Regarding forge support. For those who are unaware, forge's latest update is essentially an ultimatum to modders: Either be incompatible with us or be incompatible with everything else. As one of MCPatcher's core design principles is to be as compatible as possible, this is completely unacceptable. Making MCPatcher forge-compliant would represent an enormous effort for an inferior result. Among other things it would mean no snapshot support, leaving texture pack artists with no way to work on new features between major Minecraft releases.
There is no technical reason for this "no jar edits" requirement. With a few hours work I was able to bypass it and get a proof-of-concept MCPatcher+forge modified jar up and running with only minor incompatibilities. The result is essentially the same as the old way of adding a forge zip to MCPatcher and clicking Patch.
I am led to conclude that this change is more about promoting an ideology than a technology, and recent public behavior by Lex and cpw only confirms that. They repeatedly insist that any modder not doing things their way is "doing it wrong", as if there were only One True Way to create Minecraft mods. The condescension is especially rich considering forge's crude binary diffs method for base class edits is light years behind what MCPatcher has been doing for over two years now.
So while perhaps I could cobble together something that will work both with and without forge, having to bend over backward to accommodate a group with so little regard for others is extremely frustrating. I would much rather work on new features for artists than constantly jump through forge's ever-changing and utterly unnecessary hoops.
- FlowerChild
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Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs -
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Psion posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft Mods
Easy there. I can understand why you would be upset, no one likes having their motives questioned. It's just that this thread tends to get people who intentionally post provoking and incorrect posts, against the mod authors wishes. Usually they are also badly spelled and have poor syntax as well. That, combined with the Teknik in your name, which FC isn't exactly wild about, caused people to become suspicious that you were just another troll.
If you're from another country however, you certainly have an excuse for not having perfect spelling, since perfect writing in a foreign language is something that takes a lot of practice. My own mother is mexican, and even for her moving to america and using english every chance she got with my father, it took her over a decade to get it down right. the english language certainly doesn't help by being a mash-up of different languages with little regard for consistency. ^^;
Personally, i could tell you just had english as a second language instead of being a troll. You used paragraphs and didn't shorten your words in annoying ways like a lot of trolls do. (such as r instead of are, or u instead of you.) So you already have better grammar then like a quarter of americas population.
I'm sorry that people snapped at you, it's just that after all this time, a lot of us regulars are a little hyper-sensitive to stuff like that. -
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kazerima posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from limstift62
Ps Sadly my ignorance strikes again, I've got no idea if this would be hard to add to your mod.
If you think these should be optional, then you really don't 'get' the mod. It's not an appeal to the masses, it's an attempt to make minecraft a meaningful game. If you want to try the stuff out without actually playing? go on creative. "Lacking time" isn't a real reason, it's just an excuse you're using because you want all the good stuff without the work required to achieve it. Doing so, however, cheapens the feelings of accomplishment from reaching those stages.
To get from bare knuckles to soulforged steel beacon is intended to be a journey lasting months of play time. However, you don't need to hit the maximum to have fun in BetterThanWolves, all you need is an appreciation for where you have reached so far in the game. Imagine you're playing a game like Portal, where success is measured by your ability to reason spatially and quick reflexes. Should Portal have been changed to make things easier on people with poor spatial reasoning skills or slow reflexes, by making it a turn based game and able to drop portals on any surface? Hell no. -
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Octobot posted a message on Better Than Wolves Total Conversion!Thanks for the incompatibility update. Makes installing way faster.Posted in: Minecraft Mods -
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Morgasune posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft Mods
The first thing I thought of when I saw this pic was the Olivia Newton-John song Physical. -
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rrusciguy posted a message on Better Than Wolves Total Conversion!@Holy_shield: And to add to what Vexalor said. so you starved while building up to a stone pick, caving and mining until you found 18 iron ore, and then built a furnace and smelted the ore then crafting the ingots followed by the sword itself before you finally succumbed?Posted in: Minecraft Mods -
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TheGatesofLogic posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from xXrainingpainXx
dont care about anyone being rude, i dont care how people take it, offended or not, pleased or ticked.
im just just stating my opinion, i will exercise my freedom of speech no matter what people say.
(and also, your statement wasn't all that rude.)
This is an international community, you don't have any rights -
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Fenrir_Felix posted a message on [1.4.5] [Forge] Is Minecraft too hard?! Get Easy Diamonds!Posted in: Minecraft ModsQuote from FlowerChild
Look, I started the whole dirt to diamonds trend a good five to ten years ago.
