April 4th, 2018
- Added the ability for some specific blocks to spread fire between each other. This does not affect pre-4.AAAAAAAAAAHHHH blocks or builds.
- Changed the player inventory to not get wet when only partially submerged.
- Changed how the compass renders internally to hopefully prevent some exploits.
- Changed netherrack to require iron or better tools to harvest, and increased its toughness to tools in general slightly.
- Changed grinding of netherrack to resolve the issue of it being too unpleasant to stand nearby due to the noise.
- Changed how torches work just a wee little bit that will most definitely not result in anyone dying in unexpected ways, and which in no way motivated me to release this as quickly as possible while subtly hiding this change towards the end of the log where no one will notice.
- Fixed a problem where the starter not-chest might have not-stuff in it.
April 2nd, 2018
- 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.
Version 4.AAAAAAAAAAHHHH
March 23rd, 2018
Original Changelog:
- Changed the entire mod.
Updated Changelog With Details:
- Added Chewed Logs as a new block.
- 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.
Not in the Changelog, but confirmed by FC to have changed in this version:
- Iron axes once again take damage in the crafting grid, while diamond and above do not. "There are a wide range of benefits to using iron axes post-AAAAAHHHH, and they have unique splitting output over stone, so I bumped the no-durability thing up to diamond and better to further incentivize them over iron. Same logic applied to different parameters." -FlowerChild
Version 4.A9 Pustules Lancing
February 25th, 2018
- Added Hardercore Spawning. This changes Hardcore Spawning in a number of different ways that are left for players to discover. The overall intent is to help HC Spawning remain relevant throughout the game, by changing how it behaves as you move further into the progression. Note that as a result, players that already have developed worlds may find that HC Spawn behavior changes quite drastically, because they will not have incrementally progressed through the earlier stages.
- Added Hardcore Soul Mating as part of the above changes to hardcore spawn. In the early stages of the game, this means that when one player dies on a multiplayer server, any other players that die in the following Minecraft day will also respawn in the same general vicinity as the first. This is to help reduce the amount of time that people playing cooperatively will have to spend apart from each other, but since this only functions for a limited part of the progression, keep in mind that you'll want to switch to using soul sand to track each other down at some point.
- Added Largercore Spawning. In worlds generated with large biomes, all distances related to Hardercore Spawning (including abandoned villages, looted temples, etc.) will be scaled upwards. Large Biomes are still not officially supported in Better Than Wolves, but I figured that while I was refactoring various bits of code for the above features, I'd add this in as well for players looking for something a little different.
- Added a whole set of Blood Wood planks and associated blocks (slabs, stairs, fences, Moulding, Siding, Corners, Columns, Pedestals, Tables, Benches) to the game, in place of simply using jungle wood as a Blood Wood substitute, as was done previously.
- Changed cocoa beans so that their growth stages can be detected by a Buddy Block.
- Changed the way blocks render while being cooked in a Kiln, to make the process a little more evident, and to fix a problem where only one block could be displayed as cooking at a time.
- Changed the splash potion ingredient back to gunpowder (from Creeper Oysters), since gunpowder is now available earlier in the tech tree again, and since Creeper Oysters are rather common for such a powerful role.
- Changed the way maps are zoomed out, so that it is done by surrounding empty maps in the crafting grid with paper, rather than doing it with an already used map. This bypasses a number of vanilla issue with zooming maps out, without losing any functionality since maps are reset when zoomed anyways. You can see the current zoom level in the tooltip for the map.
- Fixed a very old and very rare crash bug involving mob spawners attempting to generate mossy cobble in chunks that had yet to generate.
- Fixed problem where ladders would sometimes default to odd directions when placed in tight spaces.
- Fixed (probably) a vanilla problem where groups of mating animals would sometimes produce more offspring than the number of parents should allow. I say "probably" because it was a rather rare and random bug, which makes proving its nonexistence difficult.
- Fixed a problem where axes weren't properly harvesting Blood Wood logs.
February 19th, 2018
- Added a config file setting that allows you to specify a URL which the game will use to fetch player skins. This was necessary because Mojang deactivated the skin server for earlier versions of Minecraft. Alternative URLs can be found on the BTW forums.
- Added decay to zombie villagers. Note that this takes place regardless of whether the chunks they are in are loaded or not, making trapping them to cure at a later date an ineffective strategy.
- Changed Soul Flux to be used to increase the potency of potions rather than Brimstone as the recent changes to filtering glowstone into Brimstone caused these potions to revert to earlier in the tech progression than intended.
- Changed ladders so that they can be attached to the back of siding blocks.
- Changed Unfired Pottery, and other related blocks (like dough), so that they can be placed on glass blocks.
