Super Better Than Wolves Dev Diary ft. All Bricked Up

This sub-forum is dedicated to add-ons and texture packs for Better Than Wolves.
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. Community Server Prep

Post by EpicAaron »

Battosay wrote: Tue May 16, 2023 11:06 am
EpicAaron wrote: Mon May 15, 2023 11:44 pm CE limits the amount of reeds you can grow by how many unique plants you can find out in the world.
Don't forget that you can pretty easily buy them from the farmer so it's not that limited ;)
I just learned that from Sock today. Ideally, I would like to have a little jar of water that we can germinate plants in, but trading will do for now.

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Hardcore Puppy Mills! Dogs breed to produce untamed dogs. Now you can automate wolfchops, gift puppies to friends on servers, and even repopulate the wilderness with wild wolves!

The issue with wolves coming out pre-tames is that they would teleport to you, so you couldn't kill them with sawblades and water flows.
BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. Community Server Prep

Post by EpicAaron »

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Today, the trowel was finally completed. I have discussed it in previous posts, but basically it draws mortar items from your inventory and applies them to blocks with right click. Useful for large brick and mortar type building projects!

Sock did the texture and helped bug fix!
BTW Community Server Discord: https://discord.gg/arZpuYW
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PlasmaFox
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Re: Super Better Than Wolves Dev Diary ft. Community Server Prep

Post by PlasmaFox »

Exciting yet so simple :)
Don't turn your back on a wolf.
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

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A player named rohanguard1 asked if I could fork a version of SBTW without the new gourds, so I went ahead and prepared a full beta release of SBTW 2.0! This was exactly the kind of request I needed to kick my butt into actually releasing something, as the amount of polish required to get the gourds to match my vision was creating an ongoing mental block. You can still access the new gourds through the creative menu!

Here is the gourdless beta release w/ MultiMC instance and server files: https://github.com/Spicy-Boy/Super-Bett ... ta2.1_july

Remember, SBTW is dependent on CE 1.0.1 to work: https://github.com/BTW-Community/BTW-Pu ... tag/v1.0.1

Here is the changelog for this beta:
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SBTW VERSION 2.0
Started August 8, 2022
Switched to BETA 2.0 on July 12, 2023

Additions:

-TEMPORARY OMISSION for BETA 2.0: Biome decorator places standard gourds with vanilla seeds/plants
>@ the request of Wario-Luigi Hybrid

-Added SLEEPING!
>Like in Arminias mod/CE 1.4, the world is simulated during sleep. Time is not skipped! Monsters still lurk outside...

-Added Hardcore Soaked!

-Added the bedroll from CE 1.4. You can sleep on this! Great for camping trips.
>Three recipes: wool knit + wool knit + string OR unknit wool OR two feathers

-Added the ability to pick up torches and bricks with an empty handed right click

-Added the ability to pick up torches and bricks by right clicking them. No more fumbling!

-Added 9 new seeds for each type of pumpkin and melon WOW!

-Added new item: Bucket of Mortar
>right click to apply mortar to a block, depletes contents of bucket (16 uses)

- Added new tool: the trowel
>right click to apply mortar from your inventory

-Added new block: Wet Mud Bricks
>Can be dried in the sun or baked in a kiln to produce bricks more efficiently than with clay balls alone

-Added more efficient recipes for tanned leather armor
>crafted using cut tanned leather in the 2x2 crafting grid, like untanned leather

-Added rib cracking: use a sharp axe to quickly get meat off a rib
>the rib itself is reduced to bonemeal in the process

-Added the ability to cure ribs with nitre

-Added the Time Cube to the creative menu (WARNING: I am not responsible for any corruption that temporal shenanigans unleash upon your world)

-Added lava and powered axle to creative menu

Changes/Fixes:

-Changed wolves to breed to produce untamed puppies. This opens up some options :)

-Changed the ender goggle overlay to be transparent in places so you can see somewhat while wearing them

-Changed pumpkin seeds to stack to 64 rather than 16 for storage and automation purposes OH NO MY INVENTORY BALANCE!!!!!!!!

