Version 4.85b
June 30th, 2013
- Added recipe for melting down Soulforged Steel Pressure Plates in the Crucible.
- Changed the recipe for melting down the trip wire hook in the Crucible to only return 1 nugget, to match the recipe change in the last release.
- Changed recipe to melt down Soulforged Steel Detector Rails in the Crucible so that the SFS used to make it is returned. Note that at least 3 are required for this to function given the amount of resources used in the recipe to create them. It might be time for me to add SFS nuggets ;)
- Changed the recipe for the Soulforged Steel Pressure Plate to be 4 SFS ingots in a row, with two redstone in the center slots below to better conform with an Anvil being required to work with SFS (this produces 2 plates, so it's actually cheaper than before). I decided to do this now as the recipe was just completely broken in the last release and needed to be fixed anyways.
- Fixed problem with Scrambled Eggs (both raw and cooked) still returning a bowl when eaten.
Version 4.85
June 28th, 2013
- Added an animated texture to the Saw when it is powered. Note for texture pack artists: due to a bug in the vanilla rendering code, it's currently not feasible to create an animation that will rotate in the appropriate direction for both top and bottom textures. This is why the default animation for the Saw has an ambiguous rotation direction, and I'd recommend doing the same in your texture packs.
- Added Hardcore Redstone Recipes. What this basically does is change any vanilla recipes for redstone reactive blocks so that they actually include redstone in the recipe itself to avoid cheap exploits like using levers instead of redstone torches to save on redstone dust. It also removes redstone functionality from certain early game blocks for consistency and to increase the value of their later game counterparts, and also ties some of the redstone devices into BTW's overall tech tree. Changes to individual blocks as part of this are listed below.
- Changed the lever recipe to consist of redstone dust, cobble, and a shaft in a vertical line.
- Changed the pressure plate recipes to consist of redstone dust with siding of the appropriate type (wood or smooth stone) above.
- Changed the button recipes to consist of redstone dust with a corner of the appropriate type (wood or smooth stone) above.
- Changed wood doors, trapdoors, and fence gates to no longer respond to a redstone signal.
- Changed iron door recipe to include 2 units of redstone dust in the top and bottom corners of the crafting grid (the 6 iron part remains unchanged).
- Changed the tripwire hook recipe to consist of an iron nugget, wood Moulding, and redstone dust in a vertical line, and to only produce one hook as output.
- Changed Obsidian Pressure Plates to Soulforged Steel Pressure Plates for consistency with the other redstone recipe changes, and because it better explains the player-only functionality provided. They are now created with 3 SFS ingots is a row, with 1 unit of redstone dust below. Note that this also affects the Obsidian Detector Rail.
- Changed the "supports" in abandoned mineshafts to consist of logs rather than fences and planks. This was done to increase the challenge of exploring them, as the fences were causing pathfinding issues for mobs, and the logs cut down on visibility leading to more nasty surprises while exploring them. Logs also look rather cool in this role and give the mineshafts a more oppressive feeling.
- Changed Mystery Meat to only drop periodically to prevent exploits.
- Changed iron and gold ores so that they only drop in the specific color of strata mined if a silk touch enchant is used, otherwise they all drop in the lightest color of stone to prevent stacking issues.
- Changed (reduced) the growth rate of Hemp to encourage larger farms and to better match the reduced growth rate of other crops.
- Changed the Turntable and repeater recipes to use clocks instead of netherquartz (or redstone dust in the older recipes) in order to increase the value of gold in the middle to late game, with the underlying in-game logic that gold is used as an interfacing material between redstone and quartz, and thus is required to create timing mechanisms.
- Changed the drops on Gear Boxes, Axles, and Saws when they are broken due to misuse to take advantage of some of the newer items in the mod (like saw dust and iron nuggets) and in order to better convey the destruction involved.
- Changed the recipes for Chowder and Cream of Mushroom to produce two bowls of soup (with the recipes now requiring two empty bowls) instead of just one to increase the value of squeezing cow titties.
- Changed the recipe for Scrambled Eggs to no longer require a bowl (it's just a bucket of milk and a raw egg now), changed the icon to reflect this, changed the recipe to produce 2 units instead of 1, and increased the hunger restored to inspire additional squeezing action. In other words, if you have access to milk, they're now a more efficient use of your eggs than Mushroom Omelets, given the relative difficulty of acquiring milk versus mushrooms.
- Changed Hardcore Spawn so that if you're playing single player (this doesn't apply to multiplayer for obvious reasons), and you are assigned a new spawn location (dying over and over and respawning in the same spot won't do this), you will respawn on the morning after you died. This is to prevent overly harsh situations with respawning in the wilderness in the middle of the night, and to reduce suicidal behavior upon respawn awaiting the next day.
- Fixed problem with being able to walk on the edge of blocks in order to avoid movement modifiers due to Hardcore Movement.
- Fixed problem with mobs not burning in sunlight when caught in spider webs. Note that this fix may not apply to webs that have already been placed in your world, but will work for all newly generated ones.
- Fixed problem with redstone torches popping off of some surfaces to which they should be able to attach.
- Fixed problem with the player sometimes being assigned a spawn location in a ravine with Hardcore Spawn.
- Fixed problem with chickens still being able to be fed by hand even if they had just eaten seeds off the ground.
- Removed the recipe for creating synthetic redstone from the mod. Sorry guys, but this was devaluing mining in the late game at diamond level, which is something I am trying to make more rewarding rather than discourage.
Version 4.84
June 14th, 2013
- Updated BTW to version 1.5.2 of Minecraft.
- Added an internal add-on handling system that effectively replaces Modloader within BTW. This was done for a number of reasons, but mainly so that the code for SSP & SMP would be more uniform since ModLoader does not have a server version. This made the BTW code-base more annoying to maintain, and rather difficult for add-on authors to have their mods function in multiplayer. Note that BTW will no longer function with ModLoader installed, and thus is now likely incompatible with all mods that make use of it.
- Added a new ability to the beast.
- Fixed vanilla problem with displaying the correct information on clocks and compasses in both the stats page, and in the crafting result slot, to prevent exploits.
- Fixed problem with torches still sometimes spawning around bonus chests as items.
- Fixed some weirdness (including an item duplication) when placing torches in a block occupied by both tall grass (or other similar blocks), and snow.
- Fixed weirdness with two zombies attempting to break down a barricade at the same time.
- Removed the step sound from chickens, as that clicking was super annoying.
Version 4.83
May 31st, 2013
- Added sound to crafting planks out of logs with an axe in the crafting grid.
- Changed (reduced) the furnace burn time on Saw Dust, Bark, and saplings for balance.
- Changed recipes that play sounds when used in the crafting grid (namely those involving shears or axes) so that the sound is only played once no matter how many individual items are crafted at once.
- Changed Dirt Slabs so that they must be placed on a solid surface, and will "pop" (into Dirt Piles) if they are not. They were being used way too much for exploity barricades that didn't make a whole lot of sense.
- Changed dirt, gravel, sand and logs to drop Piles or Saw Dust when destroyed by an explosion, mainly to provide a cost to "creeper mining", but also because it fits the pile functionality much better in general.
- Changed sand and gravel so that when they fall on other blocks like torches, they break apart into piles instead of producing full blocks.
- Changed (increased) the amount of damage cows can take before dying slightly, to make them feel bigger and tougher than the other animals, and to increase the effort it takes to kill them in the early game.
- Changed sticks to instead be called "Shafts" to better reflect their creation method and use.
- Changed mycelium and giant mushrooms so that monsters can't spawn on them. This increases its usefulness of these block, and also goes hand in hand with the mushroom biome spawn change below. It also facilitates giant mushroom farming, as unlike trees, they'd tend to create zones on top of them in which monsters could spawn upon growth.
- Changed mushroom biomes so that monsters can spawn in them to prevent them being total safe zones, which can ruin the early game experience if you spawn near them, while together with the above changes preserving their character of being barren and lifeless.