- Changed (refactored) the way stair blocks work internally to make them more consistent with other blocks. You can now stick stuff (torches, ladders, etc) to their full sides, they have a slightly more accurate collision voume when their shape changes due to neighboring blocks, and snow can now accumulate on them when they're upside down.
- Changed (refactored) some code internally that handles how blocks attach to others, and which blocks can contain Hardcore Packing. There should be no noticeable changes from this, except perhaps a few more blocks that function in those contexts.
- Changed the Dead Weight (vanilla anvil) to return more iron when melted down in the Crucible.
- Fixed an issue where the lighting on smoothstone stairs, wasn't consistent with other stair blocks.
February 13th, 2018
- Added smoothstone stairs, made with 6 smoothstone blocks or 3 Moulding in the usual patterns.
- Added Rotten Flesh and Bone slabs. They're created with the usual 3 blocks in a horizontal line in the crafting grid.
- Added some localization (language translation) capacity to Better Than Wolves. At present it's limited to block and item names, with some message strings still hardcoded, but the underlying implementation allows translation into any language that Minecraft 1.5.2 supports, and also provides functionality for add-ons to easily add their own custom language files as well. I won't be maintaining or distributing translations myself, but anyone who wishes to do so is welcome to.
- Added Carved Pumpkins as separate blocks from Pumpkins. Carved Pumpkins are produced by crafting Pumpkins, while Jack'o'Lanterns are now created by combining Carved Pumpkins and a torch. Pumpkins found in the wild will now either be Carved, or regular Pumpkins depending on whether you're within the Hardcore Spawn radius.
- Changed Melon and Pumpkin growth so that they'll happily crush neighboring plants with their fruit to make growing them a little more interesting and space consuming. They will crush their own stem if all surrounding blocks are blocked for growth. They have been changed to grow on pretty much any block with a solid top surface. Their stems are also directional, attaching to a specific plant which will return to an earlier growth stage on harvest, and they have a greater number of growth stages now, slowing down overall production some.
- Changed (increased) hunger cost for jumping while sprinting to prevent several exploits.
- Changed cactus blocks so that they can only be placed /replanted in Planters. Similar to the recent lily pad change: too sploity.
- Changed boats so that they'll break apart if they fall from a height onto hard ground.
- Changed Blocks of Bone and Flesh to drop full blocks on harvest, rather than individual items, to better suit the inclusion of slabs of the corresponding types.
- Changed (increased) the player's movement rate on Bone Blocks to better facilitate paving the planet with the broken remains of your fallen foes.
- Changed the Hardcore Player Names config file setting to have an additional option so that names won't be visible behind blocks and other obstructions. This setting is server side and will be automatically relayed to players.
- Changed (refactored) how config file loading works internally to simplify things a bit. This should have no noticeable impact during play.
- Changed (refactored) how blocks determine which tools are effective on them internally.
- Changed (refactored) a bunch of other more minor aspects of how blocks and items initialize internally to help facilitate the process of creating new blocks and items.
- Fixed vanilla problem where boats would be considered to be falling indefinitely while on the surface of water, potentially killing the player after long journeys.
- Fixed problem where lily pads could still be placed on the sides of blocks.
- Fixed problem where villages and other structures far from spawn (beyond around 50 kilometers) would sometimes be abandoned or looted.
- Fixed vanilla problem where sitting wolf cubs would sometimes teleport to their owning player when they grew up.
January 31st, 2018
- Changed the way boat handling works, so that when holding a sail, a constant forward motion will be applied to the boat without the player having to hold down a control. How it works should be obvious in practice, but the intent is to make long voyages and looking around while boating more convenient.
- Changed the way the player dismounting boats or other vehicles (minecart, pigs) works so that it favors the direction they are looking in, and placing them on dry land.
- Fixed problem with the bounding box on the Dormant Soulforge being too large.
- Fixed glaring oversight where Skulls could not be placed atop Shafts.
- Fixed a bug with an older priest villager trade that was causing chunk corruption in some saves. My sincerest apologies to anyone that may have lost part of their world as a result. This fix is the primary reason for this release.
January 22nd, 2018
- Added Hardcore Poking. This allows you to stick shafts into soft ground, primarily to test to see if it's stable before walking on it (falling blocks like sand will behave exactly as if a player had walked on them). You can also place torches on top of them if you're planning a luau.
- Added the Dormant Soulforge as a new block which can be found in newly generated nether fortresses. It may also be crafted with 10 gold in an "I" pattern in the crafting grid (requires an Anvil/Soulforge), and may be melted down in the Crucible. This will hopefully make finding and exploring nether fortresses a more interesting and rewarding experience, and also inserts an additional fortress dependency into the progression.
