December 24, 2020
- Added the ability to piston pack Loose Stone items into Loose Cobblestone blocks.
- Added more spoilerific feature descriptions to the change log for version 4.B00 (Vegehenna) in the readme.
- Added a sound effect whenever the player can't eat something for whatever reason (like if full, or they have food poisoning).
- Changed blacksmith villager trades involving raw ore to involve nuggets instead, to make them a tad less restrictive.
- Changed (reduced) the price of hoe blacksmith trades to reflect hoes being crafting with 1 ingot instead of the old 2.
- Changed Wicker blocks and slabs to not allow tools to be stuck in them. This should not affect already placed tools.
- Changed the way food poisoning works, so that you can no longer drink potions (or milk) while it is in effect, in the same way that you can't eat food. This corrects an exploit that made Rotten Flesh way too effective a food item once milk was obtained, serves to make milk a far less effective counter to Jungle Spiders, and also ups the value of splash potions.
- Changed the way lightning strikes calculate damage to entities around them to correct some rare issues with players being killed by them when a strike occurred above them while below ground.
- Fixed a problem where upside down slabs placed next to mature groth wouldn't render correctly.
- Fixed a problem where the Refined Pickaxe and Mattock were not effective versus Obsidian.
- Fixed a problem where Nether Bricks were subject to Piston packing in incorrect quantities.
- Fixed a problem where Blight would devour Packed Earth and Dung Blocks in an entirely unreasonable manner.
- Fixed a problem where strings connecting Stakes would not render correctly at intersections.
- Fixed a problem where eating Cream of Mushroom with a full inventory would not produce an empty bowl.
- Fixed a vanilla problem where Wither Skeletons would spawn in 2 height gaps, resulting in suffocation death.
- Fixed a problem where the contents of the Millstone weren't being appropriately saved and loaded.
- Fixed a problem where signs and skulls weren't properly updating neighboring blocks when placed.
- Fixed a potential crash when placing lit Crude Torches on leaf blocks.
- Fixed and exploit where switching from a baited to unbaited fishing rod could allow you to catch fish without expending bait.
- Fixed a problem where Buddy wouldn't update the power state of neigboring blocks when moved by a piston.
- Fixed a problem where upward facing blocks (like Buddy) would face downwards when rotated on a Turntable.
- Fixed a problem where the player's respawn position was being reset when returning from The End dimension.
- Fixed a problem where Repeaters would pulse briefly when placed.
- Fixed a problem where Stone Brick variants (mossy, etc.) would drop individual Stone Brick items that wouldn't work properly in some crafting recipes.
- Fixed a problem where status effects like hunger and health weren't properly transferred when travelling between dimensions.
- Removed / Deprecated the Mould. It had never been properly adapted to multiplayer resulting in some pretty severe exploits. To fix that would take a relatively large amount of work, when from asking around the community it seems like a rarely used feature that no one will particularly miss. It's unfortunately just not worth having around anymore <sniff>. Existing Mould items will still hang around in your (or the Anvil's) inventory, but the Turntable crafting method and Villager trade have been removed, and they will no longer remain in the Anvil inventory upon closing <sob>. Farwell old friend... you will be missed <queues bugles, pours one on the curb, shakes fist at uncaring universe>.
May 5, 2019
- Changed the way dirt loosens its neighbors when dug with crappy tools to make for more interesting behavior, and so that dirt slabs loosen in the same manner as full blocks.
- Changed child animals to not grow into adults unless they have the space around them to do so. This fixes a bug where children would sometimes suffocate upon growing into adults, and puts another juicy nail in the coffin of quantum animal farms.
- Changed (rebalanced) desert and jungle temple loot to be more interesting, and less uber.
- Changed village blacksmiths to generate with water in their trough, rather than lava, as it is more thematically appropriate and a slightly less advantageous find given how powerful lava can be in the early game.
- Changed the way chunk generation works slightly, so that changes made to structures (temples, village buildings and strongholds) will no longer affect stuff like the distribution of ores within a chunk or other random "decorative" aspects. However, this necessitates that such things will be affected one last time for this one release. This will not affect biome distribution or the contour of terrain, or anything major that would cause seams in your world, but will affect minor aspects like where a particular veins of ore or trees may appear within a chunk. This was done so that changes can be more easily made to things like loot lists and structure details without having to worry about affecting too many other aspects of chunk generation.
- Changed cows to experience less knockback than other animals as befits their stature.
- Changed Mushrooms to be crushed by falling blocks.
- Fixed a problem where sheep were still breeding with Cookie rather than with Pumpkin Pie.
- Fixed a problem where cows wouldn't bestow their hoofsies while grazing.
- Fixed a problem where pistons would occasionally extend two arms when first placed by the player.
- Fixed a problem with the weeds texture not being reinitialized when a new texture pack is selected. This will hopefully fix rendering issues with weeds that players were experiencing.
Version 4.B0000001
Mar 8, 2019
- Added Hardcore Trim. This means that Shears are now required in order to harvest the top of Hemp plants, without also killing the bottom. Non-player harvesting (Pistons, Block Dispenser, etc.) isn't affected by this, so as to not interfere with existing builds.
- Added Straw as a new item. It is harvested from the bottom block of mature Wheat, and may be fed to cows and sheep.
- Added the ability for playas to enchant hoes.
- Changed Hemp to only drop seeds when the top of the plant is harvested, not the bottom. The texture has also been changed to reflect this.
- Changed Endermen to not be able to teleport onto block types that mobs can't spawn on (eg. wood). Light levels still do not affect this however.
