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    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»

    I'm having a minor problem with my kilns. I have a 4 kiln setup which consists of 27 hibachis stoked by 3 bellows. So its 9 hibachis per kiln with overlapping otherwise i'd need 9x4 hibachis to power this.


    Off the top of my head I suspect what's happening is that the power drain that occurs as pulses pass through gear boxes is sometimes shortening the length beneath the threshold required to keep the fire stoked. What I would suggest trying is shortening the number of gear boxes between where you're applying the redstone signal, and the individual bellows.


    If you want to be absolutely certain if this is the source of the problem, there's also a config style setting to disable that power drain. It's in there to prevent infinite mechanical power loops, by causing them to bleed off power over time.


    Let me know if that helps you out. I can take a look next time I get a chance and maybe tweak the timings to be a tad more forgiving if that's the cause.

    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!

    Just updated the download links in the OP and release post to a small 'b' patch release with the following change:


    -Removed certain animals not being able to jump under certain circumstances as it just came across as being buggy. I'll likely add this back in later once I have a chance to adapt pathing to it.

    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!

    [**** NEW RELEASE ****]

    Version 4.AFFFFFFF of Better Than Wolves is ready for download!

    Download Link

    This release contains the following changes:

    WARNING: Your animals are about to die. Some will definitely die. They may all die. You will reach skyward with freakishly long arms and beg mercy from an uncaring and unresponsive cubic universe. If you do get a response, it will likely sound a lot like laughter. If this freaks you the heck out, please consider backing up your savegame before installing this release. Otherwise, there's nothing to worry about.

    -Added Animageddon. Accept no pork based substitutes.

    -Changed the glass block recipe to require 8 blocks of sand and 1 Nether Quartz in a Crucible to produce 4 blocks of glass. This was done to better balance it relative to other building options.

    -Changed the math involved in determining when pathfinding has arrived at a destination slightly to provide more accurate outcomes.

    -Fixed a problem where a crash could occur when pumpkins and melons grew on top of their own stem.

    Fffffffffff...

    -------------

    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:

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»

    The error was seemed to be caused by a pumpkin sprouted on top of its own stem/planter squashing it, beside it was a half slab which isn't suitable for sprouting and the only available designated spot for it was taken up by an adjacent stem/pumpkin.



    Ah! Got it! Thanks for the info man. It encouraged me to check the relevant portion of the stem code over and it looks like the stem crushed was trying to set its own data after it had already been replaced, resulting in the bug. Was totally my bad.

    Will be fixed for the next release.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»


    No addons, It happened on BTWMod4-ABCFEFEc so i updated to BTWMod4-ABCFEFEe with no change. I haven't figured out the proper planting pattern for these things, I put a mix of melon/pumpkin in a big checkered planter field. My guess would be a pumpkin trying to spawn on a melon block if its melon/pumpkin related. Thanks after work tonight i'll check out the melon/pumpkin by removing all of them.


    Weird. I'm unfortunately not in a position to put out a release in the short term to get a fix out to you, so removing them might be the best bet for now.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»


    I just started processing endstone and I have no idea what could be causing this. Played the entire time without any issues until now, consistently getting this from a few seconds to instantly upon loading a save. Doesn't happen in Nether, so something in the overworld around my base. Tried to search these & Sargunster forums without any success.




    Looks like it's a pumpkin or melon that's causing it. I'll dig into the error in a few minutes and try to track it down, but if you have time when entering the save I'd suggest harvesting any of those in the area.


    Are you using any addons? I'm rather uncertain how a block could get into that state otherwise.


    EDIT: I put in an additional check to prevent that happening in the next release, but like I said above, it doesn't look like the pumpkin/melon should have gotten into that state in the first place unless there was some code outside the mod setting it that way.

    Posted in: Minecraft Mods
  • 2

    posted a message on Better Than Wolves Total Conversion!