- Added the ability to cure zombie villagers back into the game, but it's now done with Soul Urns so that it's not accessible too early on. Note that unlike in vanilla, surrounding blocks like beds and iron bars do not affect the cure rate.
- Changed Soul Urns to have a maximum stack size of 16 to better match other throwable items, and got rid of their summoning of ghasts since that conflicts with their new role in curing zombies.
- Changed the Anvil's name to "Soulforge", and changed its recipe to require a Dormant Soulforge, Nether Star, and Soul Flux. As before, it may also be acquired through trading.
- Changed (tweaked) the types of villagers that spawn in the different village variants (abandoned, semi, etc.) to make the progression a bit more interesting.
- Changed the blacksmith building in villages to have a Dead Weight, even when abandoned. This makes it a little more rewarding to find villages as you travel about.
- Fixed problem that was causing potion particle effects to not display properly on mobs.
- Fixed vanilla crash when loading the options file from versions newer than 1.5.2. Unfortunately, this won't help on the first run of 1.5.2 when first installing the mod, but should at least prevent crashes if you switch back and forth between an existing BTW install and newer versions of Minecraft.
- Fixed some issues with leaves decaying when they shouldn't have. I think this may have also improved performance on chunk generation slightly.
- Fixed a progression bypass I had accidentally built into Blacksmith trades in the last release.
- Removed ability to melt down the Flint and Steel item in the Crucible, as it just resulted in annoying gamey behavior for the sake of negligible returns.
- Removed a bit of nothing to worry about from the last release that didn't really work well with some of the other changes in this one, so I guess now would be a good time to totally freak out. On the bright side, there's still at least one thing left not to be the least bit concerned with.
January 10th, 2018
- Added internal support for extended block IDs beyond the base 256 to facilitate future expansion of the mod. This is based on Yhetti's code in the Deco add-on, with permission, so major thanks to him for his efforts over the years in helping this happen.
- Added a Rotten Flesh storage block (9 in the crafting grid), largely as a test of the above functionality as it makes use of the extended block IDs. These blocks may also be assembled with pistons via Hardcore Packing. Please let me know if you experience any odd behavior with these blocks as it will help me ensure that extended block IDs are working well before I make further use of them.
- Added a new interface for villager trading to help cut down on the amount of clicking in the mid to late game. This will hopefully make the large number of trades that must be performed to get to the end much more convenient overall.
- Added the ability to filter Glowstone into Brimstone with a Hopper and Soul Sand filter. Like with filtering Ground Netherrack and Soul Dust, this will also produce souls which may be captured with an Urn. This provides a method of producing limited amounts of gunpowder earlier in the tech tree.
- Added ability to assemble Blocks Of Bone with Pistons via Hardcore Packing.
- Added a couple of additional factors to not worry about. In particular, you should be entirely unconcerned when performing activities that might result in loose tormented and likely deranged souls meandering about, especially if you have high level villagers nearby whose well-being you are totally chill about. You will totally not at all painfully face palm at the realization of how obvious a danger this doesn't represent if you just breath deeply, relax about the whole thing, and go about your business as if I hadn't said anything. This should not be misinterpreted as some kind of warning, as really, there's always been nothing to worry about. I have no idea why you're making such a big deal about this and I refuse to humor your dysfunction any longer.
- Changed priest villagers to have an extra trade slot available at high level to help offset some of the lack of variety in their trades. This became a problem due to the mandatory trade offers I implemented in the previous release.
- Changed the order in which the Librarian trades are unlocked, and some of the level-up trades slightly to create a more interesting progression.
- Changed a few other minor villager trades here and there, particularly peasant trades.
- Changed (tweaked) the Block of Bone texture slightly to appear a little more aged.
- Changed Lilly Pads so that they can't be placed as blocks. Sorry, too sploity, as they could easily be used to take a lot of the tension and danger out of longer boating trips.
- Fixed a bug where the furnace gauge wouldn't always display correctly after a save / load.
- Fixed problem with Hardcore Packing where sometimes blocks would get packed as the piston was retracting instead of extending.
- Fixed problem that was causing Jungle Spiders to spawn in fewer numbers than they should have. You're welcome.
December 24th, 2017
- Added the ability to speed up boat travel if you are holding a sail (the item used to craft wind mills). Without a sail, boats now have their speed greatly reduced. This makes early game water travel a tad more problematic, and adds a bit of progression to boat use.
- Added additional hunger consumption when you swim vertically upwards. This increases the inefficiency of swimming relative to boating, as well as making it tiring to simply tread water.
- Added the ability to see if a furnace has any contents (not fuel) without having to open it. There's now a slight texture variation on the front of the furnace when it contains something, which makes working with large banks of furnaces much more convenient.
