Thanks for the invite man. I'm not sure where to respond to it, but assuming that here is ok, I'll be there
- FlowerChild
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Jun 29, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: News
Thanks for the invite man. I'm not sure where to respond to it, but assuming that here is ok, I'll be there -
Jun 26, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: News
-Adding custom animated textures. -
Jun 26, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: News
I don't have any particular issue with it. However, the practicality and feasibility of doing something like that is up to Mojang and the original authors of those APIs.
It's really not as simple as dropping the code into MC. Given that the source for MC is obfuscated, they aren't even really working on the same code-base. Given that, and given that they would most certainly want to review each and every change, it's likely Mojang would have to effectively rewrite them from scratch anyways. -
Jun 26, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: NewsQuote from roemba
I understand what you mean with that and sure, I'm really excited for the mod API. I'm just afraid for some 'half-mods': mods who are partially API and miss a lot of features from the original. I understand that the mod API can't be everything at once but we will not quickly see some big mods make it to 'plugins' as they are just too complicated. Taking the base of modloader and forge then makes this whole process a lot easier and smoother. I think that would help a lot
I think many of the really extensive mods will *never* be plug-ins man. I already accepted weeks ago that BTW likely never would be given the number of base-class changes I make, but that doesn't make an API any less valuable, nor does it prevent such mods from being compatible with plug-ins.
Mojang seems to understand this, as it's already been publicly stated that they view mods in MC separating into two distinct categories in the future: mods and plug-ins. To think that the most extensive mods out there would fit into the plug-in category just isn't realistic IMO.
Quote from lindyhopfan
Maybe one way we can present a view of what modders should be invited is to notice that the ModList spreadsheet here Link Removed tracks top mods by popularity. This way we can present the following top 15 mods and their developers without regard for which mods are our personal favorites:
Going off number of MCF forum posts to indicate popularity is flawed in itself, as a number of the mods mentioned have their own forums separate from that, which will inevitably reduce MCF traffic in the related threads.
I don't think there's currently a good method of objectively determining mod popularity, and if Mojang makes a subjective decision about that it's bound to result in hurt feelings and a lot of chaos as additional modders try to get in on that. I sincerely doubt the modding community needs a big cock-fight to erupt over whose mod is more popular than whose when Mojang is trying to organize communication between everyone.
Honestly, I think restricting it to API devs is probably the right move at this stage. -
Jun 26, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: NewsQuote from roemba
Considering the mod API we may also not forget (which I then will suspect to happen) that when the API doesn't cover all of minecraft's game mechanics or at least most of the areas current mods use, developers will start modding the game by themselves again so then the modding API doesn't make that much of a difference.
Sure it does man. Compatibility isn't an all or nothing affair, nor do you need to eliminate *all* base class mods to ensure compatibility with others. For example, even when I was with the Forge, I was still making base-class changes, and slowly migrating them into the API as needed, and when it was common enough functionality that it seemed it would benefit modders in general. Still, BTW remained compatible with the other Forge mods at the time.
The really important part is the common functionality that virtually all mods require and which basically forces each of us to modify the same base class files to get the job done. Stuff like extended texture indexes and blockIDs, and then extending into more obscure functionality. Already, if Mojang would take care of those aspects, it would make a huge difference to the modding scene, and that doesn't even require a full-fledged API.
Less used functionality can definitely wait and has very little impact on mod compatibility. For example, who gives a damn if I'm modifying EntityCow? I don't think there are too many cow mods out there that it would cause problems with.
So yeah...don't write off the benefit of an official API just because it can't feasibly do absolutely everything out of the gate. -
Jun 26, 2012FlowerChild posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperPosted in: News
<shrug> I can understand them wanting to restrict this to API developers as it can be assumed that most modder API requests have already filtered through them.
I suspect I'll just wait for the logs and see what happens. If they arrange one of these to talk to the authors of the big mods at some point, I might join in then. -
Mar 30, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: NewsQuote from flanigomik
well now that i said that i cant duplicate it anymore in vanilla but here is a report without you mod (for reference) note: i can play for hours at a time but when it hapens it keeps happening
Wordlgen isn't my specialty by a long shot, but it looks like it might have something to do with overlapping aspects like abandoned mine-shafts and a stronghold or something similar.