- Removed the ability for animals to respawn. What you get on chunk generation, is all you'll ever get now, and if you exhaust the animals within an area through over-hunting, the only way to find more is to move on.
- Fixed problem with the death message associated with a little something something.
- Fixed problem with hungry wolves continuing to attack even if they are fed. Note that if they are angry about something else though, feeding them won't get them to stop attacking.
- Fixed vanilla problem that prevented most mobs from spawning above ground in jungle biomes. This should make jungles more dangerous places overall.
May 25th, 2013
- Added Better Wolves! Yes, that's right, after two years of poking fun at wolves as a feature, I've decided to give them a working over to be a more interesting and integrated part of BTW. The details of this feature are left for the player to discover.
- Added more Hardcore Wood which serves to further detail wood crafting in general, and makes wood a more valuable resource in the early game. The first change that this entails is that punching wood no longer gives you logs. Instead, it results in planks (1 unit), Saw Dust, and Bark (which is a new item) being dropped. Secondly, splitting logs into planks in the crafting grid now requires combining a log and an axe, and the durability of the axe will be consumed for every log cut. Crafting a log in this manner results in 2 planks (instead of vanilla's 4), Saw Dust, and Bark being created (the Saw Dust and Bark will scatter around you as you craft, with the planks being the actual crafting result). Finally, a log may also be cut on a Saw in the usual manner, which will yield 4 planks, Saw Dust, and Bark, making it the preferred method for wood working.
- Added Bark as a new item. Bark acts a replacement for the log blocks that were previously included in the leather tanning recipes, with different kinds of bark being more or less efficient for tanning as was the case with wood. Bark may also be used as a furnace fuel in the early game, similar to Saw Dust, Saplings, and other wood-based items. Bark is produced every time a log is converted into planks, regardless of the method used (harvesting by hand, crafting with an axe, or using a Saw).
- Fixed vanilla problem that would cause you to accidentally eat food (or drink potions) twice. Note that as part of this fix, you will only eat one food item per click, so you will not continue to eat if you just hold the mouse button down for longer than it takes to eat one item.
May 17th, 2013
- Added Hardcore Fist. What this does is reduce the effectiveness of punching significantly by limiting the "knockback" on mobs to when you do a significant amount of damage to them, giving them a chance to either flee (in the case of animals), or to attack you (in the case of monsters). The lack of knockback may also apply when using weapons in a weakened state due to status effects as well, making such effects more dangerous. This was done to encourage the creation and use of weapons and to make hunting more challenging in the early game, and to make getting caught by mobs while lacking in a weapon a MUCH more terrifying experience (seriously...run...your suffering will be legendary...). Note that you can still do stuff like push mobs off cliffs by sprinting at them while punching, which will still cause knockback.
- Added the ability for zombies to break down fence gates and trap doors.
- Added the ability for moving platforms to pass through spider webs.
- Added block destroy effects (sound and particles) for when a block is destroyed by a moving platform.
- Added place and break sounds for "schluppy" blocks like Blood Wood and Spider Webs.
- Added internal hooks so that add-on authors can specify the enchantibility of items in the Infernal Enchanter.
- Changed how enchanting works for Wool and Padded armor, in that they may not be enchanted through any means.
- Changed picks to be efficient vs redstone lamps.
- Changed (reduced) the drop rate of Hemp Seeds from tall grass to encourage farming in the early game to acquire the excess seeds needed to feed chickens.
- Changed grass blocks to send a block update when they are eaten by sheep, so that they may be detected by Buddy.
- Changed fence gates and doors to send block updates when they are open or closed, so that they may be detected by Buddy.
- Fixed problem with redstone lamps not always updating the Lens correctly.
- Fixed problem with Tanned Leather, Gimp, and Chain armors not being enchantable with the Infernal Enchanter.
- Fixed problem with wood shovels giving you piles when used on Dirt Slabs.
- Fixed vanilla exploit where players could place doors in such a way that zombies couldn't break them down.
- Fixed vanilla problem where mobs would treat open trap doors as closed, and closed as open.
Version 4.80
May 10th, 2013
- Added Hardcore Stratification. This works by dividing the stone beneath the overworld into different layers, or "strata". These layers then require different qualities of picks in order to be able to mine them. Note that the picks required to mine various ores are not affected by this change, even though their visual appearance will match that of the surrounding stone, and they may take longer to mine at depths. In other words, the same tools as previous to this release (and the same as in vanilla) may be used to mine the various ores regardless of the strata in which they appear, so even if you descend to a depth where you can no longer mine the stone, you may still be able to mine the ores it contains. This was done to further promote caving as the mining method of choice in the early game, as well as to introduce a greater amount of variety and a number of interesting aspects into the gameplay experience that are left to the player to discover. Note that it comes at the cost of a slight performance drop during chunk generation (not chunk load), which may manifest as the occasional stutter, but which I suspect is still faster than vanilla chunk generation previous to my optimizations. I did it in this manner to avoid altering people's worlds at a fundamental level, and as a result, if you uninstall the mod, all modified blocks in your world will automatically revert to their vanilla equivalents. Also note that at present, worlds previously generated do not automatically stratify, and thus there will be underground (and thus largely invisible) "seams" in your worlds that you may run into while mining. I'll be providing functionality in the near future however to convert and stratify worlds if the player so desires, to get rid of those.
- Added Looted Temples. These function similarly to Abandoned Villages in that temples within a distance of the player's initial spawn point will be looted in order to preserve the early game balance in cases where the player spawns near one, and to further add to the mod's back story.
- Added Golden Dung. How to craft it, and its purpose are left to the player to discover.
- Added recipe for creating a Dirt Slab out of two Dirt Piles placed side by side in the crafting grid for convenience and consistency.
- Changed the contents of dungeons chests for balance and added depth beneath the surface as a factor in how their loot is generated. Generally, the deeper you go, the more valuable their contents.
- Changed the chest minecarts in abandoned mineshafts in a similar manner to dungeon chests for balance.
- Changed the hunger display to shake based on your hunger level rather than on fat level. It should only begin to shake once hunger penalties begin to kick in (at 'Peckish').
- Fixed problem with wood shovels giving you piles.
- Fixed bug that caused Hardcore Fishing to almost always act like it was day time.
- Fixed problem with shears not being efficient vs vines.
- Removed spider silk to wool conversion recipes from both regular crafting and the Cauldron. Silk and wool are now considered to be two separate materials entirely. This was done to further promote farming sheep for wool.
May 5rd, 2013
- Added Hardcore Fishing. This makes a number of changes to the way fishing works to make it a more interesting part of the game. First, fishing rods must be "baited" by combining them with various items in the crafting grid. Most "useless" meaty items work as bait, such as rotten flesh, spider eyes and Creeper Oysters. You can still go through the motions of fishing with an unbaited rod, but you won't catch anything. Each time you get a nibble, there's a chance that you'll lose your bait in the process, and when you catch a fish, you will always lose your bait. Also, fishing may only be performed above ground, and if the bobber is in large bodies of water (away from the shore and in deep water...cast into a lake or ocean and you'll be good to go). The chances of catching fish are also much higher in the day than at night, also increased during rain and further increased if you do it during dawn or dusk. The exception to these rules is that fishing at night on a full moon will provide the best chances of all.
- Added Hardcore Piles. When the player digs dirt, sand, or gravel, using a tool other than a shovel (or Mattock), they will get piles of the corresponding material instead of the full block. These piles may be crafted back into blocks, at a cost of 4 piles per block (blocks may also be split into piles if you so desire in the crafting grid), but it should be noted that you only get 3 such piles when digging without a shovel. In other words, if you don't use a shovel, some of the material you are digging is lost as you scrape away at it with your bare hands. Note that Piles of Dirt may also be crafted into dirt slabs by placing two of them side by side in the crafting grid, and that Dirt Slabs will also break apart in this fashion when dug with your hands. This was done to make shovels a more integrated part of the game, and more useful tools overall. Note that at present all piles pass through Wicker filters unmodified (this is particularly relevant to gravel), but future features will address that.