- Added Bone Blocks as a new storage block, created with 9 bones in the crafting grid. When summoning the Wither, Bone Blocks now replace the soul sand that was previously used in a "T" shape beneath the skulls.
- Added Infused Skulls as a new item and block. In terms of functionality, these replace Wither Skulls (now called Runed Skulls) for summoning the Wither. They may either be acquired through trading, or by combining a Runed Skull, a Soul Urn, and soul flux in the crafting grid.
- Added a new method of acquiring Wither Skulls (now called Runed Skull) through trading, to provide an alternative approach to decapitating a large number of wither skeletons.
- Changed the Wither so that it can no longer be summoned in dimensions other than the overworld (no summoning in the nether or end) to make fighting it more interesting.
- Changed the name of Wither Skulls, to Runed Skulls, to better suit their new role, acquisition method, and lore.
- Changed some of the crucial trades with villagers that facilitate progress towards the end. Without spoiling too much, the priest is no longer the only villager required.
- Changed the Anvil recipe to use a nether Star and Soul Flux in combination with a Dead Weight (vanilla Anvil) in the crafting grid. It may also now be obtained through trading, but may no longer be melted down in the Crucible. This change makes the Anvil available earlier in the overall progression (through trading), opening up some of the more complex redstone blocks in the mod (like the Block Dispenser and Detector) before Soulforged Steel is acquired.
- Changed the way the sail item looks when held by the player slightly, to better suit its new role in yachting.
- Changed (tweaked) the AI of fleeing animals slightly, to make them a little harder to catch.
- Changed (reduced) the hunger value of Tasty Sandwiches slightly to make them a bit less universally awesome relative to other food sources, and to increase the value of finding potatoes and carrots.
- Changed (reduced) the hunger value of bread and Scrambled Eggs for similar reasons.
- Changed (tweaked) the level and value of a few minor villagers trades to create a smoother play experience.
- Changed boats to be burnable in the furnace.
- Fixed a problem where shears would sometimes glitch out if their last bit of durability was used to shear creepers, sheep, or mooshrooms.
- Removed a bunch of splash screen texts that were no longer relevant or which hadn't aged well.
Version 4.A2 Timing Rodent
November 25th, 2016
- Added Hardcore Stumping in honor of the electoral process.
- Added Stump Remover for when you're sick of the electoral process. It is made with creeper oysters, red mushrooms, and rotten flesh in the crafting grid.
- Added Hardcore Grass. This changes grass so that it can only grow in natural light. Torches will no longer work, nor will Light Blocks.
- Added a conversion recipe for nether brick slabs into full blocks to match those added for other slabs a couple of releases ago.
- Changed (decreased) the attack rate on slimes and magma cubes to better match other mobs.
- Changed sugar cane so that it can be burned directly in a furnace instead of having to be converted to paper first.
- Changed axes so that iron and better aren't damaged when splitting logs in the crafting grid. Previously, there was no benefit to use better axes than stone to do so, which would create busy-work for the player in crafting and using stone axes just for that purpose.
- Changed chickens so that they'll reliably lay eggs the next morning after they are fed, instead of at a fairly random time. This both slows down the rate of egg production, and makes collecting eggs manually less of an annoyance as you can now make it part of your daily routine. Note that chickens must be fed at least 10 minutes before morning (the full night), or egg laying will be delayed a full day until the following morning.
- Changed piles of soul sand so that the cloud will only make whining noises if moving towards a target, but will stay silent if it doesn't detect anything. This should make it a tad easier to use.
- Changed piles of soul sand to have a more evident visual effect when used.
- Changed gold and iron items so that they return only roughly two thirds of the original metal when melted in the Crucible. This is intended to further incentivize mob traps and the use of higher tier tools, as both diamond and soulforged steel still have a 100% return.
- Changed villager trading so that trades aren't replaced by ones for the same or similar items as other unrelated trades are completed. This created some rather sploity behavior with items like skulls, where the player could avoid particularly difficult trades by completing others, and was more confusing than anything else.
- Changed the install directions in this readme to work with the new Minecraft launcher. If experienced mod users can review these and let me know if there are any issues with them, I'd be much obliged.
- Fixed problem where slimes and magma cubes would still deal damage to the player after they were dead.
- Removed wither skeleton skull trade from priests as it was disproportionately difficult to fill relative to other trades.
October 2nd, 2015
- Changed the night vision effect to improve visibility in gloomy areas. Be cautious with this however, as it's now much more easier for night vision to run out and leave you unexpectedly surrounded by gloom.
- Changed the bounding box on small slimes to make them less likely to slip between diagonal gaps in blocks and Saw-based grinders.