- Changed the Iron, Gold, and Diamond Hoe recipes to consist of 3 Shafts in a vertical line, with a single ingot to the top/side, instead of the two ingots it previously required, to better balance it relative to other tools. The Refined Hoe recipe remains unchanged.
- Changed the Brick Oven to allow the player to add any size fuel (logs, etc.) when it is in the last visible stage of burning down (the non-whole-log texture) to make it a little more user friendly.
- Changed a number of mobs and animals to set fire to other entities that they attack while on fire, similar to how zombies worked previously.
- Changed a few things about how entities are unloaded to hopefully reduce the occurrences of players becoming invisible to each other.
- Changed (reduced) the time it takes to weave Wicker as it was rather excessive when making Hampers.
- Changed (refactored) how tool enchantability works internally to clean up the related code a bit.
- Fixed burning wolves and players dropping cooked instead of burned meat.
- Fixed a problem where Reeds could no longer be placed on blocks diagonal to water.
- Removed the recipe for Grass Planters as they opened up a number of exploits with regards to feeding animals, and they no longer really had an intended purpose within the mod. Such Planters already within your world are unaffected by this change, but new ones may no longer be created.
- Added new Wet Brick and Uncooked Nether Brick items as the interaction between the clay ball items being applicable as both mortar and placeable brick blocks was creating unnecessary interface confusion. They're created with a single item of the corresponding type in the crafting grid.
- Changed the various forms of mortar (Clay, Slime, and Nether Sludge) so that it can be applied to blocks regardless of whether you're sneaking or not. Hence the need for the above new items.
- Changed the color of Nether Sludge to help visually differentiate it from Nether Brick.
- Changed Buckets to no longer place as blocks for similar reasons. I need to rework that system before proceeding further as it was way too prone to unintended consequences like accidentally placing buckets in lava while sneaking. Until then, they may still be placed with Block Dispensers if you really feel the need to play with their block form.
- Fixed a duplication exploit with Wicker Slabs.
- Fixed an issue where mobs could spawn on ladders.
Version 4.B00
Feb 16, 2019
- Added Vegehenna. It's a feature. It's a way of life. It's a revolution. Vegehenna.
- Added Hardcore Weed, Hoes, and Basket Weaving.
- Added Bread Dough as a new item. It is crafted with three Flour and a Bucket of Water, and can be cooked in an oven or kiln to bake bread, replacing cooking flour directly.
- Added new flammable Wicker Block, Wicker Slab, Wicker Pane, Grate, and Slat blocks. I've split them off from some old combined block ID usage so they should now have more consistent and appropriate behavior overall (step sounds, applicable tools, etc.). All such blocks already in your world will not be affected by this change, and conversion recipes for old to new blocks have been provided for each block type.
- Added Hopper filtering attributes to a bunch of the newer items and blocks that have been added to the mod. I fell a bit behind on those, but they should hopefully all be accurate now.
- Added a more detailed change log for version 4.AFFFFFFF to the readme, which contains more spoilers than the original release.
- Changed Wicker textures to be lower contrast, to look a little more natural.
- Changed hats to be a little easier to wear.
- Changed Pistons to be more resistant to jamming on chunk load. I haven't diagnosed or corrected the underlying vanilla problems, but I put some code in place to check for when they're stuck in an invalid state with an unextended piston base having an extended piston arm, so that they can fix themselves the next time they're updated.
- Changed (reduced) the number of Donuts cooked in the Cauldron at a time from 4 to 2 to balance relative to the new bread recipe.
- Changed (rebalanced) the Cookie Dough recipe to require 4 Flour (plus Chocolate), rather than just 2.
- Changed the Pumpkin pie recipe to require 3 Flour (plus sugar, a whole pumpkin, and an egg) instead of 1.
- Change sheep to breed with Pumpkin Pie rather than cookies.
- Changed (refactored) a bunch of block and item code to clean things up a bit. This mostly had to do with the physical properties of items (and blocks in item form) such as buoyancy and Hopper filtering. The changes to Hopper filtering, and Block Dispenser block placement were particularly extensive so please let me know if you notice any problems there.
- Fixed a problem where Saws were not properly harvesting Vine blocks and other vegetation, and where they would not be appropriately powered if placed directly on a powered Axle.
- Fixed a problem where a large amount of hunger would sometimes be consumed while climbing ladders.
- Removed all modifiers to crop growth based on what blocks neighbor them. These were vanilla modifiers that were never well understood, and which were difficult to intuit, and thus I did not feel they contributed anything positive to gameplay.
Vegehenna details:
- Added new weeds which will grow on the new tilled earth blocks, and which are capable of growing either alone, or in the various types of crops.
- Added new tilled earth blocks that need a supporting block under them to remain in place, and which support the new weeds. Already placed tilled earth blocks will remain unchanged to avoid messing with automation, but if the earth is retilled, or the new type of wheat is planted on them, they'll convert to the new.
- Added a new Planter with Soil type which requires irrigation, like tilled earth. Unlike tilled earth, Planters may be irrigated from directly below, weeds will not grow on them, and they do not need to be retilled after crops are harvested, making them ideal for automation and unsupervised crop growth. The recipe has also been changed to just be an empty planter with loose dirt, no longer requiring bonemeal (bonemeal may be added to the block once placed, as usual). Old planters within your world are unaffected by this change, and a conversion recipe has been provided for them.
- Added a new type of wheat that replaces the old and which has its own unique growth properties, left for the player to discover. Old wheat crops and items will still function as previously to avoid messing with automated builds, but no new ones will be generated within newly generated chunks. This means that old wheat will not be present in any new worlds that are started. A conversion recipe from old wheat seeds to new wheat has also been provided to kick start your horticultural odyssey.