Hopefully this is the big bug that 1.2.5 is intended to address, but it does look like you have a number of mods installed that affect worldgen there, so it's a bit ambiguous if this is a mod or a vanilla issue.
Quote from King Korihor
The bug is self-inflicted as there is a built-in exception deliberately thrown in the official Mojang code in Minecraft when under some circumstances a block is "generated" multiple times. In other words you grow a tree and then have that tree get taken out by mountain building code (or something similar). When the exception is thrown, Minecraft simply shuts down and the exception isn't being handled inside the software.
Gotcha. Strange I hadn't heard a thing about this from any of my players.
Ignore what I said above then. It looks like this is a known issue -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: NewsQuote from flanigomik
i actually am using your mod it is one of my favorites but there is a MAJOR crash bug in both vanilla and your mod within 1.2.4 tera gen something about terrain already being decorated
Ah, sorry, wrong one. Thought you were talking about the blocks at height-limit world-conversion bug that wound up getting fixed in 1.2.4.
This is a new one I don't have any information on. Must be rather infrequent as this is actually the first time I've heard about it. -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: NewsQuote from flanigomik
my favorite world is unplayable because of a bug in the generation sub-routen
and all you moders you want them to slow down??
Yes, because slowing down tends to imply *testing* code before releasing it to the general public and not releasing it with world-destroying bugs. The releases we're still getting now are mainly bug-fixes for a release that occurred about a month ago.
Too bad you weren't using BTW btw. I fixed that vanilla world-conversion bug in the first release of the mod for 1.2.3. -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: NewsQuote from King Korihor
Jeb did explicitly say that the purpose of this snapshot was for the MCP guys to be able to prepare their tools for the 1.2.5 update. Perhaps it is reading between the lines, but if new classes and methods are going to be introduced into the formal release that isn't in this snapshot, what would be the point of even mentioning MCP and Bukkit? THAT is where the "headline" came from.
You're really stretching it man. I think the headline is very clear, and Jeb's statement (which I had also seen) was very clear.
The two statements give completely different impressions. The headline says that this somehow allows all modders to prepare now for the 1.2.5 update. Jeb's post says that it will help MCP and Bukkit prepare. They are not the same thing by any stretch. -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: News
Quote from King Korihor
It isn't that it will make updating mods faster, but rather that mod developers will have the tools available to update their mods when the vast majority of Minecraft players finally see the "Do you want to update?" screens on their game.
To my knowledge, Jeb has said NOTHING about this pre-release having anything to do with "Modders Can Prepare Now".
THAT is what I'm objecting to and why I have no idea where the headline for this news item came from. That headline seems to be pure fiction created by whomever wrote it.
I'm not complaining about what Jeb is doing with the pre-release. I'm complaining about a baseless headline that has the potential for promoting update-trolling by misrepresenting the actual situation. -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowPosted in: NewsQuote from CovertJaguar
People like you are very reason this should never have been posted. This snapshot wont make updating faster. It will just make more people complain that we update too slow.
Glad I'm not the only modder that reacted this way. I definitely had a 'wtf?' moment when I saw this headline. -
Mar 29, 2012FlowerChild posted a message on 1.2.5 Snapshot News - Modders Can Prepare NowAre you guys trying to promote update trolling with this headline?Posted in: News
Seriously, where did you get this idea that the 1.2.5 pre-release somehow helps modders prepare for the eventual release? I think I'm a fairly well known modder, and I can think of no way in which this allows me to prepare beyond adjusting my schedule to accommodate wasting several hours on the update once it's officially out.
It's a rather irresponsible statement IMO which I think will inevitably just raise community expectations that mods will somehow magically and instantly update to 1.2.5 once it's out, and up the already epic level of update-trolling that we modders are normally subjected to with each vanilla release.