- Changed (increased) the rate at which brown mushrooms generate deep underground as they were exceptionally difficult to find with the previous release.
- Fixed problem where not all block types would unsettle animals.
- Fixed problem where baby cows could be born with full udders.
- Removed the small amount of light that brown mushrooms produce, as it made it rather difficult to farm them given their growth conditions now require complete darkness :)
September 25th, 2015
- Added Hardcore Slime.
- Added conversion recipes between some of the vanilla slabs and their full blocks. This applies to cobblestone, brick, stone brick, and the various wood planks, basically covering any of the stock slabs that are made out of "parts" (like individual rocks in cobble) that you could see being easily recombined back into the original.
- Changed (increased) the despawn time of fired arrows stuck in blocks to be equal to the regular item despawn time (5 minutes instead of the previous 1) for consistency and due to the increased value of arrows in the early game.
- Changed animals to be a little more nervous.
- Changed brown mushrooms so that they'll only spawn deep down in the earth (or on mycelium), to make their initial acquisition more interesting, and to prevent swamps being a horn of plenty. I figured out a way to do this without messing with overall worldgen so this and the following changes shouldn't cause seams in existing worlds. Note that this also applies to the nether as I wasn't down with free food being everywhere in hell :)
- Changed brown mushrooms to also require complete darkness (or mycelium) in which to grow to make farming them a little more interesting. The growth conditions remain otherwise unchanged.
- Changed reeds to only spawn in swamps, for similar reasons.
- Changed pumpkins to only spawn in plains biomes, and reduced the size of clusters in which they appear.
- Changed swamp biomes to only spawn pigs and chickens (no cows and sheep), and reduced the overall number of animals found there, to make them a little less zoo-like and more distinct.
- Changed chickens to avoid water when possible to reduce the number that would be found floating around off shore.
- Changed chickens to be visible from further away as they tended to pop-in quite close to the player.
- Changed cows to not get jiggy with the hoofsies while wearing a breeding harness.
- Changed Bloodwood Saplings to render as items rather than blocks when in item form. This changes the look of them slightly to be more consistent with other saplings as well as fixes a problem where they'd display oddly in item frames.
- Fixed problem where the player would appear to be falling in empty sky upon a hardcore spawn, and (hopefully) where they would sometimes spawn in solid blocks. You'll likely notice increased time in the "loading terrain" screen upon respawn, as this fix revolves around waiting for more of the terrain to buffer before putting the player into the game world. Let me know if you see any more instances of spawning in terrain, as while I ran numerous tests, this is the kind of thing that's rather difficult to be certain of since it was sporadic in the first place.
- Fixed problem where creatures would still attempt to path over some of the fences the mod adds (eg. stone brick fence) as if they were regular blocks.
- Fixed particle effects not appearing at all on smashing pumpkins. Also fixed both pumpkins and melons not displaying particle effects when dropped on invalid blocks like torches or slabs.
- Removed the vanilla wood fence, fence gate, trap door, and door recipes. This means that you'll need a Saw to craft these items.
- Revised the install instructions in the readme to reflect the process with the "new" launcher. If anyone spots any errors, please let me know.
Version 4.99999A0F Marsupial!?!?
November 14th, 2014
- Added Hardcore Hunger for Wolves.
- Added Hardcore Hoofsies.
- Added the ability to burn some more "early game" items in the furnace, given keeping a fire going can now be a matter of life and death. This applies to Wool, Wool Armor, arrows (both regular and rotted), bows, feathers, and paper.
- Changed the brightness of the changes made to Hardcore of Darkness so that when Gloom isn't present, the overall brightness of the game should be much closer to what it is in vanilla (especially underground). In other words, things should appear a bit brighter in general now than they did in the past couple of releases, and the transition from normal lighting into Gloom, a bit more dramatic.
- Fixed problem where wolves would attack cows when they weren't starving.
- Fixed vanilla problem where some AI entities would continue to try and attack others even when the target was dead.
Version 4.99999A0E Marsupial?!!!
Oct 31st, 2014
- Added a significant upgrade to Hardcore Of Darkness. You'll know it when you see it, but it is really of course absolutely nothing to ever worry about in the teensy weensy little bit very least, particularly not because this release just happens to fall totally randomly in the most startling of coincidences on Halloween. Thinking otherwise would just be symptomatic of rampant paranoia, and thus should be avoided at all costs. Honest.
- Added the ability to dye wolf collars with Dung, because...you know...who am I to discourage people from rubbing Dung all over their pets?
- Changed the way player healing works so that it only stops due to hunger once you hit the "Peckish" state.
- Fixed problem where Concentrated Hellfire Beacons were no longer functioning in the previous release.
