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    posted a message on Better Than Wolves Total Conversion!
    Quote from AllenWL»

    Mostly going slightly deeper to mine after I mine out all iron in easy reach, then getting ninjaed by skeletons. Oh, and falling creepers.


    Other times, I just starve because I couldn't find enough iron to mine before I ran out of food.


    And I sometimes get overexcited and forget to go home at night, or go just slightly too deep.


    Edit: Also I sometimes take a long break, then forget a good 1/4th of the survival tips and tricks until I mess up.

    Or simply forget to look at tool durability.


    Falling creeper? Don't walk anywhere that could have a jumping spot from above.

    Keep building material like dirt to block up areas in caves that could bring in unwanted guests.

    Be smarter than the skeleton, use line of sight to bring it in close, use blocks to stop it from shooting you.

    If you get low on food, go on hunting trips, you don't need to return home at the end of the day, you just need to create a safe area that you can work in during the night and exit safely.

    I find long hunting trips to be especially beneficial for leaving markers to find your way back home to help with future deaths.


    Honestly it's just playing it that will help with survival. Each death you can reflect as to what killed you and change your play-style to compensate

    Posted in: Minecraft Mods
  • 5

    posted a message on Better Than Wolves Total Conversion!
    Quote from Gamelord»

    ~snip~


    Mason didn't tell you you "have no right to bear that opinion"

    I believe he merely inferred that your opinion was worthless as you have yet to experience the mod.

    "giving it a good look" will not give you any indication of the content.

    The OP has gotten out of date and no matter how good the OP is, could not substitute the experience that the mod gives.


    You call it "just another industrial mod" but as many, I doubt you would even survive the first night let alone progress to the content enough to get near mechanical power.

    Posted in: Minecraft Mods
  • 1

    posted a message on Better Than Wolves Total Conversion!
    Quote from 20firebird»
    This is a very impressive mod, but not really my thing. It just strays too far from vanilla's feel by adding so much realism.

    Realism? haha.
    It strays from vanilla by adding challenge, balance and progression.
    I would say it is more true to vanilla pre-Jeb
    Well...I cannot say with certainty that it's not realistic. I have honestly never tried to grind up material from hell and extract the souls to make an alloy that is superior to diamond infused iron.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    It's not that its hard, it's that there is no point.
    Downgrading to 1.5.2 is trivial and there is nothing to be gained by updating the mod to the latest version. It would just cost time for no benefit.
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Shabbona1»
    I've loved the mod in the past, huge fan of what it does to the game but i'm having serious issues trying to get it installed and running. Every time I try to run the launcher (I've put files in their proper folders) it redownloads the a clean, unmodded version and patches the files. how do I get it to not do this? I don't select the "Latest version" option under 'use version'.


    Quote from Ethinolicbob»If you are OK with using MCPatcher this guide should help.
    Really useful if you use things like Connected Textures Mod and even just installing BTW as it is.
    I have given this guide to many friends, some of which are not computer literate and have had no problems getting BTW working :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    If you are OK with using MCPatcher this guide should help.
    Really useful if you use things like Connected Textures Mod and even just installing BTW as it is.
    I have given this guide to many friends, some of which are not computer literate and have had no problems getting BTW working :D
    Posted in: Minecraft Mods
  • 1

    posted a message on Better Than Wolves Total Conversion!
    Quote from Kacov»
    No way I'm hunting Endermen by hand to get the necessary amount of pearls for beacons

    What I tend to do is throw shears at endermen. That way when they teleport away and fall over there is a good chance they might poke their eye out :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    If a zombie spawns where the animal is, then of course
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Hac_kit_ten»
    no if I wanted sting I would let the night pass then go out doors cause spider tend to leave cobwebs everywhere and I would use the flint knife on the cobweb to get string or if I was impatcient I would create a spider trap that takes advantage of there cumbersome hit box.
    Also it would be with my bare fist the flint knife offers some megar amount of attack

    And what would be the benefit of this?
    What are the balance implications of this?
    The current system takes advantage of investing what is currently a large wood investment to create an unmovable work surface, which gets you to plan a strategic placement for it. By moving to 2x2 crafting grid you eliminate that system.
    By using string you would force the player to wait until night to obtain it, whereby the livestock in the immediate area have a low chance of remaining to make use of the axe.
    Would any of this offer a distinct gameplay advantage over the current system? More so than the time needed to make the change?