I can hear it already: "Why isn't Better Than Wolves updated to 1.2.5 yet! You were given time to prepare!"
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I get annoyed because this is the same "but what if both my arms fall off and I can no longer operate a mouse/keyboard?!" kind of argument that has slowly wrecked vanilla. Like I mentioned, the hunt for diamonds is one of the coolest aspects of the BTW tech progression at present, involving some very unique challenges you don't find elsewhere in the game, so yes, I find someone objecting to those very challenges and representing them as some kind of design flaw to be totally out there and not worthy of consideration.
Given you also mentioned how you reflexively turned off HC Buckets (an option that has only remained in place out of consideration of people with old worlds) without understanding the ramifications of that choice, I also have the impression that you're the kind of player that automatically objects to any kind of challenge and tries to either remove it yourself, or compel the devs to remove it from the game instead of working to resolve it *in game*.
And finally, when someone is presented with solutions to the problem they're portraying (such as dig tunnels with iron), and they then offset the problem by manufacturing excuses as to why they don't want to use those solutions (but I don't want to use my iron!), yes, I get annoyed.
You are presented with in-game challenges in BTW, and yes, that can make things tough which is entirely as intended. Deal with it (or don't).
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And really, the MC world is lousy with subsurface caves. If you've ever seen through the world (which I think all of us have), you'll know this.
My general approach to the early game, is to mine out my basement during the night time for cobble. The thing is, I tend to mine downwards, slowly digging out a staircase until I hit the 2nd strata layer. From there, I start digging out horizontally along the top of that layer, as you say, listening for mob (and water and ambient) sounds to direct me towards caves.
Most of my playthroughs, that alone has caused me to find a cave that I've eventually used to get to the bottom layer through night time exploration. In the rare instances where that has failed, digging with iron in the same manner one layer lower has done the trick. A lot of the time, the staircase itself will intersect a cave and you won't even have to dig out the secondary tunnels.
Not only is this a great method of finding caves, but given the ones you do find are connected through the basement into your base, it opens up exploring them as a night time activity, whereas surface level caves can be more problematic at night because of the mobs potentially entering from above.
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You're going on (at length) about a "problem", that by your own admission, you've never actually encountered. That clearly falls under "don't waste my time".
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Dude, have you actually tried finding diamonds? That portion of the tech tree is probably my favorite at present, with the time where you're worming your way through the bottom strata while not being able to dig through walls being a very tense and interesting part of the game.
Try something before making a big deal out of it please. There's an element of luck in pretty much everything in MC.
You do realize that with iron you can dig through the very bottom of the 2nd layer of strata to locate caves that are almost guaranteed to descend into the bottom one right?
If you're thinking in terms of locating and exploring surface level caves that will descend that deep, then yes, you're setting yourself up for a potential nightmare.
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From what I've seen of how people react to them the first time in videos, it seems like it's often a bit of both
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I think it fits on some level, but on the other hand I've always been under the impression that with the golems you are creating them, bringing them to life with the soul urns, while with the wither, you're summoning something that already exists through an effigy.
So I think I'd prefer to leave the wither summoning method as is to emphasize that point.
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Later in the game, it's also really only effective with the top strata, as the harder stone deeper down is more blast resistant.
If you're starving early game it might be because you're spending too much time running around looking for creepers
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I've *very* rarely seen that happen myself, but thought it might of been a side effect of some debugging I was doing at the time.
Thanks for the confirmation. I'll add that to the bug report section on the BTW forums and look into it.
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Hehe...I was wondering how long it would take for someone to notice that. It's the first time I've seen a screenshot of that behavior
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Hehe...thanks man, and glad you're getting so much enjoyment out of BTW
Oh yeah man. Keep in mind I play BTW extensively myself, and always have, so I'm harvesting oysters quite frequently myself
Also, with regards to the danger level of any particular mob, it's not as important IMO as the overall danger level the player faces, and obviously that's WAY higher than in vanilla. Do shears make creepers easier to deal with? Sure. But given there are ten other things trying to eat your face at the same time, that's not necessarily that big a deal
Like I said though, it's something I'm still mulling over, as I'd like there to be a bit more of the sense that you're diffusing a bomb in there, which I do think is an activity that could use a little more tension to it.