- Changed Hoes to operate on left-click, and to take time in order to till earth. They can now also be stuck in blocks for storage, like many other tools.
- Changed (increased) the distance you can fall onto tilled earth without trampling crops so that you can safely step off slabs, to provide a bit more flexibility in farm design.
Version 4.AFFFFFFF
Jan 09, 2019
- 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.
Details:
- Added Hardcore Hunger For Animals. Animals will now need to eat in order to survive.
- Added ability for animals to heal over time if they are well fed.
- Changed animals to graze on crops and various other forms of vegetation (especially pigs).
- Changed wolves to be able to starve to death when possessed.
- Changed animals to only follow handheld breeding items, if they are ready to breed, to help make sorting them a little easier. Note that this doesn't apply to chickens and Chicken Feed, as that is both a food source and a breeding item.
- Changed chickens to no longer spawn in snow biomes.
- Changed milk, and wool production to be dependent on an animal's hunger. They will need to be well fed at all times for production to continue and will consume more food than usual while producing.
- Changed animals to drop Burned Meat rather than cooked when they die while on fire.
- Changed Carrots and Potatoes to not drop a full carrot or potato when harvested before fully grown.
- Changed Wheat and Hemp to not drop seeds unless fully grown.
- Changed (reduced) the rate of Mycelium spread.
- Removed the ability to "cure" Mooshrooms with shears.
- Removed the ability for bonemeal to grow grass and flowers given they are now a food source for animals and not just decorative.
Version 4.ABCFEFE
Dec 23, 2018
- 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 Ore 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.
Dec 01, 2018
- Added the Stone Brick as a new item. Stone Bricks can be harvested in place of Loose Stones by using an Iron Chisel on Smoothstone blocks. They may also be created in greater numbers by combining Smoothstone Blocks with an Iron Chisel in the crafting grid (similar to splitting wood with an axe), and individual bricks can be split into Loose Stones via this same method.
- Added Loose Stone Brick blocks, stairs and slabs as new block types. They may be crafted with individual Stone Bricks, in the same manner as similar blocks. Applying mortar to them to create vanilla Stone Brick blocks replaces the old creation method entirely.
- Added Loose Nether Brick blocks, stairs, and slabs as new block types. As with Stone Brick, applying mortar replaces the old creation method.
- Added a variant of Netherrack that is affected by gravity. Netherrack will now function as before when placed in the Nether, but if placed in other dimensions, will be subject to gravity. Blocks already placed in your world will continue to behave as before, regardless of dimension.
- Added variable cook times for different block types to the Kiln, similar to the Brick Oven, and increased cook times overall. Stuff like chunks of ore and logs will now take much longer to cook than baked goods. This was done to further incentivize automation, as well as to increase the value of having multiple Hibachis in use.
- Added an additional particle effect (white smoke) when something is cooking in the Kiln, as the slower cook times made it difficult to tell if it was working.
- Added a new Smoothstone creation method where running lava over Loose Cobblestone or Loose Stone Bricks will fill in gaps in the block with hot lava. Running water over the resulting block will then cool it off, forming a Smoothstone block. Along with other changes in this release, this new system is intended to replace all other methods of stone generation previously in the game.
- Added the Lava Pillow as a new block type. This block replaces the Smoothstone and Cobblestone that was previously created when lava blocks came into contact with water blocks, effectively removing lava based cobble generators from the game. Note that the Lava Pillow may not be harvested intact through any means, including silk touch or the Block Dispenser.
- Added recipes for the stairs of the various "Loose" blocks (Cobble, Brick, etc.) that use 3 full blocks or slabs of the type in an "L" pattern in the crafting grid so that such stairs may be crafted in the player's inventory.
- Changed several crafting recipes involving Smoothstone to use Stone Bricks instead. This affects the following: Hand Crank, Mill Stone, Turntable, Hibachi, Anchor, Piston, Redstone Repeater, Lever, Dispenser, Block Detector, Block Dispenser, Buddy Block, and the Chopping Block (now 8 bricks in a 'U'). Basically, almost every block that isn't entirely made of Smoothstone (like stairs or slabs) now uses Stone Bricks instead.
- Changed the Saw to take longer to cut blocks to further incentivize automating it, and adjusted the associated sound to fit the new timing better.
- Changed Chunks of Iron and Gold Ore to have a random facing when placed, rather than one based on player orientation, to make them feel a tad more irregular.
- Changed the name of the Stone item to "Loose Stone" to help further differentiate it from Smoothstone blocks.
- Changed Cactus blocks to be destroyed when hit by lightning.
- Changed (refactored) the way Oak and Nether Brick fences work internally to hopefully resolve some collision issues with them. This change is largely a test that is being discussed on the BTW forums, and other fence types will be converted to this new format if the test is successful.
- Fixed a problem where Slimes, Squid, and Ghasts weren't reliably despawning within spawn chunks.
- Fixed a vanilla problem where Fireballs and Wither Skulls could hang around indefinitely in your world.
- Fixed a potential crash when baskets would catch on fire.
- Removed the ability to stop Cement from drying by applying a redstone signal to it. This removes another form of infinite stone generator from the game.
- Removed the ability to harvest whole Smoothstone blocks by isolating them from their neighbors and then harvesting. In practice I found this mechanic to be rather clunky and unintuitive, and the need for it has been largely replaced by the inclusion of Stone Bricks.