    The one I had installed was 'c'. I think the base ABCFEFE ("No bloody A, B, C, or D!" heh) was the only one since ABCFAFBFC that I missed. It's possible there's a lot of underground junk in the area that I'm in, from what I recall, MC tends to render a lot of non-visible blocks (basically lets the z-buffer sort out the details heh).


    I could run benchmarks if you like, I still have the older versions installed. In any case, it's buttery smooth now.


    Huh, that's really interesting. I didn't think that change to the 1m cubes would have that heavy an impact. I just streamlined the rendering pipeline slightly to eliminate a bunch of conditional checks on the most common kinds of blocks, that weren't actually relevant given their fixed dimensions.


    I wouldn't expect it to have a heavy impact, but it must have been the bottleneck on your particular system. Thanks for the info man. No need for further tests, I just wanted to get a general idea of which change was likely responsible.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!

    Just updated the download link in the OP with a 'e' patch release that contains the following:

    -Fixed a problem with AI pathfinding that was causing mobs and animals to run in circles and generally spaz out. This was particularly noticeable when attempting to get animals to follow you with grass or seeds.

    Posted in: Minecraft Mods
  • 3

    posted a message on Better Than Wolves Total Conversion!

    Hey man, the performance update in 'd' is incredible! It feels like it's.. double, maybe even triple the framerate of prior versions. Kudos!


    It did exacerbate the unexplained mouse acceleration issue, but turning vsync on seems to have fixed that, and is much more viable with the 'd' version to boot.


    Interesting. What was the last version you had played before 'd'? I'm trying to get an impression for which changes it might have been that made such a difference on your system.


    I reduced a lot of extra calculations in pathfinding in 'c', and that would probably be my first guess.


    Regardless, glad it helped :)

    Posted in: Minecraft Mods
  • 1

    posted a message on Better Than Wolves Total Conversion!

    Just updated the download link in the OP to a new 'd' version of the latest release that contains the following changes:


    -Changed cows and sheep to be able to graze on Grass Slabs, and cows to be able to graze on Mycelium Slabs.

    -Changed cows and sheep to clear any snow or ash cover resting on blocks they graze on.

    -Changed grass and Mycelium to not grow from or to blocks under snow or ash cover.

    -Changed rendering of most full 1m cube blocks slightly to increase performance.

    -Fixed a problem where the extended arms of pistons could no longer be collided with.

    -Fixed a problem where pistons, piston arms (if appropriately oriented), and blocks pushed by pistons, could no longer

    support falling blocks.


    ---------------------------


    It also contains the changes from the previous patch releases as well:


    4.ABCFEFE c


    -Changed (refactored) the changes the mod makes to Snowmen to simplify the related code somewhat.

    -Changed some vanilla pathfinding code to provide improved performance and more accurate outcomes.

    -Changed Netherwart to make sounds more appropriate for vegetation.

    -Fixed a problem with Netherwart's collision volume that made it impossible to harvest.

    -Fixed a vanilla AI problem that was causing mobs and animals to tend to favor wandering towards the northwest.


    ----------------------


    4.ABCFEFE b


    -Added recipes to convert Iron and Gold Ore Blocks back into chunks.

    -Fixed a problem with pickaxes not being effective on Netherbrick stairs and a few other Netherbrick based blocks.

    Posted in: Minecraft Mods
  • 1

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

    Did Sargunster get nuked? I can't seem to get in or even view old posts for the purposes of tech support or getting the mod running. All I see is "Account suspended"


    Yup, it's been down for the last 12 hours or so. Will let folks know when I know more.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»

    Thanks I would of never known there was a mini update. I tried to register & post this on the sargunster but it appears no one can make accounts there anymore.


