crafting grid or through Hardcore Packing. For the most part it's functionally equivalent to the old naturally generated Clay blocks, which have been changed to have a new look, and to only drop a single Clay Ball and some dirt when harvested. Note that the new ones need to be supported by a block below them (like other Unfired Pottery), which may affect existing Pottery builds. The old ones may be converted to 9 Clay Balls in the crafting grid if you have any in storage.
-Added conversion recipes from Iron and Gold Ore blocks, to Chunks of Iron and Gold Ore.
-Added Mycelium slabs, and the ability for Mycelium to spread to loose dirt.
-Changed (tweaked) the efficiency of the Pointy Stick and Sharp Stone to be slightly faster, to provide a little more wiggle room in the first day, and to help differentiate them from using your hands, and from each other.
-Changed (tweaked) Unfired Bricks to cook more quickly in the sun.
-Changed (tweaked) Chunks of Iron and Gold Ore to be crafted with two piles of the associated type rather than four.
-Changed the name of the Club to "Wood Club" and gave it knockback to make it slightly more worthwhile.
-Changed how Groth, the Brick Oven, snow, stairs, and slabs work internally to help improve rendering performance.
Ahhhhhhh...
-------------
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:
Dude, I really liked this update. Actually the beginning of the game was absurdly difficult and every time I died in the early game I felt frustrated, I believe that with these changes, the gameplay improves, and is less frustrating.
So, I have a suggestion, I noticed that the torches that are in the mines, and in the fortresses are endless, and I find this very cool, they are like magic torches!
I felt like in a game of Dungeons and Dragons, in which I explore dungeons in search of magic items (magic torches), you could add them in the game.
Rollback Post to RevisionRollBack
Forgive me for my english, i'm a brazilian with a google translate
Dude, I really liked this update. Actually the beginning of the game was absurdly difficult and every time I died in the early game I felt frustrated, I believe that with these changes, the gameplay improves, and is less frustrating.
Yup, I agree. It was a bit much for me as well in all honesty
The closest analogy I've come up with, is that it was like a couple of horror games I've played in the past (specifically Silent Hill 2, and Amnesia) where I really liked the games themselves, but the prolonged anxiety over time that I experienced while playing eventually made me not want to play them anymore
I think that's the point that I had essentially hit in previous releases post AAAAAHHHHH: where it was on such a razor edge in terms of survivability, and the stakes became so high as play progressed and you had more and more time invested in a spawn, that it eventually became so stressful that it stopped being fun.
I found myself not really wanting to play anymore after awhile, which isn't something that has happened before in the years of me working on this mod.
As I joked in a stream after: "Well, it only took me seven years to make Minecraft too hard"
So, I have a suggestion, I noticed that the torches that are in the mines, and in the fortresses are endless
Only in the ones in strongholds should be infinite, and I believe they are right now. If you saw infinite torches in mineshafts, they might have been generated in earlier releases, because now they should be the finite ones.
In the case of strongholds, those are "magical" places, and not something you tend to randomly stumble on early game, so they seem fitting, and don't break the progression.
When I had them in mineshafts, they were just way too uber for the early game. Managing fire and light early game has kind of become a big part of the gameplay, so suddenly having an infinite supply of fire without having to work up to it feels really off. I know the times I found torches like that I wound up destroying them because it felt like I was cheating otherwise.
EDIT: Yup, just checked the code to verify. The torches in strongholds are infinite. The ones in mineshafts are not.
Yes, I think I expressed myself wrong, I meant only the torches found in the strongholds (which are endless).
Still, I would find it really cool if you somehow altered the texture of those torches (and their name tag inside the game, too)
Rollback Post to RevisionRollBack
Forgive me for my english, i'm a brazilian with a google translate
Yes, I think I expressed myself wrong, I meant only the torches found in the strongholds (which are endless).
Still, I would find it really cool if you somehow altered the texture of those torches (and their name tag inside the game, too)
Ah, I see. Well, I'm not sure if you're aware, but you can also craft these torches once you reach the nether (Hellfire Dust + Coal Dust in an unstoked Cauldron). By the stage of the game where the player would normally get to a stronghold, these are already very common.
I've been considering perhaps giving Crude Torches a different texture so that they're a bit easier to identify before they burn out, but infinite torches are really the "regular" ones that you'll be using throughout most of the game.