Version 4.ABCFAFAFA
November 22, 2018
- Added a new type of Gearbox block, or more precisely, split Gearboxes into two different types. The existing one has been renamed to "Redstone Clutch" and its recipe remains the same (using a redstone latch). All existing Gearboxes in your world will be converted to a Redstone Clutch block. The new Gearbox is crafted in the same manner as before, but with an Axle in the middle of the grid, rather than a latch. It functions in a manner identical to the old Gearbox, except it can no longer be turned off via redstone. This was done because I found the increased value of Gearboxes that resulted from the inclusion of the latch in the recipe had unfortunate side-effects like inspiring people to deconstruct their existing devices to build new ones, or to avoid automation projects all together because of gold shortages. Hopefully this change will represent a better balance between gold value and automation fun-time. Note that I've also added new textures for both kinds of Gearboxes to make them more visually distinct.
- Added a new Lightning Rod block that is crafted with a vertical line of 1 gold ingot as a base, with two gold nuggets above it. It replaces the functionality of the old one entirely, and adds a number of additional aesthetic options as well in that it can be anchored to a block in any direction, not just below it. It draws any lightning bolts that are striking a lower point up to 16 blocks away from it horizontally to the rod instead, and this is checked after the bolt is drawn to any nearby high points, guaranteeing that the area around the rod will be totally safe.
- Added a new Iron Spike block that is crafted with a vertical line of 1 iron ingot as a base, with two iron nuggets above it. It is intended to replace the aesthetic uses of the old Soulforged Steel lightning rods, and looks identical to how the old ones did, but with the additional aesthetic options of the new Lightning Rod. A reminder that these kinds of blocks make excellent Candle holders, which is a much bigger deal now given the fire-starting tendency of torches.
- Added the ability to place Chunks of Iron and Gold Ore as blocks, and to smelt them in a Kiln.
- Added the ability to melt down the Piston Shovel in the Crucible.
- Added the ability for ground cover (snow and ash) to share space with a few additional blocks: Shafts, unlit Torches, unlit Campfires, tools stuck in blocks, Flower Pots, Fences, Redstone Dust, Buttons, Levers, Urns, Axles, Vases, Stakes and String.
- Added a concussive effect to lightning strikes.
- Changed Gear Boxes so that they may not be rotated by right clicking if they have any connected axles. This is to make them feel a little more solid once placed, and to prevent accidents involving mistakenly right clicking on a block resulting in broken automation builds.
- Changed Gear Boxes so that they will display their output texture on the side opposite the input, if they have no connected output axles. This sounds complicated but should be intuitive in practice, and makes orienting them easier under many circumstances.
- Changed lightning to "travel" further when looking for a high point to strike.
- Changed lightning strikes to take entities into account in determining the highest point in an area to strike. This makes stuff like standing in an open field, or on a hill, during a lightning storm, an exceedingly bad idea.
- Changed lightning strikes to occur in Desert biomes when there's a storm raging. This makes the desert just a wee bit less of a base building uber biome, and more of a barren uncaring landscape of unending torment.
- Changed the name of the old Lightning Rod to "Old Soulforged Rod", and removed its crafting recipe. It only remains to melt down or for decorative builds that already make use of it.
- Changed how the flames on Candles look, to make them a little more candley.
- Changed Mycelium slabs to display a snow side texture when snow cover is resting on them, just like with the full blocks.
- Fixed a problem where a Mycelium full block wouldn't display its side snow texture if it had snow cover resting on it, and if the snow cover was combined with another block.
- Removed an extraneous space from the filename of the "fcBlockTorchFiniteIdle_burned.png" texture file, as it was reported to be causing problems on some systems.
Version 4.ABCF:dancer::poo::dancer:
November 9, 2018
- Added a big revamp of how chunk loading and block/entity updates work to create a more consistent system overall. The individual changes involved are listed below, but as a quick summary: chunks around original spawn are now fully loaded and updated. Chunks are loaded up to 10 chunks away from the player / original spawn, and all entities and blocks are fully updated up to 8 chunks away. That's all the explanation really needed to understand how chunk loading now works.
- Added the ability to activate (right click) string blocks stretched between two Stakes to find out how much distance is between them.
- Added the ability to place Buckets as blocks and to push them over a ledge with a Piston causing them to tip over. In situations where either using the bucket or placing the block are both valid (collecting water, or placing it for example), sneak clicking will force placement of the bucket as a block. At present this feature isn't very useful as it is part of a larger system I am continuing to develop, but they are fun to play around with regardless, and are an interesting decorative block in their own right.
- Added a display of the number of chunks loaded in each dimension to the F3 debug display. This was primarily for my own use in tracking down various issues with chunk loading, but I left it in for now to help diagnose any potential issues that might still be lingering. Note that it'll only work in single player games as the display relies on the server being on the local computer.
- Changed logs to provide a Shaft when their 2nd level is punched, rather than just when a tool is used. This was done to speed up first day progress a smidge.
- Changed the Campfire to burn a bit longer for a given amount of fuel, while requiring less fuel to cook a piece of food. This means that food will take as long to cook as before, but less fuel will be consumed in the process, easing early game resource demands slightly.
- Changed the Campfire to smoulder for longer after going out to give the player more of a chance to relight it.
- Changed Snow and Iron Golems so that they can be created by hitting any of the blocks (snow or pumpkin) used to construct them with a Soul Urn, rather than just the head.
- Changed the Wither to be summoned by hitting its block construct (Bone Blocks and Infused Skulls) with a Soul Urn as is done with Golems, rather than by just placing the blocks.
- Changed a few non-progression related villager trades involving chocolate to make it a resource that peasants want to buy rather than one they sell.