So... You started modding minecraft before it was even made. Nice logic thar -
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Wizardglick posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from Topster
I'm still not seeing how making it insanely easy to starve to death is the ideal way to convey that
I mean, hell, if the point is to make combat such a bad idea, why even allow us to craft swords?
1) You're observation about starving is mistaken.
2) Now you aren't even making a coherent argument. You are just automatically gainsaying anything that anyone is trying to tell you and them throwing out nonsensical analogies. -
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empath posted a message on Better Than Wolves Total Conversion!Posted in: Minecraft ModsQuote from Topster
And what sense does making it so you can't jump at two drumsticks? In most situations, that's a death sentence.
Don't go down to two drumsticks. - To post a comment, please login.
1
Lol... well, the thing to keep in mind is that the version numbers are still sequential, albeit largely in hexidecimal at present. So, numbers 1 through 9 as usual, followed by letters A, B, C, D, E, & F to represent 1 through 15.
There may also be some non-euclidean angles involved too though, which I can't really help you out with.
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[**** NEW RELEASE ****]
Version 4.ABCDEFPotato of Better Than Wolves is ready for download!
Download Link
-Added a whole new set of snow blocks that serve as an early game building material. The details of these are left to the player to discover, but one thing to note is that you can build out sideways with them if proper care is taken. Old snow blocks have been renamed as "Old Snow", and may no longer be crafted.
-Added the ability to partially open Wicker Baskets by right clicking on them. Note that the baskets will close automatically when you walk away, but you can also close them manually by clicking on the edge of the lid (a box will appear when you're over the right area).
-Added ability for Lava to set nearby blocks on fire directly. This applies to stuff like Campfires, Unlit Torches, and Logs, that can burn without a neighboring fire block. Keep this in mind if you have any weird builds like Lava running through Log sluices or what have you.
-Added the ability for Ice and Snow Cover blocks to melt due to nearby fire sources, rather than just due to light levels. Please keep this in mind if you have any structures built out of ice.
-Added the ability for Fire Charges to directly ignite blocks like Campfires, Brick Ovens, and Torches when used by the player.
-Change Snow Cover blocks to drop Snowballs regardless of whether they are harvested with a shovel.
-Changed the texture on Wicker Baskets to provide an indication of which way they are facing.
-Changed Ghasts to drop Fire Charges instead of Nitre to make farming them a tad more rewarding.
-Changed Zombie AI to make them a little more interested in accessorizing their wardrobe.
-Changed the way cooking items are positioned within the Brick Oven so they're a little more visible, and so that they orient correctly to the direction the oven is facing.
-Changed how items eject from Wicker Baskets so that they tend to travel towards the front of the basket.
-Changed (adjusted) the selection box on Chewed Logs and Log Spikes to be a little less obtrusive.
-Fixed a problem with Ghast sounds in the overworld, that was causing them to be louder than intended when they weren't attacking anything.
-Fixed a problem where Bloodwood Saplings couldn't plant themselves if Ash was covering a Soulsand block.
-Fixed vanilla problem where you could mine blocks while using an item, like drawing a bow, blocking with a sword, or eating food.
-Removed the generation of Ash from the burning of Bloodwood leaves, as it didn't really suit the nether very well.
-Removed the ability to place string as a block, as it never worked particularly well and conflicts with some of the design intent behind early game storage of items as blocks in the mod.
-Removed the crafting recipes for Tripwire Hooks given the above, and given they're duplicate functionality with the Lens that never suited the mod very well. I probably should have just done this when they were first released, but I was much more timid about removing vanilla features back then. You can still melt them down for a bit of iron in the Crucible if you have any laying about.
-Removed the Tripwire and Dispenser traps from newly generated jungle temples to fit the above. Also removed all remaining Piston and Redstone blocks from newly generated non-looted temples to negate their sometimes progression-breaking impact.
Tuber!
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1
Glad you're enjoying it!
1
[**** NEW RELEASE ****]
Version 4.AB4 Bonnets of Better Than Wolves is ready for download!
Download Link
-Added Loose Cobble and Loose Brick Stairs. Both are created with 6 of the corresponding items in a stair pattern. Once placed, mortar may be applied to them, in the same manner as other such blocks.