-Added Loose Cobble and Loose Brick Stairs. Both are created with 6 of the corresponding items in a stair pattern. Once placed, mortar may be applied to them, in the same manner as other such blocks.
-Added a new system for placing the various forms of Cobblestone and Brick blocks. The way this works, if you place the loose version of the block, connected to another of the same material (eg. brick next to brick) that already has mortar applied (Clay, Slime, or Nether Sludge), it will stay in place for a brief time before collapsing. This gives you a chance to apply mortar to the new block before it falls, to fix it in place. In addition to spanning gaps, this also allows you to place blocks like upside down slabs and stairs.
-Added the ability to retrieve tools placed as blocks by right clicking.
-Added the ability to use Nether Sludge as mortar.
-Added a more detailed change log for version 4.AAAAAAAAAAHHHH below, which I wrote back when I was working on it.
-Changed the look of Wicker Baskets containing items, to make their state a bit more evident.
-Changed (refactored) the way falling blocks (sand, gravel, etc.) work internally to make it easier to add new blocks of this type (like the stairs in this release).
-Changed (refactored) how many slab blocks work internally for similar reasons.
-Changed how mining speed modifiers due to stuff like hunger and health work internally once again to try to reduce desync problems between client and server. I made some modifications to the networking code for this, which will result in you getting promptly booted if you join a server running an older version.
-Fixed a problem that could cause a crash when placing a tool at the same time as using it to harvest a block. In the process, I also just prevented placing tools while harvesting entirely as it felt rather strange.
-Fixed a vanilla issue where mobs wouldn't catch fire in sunlight if standing on slabs or other partial blocks.
-Fixed how annoying Ghast sounds can be in the overworld, similar how I fixed grinding Netherrack in the past.
-Removed Hardcore Sinkholes from the mod, as the random deaths that were sometimes caused by this feature were too punishing given how much more demanding the early game has become.
-Removed Redstone from loot chests close to the surface due to its progression breaking properties.
-Removed Pumpkin Seeds from the same.
Buzz buzz buzz... just because.
-------------
Version 4.AAAAAAAAAAHHHH Change log:
-Added Chewed Logs as a new block.
-Added Loose Dirt and Loose Dirt Slabs as new blocks.
-Added Loose Cobblestone and Loose Cobblestone Slabs as new blocks.
-Added Loose Brick and Loose Brick Slabs as new blocks.
-Added Pointy Sticks, Sharp Rocks and Iron Chisels as new tools.
-Added Clubs as a new early game weapon.
-Added Fire Ploughs and Bow Drills as new early game fire starters.
-Added Campfires as a new block.
-Added the ability to use Clay and Slimeballs as mortar for Loose Brick and Cobblestone blocks.
-Added the ability to sun dry Bricks.
-Added the Brick Oven as a new block.
-Added Stones as a new item.
-Added chunks and piles of iron and gold ore as new items.
-Added Crude Torches as an early game light source, and changed regular torches so that they may only be crafted with Nethercoal.
-Added Wicker as an individual item, separate from wicker panes, and changed the name of wicker panes.
-Added Wicker Baskets as a new block. They're crafted with 4 pieces of Wicker.
-Changed the Wicker Pane recipe to be Wicker, surrounded by 4 Shafts in the crafting grid.
-Changed Coal to grind to two Piles of Coal dust, instead of 1.
-Changed the Nethercoal recipe in the Cauldron so that it only produces one lump, instead of 4.
-Changed the way Smoothstone and Log blocks work so that they have multiple stages and drops when chiseled down.
-Changed Stone Axes to be crafted with a stone, shaft, and spider silk.
-Changed (refactored) the way the Soulforge renders and detects collisions.
-Changed Endermen so that they don't teleport away on the final hit that kills them.
-Changed (refactored) a bunch of code related to how tools function to help simplify things internally.
-Changed (refactored) how items determine which kind of enchantments apply to them.
-Changed the way clocks and compasses render so that they should only function in the player's inventory (and item frames for clocks). This was also the case before, but I've made the related code a bit more robust to help discourage cheating.
-Changed (refactored) the way the spread of grass from block to block is handled internally to facilitate adding such functionality to new blocks (like Loose Dirt).
-Changed (refactored) how blocks specify if they have a solid top surface (for placement of other blocks like torches and snow) internally to unify mod and vanilla blocks into one system. This may have some noticeable effect in being able to attach some additional blocks to others that weren't possible before.