- Changed a few non-troublesome details about the Wither's behavior which are left to the player to discover.
- Changed the Jack'O'Lantern recipe to require a Candle rather than a Torch to reduce their effectiveness as a non-fire-starting light source somewhat.
- Changed spawn chunks to behave in a manner more consistent with other loaded chunks. They will now update in the same way as chunks around the player, making original spawn an automation paradise. Note that these chunks will now even update when players are in other dimensions. In all cases I've tried to make this behave as if there's a player always standing at the original spawn location, but please let me know if I missed anything as it's a rather complex change, and one that can be difficult to test given it functions in the player's absence. There will of course be some performance overhead to this change, given it means a larger number of background updates going on at all times, but given that these chunks were partially loaded anyways, I haven't found the performance impact to be severe in my own tests. I've also performed a number of optimizations and bug fixes in this release that may even negate the performance loss entirely.
- Changed the despawn distance on mobs to be a rectangular solid rather than a sphere, to match the spawn distance. This should aid performance somewhat as mobs won't be spawning just to instantly despawn as much, and result in more consistent spawning behavior overall.
- Changed (increased) the number of hostile mobs that can be in the world at any time to compensate for the decreased density of them due to the above change to a rectangular despawn volume. This should result in mob density being roughly equivalent to what it was in previous versions in most cases, but will increase mob trap output somewhat if the surrounding area is well lit and all spawns are channeled into a small space.
- Changed updates of various kinds, including mob spawning, to occur up to the full world height (256 blocks), allowing automation projects and mob traps to be built as high as you like without their functionality being affected.
- Changed scheduled block updates to only occur up to 8 chunks away from the player/original spawn, instead of the full 10 that are normally loaded, for consistency with other update types, and to fix a number of issues (both vanilla and mod) with blocks loading neighboring chunks during their updates. This was actually causing a large number of chunks to load when they shouldn't, especially in the nether (from fire trying to spread), which I suspect was a rather significant drain on performance. These chunks would haveten also not be appropriately unloaded, resulting in memory leaks. I think that in many cases this change alone may compensate for the performance cost of fully updated spawn chunks in this release.
- Changed unscheduled/random/irregular block updates (grass and crops growing, etc.) to occur up to 8 chunks away from the player/original spawn, instead of the 7 in vanilla, to be more consistent with other update types. My goal here was to make the overall system easier for players to understand by using consistent distance values for a number of different update types.
- Changed chunk loading to get rid of some extraneous chunks at a larger than normal distance around original spawn that vanilla was keeping unnecessarily loaded, to help with performance.
- Changed the view-distance dedicated server parameter to appropriately scale the distances at which entities and blocks update to solve a number of potential issues with its use. All update distances mentioned in this release should now be appropriately scaled by this value, including those around original spawn. This should solve problems where adjusting that parameter could seriously mess up mob spawning in particular.
- Changed a bunch of other small internal details about chunk loading/unloading and updates to improve performance, reduce chunk loading errors, and to facilitate future development. At a certain point the number of changes became too large to track individually.
- Changed (refactored) how Wolves, Witches, Slimes, Endermen, Skeletons, Blazes, Pigmen, Magma Cubes, Ocelots, Bats, the Wither, and Villagers work internally to simplify the related code.
- Fixed problems where the gravel slab recipe involving two gravel blocks would return 2 slabs instead of the appropriate 4.
- Fixed a problem that prevented the Hopper from inserting items into Hampers.
- Fixed a problem where items in Brick Ovens would be improperly position when using the fast graphics option.
- Fixed a problem with tree stumps converted into Workbenches being retrieved intact by the Block Dispenser.
- Fixed a problem where quickly glancing at an Enderman, for a shorter time than would normally cause it to attack, could still cause other nearby Endermen to attack you.
- Fixed a mod issue where brown mushroom generation would cause unnecessary chunk loading / memory leaks.
- Fixed a mod issue where Witches spawning around Witch Huts could cause unnecessary chunk loading / memory leaks.
- Fixed a vanilla issue where zombies were causing unnecessary chunk loading / memory leaks while pathing.
- Fixed a vanilla issue where lava generation in the nether would cause unnecessary chunk loading / memory leaks.
- Fixed a vanilla issue with village doors causing unnecessary chunk loading / memory leaks.
- Fixed a vanilla issue where players travelling between dimensions would cause unnecessary chunk loading / memory leaks.
- Fixed a problem where Iron Golems could still be created just by placing the pumpkin "head" block, without using a Soul Urn.
- Fixed (maybe) a problem where the player would rarely be attacked by invisible mobs upon repeated hardcore respawns. This was a very infrequent bug, so unfortunately I can't be 100% certain it's actually resolved. Please let me know if you run into it after this release.
- Fixed an issue where falling blocks could not rest on Light Blocks.
- Removed the ability to insert items into the Brick Oven with a Hopper, fixing a few related bugs in the process. Such insertions were never intended.
- Removed vanilla restriction on mobs not spawning within 24 blocks of original spawn for more consistency. Having a no-spawn volume smack in the middle of the now always active chunks didn't make much sense.
Version 4.ABCEEFAB
August 14th, 2018
- Added new regular Torches (the ones made with nethercoal) that start fires above them in the same way as Crude Torches. This does not affect lit torches already placed in the world, so your existing builds are safe. This was done both as part of my ongoing effort to make fire a more interesting part of the game, and also to increase the value of late game lighting options like Glowstone, Light Blocks, and the Lens. These new torches may also be crushed by falling blocks, like Crude Torches. The flame particles have been removed from the old torches, to make them a little easier to identify.