-Added a new system for placing the various forms of Cobblestone and Brick blocks. The way this works, if you place the loose version of the block, connected to another of the same material (eg. brick next to brick) that already has mortar applied (Clay, Slime, or Nether Sludge), it will stay in place for a brief time before collapsing. This gives you a chance to apply mortar to the new block before it falls, to fix it in place. In addition to spanning gaps, this also allows you to place blocks like upside down slabs and stairs.
-Added the ability to retrieve tools placed as blocks by right clicking.
-Added the ability to use Nether Sludge as mortar.
-Added a more detailed change log for version 4.AAAAAAAAAAHHHH below, which I wrote back when I was working on it.
-Changed the look of Wicker Baskets containing items, to make their state a bit more evident.
-Changed (refactored) the way falling blocks (sand, gravel, etc.) work internally to make it easier to add new blocks of this type (like the stairs in this release).
-Changed (refactored) how many slab blocks work internally for similar reasons.
-Changed how mining speed modifiers due to stuff like hunger and health work internally once again to try to reduce desync problems between client and server. I made some modifications to the networking code for this, which will result in you getting promptly booted if you join a server running an older version.
-Fixed a problem that could cause a crash when placing a tool at the same time as using it to harvest a block. In the process, I also just prevented placing tools while harvesting entirely as it felt rather strange.
-Fixed a vanilla issue where mobs wouldn't catch fire in sunlight if standing on slabs or other partial blocks.
-Fixed how annoying Ghast sounds can be in the overworld, similar how I fixed grinding Netherrack in the past.
-Removed Hardcore Sinkholes from the mod, as the random deaths that were sometimes caused by this feature were too punishing given how much more demanding the early game has become.
-Removed Redstone from loot chests close to the surface due to its progression breaking properties.
-Removed Pumpkin Seeds from the same.
Buzz buzz buzz... just because.
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Version 4.AAAAAAAAAAHHHH Change log:
-Added Loose Dirt and Loose Dirt Slabs as new blocks.
-Added Loose Cobblestone and Loose Cobblestone Slabs as new blocks.
-Added Loose Brick and Loose Brick Slabs as new blocks.
-Added Pointy Sticks, Sharp Rocks and Iron Chisels as new tools.
-Added Clubs as a new early game weapon.
-Added Fire Ploughs and Bow Drills as new early game fire starters.
-Added Campfires as a new block.
-Added the ability to use Clay and Slimeballs as mortar for Loose Brick and Cobblestone blocks.
-Added the ability to sun dry Bricks.
-Added the Brick Oven as a new block.
-Added Stones as a new item.
-Added chunks and piles of iron and gold ore as new items.
-Added Crude Torches as an early game light source, and changed regular torches so that they may only be crafted with Nethercoal.
-Added Wicker as an individual item, separate from wicker panes, and changed the name of wicker panes.
-Added Wicker Baskets as a new block. They're crafted with 4 pieces of Wicker.
-Changed the Wicker Pane recipe to be Wicker, surrounded by 4 Shafts in the crafting grid.
-Changed Coal to grind to two Piles of Coal dust, instead of 1.
-Changed the Nethercoal recipe in the Cauldron so that it only produces one lump, instead of 4.
-Changed the way Smoothstone and Log blocks work so that they have multiple stages and drops when chiseled down.
-Changed Stone Axes to be crafted with a stone, shaft, and spider silk.
-Changed (refactored) the way the Soulforge renders and detects collisions.
-Changed Endermen so that they don't teleport away on the final hit that kills them.
-Changed (refactored) a bunch of code related to how tools function to help simplify things internally.
-Changed (refactored) how items determine which kind of enchantments apply to them.
-Changed the way clocks and compasses render so that they should only function in the player's inventory (and item frames for clocks). This was also the case before, but I've made the related code a bit more robust to help discourage cheating.
-Changed (refactored) the way the spread of grass from block to block is handled internally to facilitate adding such functionality to new blocks (like Loose Dirt).
-Changed (refactored) how blocks specify if they have a solid top surface (for placement of other blocks like torches and snow) internally to unify mod and vanilla blocks into one system. This may have some noticeable effect in being able to attach some additional blocks to others that weren't possible before.
-Changed (refactored) how the Battle Axe works internally to make it more consistent with how other axes function.
-Changed the Jack O'Lantern recipe to be shapeless.
-Changed nether portals so that they can be opened using a Campfire
-Changed the ladder recipe to require either spider silk or hemp fibers in the previously empty slots between the shafts.
-Changed the Hand Crank, Lever, Dispenser, Detector Block, and Piston recipes to use smooth stone instead of cobble.