- Changed pumpkin and melon varieties to grow by seed rather than biome.
>EX: a yellow pumpkin requires a yellow pumpkin seed to grow.

-Changed gourds on the vine to take a few days to mature (like wheat) (rather than being random)

-Changed the ender spectacle overlay to be easier to see through

-Changed wicker baskets to recycle into 3 wicker rather than just 1

-Changed rib bones to be grindable in millstone to produce 6 bonemeal

-Changed the bone club to be grindable in a millstone to produce 2 bonemeal. Hardcore Recycling!

-Changed dead bushes to be a little tougher and made some more bountiful than others

-Changed FCAddOn to no longer display a V next to version number when loading into a world.. for pretty much no reason

-Fixed the lighting bug that caused hampers and such to look completely pitch black (thanks Dawn, Hiracho, and the CE team!!!)

-Fixed a game bricking bug that created a ticking tile entity or something when using a piston shovel to pick up ash.

-Fixed an issue in which the vase was also a Time Cube

-Fixed a quirk where ribs looked kind of buggy to eat. That was my attempt at making them take longer to chew, but it looked sort of dumb
These are the main crafting recipes to keep in mind if you want to mess around with the major features (ahem SLEEPING). Crafting with water buckets still sucks, I haven't fixed that yet:
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Yes, the bedroll has three crafting recipes. Stuff it with whatever you can find.
Last edited by EpicAaron on Wed Jul 19, 2023 8:00 pm, edited 1 time in total.
BTW Community Server Discord: https://discord.gg/arZpuYW
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PlasmaFox
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by PlasmaFox »

Weird crash that occurred while mortaring cobblestone, might be unrelated since crash log talks about basket rendering.

Code: Select all

Description: Unexpected error

java.lang.NoSuchMethodError: com.prupe.mcpatcher.mal.block.RenderBlocksUtils.setupColorMultiplierForceNoAO(Lapa;Laak;IIIFFFZ)V
	at FCUtilsPrimitiveGeometric.RenderAsBlockWithColorMultiplier(FCUtilsPrimitiveGeometric.java:45)
	at FCBlockBasketWicker.RenderBlock(FCBlockBasketWicker.java:505)
	at bgf.b(RenderBlocks.java:9706)
	at bfm.a(WorldRenderer.java:211)
	at bfy.a(RenderGlobal.java:1493)
	at bfq.a(EntityRenderer.java:1149)
	at bfq.b(EntityRenderer.java:1009)
	at net.minecraft.client.Minecraft.K(Minecraft.java:885)
	at net.minecraft.client.Minecraft.run(Minecraft.java:773)
	at java.lang.Thread.run(Unknown Source)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
	at FCUtilsPrimitiveGeometric.RenderAsBlockWithColorMultiplier(FCUtilsPrimitiveGeometric.java:45)
	at FCBlockBasketWicker.RenderBlock(FCBlockBasketWicker.java:505)
	at bgf.b(RenderBlocks.java:9706)
	at bfm.a(WorldRenderer.java:211)
	at bfy.a(RenderGlobal.java:1493)
	at bfq.a(EntityRenderer.java:1149)

-- Affected level --
Details:
	Level name: MpServer
	All players: 1 total; [bdv['PlasmaFox256'/258, l='MpServer', x=-135.63, y=65.62, z=-134.79]]
	Chunk stats: MultiplayerChunkCache: 441
	Level seed: 0
	Level generator: ID 00 - default, ver 1. Features enabled: false
	Level generator options: 
	Level spawn location: World: (-168,64,-144), Chunk: (at 8,4,0 in -11,-9; contains blocks -176,0,-144 to -161,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
	Level time: 2326 game time, 2326 day time
	Level dimension: 0
	Level storage version: 0x00000 - Unknown?
	Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
	Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
	Forced entities: 76 total; [FCEntityZombie['Zombie'/6531, l='MpServer', x=-92.50, y=20.00, z=-92.84], FCEntitySkeleton['Skeleton'/3466, l='MpServer', x=-195.31, y=21.00, z=-92.31], FCEntitySlime['Slime'/5131, l='MpServer', x=-99.59, y=38.00, z=-103.59], FCEntityJungleSpider['Jungle Spider'/8075, l='MpServer', x=-201.50, y=76.00, z=-162.50], FCEntityOcelot['Ocelot'/6927, l='MpServer', x=-178.50, y=66.00, z=-141.50], FCEntityZombie['Zombie'/7441, l='MpServer', x=-211.50, y=18.00, z=-91.50], FCEntityZombie['Zombie'/7442, l='MpServer', x=-211.20, y=18.76, z=-87.79], FCEntityCreeper['Creeper'/6803, l='MpServer', x=-70.28, y=25.00, z=-130.16], rh['item.item.rottenFlesh'/6293, l='MpServer', x=-104.16, y=58.13, z=-122.38], FCEntityCreeper['Creeper'/7062, l='MpServer', x=-151.53, y=13.00, z=-96.13], FCEntitySquid['Squid'/2456, l='MpServer', x=-168.15, y=57.00, z=-126.90], FCEntitySpider['Spider'/920, l='MpServer', x=-70.81, y=47.22, z=-101.08], FCEntitySkeleton['Skeleton'/4761, l='MpServer', x=-106.50, y=46.00, z=-120.59], FCEntitySkeleton['Skeleton'/4762, l='MpServer', x=-117.31, y=49.00, z=-126.50], rh['item.item.feather'/6810, l='MpServer', x=-186.47, y=66.13, z=-153.22], nc['Experience Orb'/7323, l='MpServer', x=-188.66, y=75.13, z=-53.81], FCEntitySkeleton['Skeleton'/5277, l='MpServer', x=-61.50, y=27.20, z=-105.69], nc['Experience Orb'/6816, l='MpServer', x=-187.63, y=66.13, z=-153.84], nc['Experience Orb'/7329, l='MpServer', x=-180.34, y=72.13, z=-54.25], rh['item.item.SuperBTWItemBranch'/6818, l='MpServer', x=-188.88, y=66.13, z=-127.25], rh['item.item.feather'/6822, l='MpServer', x=-184.25, y=66.13, z=-152.78], FCEntityCreeper['Creeper'/1963, l='MpServer', x=-181.78, y=24.00, z=-94.63], FCEntityCreeper['Creeper'/4012, l='MpServer', x=-87.50, y=14.15, z=-93.31], nc['Experience Orb'/6317, l='MpServer', x=-102.38, y=58.13, z=-121.44], FCEntityZombie['Zombie'/2993, l='MpServer', x=-175.47, y=14.00, z=-67.28], FCEntityZombie['Zombie'/7479, l='MpServer', x=-72.50, y=30.00, z=-105.50], FCEntitySkeleton['Skeleton'/2242, l='MpServer', x=-156.03, y=27.00, z=-66.53], rh['item.item.feather'/7234, l='MpServer', x=-199.13, y=69.13, z=-159.44], FCEntitySkeleton['Skeleton'/5444, l='MpServer', x=-75.67, y=16.17, z=-111.70], FCEntityPig['Pig'/70, l='MpServer', x=-195.28, y=66.00, z=-205.16], FCEntitySquid['Squid'/967, l='MpServer', x=-165.47, y=57.00, z=-128.53], FCEntitySquid['Squid'/968, l='MpServer', x=-173.50, y=58.66, z=-122.07], FCEntitySkeleton['Skeleton'/5448, l='MpServer', x=-57.50, y=34.00, z=-75.69], FCEntityPig['Pig'/72, l='MpServer', x=-187.28, y=64.00, z=-209.66], FCEntityOcelot['Ocelot'/7624, l='MpServer', x=-212.22, y=70.00, z=-149.50], FCEntitySquid['Squid'/969, l='MpServer', x=-170.21, y=57.00, z=-124.44], FCEntityPig['Pig'/73, l='MpServer', x=-194.38, y=64.00, z=-208.63], FCEntityOcelot['Ocelot'/7625, l='MpServer', x=-214.50, y=71.00, z=-145.50], FCEntityZombie['Zombie'/8137, l='MpServer', x=-77.50, y=37.00, z=-107.50], FCEntitySquid['Squid'/970, l='MpServer', x=-167.56, y=57.04, z=-127.28], nc['Experience Orb'/7242, l='MpServer', x=-199.13, y=69.13, z=-157.69], FCEntityJungleSpider['Jungle Spider'/7626, l='MpServer', x=-205.50, y=68.00, z=-124.50], FCEntityChicken['Chicken'/76, l='MpServer', x=-181.68, y=69.06, z=-175.86], bdv['PlasmaFox256'/258, l='MpServer', x=-135.63, y=65.62, z=-134.79], rh['item.item.fcItemMushroomRed'/5070, l='MpServer', x=-95.19, y=12.13, z=-90.13], FCEntityJungleSpider['Jungle Spider'/6352, l='MpServer', x=-211.50, y=73.00, z=-156.47], FCEntitySkeleton['Skeleton'/6101, l='MpServer', x=-58.66, y=50.00, z=-68.59], FCEntityCreeper['Creeper'/6357, l='MpServer', x=-165.50, y=34.00, z=-59.13], FCEntityCreeper['Creeper'/1368, l='MpServer', x=-95.47, y=12.00, z=-90.31], FCEntityBat['Bat'/5339, l='MpServer', x=-147.31, y=14.10, z=-87.25], FCEntityChicken['Chicken'/93, l='MpServer', x=-154.80, y=64.00, z=-77.71], rh['item.item.fcItemMushroomRed'/5085, l='MpServer', x=-97.19, y=12.13, z=-92.03], FCEntityChicken['Chicken'/94, l='MpServer', x=-167.43, y=72.00, z=-76.10], FCEntitySkeleton['Skeleton'/6495, l='MpServer', x=-200.53, y=39.00, z=-209.19], FCEntityChicken['Chicken'/96, l='MpServer', x=-158.86, y=70.06, z=-77.65], FCEntityJungleSpider['Jungle Spider'/7008, l='MpServer', x=-176.63, y=71.05, z=-92.63], FCEntityChicken['Chicken'/97, l='MpServer', x=-133.70, y=64.00, z=-71.81], FCEntityChicken['Chicken'/98, l='MpServer', x=-184.94, y=73.00, z=-94.53], FCEntityCreeper['Creeper'/6882, l='MpServer', x=-98.53, y=13.00, z=-91.84], FCEntityChicken['Chicken'/99, l='MpServer', x=-160.63, y=76.00, z=-60.87], nc['Experience Orb'/4968, l='MpServer', x=-222.88, y=68.13, z=-27.41], FCEntityPig['Pig'/108, l='MpServer', x=-161.22, y=64.00, z=-94.72], FCEntityPig['Pig'/109, l='MpServer', x=-119.28, y=64.00, z=-97.16], FCEntityZombie['Zombie'/7662, l='MpServer', x=-61.44, y=12.00, z=-145.22], FCEntityZombie['Zombie'/7663, l='MpServer', x=-62.22, y=13.00, z=-143.50], FCEntitySkeleton['Skeleton'/7664, l='MpServer', x=-60.34, y=12.00, z=-143.03], FCEntitySkeleton['Skeleton'/7665, l='MpServer', x=-60.75, y=12.00, z=-146.50], FCEntityJungleSpider['Jungle Spider'/7283, l='MpServer', x=-184.13, y=67.00, z=-56.84], nc['Experience Orb'/2548, l='MpServer', x=-234.66, y=34.13, z=-220.03], nc['Experience Orb'/4980, l='MpServer', x=-215.75, y=69.13, z=-31.44], nc['Experience Orb'/6900, l='MpServer', x=-189.50, y=62.13, z=-148.75], FCEntityZombie['Zombie'/7546, l='MpServer', x=-59.38, y=12.00, z=-151.31], FCEntityBat['Bat'/6267, l='MpServer', x=-86.69, y=23.10, z=-108.63], FCEntityZombie['Zombie'/7548, l='MpServer', x=-57.09, y=12.00, z=-151.16], FCEntityBat['Bat'/6269, l='MpServer', x=-81.25, y=29.10, z=-93.25], FCEntitySpiderWeb['entity.fcSpiderWeb.name'/7166, l='MpServer', x=-196.68, y=71.54, z=-159.37]]
	Retry entities: 0 total; []
Stacktrace:
	at bds.a(WorldClient.java:460)
	at net.minecraft.client.Minecraft.b(Minecraft.java:2477)
	at net.minecraft.client.Minecraft.run(Minecraft.java:796)
	at java.lang.Thread.run(Unknown Source)

-- System Details --
Details:
	Minecraft Version: 1.5.2
	Operating System: Windows 10 (amd64) version 10.0
	Java Version: 1.8.0_351, Oracle Corporation
	Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
	Memory: 3070565800 bytes (2928 MB) / 4116185088 bytes (3925 MB) up to 4116185088 bytes (3925 MB)
	JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms4096m -Xmx4096m
	AABB Pool Size: 2820 (157920 bytes; 0 MB) allocated, 11 (616 bytes; 0 MB) used
	Suspicious classes: FCBlockFullBlock, FCBlockStone, FCBlockGrass, ...[com.prupe.mcpatcher.MCPatcherUtils, Config, MCLogger, ...], [com.prupe.mcpatcher.cc.ColorizeItem, Colorizer, ColorizeBlock, ...], [com.prupe.mcpatcher.cit.CITUtils, OverrideBase, ItemOverride, ...], [com.prupe.mcpatcher.ctm.CTMUtils, RenderBlockState, BlockOrientation, ...], [com.prupe.mcpatcher.hd.AAHelper, Wrapper15, MipmapHelper, ...], [com.prupe.mcpatcher.mal.biome.IColorMap, ColorMap, ColorUtils, ...], [com.prupe.mcpatcher.mal.block.RenderBlocksUtils, BlockAPI, RenderPassAPI, ...], [com.prupe.mcpatcher.mal.item.ItemAPI], [com.prupe.mcpatcher.mal.resource.FakeResourceLocation, GLAPI, TexturePackAPI, ...], [com.prupe.mcpatcher.mal.tile.TileLoader, IconAPI], [com.prupe.mcpatcher.mal.util.InputHandler], [com.prupe.mcpatcher.mob.MobRandomizer, MobRuleList, MobOverlay, ...], [com.prupe.mcpatcher.renderpass.RenderPass, RenderPassMap], [com.prupe.mcpatcher.sky.SkyRenderer, WorldEntry, Layer, ...], [net.minecraft.Launcher], [org.multimc.EntryPoint, ParseException, Launcher, ...], [org.multimc.onesix.OneSixLauncher], [uristqwerty.CraftGuide.CraftGuideLoaderSide, CraftGuideSide, CraftGuide, ...], [uristqwerty.CraftGuide.api.ItemSlotImplementation, Renderer, Util, ...], [uristqwerty.CraftGuide.client.CraftGuideClient, UtilImplementationClient], [uristqwerty.CraftGuide.client.ui.GuiRenderer, NamedTextureObject], [uristqwerty.CraftGuide.client.vanilla.CraftGuideClient_Vanilla], [uristqwerty.CraftGuide.recipes.DefaultRecipeProvider, BrewingRecipes, BTWRecipes], [uristqwerty.gui_craftguide.Color, Rect], [uristqwerty.gui_craftguide.editor.TextureMeta, TextureParameter, ListSize], [uristqwerty.gui_craftguide.minecraft.Gui, Image], [uristqwerty.gui_craftguide.rendering.RendererBase, Renderable, TexturedRect], [uristqwerty.gui_craftguide.texture.Texture, DynamicTexture, SolidColorTexture, ...], [uristqwerty.gui_craftguide.theme.ThemeManager, Theme, SourceType], [uristqwerty.gui_craftguide.theme.reader.ThemeReader, ElementHandler, GenericHandler, ...]
	IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
	LWJGL: 2.9.4
	OpenGL: Intel(R) UHD Graphics 620 GL version 4.6.0 - Build 26.20.100.7372, Intel
	Is Modded: Very likely; Jar signature invalidated
	Type: Client (map_client.txt)
	Texture Pack: SBTW Animations CIT Pack.zip
	Profiler Position: N/A (disabled)
	Vec3 Pool Size: 2861 (160216 bytes; 0 MB) allocated, 23 (1288 bytes; 0 MB) used
Don't turn your back on a wolf.
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

PlasmaFox wrote: Tue Jul 18, 2023 3:12 am Weird crash that occurred while mortaring cobblestone, might be unrelated since crash log talks about basket rendering.
Mcpatcher is the root of all evil!! In all seriousness, I just forgot to include the mcpatcher files with the release, so the game didn't know where to look to render baskets properly.

FIXED! I updated the link in my previous post, but here is the new link anyway for version Beta 2.1:

https://github.com/Spicy-Boy/Super-Bett ... ta2.1_july
BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

I was pleasantly surprised recently when a player reached out to me about Super BTW. They had played an entire server through and went absolutely wild with gourds!
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When I set out to implement Sock's pumpkins into the game, this is the image I had in my head: sprawling pumpkin patches tangled with vines and plump fruit!

Waluiji observed to me, however, that he and his friends missed being able to automate gourd seeds for chicken farming purposes. I definitely need to add a solution for getting the old-style plants back for automation purposes.

You might also notice that the plants look rather invisible from above. Sockthing is already working on a solution to that!

Image

Been playing a lot of BTW again, which means I am feeling inspired to develop again. Tinkering with the latest Community Edition has given me many ideas!
BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Jobless once again, and seeking to embrace a new career based on technology so that he can be rich, Aaron sets out to make a github commit every day. Will this mania last? Only time will tell.

Today I made a simple reversion: glass is now spawn proof once again.
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Long ago, I complained to Flowerchild that sand -> glass in the crucible was the gateway to unlimited unburnable, anti-gravity blocks. He responded by making glass a spawnable surface and adding nether quartz to the cost. Too far, I say!

Speaking of glass, I have begun to mess around with Tsughoggr's Gloryholes and Blow mod. In the spirit of Brick & Mortar, I think Tsughoggr's solution to glass making is both well placed and super cool.

Image

https://www.sargunster.com/btwforum/vie ... hp?t=10163

Tsughoggr has released quite a few interesting mods, including a mod that lets you shoot an arrow with a rope attached to it like Robin Hood. I recommend checking them out.
BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Grass overhaul time

Image

This may be heinous and evil, but I want to make grass even more persistent.

When broken, tall grass becomes stubble that will slowly grow back until it is tall grass again. When cut with a sharp tool, like a knife or an axe, tall grass drops cuttings (the texture for which I took from Sock's Crops, as usual). These fresh cuttings will not burn unless the campfire is hot as hell. In fact, I think I want to make burnt cuttings produce a plume of black smoke and dampen the fire. Not super important.

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Players will be able to create blocks of grass cuttings and dry them to create thatch. When tied with string or fiber, thatch becomes a handy if unsupportive roofing material. In theory you could also dry the grass to create a lot of straw, a wonderful, hydrating compost.

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(HD texture pack not included)

Straw thatch and reed thatch (wicker blocks that don't require knitting) are just two of the new early game aesthetic blocks that I hope to add in the Brick and Mortar update!

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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Ah, another October comes and goes! Every Halloween, I try to push myself to finish some horrifying new feature and ultimately fail. This year, however, I am actually really close to completing one... will you spoil yourself?
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THE MEAT GOLEM!
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Concept art:
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This thing will be able to leap and dig through blocks to hunt prey. Oh joy! Oh joy! Oh joy!
My main project the past few weeks has been server commands. Check out my /tpa command!
https://www.youtube.com/watch?v=3Og3c05aTMg

I also have a /tpteam command suite that allows server admins to set teams of players and teleport them as a group to various locations. This code would also work to create /spawn and /home type commands, but I don't know if there is any interest in stuff like that. All of this work is in preparation for an anarchy server that I have wanted to create for a very long time. I hope to make a formal forum thread for that very soon now.

Happy Halloween, and a beautiful autumn to you!
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BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

The gravestone block has been in the mod since the very beginning, but only today did I make it obtainable in game:

https://youtu.be/JLpXCidEpkw

I miss forum video embeds :(

When originally working to port Yany's death item feature, I was going to have players die and drop a gravestone block with an inventory of their loot. Didn't end up using it that way. Those with a long memory might recall that this is the same gravestone block from Grom's BTWTweaks addon from many years ago! I actually found him in some random IRC chat to ask him if I could use it, and he responded promptly. It was very strange to see him still active online. Maybe he is still out there somewhere?

https://github.com/grompe/BTWTweak

There is a long tradition of modifying the game, even when it was not looked upon favorably!
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

It wouldn't really be a "Brick & Mortar" construction update if I didn't include some new decorative blocks. As I have alluded to in previous posts, I really wanted to bring wicker back as a building block in SBTW. Well, I finally sat down and coded it!

Introducing... thatch!
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The brown is made with reeds, the gold is made with straw. The straw thatch stands out a lot, but perhaps that is a good thing? The early game is swamped in browns and greys, so a material that pops like this might be just what we need. The texture could definitely use some tuning, especially the shadows.

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(finally, a use for all those branches...)

You might be saying to yourself, "Aaron, have you lost your mind? Being able to assemble anti-gravity blocks from the infinitely growing sugarcane is a recipe for disaster! Everything is going to be thatch now!" I considered that. First, you can't stand on thatch. It won't support your weight and will collapse if you try to bridge with it. Second, it can't support the weight of heavy gravity blocks either, so you can't use it as scaffolding. Finally, the block itself is weak--a zombie will not have any trouble tearing through it to get at you (thanks Pot for the generalized block breaking code!!).

While I was programming the anti-scaffolding measures, I stumbled upon an unintended feature... see for yourself the return of Hardcore Sinkholes! Hardcore Pitfalls!

https://www.youtube.com/watch?v=RZ6b85hZbRQ
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Sometimes the code beats you to a pulp. I wasn't going to program Minecraft this week and focus on other projects, but I caught the tail of an exciting feature and pulled a late night for it.

I was going to help usher in the age of steel with an exciting new weapon:
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Balkon's Musket
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I was hacking the shit out of Balkon's weapon mod in order to add a rifle to the game. I needed to perform the action of reloading while doing an animation using the existing block enum. I was also setting NBT data to keep track of the reloaded state of the gun as well as whether or not the player has clicked right click without spamming. One of those things did not sit well with the game, because the console became overloaded with packets and chunk holes started to form in the world! The console started freaking out and sending high severity warnings. If you enter a chunk hole, your world bricks and you likely need to reset the chunks using a world editor.

So yeah, I diverted that branch, reverted to an earlier branch, and put the musket to rest. For now. Rather than hacking Balkon's source code, I think I can build a better musket from scratch with what I learned. But after dropping so much time on the experiment only to have it explode, I just don't want to look at it again.

Found a frustrated note on my desk, another thing that needs serious troubleshooting that I am, for now, going to ignore:
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As if these headaches aren't enough, I realized two major deficiencies in my CE 1.0.1 base version that I feel the need to correct:
1) Arminias has done it again, bringing Neodindium (which boosts performance and fixes the integrated graphics with a simple drag and drop addon) to BTW. Unfortunately, it is a fabric addon, so I would need to manually port it into my source and hope it integrates cleanly in order to create a SBTW compatible version. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

2) Apparently people run with ctrl click now? And apparently all these BTW babies expect to have it in BTW? This lowers the accessibility of SBTW considerably. I'm gonna do it, but after that any new features will be fabric port only!!!!!!!!!!!!!! I can't keep up.