- Fixed problem with gravel and sand slabs acting weird when placed on cactus.
- Fixed problem where Mining Charges destroyed by Powder Keg explosions would leave "ghost entities".
- Fixed problem where cooking Cookie Dough in the furnace would produce 8 cookies for the first dough item, but only 1 cookie for additional items.
- Fixed some oddities with how redstone repeaters behaved on Turntables.
- Fixed a problem where the game would sometimes consider you to be in Gloom when you shouldn't have been.
Oct 24th, 2014
- Added gravel and sand slabs. This was done mainly for the sake of making gravel a more effective early-game road building material, with sand also being added for consistency and largely because it was a "free" addition in terms of development effort once the work for gravel was done.
- Added a new storage block for ender pearls made out of 9 of them in the crafting grid, which also replaces the functionality of obsidian within the corresponding beacon. The reasons behind this will become more evident as the end game is added to BTW, but part of it is that it's intended to give more utility to mob traps in the end dimension. This unfortunately also means that any obsidian beacons you may have in your world will cease to function and will need to be replaced with the ender pearl version.
- Added a new system for despawning items dropped on player death. Instead of using the regular item despawn timer, these items will disappear one Minecraft day after the player dies (20 minutes real time), regardless of whether the chunks they are in are loaded or not. This makes the behavior of these items more consistent regardless of whether you are near original spawn or not, and reduces the effectiveness of gamey behavior like avoiding the area in which you died so that the items don't despawn. It will also hopefully further encourage the building of infrastructure like road and rail networks to quickly return on death. Note that in single player if time advances to the next day due to a death, this is taken into account by the system and it does not cause you to lose the time in between in terms of item despawn. Also note that this change will not affect items dropped on death previous to installation of this version, so if you have any lingering in the world, they will despawn as normal.
- Added ambient sounds to blocks containing silverfish to provide warning to players that may be tunneling into infested areas. I became aware that it was possible (although rather rare) to get randomly ganked by silverfish in the early game if you happened to dig in the wrong place.
- Changed the restrictions on villager breeding slightly to be a little more forgiving: peasants will only breed to create peasants. Butchers & Blacksmiths will breed to create both their own type, and the other. Librarians and Priests function together in the same way. The chances are higher when breeding of producing offspring of the class of the parents, but occasionally a child will be born at the same social level, but of the alternate class. I changed this because finding a village with a librarian but no priest was potentially very frustrating in the late game given how difficult villages can be to find at times.
- Changed wolves to think that villagers are rather tasty and villagers to not think very highly of them as a result.
- Changed wolves to howl less frequently in general as the howling could get rather crazy if you were in an area with a large wolf population.
- Changed cows to sometimes spawn with distended udders (fair point Vioki ;) ).
- Changed (further balanced) a few of the villager trades, and fixed a couple that were buying for excessively high value.
- Changed the way the names of some items in the mod are capitalized for consistency both internally and with vanilla. Things like "Pile of Dirt" instead of "Pile Of Dirt".
- Changed the way the decapitation bonus for mobs trapped between a chopping block and saw works so that it should apply much more consistently.
- Changed the player's initial spawn location so that it won't occur in jungles due to the night impossibility of surviving there initially. This does NOT affect your respawn location after death with Hardcore Spawn, only original spawn, nor does it affect existing worlds, only newly generated ones.
- Changed the "/time" command to display both the current overworld time and the total overworld time. This is mainly a debugging tool for myself, but I thought it worth mentioning in case it causes any confusion. The total overworld time is an internal variable that isn't affected by such things as the time being set through server commands, or advancing due to HC spawn, and thus is useful for stuff like the item despawn after player death thing mentioned above.
- Fixed problem where child animals and villagers wouldn't be subject to possession while traveling through the nether.
- Fixed problem where the Buddy Block wasn't detecting the growth of wheat, carrots, and potatoes. Note that in the case of carrots and potatoes I also fixed things so that Buddy only reacts if there's a visible change in the plant's state, and it will no longer react to internal invisible changes. In other words, Buddy will react to 4 growth states with carrots and potatoes, not 8.
- Fixed a few out of place white pixels in the Chocolate Milk texture.
- Fixed a small problem with the collision volume on the fences the mod adds, when they are connected at a 90 degree angle.
Version 4.99999A0C Marsupial?!
May 23rd, 2014
- Added Hardcore Sinkholes as yet another thing you shouldn't worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
- Added a few new trades to villagers to further flesh out the Hardcore Villagers system in the previous releases.
- Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
- Changed (increased) the radius at which villages will be semi-abandoned to make them a bit more prominent and fit better with the above addition of different villager types to them. Again, this only applies to newly generated villagers.