-Changed (refactored) how the Battle Axe works internally to make it more consistent with how other axes function.
-Changed the Jack O'Lantern recipe to be shapeless.
-Changed nether portals so that they can be opened using a Campfire
-Changed the ladder recipe to require either spider silk or hemp fibers in the previously empty slots between the shafts.
-Changed the Hand Crank, Lever, Dispenser, Detector Block, and Piston recipes to use smooth stone instead of cobble.
-Changed the arrow recipes to a shapeless one that requires flint, a shaft, feathers, and spider silk (or hemp fibers).
-Changed blacksmith houses so that they contain brick furnaces, and only do so in non-abandoned villages.
-Changed abandoned librarian houses to not contain workbenches.
-Changed witch huts to replace the Workbench with a Basket, and removed the Cistern.
-Changed desert wells to have loot Baskets around them.
-Fixed vanilla problem where sand and gravel wouldn't fall if placed above blocks that wouldn't normally support them while falling, like snow, or torches.
-Fixed a problem introduced in a recent release where some creatures would continue to eat food items after they had died.
-Removed ability to start open fires with flint & steel. Now only specific blocks can be lit.
-Removed the ability to cook glass and to smelt ores in block form in the furnace, which means they can only be cooked in the Crucible and Kiln.
-------------
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:
-Added Cured Meat as a new food item. It is created by combining a piece of raw meat (or fish or chicken), and Nitre in the crafting grid. Curing meat actually decreases the hunger value of raw food items, but it does eliminate any chance of food poisoning, and cured meats may also be stacked in greater amounts for easier storage. Note that eating too many cured meats may result in a mild BURNing sensation.
-Changed the way lightning works so that it has an increased chance of creating fires that won't be immediately extinguished by rain. WARNING: Please keep this in mind if you have any flammable structures that may get hit by lightning and BURN BURN BURN!
-Changed the way fire spreads to reduce the number of log blocks that remain suspended in the air after trees BURN! This may not solve the issue completely, but should at least make it a bit less annoying to clear jungles and such by BURNing them down.
-Changed (refactored) the way a lot of the block placement code works internally to simplify a few things, and relieve myself of a BURNing desire to tidy things up.
-Fixed a vanilla problem that caused the player to slide while walking on slabs (and other partial blocks) placed on top of ice. Note that I intentionally did not apply this change to items, so as not to BURN players with any builds that might rely on that behavior.
-Fixed people getting BURNed when loose stairs and slabs wouldn't properly stick to blocks with mortar in some orientations.
-Fixed a sick BURN where switching to an inventory slot while knitting caused the game to crash.
-Removed the ability to place Clay on leaves as it made for excessively lame early game Brick drying racks. BURN.
AHAHAHAHA!
-------------
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:
Hehe... same as before in triggering and sink-holes below the block, but I just added the extra variety to act as early game landmarks. Recent changes made it difficult to setup a directional pointer with regular blocks.
So when will you rename the mod to Better than better than wolves, to reflect the new content? ;p
There's a thread on this issue here:
http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=9378
Things have changed drastically as of late. Try crafting a shaft/stick and go from there.
I just revamped the OP slightly in response to this, as it made me realize that the information there has actually become misleading with recent releases.
[**** NEW RELEASE ****]
Version 4.AABBBbbb of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hardcore Knitting.
-Added a new interface for interacting with one of the early game blocks. Note that nothing you had in it will be lost. Just right click on it with an empty hand to retrieve any previously stored items.
-Added conversion recipes for a few early game items to turn them into saw dust. This acts as a backup method for burning them in a pinch.
-Changed stone picks to provide an enhanced sense of soul crushing suckitude.
-Changed cobble slabs to be craftable in the player's inventory.
-Changed stone and dirt to drop whole blocks when harvested with the appropriate tools.
-Changed stone pickaxe recipe to use three stone and the stone axe to use 2 to be more consistent with other tools of the same type.
-Changed spider silk drops to be slightly more random. The overall mechanism remains unchanged from last release however.
-Changed spiders to not lose interest in the player quite so easily in sunlight if they are actively engaged in combat. However they now have a greater tendency to chill out when you're not fighting them.
-Changed (increased) the duration of food poisoning to make eating uncooked food less effective.
-Changed how one of the early game blocks detect collisions slightly, so that it's easier to click on blocks neighboring it.
