- Added a whole bunch of items to regain renaming feature:
Ink and Quill, crafted with glass bottle, feather and ink sac;
Writing Table, crafted with paper and planks;
Name Tags, created on the new Writing Table when there's
no item to rename. Those tags can be used to name entities.
Written Book recipe is also changed to require Ink and Quill.
Writing Table requires Ink and Quill, Paper and 1 experience level.
- Made Minecraft display BTW icon in the window title
- Fixed vanilla issue (MC-190) with misaligned textures facing
East and North on partial blocks
- Made wooden and stone pickaxes not break instantly when attacking
mobs; coincidentally, this also raises their normal uses to 2 and 7
respectively, which helps balance against random and reduced
output from breaking stone (in terms of cobblestone blocks)
- New sling weapon is now required to throw rocks. It is crafted with
a piece of cut tanned leather and two ropes on sides.
- Thrown rocks now inflict variable damage according to their velocity.
This makes slings more or less viable alternative to bows, albeit
at the price of exhaustion and leather.
I'm having my first playthrough with Hardcore Villagers. While not making solid conclusions, I like it so far.
Haven't tried to rush for a village right at the start and found it only when it became a progress blocker.
Structures being looted and abandoned inside Hardcore Spawn radius is up to interpretation, but the feature iself is self-consistent.
Changing the way villages generate would mean breaking that consistency, as well as creating many loose ends in gameplay that need to be solved.
I don't feel just putting the loot in chests and curing zombie villagers will be enough.
We need more stuff to explore, not less.
It is a major feature of the gameplay, that while you can build anywhere, you have to take surroundings in account. Make roads to valuable places.
If you feel discouraged in having to find a village from the beginning, then don't. Settle without.
Sometimes it's good to have a flexible strategy rather than configuring the game to your liking. =)
Have you ever thought about adding to the functionality of the barrel? Maybe make it possible to put the milk you harvest from the cows in it as a liquid instead of having a chest full of buckets of milk?
I found your BTWTweaks a few days ago, I think you're doing great job with it. What do you think about tweaking Hardcore Buckets so it is possible to move water again, but in a restricted way? I suggested this solution on BTW forum some time ago - making buckets able to carry water, but create source block ONLY if another water source is neighboring in horizontal level. This way it would be possible to widen lakes and rivers, but not bring water up or down wherever one wants. It looks like ideal solution to me, but FC of course replied that it does not fit his idea of BTW... What do you think and is it doable?
Glad you're enjoying the mod mod!
Spreading water source in unlimited way on horizontal level sounds a bit too powerful. Which problem would that be aimed to solve? Keep in mind that you already can widen pools of water up to rectangular shape.
There is no problem to solve, current BTW design is ok from that point. However, a player in BTW is limited if it comes to water architecture he can do. You can not create water channels, connect rivers and seas and do similar things. I never understood what is so wrong with being able to spread water in BTW world, the original reason why FC introduced hardcore buckets was that they were too powerful in caves, it was enough to carry one bucket with you all the time, to be safe from lava falls, and, worse, one bucket of lava was a very powerful weapon. And both could be used over and over.
FC decided to remove placing water/lava source blocks completely, and as a ricochet a whole water building dimension of the game was lost. Enabling water buckets again in a limited way as I presented, would bring back this part of the game, while not interfering with FC's intention of limiting their power in exploring caves and placing water source block to ANY place in the world.
I hope I presented my point of view in a clear way. I will not insist anymore on it if you don't like the idea - thanks for taking it into consideration anyway.
I am all for implementing interesting and useful and fun ideas. The problem with this one is that it can severely devalue the pumps. Not being able to spread the water like you expect is a deeper limitation of Minecraft engine, where liquids are represented in quite abstract simple kind-of believeable way. Placing water source with a bucket was rather an exploit allowing to overcome that abstraction, and it's not the right way to turn the exploit half-way back on to somehow fix that, need to work on the abstraction. The buckets themselves don't have to do anything at all with this.
And then there comes another question, does that solve some problem? No, it creates a bunch. So I can't just go ahead and do it ingoring the loose ends it creates.
There is "Finite Water" mod that attempts to solve this problem, and I believe TerraFirmaCraft does something similar to that.
I could for example change the water source spreading logic: I could make it so water spreads in front of three source blocks. Like so:
If this is added to current corner-spreading, that still is open to exploits, like turning small water pools huge, even from desert wells. If this replaces the corner-spreading, then there's just not much distance you can spread the water, in fact it will be just current spreading rule turned 45 degrees.
If you can think of a non-exploitable way that keeps value of present mechanics without reimplementing the whole "finite water" concept I'd be glad to hear it.
It should be compatible with any version of BTW from 4.8911 to the latest, which is "4.99999A0Fb Marsupial!?!?" at the moment.
Oh yes, BTW doesn't bother with localization, hardcoding many names in English. It is a good idea to change them to translateable strings. I've been planning to translate everything to Russian, eventually.