- Added Bat Wings as a new bat drop to further incentivize batting bats while exploring bat caves. Note that Bat Wings may be used as bat bait for Hardcore Fishing.
- Added Cut Scoured Leather. This is simply for convenience, to allow leather to be cut before being Scoured in a Mill Stone, and then Tanned, so that players don't have to worry about cutting excessive leather or what have you, then not being able to tan it as a result. Note that tanning Cut Scoured Leather, will require two pieces per Dung, plus the corresponding number of logs.
- Changed fishing rod recipe so that it consists of two sticks diagonally, with 2 string, and an iron nuggest. In relation to the vanilla recipe this means the top stick is replaced by a string, and the bottom string by the nugget. I've also added the ability to melt down the various types of fishing rod (regular, baited, and carrot on stick) in the Crucible to recover the nugget.
- Changed (rebalanced) the hardness of various vanilla blocks so that they make more sense relative to each other.
- Changed (increased) the amount of time it takes to harvest blocks "by hand" when an appropriate tool is not used to further emphasize the advantages of proper tool use.
- Changed the crafting table so that it may not be used if it has a solid block above it, similar to chests and other similar blocks.
- Fixed vanilla problem that was introduced back in 1.3 with blocks insta*harvesting under certain circumstances. This was most noticeable with netherrack and vegetation.
- Fixed vanilla problem where blocks like slabs, or mod blocks like moulding, would change orientation immediately after being placed in SMP.
- Fixed problem with the sides of snow on slabs not always displaying correctly.
- Fixed problem with bone meal not immediately appearing on the blocks on which it is placed in SMP.
- Fixed problem with tools not breaking at the correct time in SMP.
May 3rd, 2013
- Added Hardcore Bouncing. This prevents the player from placing blocks while jumping or while otherwise in the air, in order to reduce the effectiveness of "pillaring" (particularly when creating shelters in the early game), increase the value of stairs and ladders, and in general to promote a little more thought going into support structure when working on construction projects rather than just placing a column of dirt.
- Added Hardcore Protection which is comprised of a number of changes and additions to how armor works in BTW, which are listed individually below.
- Added Wool Armor (it's more like clothing, but offers minimal protection). It is created with the standard armor recipes using wool blocks. Like leather armor, it may be dyed various colors. For now, it is always grey (assuming a mix of colors) when initially created, but I will likely base it on the color of wool used in crafting in a future release. It is intended to act as an early game source of very low level armor. Note that you may not make boots out of wool, as those would be socks ;)
- Added Padded Armor. It is created with the standard vanilla recipes, using Padding. It is as effective as leather, but has far less durability, and is intended as an early to middle game alternative to leather for those that decide to settle an area and farm rather than live a nomadic lifestyle. It may also be dyed like leather. Like with wool, you can not make boots out of Padding.
- Added "legit" Tanned Leather Armor, that may be made with the standard armor crafting recipes using Tanned Leather. The "Gimp" version still exists, and old sets will retain this appearance, however, those items (and their recipes) are now left as easter eggs. Tanned Leather Armor has the same protection values as regular leather, but twice the durability.
- Added Cut Leather, and Cut Tanned Leather as new items. They are created by combining leather in the crafting grid with shears, which consumes durability on the shears, but serves to increase the effective amount of leather you have on hand by reducing wastage. All recipes that use leather may use Cut Leather instead, creating "high efficiency" leather recipes, in a manner similar to what the Saw does for wood. This both serves to increase the value of shears throughout the game, making them a more integrated part of MC, and reduces the difficulty of acquiring leather since leather armor is now a much more important part of the game.
- Added Diamond Ingots as a new item. These are created with a diamond and iron ingot along with Creeper Oysters in the crafting grid. They replace diamonds in all tool, weapon, and armor recipes (other recipes that use diamonds, such as the Lens and enchanting table, remain unchanged). This is intended to balance the relative value of iron and diamonds in the early game, and lead to diamond tools being more of an "upgrade" to iron rather than an outright replacement.
- Added the ability to melt down diamond tools, weapons, and armor in the Crucible in order to recover the iron used in their creation (the diamonds themselves are lost).
- Added internal hooks so that add-on authors can create their own custom armor, and have it display on players and mobs with minimal effort.
- Added internal hooks so that add-on authors can have items either not be consumed or get damaged during the crafting process.
- Changed the Breeding Harness recipe to be 5 Tanned Leather in a "plus sign", with Straps at each corner, since the "Gimp" version of Tanned Leather armor is no longer considered a part of the main tech tree.
- Changed the recipe for Straps so that they are created by combining Cut Tanned Leather with shears in the crafting grid.
- Changed the recipe for Tanning Leather so that it requires Scoured Leather, Dung, AND a number of logs (for Tannin). The number of logs required is dependent on the species of tree, with the requirements left for the player to discover (even more Hardcore Wood!).
- Changed (further nerfed) the efficiency of stone tools on blocks to further encourage the upgrade to iron.
- Changed (greatly nerfed) the durability of wood and stone picks (this doesn't affect the other tool types of the same material) to further emphasize the advantages of upgrading to better ones, and to hopefully make branch mining with stone picks far less feasible to further encourage collection of iron in the early game through cave exploration rather than mining.
- Changed (optimized) the number of polygons that are rendered for snow, which should aid performance in taiga biomes.
- Fixed problem with picks not being efficient vs silverfish blocks.
- Fixed vanilla problem with the particles for block breaking effects rendering behind the cracks on the block itself. It was too annoying to leave as is.
- Fixed vanilla problem where tools would break at -1 damage instead of zero.
- Fixed problem with the Lens inventory render sometimes changing shape based on activity with other blocks.
- Removed the high efficiency book and item frame recipes using Tanned Leather, as that functionality is now replaced more elegantly by Cut Leather.
Version 4.69
April 30th, 2013
- Changed (further optimized) how grass blocks render.
- Changed (further optimized) how the full blocks that comprise most of the world (like stone and dirt) are rendered.
- Changed (optimized) the way most blocks determine if a particular side should be rendered or not.
- Changed (optimized) the way Groth renders to cut down on the total number of polygons involved.
- Changed picks to be effective on beacons and Light Blocks.
- Fixed problem with how water flow was computed in the last release.
- Fixed problem with the rendering of Vine Traps.
- Fixed problem with grass blocks not changing their side texture to the snowy one if they had both a vegetation block (tall grass etc.) and snow on top.
- Removed 3D anaglyph mode from most blocks as it was over-complicating further optimization. Sorry guys, but it was largely useless/headache inducing anyways, and never worked quite right to begin with.
April 29th, 2013
- Added Hardcore Performance Enhancement to the mod, which is made up of several optimizations to how Minecraft works that are listed individually below. Note that these are particularly targeted towards low end systems and the stutter which tends to occur on chunk load for some. If you're already running at a decent frame-rate, you're unlikely to see significant improvements, but on low end systems the difference should be notable. I will likely continue to add further such optimizations to the mod in the future, as time allows, so this should be considered a first pass.
- Added hooks to the pathfinding code so that add-on authors can specify pathing weight values for custom blocks.
- Added light value to redstone blocks for the sake of consistency.
- Changed (optimized) block rendering in general. Note that this impacts add-on authors as I've replaced the Modloader method of registering custom block renderers with my own system. Further details on this can be found on the BTW forums, in the add-on sub-forum.
- Changed (optimized) block rendering so that grass and regular block renders are special cased and handled separately.
- Changed (optimized) the way fluids render and update.
- Changed (optimized) the way mob pathfinding works.
- Changed (optimized) the way the Detector Block and Lens work internally to decrease the number of client/server messages they generate.