-Changed the old (non flammable) versions of workbenches chests, and webs, in item form to have different "Old Foo" names, and added conversion recipes for them to turn them into the new items. This is to avoid confusion with them not stacking with the newer ones.
-Changed fire to deliver a mild burning sensation.
-Changed creepers to be slightly more dangerous to toy with.
-Changed nether portals to have slightly broader lighting requirements in terms of the types of fires within them.
-Changed rotten flesh and bone blocks so that they can *only* be created through hardcore packing with pistons, and not through the crafting grid.
-Changed carved pumpkins to not drop as an item when destroyed.
-Fixed a problem with collision volumes on some mod blocks (like the Soulforge) where they weren't being rotated correctly.
-Fixed a problem where the old non-flammable chest blocks would not display properly next to the new flammable ones.
-Fixed a problem with placed shafts not always rendering all their sides.
-Fixed problem with the Millstone applying ranged effects while ignoring height.
-Fixed a problem with items rendering within mod blocks sometimes being at the wrong angle when using the fast graphics setting.
-Fixed problem with Stump Remover not working on some stump types.
-Fixed problem where chests and some stairs couldn't be harvested with silk touch.
AAAHH?
-------------
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 want to play this mod but I have no clue how to start. The guide is outdated. Does anyone have a guide or know of one that is updated for the Early game change?
If you check out the first post of the thread, I edited the "Getting Started" section a couple of weeks back to have current information.
What doesn't work about them? There have been no reported issues.
Check the changlog above for the newest release:
-Added a new interface for interacting with one of the early game blocks. Note that nothing you had in it will be lost. Just right click on it with an empty hand to retrieve any previously stored items.
That block is the brick oven. It doesn't use a gui anymore. You can directly add food to the cooking area by right clicking on it, and fuel to the fuel area the same way.
When there's water sources every 25 meters or so, even in deserts? That would achieve what exactly?
I think the only place thirst might be interesting is in the nether, but I suspect there's already enough dangers involved in nether travel at present, where introducing more would just decrease its utility.
It's not a new idea really, it's just not one that I've ever seen a point to.
I did.
[**** NEW RELEASE ****]
Version 4.AACK of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hatsies for Zombies and Wolfsies Hatsies with enhanced Hoofsies and Boomsies.
-Added crafting sounds for various forms of clothing and armor.
-Added recipes for Wood Fences, involving 6 Wood Planks in the pattern other fence recipes use.
-Added the vanilla recipe for Fence Gates (4 Shafts and 2 Planks, "SPS", "SPS") back in.
-Added lower tech Trap Door recipe (2 Shafts and 4 Planks, "PPS", "PPS"), and changed the high efficiency recipe to match (siding instead of planks).
-Added the Spider Jockey origin story.
-Changed Squid to have Nothing To Worry About. Poor things were far too tense.
-Changed how wool colors blend during knitting to hopefully generate more intuitive results, and less grey.
-Changed the way health and hunger status penalties are handled internally, to hopefully reduce some client / server synchronization issues when mining blocks with such penalties in effect.
-Changed the way the early game fire starters work to make them more resistant to multiplayer lag.
-Changed the way spits work to disincentivize gamey behavior involving selectively punching blocks at various times in the early game.
-Changed the Knitting Needle recipe to require undamaged Pointy Sticks for similar reasons.
-Changed Baskets to be crushed by falling blocks.
-Changed the Hibachi to not instantly incinerate tree stumps.
-Changed several types of wood blocks to not drop intact when harvested with a Stone Axe, but to harvest whole with iron or better, for greater consistency between the various early game blocks. I tried to cover as many as possible, but given the large number involved please let me know if I missed any.
-Changed workbenches to not harvest as quickly to better communicate that they always break on removal.
-Changed Wicker Baskets to have a bit of hardness to help prevent them being accidentally broken.
-Changed Brick Ovens to not allow snow to accumulate on top of them when they are burning.
-Changed (refactored) how Zombies, Squid, Spiders, and Creepers work internally to help simplify some of the mod code.
-Changed Ghast navigation so that they're reluctant to enter water or lava.
-Fixed an issue with villagers still having a trade involving a stone furnace, even though they are no longer craftable.
-Fixed a problem where several mod fence recipes were outputting only 2 blocks instead of 6.