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With regards to the ease of harvesting oysters, well, there's two sides to that. The first is that creepers don't generally kill in direct combat IMO, but usually by sneaking up on you or when you get gang attacked in combination with other mobs. If you've spotted one, and have had the time (and presence of mind) to switch over to another tool in order to harvest, the creeper in question is likely not that big of a threat to begin with.
Having said that, I'd like the snipping to be a little more skill based than it currently is, with a margin for (disastrous) error, so I may tweak it slightly in that regard in the future.
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<slits wrists>
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Version 4.8915 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a few aspects to Hardcore Wood to make tree farming in general more interesting and a larger part of the game. First, all overworld saplings (not Bloodwood which remains unchanged) have 4 individual growth stages which vary in appearance. The time it takes for saplings to grow into trees has *greatly* increased (they should now take longer than any other plant to grow), meaning that particularly in the early game, the player will be much more dependent on existing forests for wood, surviving in an area devoid of trees will be much more difficult, and tree farms will need to be much larger to keep up with the same demand. Given Bloodwood is not affected by these changes, it also serves to further increase its value for automation later in the game.
-Added Jungle Spiders as a replacement for the cave/Vioki spiders that were previously spawning in jungles. They have their own texture, unique attributes, and spawn conditions now which are left for the player to discover.
-Added a new *edible* Cocoa Bean item that is separate from the old one. Old bean items will be converted into Cocoa Powder, which may be created by grinding the beans in a Mill Stone, and which may be used as dye in the regular manner. Note that while Cocoa Beans are edible, Cocoa Powder is not unless it is used as a cooking ingredient to form other foods.
-Added the Chocolate Milk as a new food item. It is created by mixing Cocoa Powder and a milk bucket in the crafting grid. In addition to boosting the food value of milk buckets, Chocolate Milk also retains milk's poison neutralization effects.
-Added Chocolate as a new food item. It is created by cooking Cocoa Powder, sugar, and a milk bucket in the Cauldron. Similar to other desert items it may be eaten even when the hunger meter is full in order to build up fat.
-Added "Pigs Will Eat (almost) Anything!" as a new feature. This changes pigs so that they'll eat, follow, and breed with *any* of the domesticated crops be that wheat, carrots, or potatoes (cooked or raw). Coincidentally, they also love to eat chocolate (go figure) which means that in some cases they may be bred slightly earlier in the tech tree. Note that they can still also be bred with Kibble, but will still not follow it (it still doesn't taste THAT good).
-Changed the growth and drop rates of cocoa plants to make farming them more interesting and balanced given their new role as an early game food source.
-Changed (reduced) the growth rate of sugar cane to better fit the balance of the rest of the mod.
-Changed the recipes for cookies to replace the cocoa beans with Chocolate. The recipe is now two flour with Chocolate in the middle, in a horizontal line.
-Changed (increased) the hunger restored by drinking milk slightly.
-Changed spawn restrictions on mobs in general in jungles so that they can no longer spawn on leaves, basically reversing the change I had previously made to the vanilla spawning behavior. This was done because of how other mob spawns now relate to Jungle Spiders.
-Changed some code internally to consolidate how animals are tempted by various items to reduce on the associated performance overhead. I just mention this in case it causes any problems with which items tempt which animals.
-Fixed problem with hat damage being reduced by armor (it wasn't supposed to be).
Enjoy!
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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:
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I think your OCD might be a little too pronounced for BTW man
Let the animals die (you can find more later...it's an infinite world afterall). Get some chickens (for a decent food source). Dig your tunnels at night (so you're not just stalling your progression for half the time you're playing).
What you're describing sounds like one of the most painful ways to play BTW I've heard yet.
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Yup, I can totally hear that, it's just not something I'd ever point out to a new player as a serious consideration during play, or emphasize as something that players really should be doing