- Changed Minecraft's sound system so that sounds that move outside of audible range automatically stop playing. This was done as a workaround to an outstanding vanilla bug that was responsible for a lot of the stutter that occurs when numerous sounds are playing, and was particularly noticeable as the primary source of framerate stutter when in the nether.
- Fixed problem with the Mill Stone sometimes not changing its sound state based on its contents.
- Fixed problem with the Block Dispenser not being able to combine clay and snow balls into blocks.
- Fixed problem with player names still getting displayed when players are crouching with Hardcore Player Names enabled.
- Fixed problem with string instantly popping off when placed on a Stake.
- Fixed problem with powered and detector rails popping off of moving Platforms.
- Fixed problem with Hardcore Spawn being centered around 0,0 rather than the actual original spawn.
- Fixed problem with Boats and Minecarts falling through upwards facing Block Dispensers.
- Fixed problem with not being able to place the mod's mushroom items in flower pots, and pots containing mushrooms dropping the old mushroom blocks.
- Fixed problem with the Block Dispenser not being able to place brewing stands.
- Fixed problem with the spider targetting code where they would occasionally aim for portions of the target's body to which they didn't have a clear line of sight.
- Fixed problem with snow resting in the same block as tall grass, flowers, and other similar blocks, appearing on top of any blocks placed in the same area it occupies.
- Fixed a few visual glitches when snow rests on slabs or other partial blocks.
- Fixed problem with the Hibachi not relighting automatically if the flame above it was extinguished.
- Fixed problem with blocks occasionally triggering oddly when rotated on Turntables with a redstone torch attached.
April 19th, 2013
- Changed (reduced) the speed of the Axle animation to make the motion look less modern, and more fitting with the mod. Also refined the texture to provide smoother animation.
- Changed shears so that they are damaged when trimming mooshrooms, and play the snip sound.
- Fixed problem with Cooked Wolfchops having the same properties as raw ones.
- Fixed problem with dispensers not always rotating properly on the Turntable.
- Fixed problem with Pedestals not transmitting rotation to any attached objects (like torches) when rotated on a Turntable.
- Fixed problem with mod armors not displaying correctly when worn by mobs.
- Fixed problem with the Buddy Block not updating its textures properly.
- Fixed problem with repeaters placed by the Block Dispenser not updating their power state immediately.
- Fixed problem with Lens beams not always updating properly when an obstructing block was removed.
- Fixed problem with axes being efficient on stone slabs (and ones with stone-like materials).
- Fixed problem with villagers offering trades that were impossible to complete due to the new stack limits on food.
- Removed villagers offering to buy rotten flesh as a trade. What the heck were they doing with it anyways?
Version 4.66
April 17th, 2013
- Updated the mod to version 1.5.1 of Minecraft. Note that as part of this process, I ripped out almost all the new features that Mojang added as most of them serve to imbalance, are primarily useful only for their exploits, and/or don't fit well with BTW. Some of that functionality may be reactivated in future releases, but I want to give myself proper time to consider each individual feature and its impact on the game before making them a part of BTW, instead of rushing those decisions as part of the update process. My apologies, but vanilla design has gotten so substandard/random/absent that I am no longer comfortable just integrating anything new they put in by default, as it risks severely degrading the quality of the mod. From this point forward I intend to hold vanilla features to the same design standards that I apply when adding new features to BTW (in other words, if I wouldn't want to add it to the game myself, I won't include it in BTW), and will be referring to BTW as a "total conversion" (instead of a "mod") to reflect that. The one exception I'll be making to this is features that affect world generation (like nether quartz), as I don't want to leave holes in people's worlds by disabling them.
- Added Crucible recipe where two trip wire hooks can be melted down into 1 iron ingot.
- Added high efficiency recipe for the Turntable using smoothstone siding instead of blocks.
- Added "on" textures for both wood and obsidian detector rails, to match the vanilla stone one.
- Added crafting recipe to convert web blocks into string.
- Changed the Block of Flint to use the vanilla bedrock texture, as was originally intended.
- Changed nether quartz to better fit with BTW and the nether.
- Changed the clock, redstone repeater, and Turntable recipes to all use nether quartz instead of redstone dust. Otherwise, the recipes remain unchanged.
- Changed picks to be effective versus Hand Cranks, levers, glass, glass panes, stone buttons, pistons, and glowstone.
- Changed axes to be effective versus wood buttons and ladders.
- Changed shears to be effective versus wool and leaf blocks.
- Changed the drops on boats when they are destroyed to better match the high efficiency recipe.
- Fixed problem with filled buckets and maps returning iron ingots when melted in a Crucible, instead of iron nuggets.
- Fixed problem with lit Mining Charges sometimes visually disappearing before they exploded.
- Fixed problem with the player moving excessively slow from side to side while climbing vines.
- Fixed vanilla problem where torches couldn't stick to the sides of redstone blocks.
- Fixed vanilla issue that was causing rendering glitches on lit TNT/Powder Kegs.
- Removed the string drop when you destroy a web with a sword. Axes and swords are still efficient at cutting through webs, but if you want the string from them, you'll need to harvest with shears, then use the above listed crafting recipe to convert it to string. Note that this makes shears an effective way of gaining access to string with which to make a bow in the early game.
- Removed vanilla method of repairing items through combining two of them in the crafting grid. It was nigh useless in general play, never made a whole lot of sense, and was creating exploits involving wither skeletons and stone swords.
- Removed the mod's automatic disabling of spawn protection with Hardcore Spawn enabled, since vanilla allows server operators to turn that off themselves now.
- Removed the mod's "reliable block update" functionality, as this now seems to be provided by vanilla.
- Removed BTW's code for preventing compasses and sundials from displaying correct information in the stats page due to the code for them changing completely. I'll reimplement that feature in a future release.
- Removed the Stoked Fire custom texture as the new vanilla system no longer supports procedural textures. For now I'm just using the regular fire texture once again, but will create a new custom texture for a future release.
- Removed the dispenser's ability to place minecarts and boats as that functionality better suits the Block Dispenser.
- Removed the dispenser's ability to place and remove water or lava buckets, even when HC Buckets is turned off. This functionality simply does not suit the block.
- Removed all the fetid and lingering remnants of the horrid monstrosity that is the Forge from the mod as part of the update to 1.5.1, since all the functionality I was still using is now provided by vanilla. Huzah! :)
Version 4.65
April 4th, 2013
- Added "partially abandoned" villages to the mod. These exist on the border zone between abandoned villages and normal ones, in terms of distance from spawn. This is largely an aesthetic change, and helps smooth the transition from one type to the other, but otherwise doesn't really impact the game in a way that should motivate people to start a new world or what have you.
- Added Hardcore Wood, which assigns different burn times to different wood types in the furnace. The value of the different wood types is left to the player to discover.
- Added recipe to convert clay blocks to clay balls in the crafting grid instead of having to place and break them.
- Added sounds to the furnace when it is lit for greater ambiance.
- Added weeding as part of the overall farming experience. Yeah...I'll let you figure that one out on your own ;)
- Changed (rebalanced) the relative value of wood & stone vs iron tools to make the gap in terms of effectiveness much wider. This is intended to make the upgrade to iron a much larger jump, and thus far more rewarding than it previously was. Generally, the nature of these changes are along the lines of a severe nerf to wood & stone (which also introduces further challenge into the early game), and durability increases to iron tools so that they'll last you longer once you obtain them.
- Changed the way blocks are harvested so that not using the appropriate tool on a material will always take a rather long time (similar to how it does when you break stone with your fist), regardless of whether you still get the result in the end. For example, it will take much longer to break logs or dig dirt with your hands, although you will still get the wood or dirt in the end. This greatly increases the value of axes and shovels in particular, which were both rather underused tools, as well as making things a tad more challenging in the early game, and also has a number of interesting consequences throughout play such as spider webs being extremely difficult to break and thus escape unless you have a blade. If there are any blocks that feel like they don't have an appropriate tool assigned to them, please let me know, as this was a rather major change and it's entirely possible I missed a few.