-Fixed problems with bricks being hardcore packed where it would take only 4 rather than the 8 bricks, and where the resulting block was created with mortar already applied.
-Fixed problem where the cracks weren't being displayed properly on Brick Ovens and Campfires when they were being harvested.
-Fixed an issue where creating Groth in a Cauldron would return a non-loose dirt block.
-Fixed problem with wolves sometimes being excessively chill about other wovles getting attacked nearby.
-Removed the Ghast spawn from Hoppers as it was never intended as a farming method, and with the removal of Ghasts from Soul Urns, had unfortunately become the default method of summoning them.
-Removed vanilla "Zombie Sieges". They didn't appear to be working anyways, were not a particularly well understood or compelling mechanic if they did, and were complicating the mod code unnecessarily.
ACK!
-------------
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:
[**** NEW RELEASE ****]
Version 4.AAHHHHHHhhhhhh of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a slightly decreased sense of soul crushing despair to the early game as part of my ongoing balancing efforts. Yes, this means I just made things slightly easier for once, but please be assured that I'm having a full set of medical tests conducted.
-Added some Reeds to newly generated Jungle biomes to provide additional sources of them in the early game.
-Added the Bone Club as a new early game weapon. It's an upgrade over the wood one, and is crafted with two bones in a vertical line.
-Added "smouldering" state to the Campfire, that will allow you to relight one that's burned out for some time afterwards, just by adding fuel. Note that any cooking progress is lost when this happens, and it takes time for the fire to fully relight, so it's still important to tend your fires.
-Added the ability to place most tools as blocks, to act as an early game storage alternative and decorative option. They may only be placed on blocks that each particular tool is effective on (axes on logs for example).
-Added a new Clay Block which is crafted with 9 Clay Balls either in the crafting grid or through Hardcore Packing. For the most part it's functionally equivalent to the old naturally generated Clay blocks, which have been changed to have a new look, and to only drop a single Clay Ball and some dirt when harvested. Note that the new ones need to be supported by a block below them (like other Unfired Pottery), which may affect existing Pottery builds. The old ones may be converted to 9 Clay Balls in the crafting grid if you have any in storage.
-Added conversion recipes from Iron and Gold Ore blocks, to Chunks of Iron and Gold Ore.
-Added Mycelium slabs, and the ability for Mycelium to spread to loose dirt.
-Changed (tweaked) the efficiency of the Pointy Stick and Sharp Stone to be slightly faster, to provide a little more wiggle room in the first day, and to help differentiate them from using your hands, and from each other.
-Changed (tweaked) Unfired Bricks to cook more quickly in the sun.
-Changed (tweaked) Chunks of Iron and Gold Ore to be crafted with two piles of the associated type rather than four.
-Changed the name of the Club to "Wood Club" and gave it knockback to make it slightly more worthwhile.
-Changed how Groth, the Brick Oven, snow, stairs, and slabs work internally to help improve rendering performance.
Ahhhhhhh...
-------------
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Dude, I really liked this update. Actually the beginning of the game was absurdly difficult and every time I died in the early game I felt frustrated, I believe that with these changes, the gameplay improves, and is less frustrating.
So, I have a suggestion, I noticed that the torches that are in the mines, and in the fortresses are endless, and I find this very cool, they are like magic torches!
I felt like in a game of Dungeons and Dragons, in which I explore dungeons in search of magic items (magic torches), you could add them in the game.
Forgive me for my english, i'm a brazilian with a google translate
Yup, I agree. It was a bit much for me as well in all honesty
The closest analogy I've come up with, is that it was like a couple of horror games I've played in the past (specifically Silent Hill 2, and Amnesia) where I really liked the games themselves, but the prolonged anxiety over time that I experienced while playing eventually made me not want to play them anymore
I think that's the point that I had essentially hit in previous releases post AAAAAHHHHH: where it was on such a razor edge in terms of survivability, and the stakes became so high as play progressed and you had more and more time invested in a spawn, that it eventually became so stressful that it stopped being fun.
I found myself not really wanting to play anymore after awhile, which isn't something that has happened before in the years of me working on this mod.
As I joked in a stream after: "Well, it only took me seven years to make Minecraft too hard"
Only in the ones in strongholds should be infinite, and I believe they are right now. If you saw infinite torches in mineshafts, they might have been generated in earlier releases, because now they should be the finite ones.