    The problem with suggestions is that they are so easy compared to thinking about their implication. Even then that is not something that even members of the BTW community can do as FC does not always give his reasons for certain mechanics, and their balance implications may only be privy to him.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3

    • Current features backported to Minecraft 1.5.2. This needs testing with BTW in particular.

    *hugs* Thank you so much for this love Kahr
    Posted in: Resource Packs
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy»

    Apologies, it should say 1.7.x on the website. The 1.7.2 version works for both 1.7.2 and 1.7.10. I'll fix that ASAP.

    Check your versions, make sure they're the latest. If they are, post a crash report in spoiler tags.

    Sorry, what I meant to say, the Radix-core 1.3 download link on http://www.radix-shock.com/mca--download.html is the 1.2 Radix-core
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    The Radix-core download and mirror are only supplying me with version 1.2
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana



    One Iter transports a stack of items. Leave a few jars there and it's not like you'll be heading out too frequently.

    Exactly.
    A few minutes at the end and I get around 8 jars of Iter. 512 stacks of items. Needless to say I have not need to refill any mirrors since I set them up
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    tbh, im not shure what to think of the mirrors requiring essentia to run.


    If you ever go to the end and get an end farm you will find that getting essentia to run the mirrors is a trivial matter
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Staroots

    Yes, I know that. Being an avid gamer and game developer, I understand that people don't buy based on mechanics you don't like. I don't understand what this has to do with anything though.
    I want this mod to be even better, and I think it will be.

    What is humorous is that all the whining could have been avoided if you had read the recent few pages.
    Azanor has acknowledged that the research system isn't quite where it needs to be.
    No real gain coming in here telling the mod author a portion of his game is garbage.

    Quote from Azanor

    A quick question to the forum regulars. I don't want to make it "official" by putting up a poll.

    I have been giving research some thought lately. The rune connection mini-game seems to have been a hit with a lot of people, but it also seem to be the cause of a lot of frustration with others. It also starts getting old very quick if you have to do it multiple times. I found myself going "Ugh, not this again" when I had to redo research on the Forgecraft 3 server and that is usually a warning sign that something is wrong :P

    I have been considering an alternative system and would like some opinions on it. Read through it all before commenting :)

    The first major change would be that the rune connection minigame will go away. The aspect research points will be used to purchase the research directly. For example: Nitor will cost 1 ignem, 1 lux and 1 potentia. This will probably be done via the thaumonomicon directly by simply clicking on the research and the required research will be shown right off the bat assuming you have discovered the required aspects. Research will remain hidden until all the aspects required to purchase it is discovered.

    Secondly, scanning will have diminishing returns. You will still need to scan to get RP, but for the most you will only get good RP for the first few scans of a particular aspect. This is mostly due to the fact that there will be very little "wasted" RP since you won't have to move runes around, etc.

    Thirdly, the research table will remain. It will be used to combine aspects like it is currently. I am also considering using it as a way to "unlock" certain research options. You don't use it to do the research itself, but simply to make it available for purchase. In effect this will replace the lame lost knowledge fragment system.
    As part of this I am considering using the old artifact system from TC2 as part of this - either as a source of RP or used in the mechanic to unlock lost knowledge (or both). Obviously this means that there will need to be more lost knowledge beyond the golem items.


    NOTE: I'm just kicking around ideas and I'm just posting this to test the waters. I currently have no plans or any concrete thoughts in regards to changes.



    Posted in: Minecraft Mods
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