-Changed the arrow recipes to a shapeless one that requires flint, a shaft, feathers, and spider silk (or hemp fibers).
-Changed blacksmith houses so that they contain brick furnaces, and only do so in non-abandoned villages.
-Changed abandoned librarian houses to not contain workbenches.
-Changed witch huts to replace the Workbench with a Basket, and removed the Cistern.
-Changed desert wells to have loot Baskets around them.
-Fixed vanilla problem where sand and gravel wouldn't fall if placed above blocks that wouldn't normally support them while falling, like snow, or torches.
-Fixed a problem introduced in a recent release where some creatures would continue to eat food items after they had died.
-Removed ability to start open fires with flint & steel. Now only specific blocks can be lit.
-Removed the ability to cook glass and to smelt ores in block form in the furnace, which means they can only be cooked in the Crucible and Kiln.
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1
Yup, I agree. It was a bit much for me as well in all honesty
The closest analogy I've come up with, is that it was like a couple of horror games I've played in the past (specifically Silent Hill 2, and Amnesia) where I really liked the games themselves, but the prolonged anxiety over time that I experienced while playing eventually made me not want to play them anymore
I think that's the point that I had essentially hit in previous releases post AAAAAHHHHH: where it was on such a razor edge in terms of survivability, and the stakes became so high as play progressed and you had more and more time invested in a spawn, that it eventually became so stressful that it stopped being fun.
I found myself not really wanting to play anymore after awhile, which isn't something that has happened before in the years of me working on this mod.
As I joked in a stream after: "Well, it only took me seven years to make Minecraft too hard"
Only in the ones in strongholds should be infinite, and I believe they are right now. If you saw infinite torches in mineshafts, they might have been generated in earlier releases, because now they should be the finite ones.
In the case of strongholds, those are "magical" places, and not something you tend to randomly stumble on early game, so they seem fitting, and don't break the progression.
When I had them in mineshafts, they were just way too uber for the early game. Managing fire and light early game has kind of become a big part of the gameplay, so suddenly having an infinite supply of fire without having to work up to it feels really off. I know the times I found torches like that I wound up destroying them because it felt like I was cheating otherwise.
EDIT: Yup, just checked the code to verify. The torches in strongholds are infinite. The ones in mineshafts are not.
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[**** NEW RELEASE ****]
Version 4.AAHHHHHHhhhhhh of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a slightly decreased sense of soul crushing despair to the early game as part of my ongoing balancing efforts. Yes, this means I just made things slightly easier for once, but please be assured that I'm having a full set of medical tests conducted.
-Added some Reeds to newly generated Jungle biomes to provide additional sources of them in the early game.
-Added the Bone Club as a new early game weapon. It's an upgrade over the wood one, and is crafted with two bones in a vertical line.
-Added "smouldering" state to the Campfire, that will allow you to relight one that's burned out for some time afterwards, just by adding fuel. Note that any cooking progress is lost when this happens, and it takes time for the fire to fully relight, so it's still important to tend your fires.
-Added the ability to place most tools as blocks, to act as an early game storage alternative and decorative option. They may only be placed on blocks that each particular tool is effective on (axes on logs for example).
-Added a new Clay Block which is crafted with 9 Clay Balls either in the crafting grid or through Hardcore Packing. For the most part it's functionally equivalent to the old naturally generated Clay blocks, which have been changed to have a new look, and to only drop a single Clay Ball and some dirt when harvested. Note that the new ones need to be supported by a block below them (like other Unfired Pottery), which may affect existing Pottery builds. The old ones may be converted to 9 Clay Balls in the crafting grid if you have any in storage.
-Added conversion recipes from Iron and Gold Ore blocks, to Chunks of Iron and Gold Ore.
-Added Mycelium slabs, and the ability for Mycelium to spread to loose dirt.
-Changed (tweaked) the efficiency of the Pointy Stick and Sharp Stone to be slightly faster, to provide a little more wiggle room in the first day, and to help differentiate them from using your hands, and from each other.
-Changed (tweaked) Unfired Bricks to cook more quickly in the sun.
-Changed (tweaked) Chunks of Iron and Gold Ore to be crafted with two piles of the associated type rather than four.
-Changed the name of the Club to "Wood Club" and gave it knockback to make it slightly more worthwhile.
-Changed how Groth, the Brick Oven, snow, stairs, and slabs work internally to help improve rendering performance.
Ahhhhhhh...