In the case of strongholds, those are "magical" places, and not something you tend to randomly stumble on early game, so they seem fitting, and don't break the progression.
When I had them in mineshafts, they were just way too uber for the early game. Managing fire and light early game has kind of become a big part of the gameplay, so suddenly having an infinite supply of fire without having to work up to it feels really off. I know the times I found torches like that I wound up destroying them because it felt like I was cheating otherwise.
EDIT: Yup, just checked the code to verify. The torches in strongholds are infinite. The ones in mineshafts are not.
Yes, I think I expressed myself wrong, I meant only the torches found in the strongholds (which are endless).
Still, I would find it really cool if you somehow altered the texture of those torches (and their name tag inside the game, too)
Forgive me for my english, i'm a brazilian with a google translate
Ah, I see. Well, I'm not sure if you're aware, but you can also craft these torches once you reach the nether (Hellfire Dust + Coal Dust in an unstoked Cauldron). By the stage of the game where the player would normally get to a stronghold, these are already very common.
I've been considering perhaps giving Crude Torches a different texture so that they're a bit easier to identify before they burn out, but infinite torches are really the "regular" ones that you'll be using throughout most of the game.
[**** NEW RELEASE ****]
Version 4.AB4 Bonnets of Better Than Wolves is ready for download!
Download Link
-Added Loose Cobble and Loose Brick Stairs. Both are created with 6 of the corresponding items in a stair pattern. Once placed, mortar may be applied to them, in the same manner as other such blocks.
-Added a new system for placing the various forms of Cobblestone and Brick blocks. The way this works, if you place the loose version of the block, connected to another of the same material (eg. brick next to brick) that already has mortar applied (Clay, Slime, or Nether Sludge), it will stay in place for a brief time before collapsing. This gives you a chance to apply mortar to the new block before it falls, to fix it in place. In addition to spanning gaps, this also allows you to place blocks like upside down slabs and stairs.
-Added the ability to retrieve tools placed as blocks by right clicking.
-Added the ability to use Nether Sludge as mortar.
-Added a more detailed change log for version 4.AAAAAAAAAAHHHH below, which I wrote back when I was working on it.
-Changed the look of Wicker Baskets containing items, to make their state a bit more evident.
-Changed (refactored) the way falling blocks (sand, gravel, etc.) work internally to make it easier to add new blocks of this type (like the stairs in this release).
-Changed (refactored) how many slab blocks work internally for similar reasons.
-Changed how mining speed modifiers due to stuff like hunger and health work internally once again to try to reduce desync problems between client and server. I made some modifications to the networking code for this, which will result in you getting promptly booted if you join a server running an older version.
-Fixed a problem that could cause a crash when placing a tool at the same time as using it to harvest a block. In the process, I also just prevented placing tools while harvesting entirely as it felt rather strange.
-Fixed a vanilla issue where mobs wouldn't catch fire in sunlight if standing on slabs or other partial blocks.
-Fixed how annoying Ghast sounds can be in the overworld, similar how I fixed grinding Netherrack in the past.
-Removed Hardcore Sinkholes from the mod, as the random deaths that were sometimes caused by this feature were too punishing given how much more demanding the early game has become.
-Removed Redstone from loot chests close to the surface due to its progression breaking properties.
-Removed Pumpkin Seeds from the same.
Buzz buzz buzz... just because.
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Version 4.AAAAAAAAAAHHHH Change log:
-Added Loose Dirt and Loose Dirt Slabs as new blocks.
-Added Loose Cobblestone and Loose Cobblestone Slabs as new blocks.
-Added Loose Brick and Loose Brick Slabs as new blocks.
-Added Pointy Sticks, Sharp Rocks and Iron Chisels as new tools.
-Added Clubs as a new early game weapon.
-Added Fire Ploughs and Bow Drills as new early game fire starters.
-Added Campfires as a new block.
-Added the ability to use Clay and Slimeballs as mortar for Loose Brick and Cobblestone blocks.
-Added the ability to sun dry Bricks.
-Added the Brick Oven as a new block.
-Added Stones as a new item.
-Added chunks and piles of iron and gold ore as new items.
-Added Crude Torches as an early game light source, and changed regular torches so that they may only be crafted with Nethercoal.
-Added Wicker as an individual item, separate from wicker panes, and changed the name of wicker panes.
-Added Wicker Baskets as a new block. They're crafted with 4 pieces of Wicker.