- Added Burned Meat as a new item. It's created when food is cooked for too long over a blazing campfire, and is similar to Cured Meat in terms of being a substandard processed meat product. This will hopefully serve to better instruct new players in how the Campfire works, and can also work as an emergency method of quickly sterilizing meat in a pinch.
- Added a sound effect for when Campfires die down to a small state, to make maintaining them a bit easier. Also changed the sound when they burn out so that it's easier to distinguish from the Crude Torch sound.
- Added the ability to burn flowers in Campfires and Ovens, just in case your world has yet to be completely reduced to an ashen husk.
- Added a Pile Of Gravel drop to the first level of Smooth Stone chiseling, to provide a little more feedback to players that their chiseling is doing something, and to create an interesting mechanic where having a lot of exposed stone has some small advantages in the early game.
- Added Chicken Feed as a new Item. It is created by combining seeds and Bone Meal in the crafting grid. Its role is explained below.
- Added an indicator next to the crafting output when recipes output secondary items (eg. bark and saw dust when splitting logs). Note that I have to manually set these indicators at present, so if I missed any, please let me know.
- Added Bone Fish Hooks as a new item. These are created with a single Bone in the crafting grid, which then turns into an item that needs to be worked over time to complete, similar to knitting.
- Added sound when baiting Fishing Rods.
- Changed the Fishing Rod recipe to be shapeless and to use only a single stick, 2 string, and an iron nugget (or Bone Fish Hook), so that it can be crafted in the player's inventory.
- Changed (decreased) the odds of catching fish somewhat, and changed fishing to require water source blocks rather than just regular water blocks, to prevent some exploits with man made ponds.
- Changed Fishing Rods to have less durability than previously.
- Changed the breeding items for various animals listed below to make wheat less of an uber item and to introduce some additional late game activity diversity. Note that this may make automating the breeding of some of them impossible, which is something that will be addressed in future releases.
- Changed Chickens to breed (lay eggs) with Chicken Feed instead of seeds.
- Changed Pigs to only breed with Chocolate, whereas they could be bred with a variety of items previously.
- Changed Sheep to breed with Cookies rather than wheat.
- Changed Cows to breed with Cake rather than wheat.
- Changed fire blocks to no longer be extinguished just by clicking on them in order to make fire a more dangerous and persistent threat, as well as to make it more consistent with the fire mechanics added with burning ladders. Note that fire may still be extinguished with water, or smothered with other blocks, it's just slightly trickier to deal with now.
- Changed (increased) the lag tolerance on Fire Ploughs and Bow Drills slightly to help reduce issues in high latency SMP games.
- Changed the order in which items are shift-clicked into the player's inventory from other containers (like chests) so that it's more consistent with stuff like picking up items. This handles stuff like how when you pickup an item, it'd go to the leftmost slot of your hotbar, but if you shift click it from the crafting grid, it'd go to the rightmost. This is just a small quality of life thing, but the inconsistency really annoyed me.
- Changed the name of Stone blocks to "Smooth Stone" to reduce confusion with the individual Stone item.
- Changed Gravel, Sand, and Dirt blocks to consist of 8 piles (4 for slabs) in order to provide a bit more resolution to pile drops, such as with the change to Smooth Stone chiseling listed above.
- Changed (increased) the minimum amount of hunger the player can respawn with after death, to make death spirals slightly less punishing.
- Fixed a problem where ladders weren't displaying the crack texture correctly while being harvested.
- Fixed a problem where tools placed as blocks wouldn't update neighboring blocks when first placed. This would result in stuff like water not flowing into the block and such.
- Fixed a problem where Snow Golems could not be created with the new snow blocks that were added in a recent release.
- Fixed a problem where pushing both an unfired pottery (like an Urn) block, and the block below it, at the same time with pistons, could result in a visual duplicate of the unfired pottery block.
- Fixed a problem where wolves would sometimes just sit back and chill in the middle of attacking you.
- Removed zombie villagers decaying into regular zombies with time as I didn't like how it played out in the mid to late game when respawning near a village and just needing to wait out the decay to collect the bootsies. Its main purpose was to discourage the early game wheat rush, which is no longer as much of an issue anyways due to the above changes to animal breeding.
Version 4.ABCEEEFA
July 21st, 2018
- Added Clay Piles as a new item. Clay blocks harvested without a shovel will produce Piles, much like with Dirt, but in the case of Clay only a Stone Shovel is needed for a full harvest. 2 Clay Piles may be combined in the crafting grid to produce a Clay ball.
- Added crafting sounds to the Anvil and Mill Stone.
- Added new Blocks Of Oysters and the corresponding slabs, which may be piston packed out of 16 Creeper Oysters.
- Changed Sandstone blocks to be harvested whole with Diamond Picks (or better), instead of through the isolate & chisel method of regular stone. The intent here is to make sandstone a more practical mid-game building material without saturating the early game with versatile building blocks. This applies to sandstone stairs and slabs as well.
- Changed the direction in which the Piston Shovel ejects items so that it's a little more consistent, similar to the changes to the Mill Stone in the previous release.
- Changed (increased) the loss of durability when an Iron Chisel is used to convert a Stump into a Workbench, to make doing so more of a strategic consideration rather than something you can just spam all over the place.
- Changed Bone items to only stack up to 16, to be more consistent with other similar packable mob drops, and to further incentivize piston packing.
- Changed how the Fire Plough works internally to hopefully resolve some issues with it sometimes not working properly in SMP.
- Changed how multiple hardcore respawns in the same area work to discourage some exploits.
- Fixed a problem where re-opening a Hamper while the lid was in the process of closing could cause a looping sound to be played.
July 13th, 2018
- Added a new Hamper block as an early game storage option. It may be crafted with 8 pieces of Wicker surrounding a single Planks block. It's intended to help smooth out the progression from Baskets to Chests.
- Added the ability to use the Anvil (formerly "Dead Weight") as a Workbench, while removing the ability to craft Workbenches. This means that Stumps and Anvils have now completely replaced vanilla Workbenches in terms of functionality. I also changed a number of aspects of the Anvil's behavior in the process to bring it more in line with other mod blocks. As before, Anvils may be crafted with 7 iron ingots in an "I" pattern, or found in villages.
- Added Metal Fragments as a new item, which result when Anvils are harvested or otherwise broken, and which may be melted down in the Crucible. Anvils can only be moved intact through silk touch or a Block Dispenser.
- Added a GUIless interface to the Mill Stone, gave it an audio and visual revamp, and changed it to only be able to hold a single item at a time. Any items you previously had in one are safe, and can either be retrieved by right clicking on the Mill Stone, or they will be processed as normal until the inventory is exhausted.
- Added crafting sounds to swords.
- Added a lossy conversion recipe from Wicker Baskets back to Wicker items.
- Changed the Mill Stone to eject items in more predictable directions once done milling. This should prevent old issues like items occasionally winding up directly below or above the Mill Stone due to odd trajectories, and make automating it a little more intuitive.
- Changed how items eject from chiseled / incrementally harvested blocks (logs, smoothstone, etc.) to better represent the facing being hit, similar to the above change to the Mill Stone.
- Changed the sounds when placing Chisels as blocks to better reflect the block material they're being placed in.
- Changed the Grate recipe to consist of 5 Shafts in a '+' pattern, with either 4 Hemp Fibers or String in the remaining grid spaces.
- Changed the Wicker Pane recipe to be shapeless with a piece of Wicker and a Grate.
- Changed (reduced) the rate at which the Hardcore Spawn radius increases as the game progresses, to provide more overlap with earlier respawn areas. This is to further incentivize building up individual respawns and overall infrastructure, as there will be a greater chance of being able to make later use of it.
- Changed how Hardcore Spawn works internally to provide more varied respawn locations. This doesn't change any of the related mechanics, it just refines the math involved some so that repeatedly respawning in the same place becomes less likely.
- Changed Giant Spiders to not have silk, and Skeletons to not have bows, when created by mob spawners. This is to reduce rare early game progression workarounds, and to be more consistent with spawner creatures not having weapons and armor.
- Changed Anvils to not spawn in abandoned or partially abandoned villages given how useful they are now.
- Fixed a problem with Hand Cranks, Turntables, and Mill Stones dropping the old Cobblestone blocks when they break.
- Fixed a problem where lightning strikes weren't traveling as far as intended when checking for nearby high points.
- Fixed an occasional crash that would occur with falling blocks.
- Removed the recipe for Chests that involves Planks. This means you'll now need to use a Saw to obtain Wood Siding to create chests, with the Hamper that's been added acting as an earlier storage solution.
June 30th, 2018
- Added a new Piston Shovel block which may be crafted with 6 iron ingots in a stair shape. The details of its use are left for the player to discover.
- Added new Ladder blocks which are flammable and which can be dislodged by water or falling blocks. This does not affect already placed Ladder blocks so as not to mess with existing builds, but otherwise the new blocks replace the old.
- Added alternate Loose Cobblestone and Brick Stair recipes involving loose blocks of the corresponding variety, rather than just Brick and Stone items. This was done for consistency with other stair recipes.
- Added the ability to rotate a few additional blocks on the Turntable, like Powered Rails, Detector Rails, Shafts, Jack'O'Lanterns, and Stakes as part of the refactoring work described below.
- Added the ability to Silk Harvest various slabs, like grass and mycelium.
- Added conversion recipe from Bookshelves back to Books.
- Changed Chisels to not be efficient at harvesting stone once it has reached a certain damage level (once all the stone items have been harvested / pried loose, and the texture changes to its final level). This is to make early game tunneling less effective given recent increases to Chisel efficiency making it more viable than I had originally intended.
- Changed (refactored) the way block facing works internally for many blocks and how the Turntable rotates attached blocks to help make supporting additional block types easier.
- Changed Cactus to not be destroyed when hit by spider webs.
- Changed Bone and Flesh blocks to drop individual items of their type when in front of a Saw, rather than whole blocks.
- Changed Campfires to be crushed by falling blocks.
- Fixed problem where Snow Cover wasn't melting as intended near fires.
- Fixed a problem with falling Sand Slabs looking like gravel.
Version 4.ABCDEFPotato
June 15th, 2018
- 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.
Version 4.ABBBBURNBABYBURNAHAHAHAHAHA
June 4th, 2018
- Added Cured Meat as a new food item. It is created by combining a piece of raw meat (or fish or chicken), and Nitre in the crafting grid. Curing meat actually decreases the hunger value of raw food items, but it does eliminate any chance of food poisoning, and cured meats may also be stacked in greater amounts for easier storage. Note that eating too many cured meats may result in a mild BURNing sensation.
- Changed the way lightning works so that it has an increased chance of creating fires that won't be immediately extinguished by rain. WARNING: Please keep this in mind if you have any flammable structures that may get hit by lightning and BURN BURN BURN!
- Changed the way fire spreads to reduce the number of log blocks that remain suspended in the air after trees BURN! This may not solve the issue completely, but should at least make it a bit less annoying to clear jungles and such by BURNing them down.
- Changed (refactored) the way a lot of the block placement code works internally to simplify a few things, and relieve myself of a BURNing desire to tidy things up.
- Fixed a vanilla problem that caused the player to slide while walking on slabs (and other partial blocks) placed on top of ice. Note that I intentionally did not apply this change to items, so as not to BURN players with any builds that might rely on that behavior.
- Fixed people getting BURNed when loose stairs and slabs wouldn't properly stick to blocks with mortar in some orientations.
- Fixed a sick BURN where switching to an inventory slot while knitting caused the game to crash.
- Removed the ability to place Clay on leaves as it made for excessively lame early game Brick drying racks. BURN.
May 26th, 2018
- 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.
May 19th, 2018
- 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.
May 12th, 2018
- 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.
Version 4.AABBBbbb
April 20th, 2018
- Added Hardcore Knitting.
- Added a new interface for interacting with one of the early game blocks. Note that nothing you had in it will be lost. Just right click on it with an empty hand to retrieve any previously stored items.
- Added conversion recipes for a few early game items to turn them into saw dust. This acts as a backup method for burning them in a pinch.
- Changed stone picks to provide an enhanced sense of soul crushing suckitude.
- Changed cobble slabs to be craftable in the player's inventory.
- Changed stone and dirt to drop whole blocks when harvested with the appropriate tools.
- Changed stone pickaxe recipe to use three stone and the stone axe to use 2 to be more consistent with other tools of the same type.
- Changed spider silk drops to be slightly more random. The overall mechanism remains unchanged from last release however.
- Changed spiders to not lose interest in the player quite so easily in sunlight if they are actively engaged in combat. However they now have a greater tendency to chill out when you're not fighting them.
- Changed (increased) the duration of food poisoning to make eating uncooked food less effective.
- Changed how one of the early game blocks detect collisions slightly, so that it's easier to click on blocks neighboring it.
- Changed the old (non flammable) versions of workbenches chests, and webs, in item form to have different "Old Foo" names, and added conversion recipes for them to turn them into the new items. This is to avoid confusion with them not stacking with the newer ones.
- Changed fire to deliver a mild burning sensation.
- Changed creepers to be slightly more dangerous to toy with.
- Changed nether portals to have slightly broader lighting requirements in terms of the types of fires within them.
- Changed rotten flesh and bone blocks so that they can only be created through hardcore packing with pistons, and not through the crafting grid.
- Changed carved pumpkins to not drop as an item when destroyed.
- Fixed a problem with collision volumes on some mod blocks (like the Soulforge) where they weren't being rotated correctly.
- Fixed a problem where the old non-flammable chest blocks would not display properly next to the new flammable ones.
- Fixed a problem with placed shafts not always rendering all their sides.
- Fixed problem with the Millstone applying ranged effects while ignoring height.
- Fixed a problem with items rendering within mod blocks sometimes being at the wrong angle when using the fast graphics setting.
- Fixed problem with Stump Remover not working on some stump types.
- Fixed problem where chests and some stairs couldn't be harvested with silk touch.
April 10th, 2018
- Added flammability to workbenches, chests, wood doors, and webs. Note that this does not affect blocks already placed in the world, and thus will not put your existing builds at risk.
- Added different harvesting properties to webs that are left for players to discover.
- Added the ability to stick shafts into the sides and bottom of "soft" (dirt, sand, etc.) blocks.
- Added an alternate recipe for one of the early game items involving Hemp Fibers.
- Added an alternate Planter recipe involving additional types of dirt.
- Added the ability to melt down an early game iron item in the Crucible.
- Added crafting sounds to shears, hoes, and all diamond tools.
- Changed book items so that they can no longer be crafted, and thus must be found as loot in the world to be used in enchanting. This is intended to increase the significance of leveling up your enchanting capability, as well as the value of loot locations and strongholds.
- Changed the book and quill to be craftable with 3 paper, a feather, ink sack, and leather, essentially combining it with the old book recipe.
- Changed villager trades slightly to adjust for the above book recipe change.
- Changed regular zombies to no longer break down doors and other similar blocks. This may seem odd for BTW, but I think it never worked very well or brought much to the game, really just causing players to not use wood doors anymore. Now that wood doors are part of the progression, this change allows them to provide a nice quality of life improvement as you move ahead. Note that this change does not apply to zombie villagers or other creatures that may possess this ability, so wood doors may still not be suitable for all uses.
- Changed stone shovels to be accessible a bit earlier in the tech progression. I won't state the recipe here to avoid spoilers, but it's very similar to the other early stone tools.
- Changed the stone axe recipe to not be shapeless to accommodate the above shovel change.
- Changed stone shovels to be slightly less effective to fit the above change, and to further emphasize iron shovels as an upgrade.
- Changed Blazes to drop the same number of rods regardless of whether they're killed by a player or not.
- Changed how spiders produce and drop silk to reduce the effectiveness of some forms of spider farming.
- Changed the way cobblestone, sandstone, and brick blocks (including slabs and stairs) drop as items with explosions, or with the inappropriate tool.
- Changed gravel blocks to potentially drop flint regardless of the tool type used on it.
- Fixed an issue with map items not updating properly when held by the player.
- Fixed a problem with mod slabs where you could place them clipping through the player when combining them with other slabs.
- Fixed a problem where chiseled sandstone would drop sand that does not stack with other items of the same type, and another similar problem with stone dropped from cobble walls.
- Removed redstone dust from looted jungle temples given it's now rather uber.