- Changed a little something something about priests. This one you should probably worry about.
- Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
- Changed Bloodwood logs to use the same orientation method on placement as regular vanilla logs.
- Changed snow so that the movement penalty it applies is in addition to whatever modifier the block beneath it applies, instead of overriding it entirely. This means for example that you will move faster on snow above cobble than you will on snow above leaves.
- Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble generators being used to generate emeralds. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
- Fixed problem that was causing the hunger bar not to wiggle on using a Hand Crank.
- Fixed a potential crash with the villager trading GUI that seemed to be a vanilla leftover.
- Fixed problem where Packed Earth, Dung, and Blight blocks wouldn't rotate on the Turntable in terms of them not transmitting rotation to blocks above them or attached blocks like torches.
- Fixed problem where the Block Dispenser was harvesting cocoa beans as cocoa powder, wouldn't plant cocoa beans when activated, and wouldn't spit out Cocoa Powder as an item.
May 11th, 2014
- Added a new villager trading system which is left for the player to discover.
- Added visual feedback to the hunger meter whenever hunger is consumed by a player action. This will hopefully make players more aware of some of the subtler aspects of the hunger system like how spam-clicking mobs burns excessive hunger, or how jumping or sprinting frequently does the same.
- Added a little more progression to axes: now, iron axes and better will not consume hunger when you are chopping through zero toughness vegetation like grass and flowers, making them ideal for clearing paths for yourself as you move about above ground. In addition to this, diamond level axes and better will not consume durability when destroying leaf or vine blocks, which means you can use them to carve paths through jungles or other dense vegetation without them ever wearing out. This gives a significant boost to the usefulness of axes in general as they were still rather underpowered relative to other tools, as well as further encouraging path and road building. Note that gold axes are considered "worse" than iron for the purposes of this, and thus get no bonuses.
- Added a grunting sound to when players perform a zero-damage attack on a creature due to hunger or health depletion. This should make it a little clearer what's happening under these circumstances.
- Added the ability to render Mystery Meat into Tallow. My apologies for the glaring oversight there. I guess I'm not a beautiful and unique snowflake after all.
- Added restrictions to villager breeding so that they will only produce children of the same class as one of their parents (Hardcore Caste System?). Therefore, in order to gain access to a particular villager type you must find one in the world first. Note that with the other changes in this release, this greatly reduces the value of partially abandoned villages, as well as increases the significance of keeping particular villagers safe once found.
- Added the color of candles to their names to simplify their identification.
- Changed a little something something about Pigmen behavior that is absolutely nothing to worry about.
- Changed the Ocular of Ender to use ender pearls in its recipe instead of eyes of ender.
- Changed the bed recipe to require Padding instead of wool.
- Removed the player's ability to craft eyes of ender, as this is now a villager trade. I mention this aspect specifically since it changes the overall progression In other words, you must find a villager willing to trade for them in order to progress beyond a certain point, meaning that finding and trading with villagers is now part of BTW's tech progression.
- Fixed problem with Wicker returning only 4 sugar canes when disassembled instead of 9.
- Fixed problem where Ropes could be attached to upwards facing Anchors.
- Fixed problem where Saws weren't cutting Hemp, sugar cane, or wheat.
January 18th, 2014
- Added Hardcore Brewing. This is comprised of a number of small changes to the potion brewing system detailed below, to hopefully better balance it relative to the rest of the mod's content, and to up the value of various mob drops, while reducing the prominence of the whole "golden vegetable" bit. As a general heads up though: don't make any assumptions about how to brew potions or their effects and make sure to read the below changes, as it's rather different from vanilla Minecraft now.
- Added recipe to convert planks straight into Shafts with a single block for convenience, particularly in the early game.
- Added the "Mysterious Gland" as a new semi-rare drop to squid which is used in the brewing of healing potions, instead of glistening melons.
- Changed fermented spider eyes to "Venom Sacks", and removed the ability to craft them. They are now a semi-rare drop from Jungle Spiders, and are used in the same way as fermented eyes used to be within potion brewing.
- Changed the Grate and Wicker recipes to require 9 Shafts or sugar cane in a full crafting grid rather than the previous 4 for balance, particularly in the early game where they were being used by some players for excessively cheap barricades and windows.
- Changed night vision potions to be created with spider eyes rather than golden carrots.
- Changed (reduced) the drop rate of spider eyes to be a semi-rare drop to fit their new role in potion brewing.
- Changed poison potions to be created with red mushrooms rather than spider eyes.
- Changed the visual effect on night vision potions both to look cooler in terms of having interesting visual effects depending on circumstance, and so that you can now distinguish between areas in light and darkness with it active, as there were some rather severe disadvantages previously to using it as you couldn't really tell which areas were in darkness, and thus where monsters could spawn.