    Sorry about that. I can certainly post updates here as well, I just wasn't sure if there were too many people still downloading from this location, and I didn't want to keep bumping the thread with patch posts if not.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!
    Quote from Prototype2001»

    I updated the game from Version 4.ABCFAFAFA to Version 4.ABCFEFE which is 2 patches and I can't mine netherrack anymore in both nether and overworld. Mining via diamond or soulforge pick just destroys the block while ghast's fireball explosions allow you to obtain some netherrack. Is this a bug, or a undocumented change?


    That's already fixed. If you redownload, you'll notice that the file is now at 4.ABCFEFEc. I don't generally post notification of these small patch releases here, but I do update the download links, and you can get more detailed info on them over at the BTW forums.

    Posted in: Minecraft Mods
  • 0

    posted a message on Better Than Wolves Total Conversion!

    [**** NEW RELEASE ****]

    Version 4.ABCFEFE of Better Than Wolves is ready for download!

    Download Link

    This release contains the following changes:

    WARNING: This release substantially changes the rules of mob spawning, in ways that can result in brutal and unexpected dismemberment. Please make sure you understand the following changes thoroughly before playing in an existing world, lest you come home to a Creeper to the spleen, or to find your rustic wood mob trap's output has dropped to nothing.

    -Added a new mob-spawning system that is listed as individual changes below, but as a summary of how it all works: mobs can now spawn on almost any shape of block, but are restricted by the materials they can spawn on. No mobs can spawn on wood, giant mushroom blocks, Mycelium. or Bedrock. Jungle spiders are the only mobs that can spawn on leaves (as before). In the nether, mobs may only spawn on Netherbrick or Netherrack (as before). That's it, that's all.

    -Added new flammable giant mushroom blocks. This will not affect blocks already placed in your world, but since mushrooms will now potentially grow into giant flaming emblems of the apocalypse, be sure to check in on any farms you have that might be affected.

    -Added Blocks of Iron and Gold Ore. These can either be created in the crafting grid with 9 ore, or through piston packing. They can be smelted in a Kiln for a full ingot, which provides both a means of smelting in bulk, and an alternate method of automating ore smelting.

    -Added the ability to see where mobs can spawn in the Nether while wearing Ender Spectacles.

    -Changed all mobs to be able to spawn on pretty much any kind of block. I may have missed some, but the goal here is to reach a point where if there's room for a mob to reasonably stand on a block, it can spawn there. If I forgot any, I'll correct them in the future, so please don't rely on block shape to prevent mob spawning anymore as it may change at any time.

    -Changed mobs to not be able to spawn on blocks primarily made of wood (a thin surface layer like on Pistons and Turntables won't prevent spawning). The overall intent here is to make mob spawning less block type and more material dependent, both so that there's more of a progression and internal consistency to being able to build with spawn-proof blocks, and to further emphasize the unique building properties of different block types. Any flaming death that results is purely coincidental, as is any perceived glee I may seem to express at such events.

    -Changed mobs to be able to spawn in 1-block high gaps if their body shape allows it. This mainly applies to the various types of spiders, but also prevents exploiting certain block shapes to create player walkable areas that mobs can't spawn in.

    -Changed mobs to be able to spawn on ice. This was done to prevent frozen bodies of water from being big safe zones, especially in the early game.

    -Changed mobs to be able to spawn on glass blocks to prevent glass from being a non-flammable, non-gravity-affected, non-mob-spawning, commonly-available, uber-material-of-doomy-doom-doom.

    -Changed slimes to not be able to spawn on wood (like other mobs) in addition to their existing spawn restrictions, which remain unchanged from previous releases.

    -Changed Ender Spectacles to accurately reflect all the changes to mob-spawning in this release. If you're uncertain if a particular block type can spawn mobs on top of it, then Ender Specs are an ideal way to find this out.

    -Changed (refactored) how the burn times for various blocks work internally for the sake of simplifying the related code a bit.

    -Changed (refactored) a metric dung-ton of block code, both vanilla and mod, in the process of fixing the collision thing I describe below. Please let me know if you run into any new weird block behavior, as it would be exceedingly unlikely that I didn't make a single mistake in the process. On the bright side, I made a number of small unlisted improvements as I went along as well.