-Changed the Wicker Pane recipe to be Wicker, surrounded by 4 Shafts in the crafting grid.
-Changed Coal to grind to two Piles of Coal dust, instead of 1.
-Changed the Nethercoal recipe in the Cauldron so that it only produces one lump, instead of 4.
-Changed the way Smoothstone and Log blocks work so that they have multiple stages and drops when chiseled down.
-Changed Stone Axes to be crafted with a stone, shaft, and spider silk.
-Changed (refactored) the way the Soulforge renders and detects collisions.
-Changed Endermen so that they don't teleport away on the final hit that kills them.
-Changed (refactored) a bunch of code related to how tools function to help simplify things internally.
-Changed (refactored) how items determine which kind of enchantments apply to them.
-Changed the way clocks and compasses render so that they should only function in the player's inventory (and item frames for clocks). This was also the case before, but I've made the related code a bit more robust to help discourage cheating.
-Changed (refactored) the way the spread of grass from block to block is handled internally to facilitate adding such functionality to new blocks (like Loose Dirt).
-Changed (refactored) how blocks specify if they have a solid top surface (for placement of other blocks like torches and snow) internally to unify mod and vanilla blocks into one system. This may have some noticeable effect in being able to attach some additional blocks to others that weren't possible before.
-Changed (refactored) how the Battle Axe works internally to make it more consistent with how other axes function.
-Changed the Jack O'Lantern recipe to be shapeless.
-Changed nether portals so that they can be opened using a Campfire
-Changed the ladder recipe to require either spider silk or hemp fibers in the previously empty slots between the shafts.
-Changed the Hand Crank, Lever, Dispenser, Detector Block, and Piston recipes to use smooth stone instead of cobble.
-Changed the arrow recipes to a shapeless one that requires flint, a shaft, feathers, and spider silk (or hemp fibers).
-Changed blacksmith houses so that they contain brick furnaces, and only do so in non-abandoned villages.
-Changed abandoned librarian houses to not contain workbenches.
-Changed witch huts to replace the Workbench with a Basket, and removed the Cistern.
-Changed desert wells to have loot Baskets around them.
-Fixed vanilla problem where sand and gravel wouldn't fall if placed above blocks that wouldn't normally support them while falling, like snow, or torches.
-Fixed a problem introduced in a recent release where some creatures would continue to eat food items after they had died.
-Removed ability to start open fires with flint & steel. Now only specific blocks can be lit.
-Removed the ability to cook glass and to smelt ores in block form in the furnace, which means they can only be cooked in the Crucible and Kiln.
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The only good thing in the pumpkins was the seeds, now it only exists in my memory =..(
Forgive me for my english, i'm a brazilian with a google translate
The seeds are in the pumpkins Pablo just mentioned. You misread the change log.
[**** NEW RELEASE ****]
Version 4.ABBBBURNBABYBURNAHAHAHAHAHA of Better Than Wolves is ready for download!
Download Link
-Added Cured Meat as a new food item. It is created by combining a piece of raw meat (or fish or chicken), and Nitre in the crafting grid. Curing meat actually decreases the hunger value of raw food items, but it does eliminate any chance of food poisoning, and cured meats may also be stacked in greater amounts for easier storage. Note that eating too many cured meats may result in a mild BURNing sensation.
-Changed the way lightning works so that it has an increased chance of creating fires that won't be immediately extinguished by rain. WARNING: Please keep this in mind if you have any flammable structures that may get hit by lightning and BURN BURN BURN!
-Changed the way fire spreads to reduce the number of log blocks that remain suspended in the air after trees BURN! This may not solve the issue completely, but should at least make it a bit less annoying to clear jungles and such by BURNing them down.
-Changed (refactored) the way a lot of the block placement code works internally to simplify a few things, and relieve myself of a BURNing desire to tidy things up.
-Fixed a vanilla problem that caused the player to slide while walking on slabs (and other partial blocks) placed on top of ice. Note that I intentionally did not apply this change to items, so as not to BURN players with any builds that might rely on that behavior.
-Fixed people getting BURNed when loose stairs and slabs wouldn't properly stick to blocks with mortar in some orientations.
-Fixed a sick BURN where switching to an inventory slot while knitting caused the game to crash.
-Removed the ability to place Clay on leaves as it made for excessively lame early game Brick drying racks. BURN.
AHAHAHAHA!
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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: