• 1

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

    So I was turning some of my wolves into companion cubes, and I went to set the block dispenser down and as I was placing it down behind my wolf, it moved and I made it stand up, but I also placed the dispenser down, and the dispenser disappeared and my wolf went running. I was curious if this was a bug or a big fail on my part. Also, would it be cheating if I open to lan and give myself another dispenser? It is nowhere to be found, and it's not hidden like the invisible block glitch.


    Errrr...I don't even have a vague idea how that could even happen.

    So no, I wouldn't consider it cheating. That's an exceedingly strange occurrence, I've never heard anything like it in the close to 3 years the BD has been around, so yeah...do what you got to do to correct it :)
    Posted in: Minecraft Mods
  • 4

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

    go and find your village, waiting for the update is like waiting for rain in arizona


    So sorry for the delay on your free software :P

    I'd say the exact opposite actually, especially right now.
    Posted in: Minecraft Mods
  • 5

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


    Scared me out of my mind when I first found them.
    I was swimming away from some wolves out for my blood when one latched on top of my head, and everything went dark.
    I somehow managed to kill it and get on shore without going out to the ocean or dying, but it really scared me, and took a couple of tests to find out what the heck had happened


    Poor squid :(

    I'll have to work on that behavior some more then. I feel like I let the poor thing down.

    If you hadn't killed it, you know it would have taken you to the aqua-dimension right? Where you could have frolicked amongst the sea horses and come back with a bountiful haul of treasure?
    Posted in: Minecraft Mods
  • 2

    posted a message on Better Than Wolves Total Conversion!
    I think you guys were largely saying the same thing and are getting hung up on semantics.

    I think everyone can agree that if you make iron tools you should use them, but if you're carrying around something like an iron hoe or surplus iron with you while caving, it's probably best to consider leaving it at home.
    Posted in: Minecraft Mods
  • 1

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

    you may be right, i dont know though i would have check in vanilla to find out i never did crash my boat in vanilla


    Nah, I added it. Vanilla is rather light on sounds in general. There's quite a few I've added in for various events, boat crashing included :)

    I think I did that when I was working on squid as boat crashing became a bit more prominent and it felt weird that it was so silent.
    Posted in: Minecraft Mods
  • 1

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

    That seems like a really messed up system though (not just baby wolf teleporting when they grow up, but wolves teleporting in general - when following the player and sometimes when bugs occur). Would it be reasonable of me to suggest a revamp?


    Since that would mean improving them in ways that doesn't make them more lethal, or involve compacting them into geometrically pleasing shapes...no :)

    I've toyed with the idea of disabling their teleporting in the past, but then they'd need decent pathfinding. It's a whole can of worms I'd prefer not to open.
    Posted in: Minecraft Mods
  • 1

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

    I note that bumping into mobs when invisible will still grant them the infailing ability to track you till they(or you) die.
    Will you keep this? I personally think it will be better if invisibility potions are moved far back into the tech tree, but when you drink it, mobs can't detect you at all, even if you attack them(but have much shorter duration, say, 30 sec when extended or something).


    I don't much like invisibility potions, and find them rather overpowered, so if I do anything with them, it will likely just be to remove them.

    But yeah, making them MORE powerful like you're suggesting is definitely not on my todo list :)
    Posted in: Minecraft Mods
  • 3

    posted a message on Better Than Wolves Total Conversion!
    [**** NEW RELEASE ****]

    Version 4.89PHILLIP of Better Than Wolves is ready for download!

    Download Link

    This release contains the following changes:

    -Added Hardcore Brewing. This is comprised of a number of small changes to the potion brewing system detailed below, to hopefully better balance it relative to the rest of the mod's content, and to up the value of various mob drops, while reducing the prominence of the whole "golden vegetable" bit. As a general heads up though: don't make any assumptions about how to brew potions or their effects and make sure to read the below changes, as it's rather different from vanilla Minecraft now.

    -Added recipe to convert planks straight into Shafts with a single block for convenience, particularly in the early game.

    -Added the "Mysterious Gland" as a new semi-rare drop to squid which is used in the brewing of healing potions, instead of glistening melons.

    -Changed fermented spider eyes to "Venom Sacks", and removed the ability to craft them. They are now a semi-rare drop from jungle spiders, and are used in the same way as fermented eyes used to be within potion brewing.

    -Changed the Grate and Wicker recipes to require 9 Shafts or sugar cane in a full crafting grid rather than the previous 4 for balance, particularly in the early game where they were being used by some players for excessively cheap barricades and windows.

    -Changed night vision potions to be created with spider eyes rather than golden carrots.

    -Changed (reduced) the drop rate of spider eyes to be a semi-rare drop to fit their new role in potion brewing.

    -Changed poison potions to be created with red mushrooms rather than spider eyes.

    -Changed the visual effect on night vision potions both to look cooler in terms of having interesting visual effects depending on circumstance, and so that you can now distinguish between areas in light and darkness with it active, as there were some rather severe disadvantages previously to using it as you couldn't really tell which areas were in darkness, and thus where monsters could spawn.

    -Changed Creeper Oysters to brew splash potions rather than gunpowder to open up the possibility of using offensive potions earlier in the game.

    -Changed Brimstone to be used to increase the potency of potions rather than glowstone dust to create more of a progression to when you gain access to more powerful potions.

    -Changed the recipe for maps to have a Soul Urn in the top and bottom middle crafting slots instead of paper (it is unchanged otherwise with paper on the sides and a compass in the middle). This was done both to better explain the "magic GPS" aspect of maps, so that they can't be relied on for navigation in the early game, and so that they fill the role more of an advanced navigation tool in the overall tech progression. All told, hopefully they will feel a little less cheaty now, and more like a legitimate gameplay feature.

    -Changed jungle saplings so that 4 of them next to each other will only grow into huge jungle trees if all 4 are fully grown.

    -Removed the spider eye drop from jungle and cave spiders. They are now exclusive to regular giant spiders. In combination with the venom sack change above, this gives a distinct role to the different spider types, and a specific reason to farm Jungle Spiders.

    -Removed the whole "healing potions hurt undead, harming potions heal them" thing from the game, as it was just hurting potion brewing overall as a system. The problem was that it turned healing potions into a "swiss army knife" where they would both help you and hurt a good portion of the mobs in the game, including the wither, which is probably the fight where you most want potions. Meanwhile, it relegated harming potions to pretty much never being used as a result (except in PvP) due to their tendency to both hurt you and help mobs. Short version: all potions now effect undead the same way they effect other mobs.

    -Removed spider immunity to poison potions for similar reasons (this applies to all spider types). Minecraft just doesn't have enough mob types to justify these kinds of rules for potion use against them. This isn't a classic RPG with over a hundred mobs or something that can support these kind of special case rules for potion use, without drastically decreasing their effectiveness to the point of being useless. If potions are only effective some of the time, players likely just won't bother with them, and certainly won't keep them in their hot bar.

    -Removed the ability to craft Blight into Nether Groth as it never really suited its intent as a nasty side-effect of the player's actions rather than something you'd want to intentionally create. Mycellium is thus the only way to create it once again, but an alternate method will be coming soon in an upcoming release.

    -Fixed a problem with sapling growth where they would revert to the smallest size on occasion if growing in tight spaces.

    Enjoy! :)

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

    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
  • 2

    posted a message on Better Than Wolves Total Conversion!
    I wouldn't recommend branch mining at all until maybe around the time you have enchanted diamond picks. The volume of stone you have to move doesn't make it particularly profitable before then. Also, when I do it, I tend to do it centered on the area of my mob trap, or future mob trap, as it helps me kill two birds with one stone in terms of discovering any caves I may need to light up.

    What I would recommend however, is digging in a straight line along the top of the 2nd strata layer, and listening for mob and water sounds to help find a cave. This is also a useful technique at the 3rd strata layer once you have an iron pick in order to find a way down into the bottom one via caves to grab your first diamonds.

    Ravines are rather hazardous, particularly due to mobs being able to drop on you from above out of nowhere. If you make sure to go in and out while it's still daylight, then it might be worth the risk, but I wouldn't recommend staying down there at night. Cave systems tend to be much easier to control.
    Posted in: Minecraft Mods
  • 2

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

    That's Nothing To Worry About.


    That never gets old :)
    Posted in: Minecraft Mods
  • To post a comment, please .