    -Changed a number of blocks to render fewer non-visible faces to help with performance, in the process of refactoring their code.

    -Changed cows to panic if you attempt to milk one that doesn't have a full udder.

    -Fixed a problem where spiders targeting something other than the player could wind up hanging around without despawning for an exceedingly long time.

    -Fixed a few vanilla problems where mobs (and other entities, like items) would sometimes fall through slabs and other sub-blocks, which became more noticeable now that mobs can spawn on them. This is not related to the various visual glitches which can occur along these lines with entities bouncing between positions, but rather the entities themselves sometimes actually passing through the block. Major thanks to Alexander Gundermann (taurose) for diagnosing and thoroughly documenting several Minecraft collision bugs here: https://github.com/taurose/Unglitch, as the information he has provided has been invaluable in resolving some of these issues. This fix only covers the first issue (the race condition) he describes (as well as some secondary issues I discovered), but I'll likely be verifying and fixing a number of the problems he documents in upcoming releases. Suffice it to say there are a LOT of collision issues in 1.5.2.

    -Fixed vanilla problem where mobs and animals would get stuck in blocks and sometimes suffocate on chunk load. This corresponds to item 3 (Floating Point Errors on Entity Load) in the documentation linked above. Note that when loading old saves or chunks you may still see such errors occur, as the mobs in question will have already been saved embedded within those blocks, but it won't happen again to any new or non-embedded mobs after that first load.

    -Fixed vanilla AI/pathfinding problems with animals getting stuck in fence corners (or the corners of other partial blocks) and refusing to move unless pushed out. I greatly reduced such entities lingering excessively around non-corner edges as well, as they were often times trying to move through those blocks instead of pathing away from them before this fix.

    -Fixed a problem where ground cover (snow and ash) resting around cobble walls would change the shape of the wall.

    -Fixed an issue where Hand Cranks could no longer rest on top of Mill Stones, for I am a river to my people.

    -Fixed a problem where dedicated servers would crash on startup if they were using the mod's config file.

    -Fixed a problem with the Saw block playing a sawing sound when first placed, and under some other odd circumstances.

    -Fixed a vanilla problem that was limiting the number of mobs that would spawn in flat areas with lots of ground cover like snow, or tall grass. This was particularly noticeable in superflat worlds where it would prevent mobs from spawning entirely, but affected general mob spawning as well.

    -Fixed a problem where Iron Chisels could not be stuck as blocks into Cobblestone.

    -Fixed a problem where Pickaxes could be stuck as blocks into glass.

    -Fixed a problem where Jack'O'Lanterns would still drop a torch when extinguished by water, even though they are now crafted with a Candle.

    -Fixed a vanilla issue where some chunks would not properly render, even though they were fully loaded on the client, resulting in lines of missing chunks in the world. Much thanks to Andrés del Campo Novales for providing a very simple solution to this problem here: https://bugs.mojang.com/browse/MC-129 . Please let me know if you see any new chunk or visual oddities as I suspect there might be a bit more work to be done here. I've seen what felt to be a few weird things here and there, but overall this feels like too big an improvement to do without.

    -Removed the config files options for limiting slime and nether mob spawning. Given the extent to which mob spawning has now changed, configuring individual aspects of its behavior is no longer feasible, and I do not believe these options were used much anyways.

    -Removed all the high-efficiency crafting recipes involving stone sub-blocks, as they were rendered obsolete by the inclusion of Stone Bricks in the last release.

    Happy Holidays Everyone!

    -------------

    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:

    Posted in: Minecraft Mods
  • 0

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

    I also have an another question.



    Full install instructions are linked within the readme:

    http://www.sargunster.com/btwforum/viewtopic.php?f=9&t=9272

    Posted in: Minecraft Mods
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