- Changed the name of firework rockets to better reflect their functionality.
- Changed axes to be effective when used on leaves and vines, which makes them a much quicker way to clear them. This also makes them a rather effective "machete" when attempting to navigate jungles. Also made them effective vs webs, operating under the assumption that it takes a blade of some form to hack through them, as well as cactus and wool. Basically, if you used to break it with your hands, and it's become a pain to do so...try using an axe ;)
- Changed the furnace to burn twice as long with the same amount of fuel, and to take twice as look to cook an item. This leaves the amount of total fuel required to cook an object unchanged (example: coal will still cook eight items), but makes the furnace a more viable emergency light source for the early game if you've yet to find any coal.
- Changed the furnace to burn fuel regardless of whether there are any items to cook in its inventory, for the same reason as above. This also makes furnace management more interesting in terms of avoiding wasting fuel, and furnaces automatically going out when they no longer have stuff to cook always felt rather meta*gamey anyways.
- Changed the Nethercoal recipe to produce 4 units instead of 2, and cut its burn time to half what it was in the furnace. This makes it much more efficient for use in crafting torches, while leaving total furnace output unchanged.
- Changed furnace burn times on various blocks and items so that they relate better to each other, and to correct exploits. This mostly affects wood in particular, given it's now the furnace fuel of choice since the changes to coal, but I've also tweaked burn times pretty much across the board so that they make a bit more sense relative to each other.
- Changed things internally so that furnace burn times set by mods will override those set by vanilla. I mention this in case add-on authors can also make use of it.
- Changed fishing to make it more time consuming for balance compared to other food sources.
- Changed melon and pumpkin stems to not drop seeds when they are harvested to prevent exploits. Seeds can only be obtained from the melons and pumpkins themselves. If you kill the plant before it produces fruit, well...tough luck :)
- Changed (reduced) the rate at which grass spreads to encourage larger pastures for your grazing animals (cows & sheep). This may also help performance on lower end systems as there is a lot of grass in the world, and it constantly makes these kinds of checks for growth, even when it's not possible.
- Changed the bucket recipe to use 7 iron nuggets in a 'U' pattern, instead of 3 iron ingots, to better balance it for the recent changes to iron.
- Changed the sound on webs to be squishier.
- Changed (tweaked) mob and animal AI a bit in ways you will likely not even notice, for a bit of subtle refinement to their behavior. I just mention it in case any odd or buggy behavior shows up as a result, in which case you should let me know.
- Removed the ability to craft wood and stone swords from the game. Note that the wood picks and shovels make for passable clubs (I've boosted the damage on the wood shovel to be the same as a pick), and the stone axe is an incrementally better weapon than the wood tools, creating a smoother progression curve to the early game, and providing a much greater reward for making iron swords, especially since you gain the ability to block with them.
- Removed the ability to craft the wood axe from the game, for the same reasons as above, and because it never made a whole lot of sense anyways.
- Removed the ability to craft wood and stone hoes from the game, which results in the player having to work their way up to the ability to farm crops in the early game. It also makes hoes and expanding your farms a more significant investment and part of the game overall, as there was never any real reason to use anything other than a stone hoe in the past. In an abstract sense, this also serves as an analogy for the player moving out of the hunter/gatherer "stone age", beginning to be able to farm crops, and being able to settle a location in a more permanent manner.
- Removed some lingering vanilla code that was causing some mobs to still stop wandering with distance from the player.
- Fixed problem with mushrooms cooking forever in the Cauldron in the presence of Dung.
- Fixed problem with books being enchantable.
March 29th, 2013
Note: This release appears to contain changes to world generation, contrary to my normal policy, but it should be noted that anything I have done here has none of the negative impacts normally associated with such changes: it will not cause unsightly seams in your world, nor place a whack of mod blocks into your world that will leave gaping holes should you uninstall the mod. Everything I have done here has been done with extreme caution and moderation so as not to mess with your worlds, and that is a policy you can expect me to continue to maintain in the future.
- Added "abandoned villages" to the mod. Villages within a certain radius of the player's spawn location will be abandoned, which resolves a number of balance issues in the early game when the player happens to spawn near a village.
- Added the ability for cows and mooshrooms to eat mycelium (as well as grass), and changed cows so that this is what triggers their transformation into mooshrooms, instead of just standing on it.
- Added the ability for Mooshrooms to spread mycelium to nearby dirt blocks. In combination with the above, this subtly changes mycelium to be an infectious organism that uses cows and their eating habits in order to spread and reproduce, rather than just kinda sitting there :)
- Added a correlation between the drop rate of Mystery Meat and accumulated cellulite.
- Changed how which crops appear in which villages is determined. Most will only contain wheat, with a few containing wheat & potatoes OR carrots (never both). Along with abandoned villages this makes finding every crop in the game a much longer process, and helps smooth out the early game progression with Hardcore Hunger as you don't get every single crop upon finding a single village. Note that which crops appear in which villages is not dependent on the world seed, and thus may vary even when using the same seed from world to world.
- Changed desert temples to have obsidian detailing rather than wool, as wool being used as a construction material in these kind of structures is an immersion breaker. This was also done as a first pass test of my techniques to modifying world gen, to make sure it didn't have unanticipated consequences.
- Changed desert temples in one other subtle way that I'll leave to the player to discover ;)
- Changed the "tables" in villages to be Oak Wood Tables from the mod, to prevent another immersion breaker where either you or villagers jump on a table and cause an annoying clicking sound. Obviously, these will get deleted if the mod is uninstalled from a world, but I sincerely doubt a few missing tables would be of offense to anyone.
- Changed village lamp posts to use a dark (spruce) wood block or sandstone (for desert villages) instead of cloth, for the same reasons as above.
- Changed the torch recipe to only produce one torch instead of 4, to help increase the value of coal (it is a vastly overabundant resource) and wood overall (particularly in the early game), and because it corresponds better to the recipe for redstone torches as well. This also serves to increase the value of tree farms in the late game, and the use of the Saw to gain access to high efficiency recipes, as well as to encourage the player to consider torch placement a little more instead of just spamming them to light up an area. Additionally, this increases the value of Nethercoal in the middle game.
- Changed a little something something in a way that will be left for players to discover.
- Changed mob spawners so that they won't spawn creatures wearing armor or with other equipment (skeletons still spawn with non-magical bows), thus eliminating the iron output of them. This is to discourage their use in mob traps (since spawner traps are lame due to their AFK dependency), and further promotes the construction of full blown mob-traps.
- Changed (slowed) the growth rate of melons and pumpkins substantially to help further balance them as food sources.
- Changed ladders and other climbable blocks (like Ropes and vines) so that they may not be climbed if you are crippled, and so that other movement status penalties are also applied.
- Fixed problem with not being able to sprint at 5 hunger pips, instead of 4 (when 'Peckish' is first displayed).
- Fixed slight golden tinge in the Iron Nugget texture.
- Fixed vanilla problem where torches on village lamp-posts would be floating in mid air instead of attached to the lamp post itself. Obviously, this only affects newly generated villages.
- Fixed problem with particles not displaying when cows converted to mooshrooms.
- Fixed texture-offset problem with distended cow udders.
- Fixed problem with wolves being able to eat Cooked Carrots and Chowder.
- Removed the ability to "cook" logs into charcoal in the furnace. It must now be done in the Kiln. This was done to help increase the value of coal in the early game (for all the reasons stated in the torch recipe change above), while not adversely affecting late game automated systems. It also serves to increase the value of Kilns and particularly auto-Kilns in the late game.
- Removed the coal drop from wither skeletons to further promote the use of Kilns in the late game as a source of charcoal. It never fit particularly well with them anyways.