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1
[**** NEW RELEASE ****]
Version 4.AACK of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added Hatsies for Zombies and Wolfsies Hatsies with enhanced Hoofsies and Boomsies.
-Added crafting sounds for various forms of clothing and armor.
-Added recipes for Wood Fences, involving 6 Wood Planks in the pattern other fence recipes use.
-Added the vanilla recipe for Fence Gates (4 Shafts and 2 Planks, "SPS", "SPS") back in.
-Added lower tech Trap Door recipe (2 Shafts and 4 Planks, "PPS", "PPS"), and changed the high efficiency recipe to match (siding instead of planks).
-Added the Spider Jockey origin story.
-Changed Squid to have Nothing To Worry About. Poor things were far too tense.
-Changed how wool colors blend during knitting to hopefully generate more intuitive results, and less grey.
-Changed the way health and hunger status penalties are handled internally, to hopefully reduce some client / server synchronization issues when mining blocks with such penalties in effect.
-Changed the way the early game fire starters work to make them more resistant to multiplayer lag.
-Changed the way spits work to disincentivize gamey behavior involving selectively punching blocks at various times in the early game.
-Changed the Knitting Needle recipe to require undamaged Pointy Sticks for similar reasons.
-Changed Baskets to be crushed by falling blocks.
-Changed the Hibachi to not instantly incinerate tree stumps.
-Changed several types of wood blocks to not drop intact when harvested with a Stone Axe, but to harvest whole with iron or better, for greater consistency between the various early game blocks. I tried to cover as many as possible, but given the large number involved please let me know if I missed any.
-Changed workbenches to not harvest as quickly to better communicate that they always break on removal.
-Changed Wicker Baskets to have a bit of hardness to help prevent them being accidentally broken.
-Changed Brick Ovens to not allow snow to accumulate on top of them when they are burning.
-Changed (refactored) how Zombies, Squid, Spiders, and Creepers work internally to help simplify some of the mod code.
-Changed Ghast navigation so that they're reluctant to enter water or lava.
-Fixed an issue with villagers still having a trade involving a stone furnace, even though they are no longer craftable.
-Fixed a problem where several mod fence recipes were outputting only 2 blocks instead of 6.
-Fixed problems with bricks being hardcore packed where it would take only 4 rather than the 8 bricks, and where the resulting block was created with mortar already applied.
-Fixed problem where the cracks weren't being displayed properly on Brick Ovens and Campfires when they were being harvested.
-Fixed an issue where creating Groth in a Cauldron would return a non-loose dirt block.
-Fixed problem with wolves sometimes being excessively chill about other wovles getting attacked nearby.
-Removed the Ghast spawn from Hoppers as it was never intended as a farming method, and with the removal of Ghasts from Soul Urns, had unfortunately become the default method of summoning them.
-Removed vanilla "Zombie Sieges". They didn't appear to be working anyways, were not a particularly well understood or compelling mechanic if they did, and were complicating the mod code unnecessarily.
ACK!
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1
[**** NEW RELEASE ****]
Version 4.AAAAAAABBB of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added a visual indicator of whether some storage blocks contain items.
-Changed the way Raw Mutton looks in order to make it more visually distinct from Cooked Mutton.
-Changed the name of Coal Dust to better communicate its use.
-Changed how fire renders internally to hopefully help with issues with some texture packs.
-Changed the starter chest to be less so.
-Changed the Grate and Wicker Pane recipes to require Wood Moulding rather than just Shafts.
-Changed the way torches work internally so that they're added to your inventory in a more intuitive manner and to hopefully reduce or eliminate the flicker that would occur sometimes in SMP.
-Changed some log types to not be fully transparent to light.
-Changed some dirt slabs to be able to combine with grass slabs.
-Changed Shafts and some torch types to be crushed by falling blocks.
-Changed chest minecarts to not be quite so chesty.
-Removed the Workbench from villages.
-Removed generated torches in villages and abandoned mines.
-Removed the early game glass recipe.
-Fixed problem where using the number keys to swap items to the hotbar would sometimes cause the relevant slots to display the wrong item.
-Fixed a problem with blocks under destroyed snow not always rendering correctly.
Deepest Sympathies!
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1
That's unfortunate. There's actually a more severe version of what I tried that I'll put into place for the next version, so let me know if that one does the trick.
Thanks for the info!
2
[**** NEW RELEASE ****]
Version 4.AAAAAAAAAAHHHH of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Changed the entire mod.
-------------
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