- Changed Creeper Oysters to brew splash potions rather than gunpowder to open up the possibility of using offensive potions earlier in the game.
- Changed Brimstone to be used to increase the potency of potions rather than glowstone dust to create more of a progression to when you gain access to more powerful potions.
- Changed the recipe for Maps to have a Soul Urn in the top and bottom middle crafting slots instead of paper (it is unchanged otherwise with paper on the sides and a compass in the middle). This was done both to better explain the "magic GPS" aspect of maps, so that they can't be relied on for navigation in the early game, and so that they fill the role more of an advanced navigation tool in the overall tech progression. All told, hopefully they will feel a little less cheaty now, and more like a legitimate gameplay feature.
- Changed jungle saplings so that 4 of them next to each other will only grow into huge jungle trees if all 4 are fully grown.
- Removed the spider eye drop from jungle and cave spiders. They are now exclusive to regular giant spiders. In combination with the venom sack change above, this gives a distinct role to the different spider types, and a specific reason to farm Jungle Spiders.
- Removed the whole "healing potions hurt undead, harming potions heal them" thing from the game, as it was just hurting potion brewing overall as a system. The problem was that it turned healing potions into a "swiss army knife" where they would both help you and hurt a good portion of the mobs in the game, including the wither, which is probably the fight where you most want potions. Meanwhile, it relegated harming potions to pretty much never being used as a result (except in PvP) due to their tendency to both hurt you and help mobs. Short version: all potions now effect undead the same way they effect other mobs.
- Removed spider immunity to poison potions for similar reasons (this applies to all spider types). Minecraft just doesn't have enough mob types to justify these kinds of rules for potion use against them. This isn't a classic RPG with over a hundred mobs or something that can support these kind of special case rules for potion use, without drastically decreasing their effectiveness to the point of being useless. If potions are only effective some of the time, players likely just won't bother with them, and certainly won't keep them in their hot bar.
- Removed the ability to craft Blight into Nether Groth as it never really suited its intent as a nasty side-effect of the player's actions rather than something you'd want to intentionally create. Mycellium is thus the only way to create it once again, but an alternate method will be coming soon in an upcoming release.
- Fixed a problem with sapling growth where they would revert to the smallest size on occasion if growing in tight spaces.
October 22nd, 2013
- Added sound for when Gear Boxes are being overpowered by a Wind Mill in a storm to serve as a warning that damage will occur.
- Added ability to inject something directly into something from something else. If you found the various features in the temples already, you'll know what I'm talking about :)
- Added a small grace period when the player switches dimensions in which ghasts and the enderdragon will not attack unless attacked first. This is to prevent problems with popping into a dimension and immediately getting wiped out due purely to bad luck.
- Changed Wind Mills to only spin out of control in storms, rather than just in rain or snow. This decreases the downtime you'll experience with them overall, but also means you'll have to keep a closer eye on the weather to make sure there isn't any resulting breakage.
- Changed (increased) the frequency of lightning bolts in storms to make the storm condition more evident and menacing overall.
- Changed snow and rain to look and sound less intense when there isn't a storm going to make the storm state more distinct, and to reduce the annoyance associated with the sound of rain.
- Changed HC Spawning so that if time is advanced to the next day on respawn, any storms will also stop to prevent the player having mobs spawn around them. Similar to time advancing to the next day, this only affects single player.
- Changed (increased) the chance of storms occurring to make them a more significant threat.
- Changed the way storms work, so that a storm will only start after it's been raining/snowing for awhile to give the player a chance to react to changing weather conditions. Basically, a storm won't just kick in out of nowhere from a clear sky anymore, but if it starts to rain/snow, you may want to prepare for a potential storm.
- Changed the order in which the Mill Stone processes items so that there's somewhat of a softest to hardest material order to it. In other words, cocoa beans will grind before netherrack, and that kind of thing.
- Changed (reduced) the amount of hunger that melon slices restore slightly for balance.
- Fixed vanilla problem with it not getting visibly darker during storms, despite the fact that the game logic for monster spawns and such still treated it as such (it was basically an issue of the storm state not being communicated from the server to the client). This should make storms much more evident when they occur.
- Fixed vanilla problem that was causing a delay in the transmission of changes in rain between server and client.
- Fixed item duplication bug with the Block Dispenser when failing to place clay balls.
- Fixed problem with Gear Boxes not breaking when overpowered in some circumstances.
- Fixed problem with the magic letters that flow between bookshelves and the Infernal Enchanter appearing in the opposite directions from where they were supposed to.
- Fixed a problem with how the Hopper was outputting XP orbs that was sometimes causing them to appear in the wrong locations.