March 23rd, 2013
- Added the Iron Nugget as a new item. It is created by smelting iron ore (which produces a nugget instead of an ingot) or by dropping an iron ingot into the crafting grid. They may be crafted into iron ingots with 9 in the crafting grid (same as gold nuggets). This corrects an imbalance with iron by greatly increasing the difficulty of acquiring iron tools and armor in the early game (it was trivially easy before), gives purpose to leather armor, increases the value of mob traps in the late game, increases the value of tools looted off of mobs, increases the demand for coal as a resource, increases the value of trading with villagers, and generally helps spread out the early game vanilla tech tree in interesting and challenging ways that mesh well with Hardcore Hunger.
- Added Hardcore Armor to the mod. This extends some of the concepts previously just applied to Soulforged Steel armor to other armors in the game. Basically, the way it works is that every ingot (iron, gold, or Soulforged Steel) or diamond used in the crafting of armor, adds to its weight (leather armor has no such penalty). For every unit of weight in armor your character is wearing, you gain fatigue more quickly (thus requiring more food). If you have 10 units of weight or higher on, then you will also sink in water. This does a number of things to the game, primarily related to leather armor. First, it makes leather armor more valuable throughout the game, especially for long journeys, when running low on food, or when traveling over water. Secondly, it promotes mixing and matching of armor sets instead of just wearing uniform sets of whatever happens to be "best" for the stage of the game you're in. Lastly, it further increases the danger of combat, since it makes it less likely overall that the player will be well armored at any given time, unless they've specifically prepared for it. Note that while chain armor provides only slightly less protection than iron armor, it has half as much "weight" (rounded up), thus making it rather valuable if you get your hands on some, increasing the value of villager trades in the early game. The short version of Hardcore Armor is that if you wear a lot of heavy armor, you'll get hungry faster and sink in water ;)
- Added Mail as a new item. It is crafted with 8 iron nuggets in a "checkerboard" pattern on the Anvil, and may then be used to create chain mail armor using the standard vanilla armor recipes. It is intended as a late-game lightweight version of iron armor for situations where iron or Soulforged Steel may be impractical.
- Added a high efficiency boat recipe using Wooden Siding instead of wood blocks.
- Added the Mushroom Omelet in both raw and cooked states as a new food item. It is created by combining a Raw Egg and a brown mushroom in the crafting grid, and then cooking the result. It is intended as an early game food source that can be farmed before finding a village, and prepared without a Cauldron.
- Added Scrambled Eggs in both raw and cooked states as a new food item. They're created by combining a Raw Egg, a bucket of milk, and a bowl in the crafting grid, and then cooking the result. It serves a similar role to the Mushroom omelet in terms of early gameplay.
- Added Mystery Meat in both raw and cooked states to act as an emergency food source, and added the ability to make Tasty Sandwiches and Hearty Stew out of it. A Steve's gotta do...
- Added Hardcore Lactation to the mod. This involves several changes to cows and milk production. First, a small food value has been added to drinking a bucket of milk to provide an early game renewable food source. Secondly, cows need to be able to eat grass in order to produce milk (similar to sheep for wool production), and will only do so periodically. Lastly, whether or not a cow can be milked will be visually indicated by the size of its udder, and both particles and sounds have been added to the milking process for greater player immersion. Also note that the above changes apply to mooshrooms and the production of mushroom stew (Cream of Mushroom), so you can no longer just get infinite bowls of it from them with no effort or delay. In combination with some of the new food recipes in this release, these changes make milk, and the tending of dairy animals, a more important and useful part of the early game.
- Added the ability to get cows and sheep to follow you by holding tall grass. You can't breed them through this method, but it's enough to trick them into following, which aids in penning them in the early game. Pigs don't believe it for a minute though.
- Changed mushroom stew to "Cream of Mushroom". It is made by combining brown mushrooms, and a bucket of milk with a bowl in the Cauldron. It is also meant as an early game food source from ingredients that can be farmed before finding a village, as well as taking care of a recipe conflict between mushroom and Hearty Stew. Also adjusted the hunger values on it to match its new role and ingredients. As a bonus, it fits rather well with it being produced by mooshrooms :)
- Changed Fish Soup to "Chowder" for the same reasons as above. It is made with fish, a bucket of milk, and a bowl in a Cauldron.
- Changed the Kebab to use brown mushrooms instead of potatoes in its recipe. It is now made with brown mushrooms, carrots, and mutton, combined with a stick in the crafting grid. It is intended as a middle-game food source for people that find carrots but not potatoes (much like Steak and Potatoes operates for potatoes).
- Changed the hunger status penalties to kick in slightly later than they did previously, in order to create a wider "buffer zone" between fat penalties and hunger penalties to further encourage keeping a store of fat on you for emergency use...without going overboard and riding pigs around :)
- Changed the dizziness/nausea effect from hunger to only kick in when the player is actually starving to death (losing health), as it was going on way too long before.
- Changed (increased) the durability of leather armor to make it a more practical option.
- Changed (increased) the durability of iron (and chain to match) armor given it is now much harder to come by.
- Changed (tweaked) the durability of Tanned Leather Armor to have a more direct correlation to that of leather armor. Tanned Leather Armor offers the same protection as regular, but has superior durability, and will thus last longer. Further refinements to this armor type will be made in an upcoming release, to make it more of a practical, and less of a "gag" item given that leather armor in general is no longer useless.
- Changed the way chain mail looks on your character in game, as frankly, it looked like total ass, and if it's going to see increased usage due to the other changes in this release, that was no longer reasonable.
- Changed the recipe for the compass to use 4 Iron Nuggets instead of ingots, to better match the changes to iron, especially in consideration of the impact they have on Hardcore Spawning.
- Changed the recipe for the clock to use 4 gold nuggets instead of ingots, to match the changes to the compass, and to promote the use of a small utility item created with an otherwise valuable resource.
- Changed mushrooms so that they don't turn to Foul Food when placed in a Cauldron with Dung. This is to correct a problem that prevented the creation of Nether Groth, and also makes some sense given mushrooms tend not to be adversely affected by the presence of poo.
- Changed the flint & steel recipe to use an iron nugget instead of an ingot, and made it shapeless.
- Changed (reduced) the rate at which you lose hunger with time slightly, to further balance Hardcore Hunger.
- Changed (reduced) the rate at which you lose hunger while pulling a Hand Crank slightly.
- Changed (refactored) the way a few things work internally to reduce the number of individual changes the mod needs to make to the item class. I just mention this in case any problems result.
- Changed the fermented spider eye recipe to use red mushrooms instead of brown, to better fit the new roles of the two mushroom types. Also fixed a problem with the previous release where they couldn't be crafted at all.
- Changed Silverfish so they only drop arcane scrolls in the end dimension. This is to further discourage farming them from the single spawner in each stronghold, and also fits better with the differences in their behavior between dimensions.
- Fixed problem with Hearty Stew not working with pork, mutton, or wolf as an ingredient. It was previously only working with beef.
- Fixed problem with the cake recipe using a regular vanilla egg instead of a Raw Egg.
- Fixed problem with soup bowls disappearing if the player consumed soup or stew and their inventory was full.
- Fixed same problem for potions and glass bottles.
- Fixed problem with hunger still draining with time in creative mode.
- Removed ability to get milk from mooshrooms using a bucket. They only produce Cream of Mushroom now.
- Removed easter-egg head drops from pigs.
March 17th, 2013
Note: There was an error in the previous change log that specified mushrooms as part of the recipe for Kebabs.
The actual recipe is mutton, carrots, potatoes, and a stick, with no mushrooms involved.
- Changed the order in which carrots are cooked in the Cauldron so that they cook up before any soup or stew recipes are created to prevent ordering problems between mushroom and Hearty Stew.
- Changed melons and pumpkins to only stack up to 16, to prevent them becoming hyper-efficient transportable food sources.
- Changed "Food Poisoning" (a.k.a the "Hunger" effect) so that you can't eat while suffering from it. This is to prevent exploits involving eating a whole bunch of potentially poisonous food at once so that you are only affected by it once.
- Fixed problem with the Hearty Stew, mushroom stew, and Groth recipes using the old mushroom items instead of the new. This basically made these items impossible to craft unless you had old mushrooms laying about. Also note that Hearty Stew requires brown mushrooms, not just any mushroom as stated in the previous release notes. This problem was the main reason behind this small release.
- Fixed problem with raw carrots having a higher food value than intended.
- Fixed problem with mushrooms being able to be placed and grow in any light level.
March 16th, 2013
Note: This release is for version 1.4.7 of Minecraft NOT 1.5. Don't even ask if it works with 1.5.
- Added Hardcore Hunger to the mod. This rebalances many aspects of how food and hunger work in Minecraft to make it a more crucial aspect of gameplay. Because this change is rather extensive, the individual changes that comprise it will be listed independently below. Please keep in mind that this feature will likely be further balanced over time based on additional play testing, given that its impact on play is rather subtle, substantial, and far reaching. Desserts in particular will receive additional attention in the near future, specifically their recipes, with this release mainly focusing on staple foods. The number of changes in this release may be daunting, but give it a try and it will hopefully all make sense :)
- Added the concept of "fat" which replaces saturation as hunger's secondary value. Fat is only built up when you eat food in excess of what is required to fill your hunger meter, OR when you eat deserts when you are already full. Having some fat is useful, as it effectively increases the amount of time you can go without starving. However, having too much fat will result in penalties. Also, unlike saturation, fat only burns off after your hunger goes below your fat level, thus it functions as a backup store rather than as just an outright bonus to hunger. Right now, being fat doesn't affect Steve's visual appearance, but I may add that in the future.
- Added visible display of fat to the hunger meter so players can better manage their overall hunger state and fat levels. Saturation being an invisible value just sucked.
- Added a number of new "complex recipes" to the mod, which will be listed as individual changes following this. As a general rule, recipes that require more than 1 ingredient will restore more hunger and are also a more efficient use of the food you have on hand (most produce multiple portions). Also, "dessert" (cake, pie, cookies, Donuts) items tend to have very high fat gain, but very low hunger restoration, making them useful for when you want to put on fat. Unlike regular food, desserts are also edible when your hunger meter is full.
- Added the Cooked Carrot as a new food item. It is made by....cooking a carrot :)
- Added the Tasty Sandwich as a new food item. It is made by combining cooked meat or fish with bread in the crafting grid.
- Added Steak And Potatoes as a new food item. It is created by combining cooked steak and cooked potatoes in the crafting grid.
- Added Ham And Eggs as a new food item. It is created by combining cooked pork and a cooked egg.
- Added Steak Dinner, Pork Dinner, and Wolf Dinner as new food items. They are created by combining cooked meat of the corresponding type along with cooked carrots and potatoes.
- Added the Kebab as a new food item. It is created by combining raw Mutton, carrots, and potatoes in the crafting grid with a stick, then cooking the result.
- Added Chicken and Fish Soups as a new food items. They are crafted by cooking chicken or fish, along with carrots, and potatoes in the Cauldron, with at least 3 bowls for the individual servings). Note that with all soups and stews, you can use either the raw ingredients or the cooked ones, but anything you dump in raw will have to cook first before the soup itself is made.
- Added Hearty Stew as a new top-tier food item (it's the most efficient source of food currently in the game). It is created by cooking either raw steak, pork, mutton, or wolf, along with carrots, potatoes, mushrooms, and flour in the Cauldron, with 5 bowls for the individual servings.
- Added recipe to convert baked potatoes into boiled potatoes in the Cauldron. This simplifies many of the soup/stew recipes above, as it means if you dump a bunch of baked potatoes into a Cauldron trying to make soup, they will first convert, then apply to the soup recipe.
- Added high efficiency bowl recipe consisting of 3 wood Siding in a V pattern.
- Added effects from low hunger, health, and excessive fat such as movement, mining speed, and attack penalties, along with a few that are left to the player to discover. As a general rule, all penalties (starting with the loss of the ability to sprint and/or heal) start to kick in when the relevant meter is around the half-way mark, so if you keep them above (or below in the case of fat) that point, you will be entirely free of detrimental effects. A short text description of the most severe effect you are currently experiencing is displayed above the hunger meter to provide further feedback.
- Added potential food poisoning effects to all raw meats, fish, and eggs to further emphasize the importance of cooking food.
- Added the ability to eat pumpkin seeds, because coming across a pumpkin while starving to death and not being able to eat it sucks ;)
- Added the ability to eat raw mushrooms for the same reason. This unfortunately required a new item internally, so the old ones are labeled as "Old Mushrooms", and are not edible, but may be converted to the new ones just by dropping them into the crafting grid.
- Added the ability for mushrooms to grow on any block with a solid top surface, not just fully opaque cubes. This means they can now grow on stuff like upside down slabs and Tables.
- Changed hunger to decrease slowly with time, regardless of whether you are doing anything or not, which discourages AFK play (Steve will die if you leave him unattended for too long). Extra hunger on top of this is still drained based on your activities.
- Changed hunger so that it now applies consistently across difficulty levels, and will cause you to starve to death regardless of the setting to discourage switching difficulty to avoid its effects. The only difficulty this does not apply to is peaceful, given its limited value in AFK play.
- Changed (reduced) stack limits on all food items to 16 to make the quality of food you are carrying more significant. Note that this will not affect existing stacks, so all your items are safe, but any newly created stacks will be limited to 16. This also includes increasing the stack limit of mushroom stew to 16, so it is now stackable like other food items.
- Changed (tweaked) the values on most existing food items to generally make them less effective.
- Changed Donuts so that they require both Flour and sugar to cook in the Cauldron.
- Changed the mushroom stew recipe to require a brown mushroom, and flour in a Cauldron with 2 bowls for the individual servings.
- Changed the pumpkin pie recipe to require a pumpkin, sugar, a Raw Egg, and Flour.
- Changed (reduced) the growth rate on edible vanilla crops as part of Hardcore Hunger, and to both encourage larger farms, and the use of bone meal as a fertilizer. This also serves to balance them more relative to each other, with, for example, potatoes and carrots taking longer to mature than wheat.
- Changed (reduced) the number of "seed" items that crops drop to make creating a large farm a more significant long-term effort, to reduce the number of excess seeds in the game, and to give melons a more clearly defined role in producing seeds for chicken feed.
- Changed (greatly reduced) the rate at which the player heals to increase overall level of challenge, the importance of staying fed under Hardcore Hunger, and to give an actual purpose to healing items & potions.
- Changed the way Minecraft works internally so that blocks with different subtypes can play different step sounds per subtype. At present this change only affects dirt and Packed Earth Slabs, but will likely be used for other blocks as well in the future.
- Changed Dung blocks so that they are part of aesthetic earth blocks, which allows them to behave in a manner more consistent with their material type. This necessitates a conversion for previously existing Dung blocks, which will now be labeled as "Old Dung", and may be performed by just dropping them in the crafting grid. Note that this change will affect Dung beacons, which will no longer function with the old blocks.
- Changed the Wood Blade (used in making Water Wheels) to have a max stack size of 1, to suit its bulky nature. Similar to the food stack change above, this will not affect existing stacks.
- Changed the amount of hunger you need in order to be able to heal, to be a bit more forgiving, given that managing your hunger is now a larger challenge overall, that it now takes place at a slower pace, and so that it's more obvious when it happens. You now lose the ability to heal when described as "Peckish", which is the first detrimental hunger effect.
- Fixed vanilla issue where you could silk touch harvest lit redstone lamps, as that problem was also extending to the Block Dispenser.
- Fixed vanilla issue where you could still feed animals their breeding item (e.g. wheat) when they were already in love mode by right clicking on them ("player choice" my hindquarters).
- Fixed vanilla issue where mushrooms appeared so visually low in your inventory that they were covered by the stack count and became hard to identify as a result.
- Removed the apple drop on oak leaves. I have additional plans for apples for a future release, but for now, I wanted to remove them as an easy food source from performing unrelated activities (like chopping wood) to fit with Hardcore Hunger. The apple drop always just felt rather weird anyways, in a "oh look...random food in my inventory from nowhere" kinda way.
- Removed wheat seed drop from tall grass. Domesticated crops like wheat, potatoes, and carrots, must now all be obtained through finding a village.
- Removed melon slice to melon block recipe so that they can't be compacted into an easy to transport food source without the use of a silk-touch enchant.
Enjoy starving to death! :)
March 4th, 2013
- Added the ability for snow to accumulate around tall grass, flowers, saplings, and other similar forms of vegetation, to provide a more uniform and aesthetically pleasing distribution. Note that spruce saplings will grow when covered in snow, but other varieties of tree will not.
- Changed (optimized) the way the ray-tracing vs snow works from the last release, to prevent potential performance issues.
- Fixed problem that was causing add-on authors to have difficulties updating to version 4.58 of BTW. This change is the primary reason for this release.
- Fixed problem that was causing Hardcore Spawn to cycle through a short list of respawn locations rather than respawning the player at a truly random location.
- Fixed visual glitch where if you destroyed a slab (or other similar block) with snow resting on it, the snow would briefly appear floating above the area it previously occupied.
- Fixed problem with snow not being to accumulate in the space in front of Detector Blocks, or in a Lens beam.
March 1st, 2013
- Added the beginnings of Hardcore Villagers to the mod. Note that this is just the start of the changes I will be making to them, but I wanted to get these in now as it establishes a base-line of behavior for them, and these changes may affect existing builds (they eliminate the ability to create automated villager and iron golem farms). Villagers no longer reproduce on their own, and instead must be given diamonds to cause them to enter love mode (similar to animals with wheat/carrots). They will also no longer create iron golems on their own, and zombies may no longer be "cured" to turn into villagers. As such, villagers must be found in order to obtain them, bred to create a population, and the player has a much more vested interest in protecting them from harm. Future changes will expand upon this behavior in order to make villagers a more interesting part of the game overall.
- Added the ability for snow to accumulate on partial blocks with a solid top surface, like slabs and Siding. This means the player can no longer avoid snow accumulation by doing stuff like building roads out of slabs, and will also result in more pleasing looking buildings in snow biomes.
- Added textures to Dirt Slabs with grass on them so that they appear with snowy sides when they have snow on top of them, as happens with regular grass blocks.
- Changed blocks rotated by the Turntable, blocks swallowed by the Block Dispenser, and silverfish blocks so that the particles they produce respect the options for number of particles displayed. This should help performance on low end systems that use these options, in situations where there are a lot of automated systems running.
- Changed the Infernal Enchanter so that it can apply enchantments to tools normally restricted to the vanilla anvil (e.g. unbreaking to a bow, or efficiency to shears).
- Changed the Cauldron and Crucible so that their inventory may not be accessed if the open side is obstructed by a solid block (similar to chests).
- Changed the way gravel behaves when harvested with a fortune enchant so that it no longer ever drops flint. This behavior fits BTW's ability to filter gravel into sand and flint with the Hopper much better, as just getting flint from a harvest becomes more of a penalty than a bonus.
- Changed the probability of mobs spawning with enchanted equipment to be uniform across difficulty levels to further discourage players changing their difficulty to affect mob trap output.
- Changed (reduced) the frequency that skeletons spawn with enchanted bows as they were outputting at too high a rate in mob traps due to my previous changes to them almost always dropping them on death.
- Fixed problem with the Packed Earth texture that was causing visible seams between blocks.
- Fixed problem with Ender Spectacles and True Sight not functioning with minimal particle settings. They'll now work, but with a greatly reduced number of particles being displayed.
- Fixed problem with Ender Spectacles and True Sight creating a buildup of particles while the game is paused.
- Fixed problem with the Lens not projecting onto surfaces anymore. It will now project on all solid surfaces neighboring on a beam's end point.
- Removed clay drop from silverfish in the overworld, as it was unfortunately encouraging spawner based traps (which are bad...mkay?). They will now only drop clay in the end dimension under the assumption that no eating equates to no poop.
- Removed numerical debug display of item damage since this could be considered an exploit under Hardcore Info.
- Removed ability to rotate Siding, Moulding, and Corners by right clicking with an empty hand. This feature was making the corresponding blocks feel "less solid", was leading to exploits such as creating cheap doors out of siding, and was also leading to excessively easy griefing in SMP. Since the inclusion of a more refined placement method for these blocks, this feature has also become less significant. Note that they may still be rotated on the Turntable.
- Removed right-click rotation on Axles for the same reasons as above. The only mod block that can be rotated in this manner now are Gear Boxes, as it is more of a configuration setting for them than an actual physical rotation.
February 22nd, 2013
- Added Packed Earth as a new block type. It is created by placing two dirt blocks one on top of the other in the crafting grid (they may be converted back to regular dirt in the crafting grid as well, allowing them to be used for bulk storage), and provides a means of creating dirt paths to be used in conjunction with Hardcore Movement. This block provides the same movement bonuses as other "man made" blocks, and vegetation will not grow onto it, thus providing additional aesthetic options for road design.
- Added Packed Earth slabs that may be created by placing two Packed Earth blocks side by side in the crafting grid, to provide further refinement in creating dirt paths.
- Added sources for all the remaining Arcane Scrolls that were missing from the mod. Happy hunting :)
- Added a new common drop to witches: "Witch Wart". This item replaces redstone in potion brewing recipes in order to extend the duration of various potions, which gives specific value to finding and farming witches without the balance destroying effects of their previous vanilla drops. This also serves to make potion brewing more challenging and rewarding.
- Added a new common drop to silverfish to make farming them much more worthwhile.
- Added the ability to use hoes on the block that shall not be named.
- Changed snow so that it can accumulate on any block with a solid top surface, such as upside down slabs and Tables, since snow is now a more significant factor in the construction of roads with the addition of Hardcore Movement to the mod.
- Changed skeletons so that if they're carrying a magical bow, it will drop on death with a much greater frequency than regular bows. Thus, if you see one holding a magic bow, it's much more worthwhile to kill them to try and get it.
- Changed skeletons in the nether so that they fire infinite arrows, and will not drop Rotted Arrows upon death.
- Changed the Arcane Scrolls drop on Ghasts, and removed the drop from iron golems and villagers.
- Changed (reduced) the rate of spread of silverfish.
- Changed compasses and clocks on the stats page so that they can't be used as a means to get a compass heading or time without actually making the items in question.
- Changed Bloodwood Saplings to apply the movement penalty associated with other vegetation under Hardcore Movement.
- Changed librarian villagers to buy book shelves rather than sell them.
- Fixed problem with fire not rendering properly on top of some mod sub-blocks, like Tables.
- Fixed problem with Night Vision Beacon effect displaying "Night Vision II", even though there's no second level to that effect.
- Fixed problem with Composite Bows producing 2 string when broken down in a Cauldron, even though they are made with just 1.
- Fixed problem with Mouldings sometimes auto-connecting to aesthetic blocks of the same material type (e.g. Columns).
- Fixed problem with wood fences made out of anything other than oak not cutting into Corners with the Saw.
- Fixed problem with not being able to place pressure plates on mod fences.
- Fixed problem with some Arcane Scrolls dropping in creative mode (they aren't supposed to).
- Removed sound associated with entities moving through vine traps as it was resulting in excessive bandwidth consumption in SMP.
- Removed enchanted books from villager trades since they aren't used in the mod.
- Removed particle effects originating from beacon powers as they provided little in the way of information, and got really annoying in bases with beacons in place. Particles from actual potions will still be displayed.
February 9th, 2013
- Changed squid so that they won't stop moving when the player is far away.
- Fixed problem where silverfish could rampage out of control and level entire buildings. My apologies for this one guys. I sincerely hope they didn't cause too much damage to anyone's world, and this bug fix is the reason for this emergency release.