Ayep, modding.
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Battosay
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by Battosay »

Embrace the change ! Arminias isn't just a wizard, he loves a challenge and he's so good at helping others !
Fabric addons is the space where every addons will live and thrive, and we want you to be part of that space so much <3
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Battosay wrote: Fri Nov 17, 2023 11:51 pm Embrace the change ! Arminias isn't just a wizard, he loves a challenge and he's so good at helping others !
Fabric addons is the space where every addons will live and thrive, and we want you to be part of that space so much <3
;)

Soon (TM)

My first fabric project will be porting the /tpa commands to CE 2.X. But I don't want to touch anything new until I feel like SBTW and the CE 1.4 modpack are good enough to stand on their own two feet... speaking of which:

https://github.com/Spicy-Boy/Super-Bett ... 2_November

SBTW Beta 2.2 is out! Changelong on the github page.
(My single player world is included with the instance, so curious players can check it out.)

Relevant crafting recipes~~

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Thatch, made form either straw or reeds!
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Relevant server commands~~
/tpa [playername]
/tpaccept [playername]
/tpcancel

The tpa commands must be enabled in the SBTWserver.properties folder. This way, servers can choose whether or not to allow all players to access the tpa functionality.

Also included in this release is the full /tpteam command set, BUT it isn't super useful until I add in Hiracho's initial server spawn code. Basically, you will be able to set spawns for specific groups of players, and they will spawn at these locations on first login!!! I also plan to have the functionality to set a default initial spawn, allowing server admins to create lobbies where players start the game.

This release, assuming major bugs don't crop up, is good enough for the anarchy server. My energy is sapped though!
BTW Community Server Discord: https://discord.gg/arZpuYW
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

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This has been allowed to stand for far too long. >:)
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Obviously, pushing cows into holes needs to be nuked. Thanks to the growing popularity of upper man and TDLMC, tons of people have started pushing cows into holes and suffocating them to get tons of meat and leather all at once. I thought it was already sort of lame that you could do this with shears and tall grass, but doing it day-1 is just too much. Combine it with a campfire and you have insta-cooked food for very little effort.

Dawn has mentioned that she hasn't pulled the trigger on a feature like this because there are legitimate reasons to push a cow, and I agree that having cows freak the fuck out instantly whenever you touch them is super lame. That is why I want to make a basic domestication system! The offspring of wild cows will be naturally more chill than their parents and not freak out when you push them or place blocks near them. Wild cows can also be domesticated by starving them and then feeding them from your hand. Doing so causes a little heart to pop up over their head (a love heart!) and the cow will trust you going forward.

Hardcore Stockholm Syndrome!

As far as punishment goes, I think I will make a timer that ticks down when a cow is in contact with a player. When enough contact has been made for long enough, the cow will become startled and freak out.

EDIT: If the game can tell when a cow is in "follower" mode (like when you are holding a piece of food and the animals are moving toward you), then I will make it so that cows can be freely pushed when following. That seems like a good way to allow players to fiddle with cows for traps and little things without having to domesticate them.
BTW Community Server Discord: https://discord.gg/arZpuYW
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

Super BTW Beta 2.3 is either going to release tonight (if I am not too tired) or tomorrow.

Huge progress made on all fronts. I backported some longstanding bugfixes from newer CE versions, I released a fix for the graphics bug that has been plaguing laptop users, I backported ctrl-click sprinting for the BTW babies, created a feature that punishes animal abusers (Hardcore Hoofsies 2.0), reconfigured some villager trades to make the priest and librarian more interesting to work with, and added the dog treat.

The trading is something I am so excited to play with in my next world. The level 2 priest, rather than asking for bullshit random enchants to waste your time, now buffs your tools!
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Wow! This is something I would immediately put to use. I won't spoil all the new enchantment possibilities... discover them for yourself! I bet you won't want to immediately melt down any of them.

Through the priest, it is now possible to enchant a bow. This thing makes bow hunting viable again. Will that be enough to usurp hole pushing? Probably not, but it is still fun to bow down animals and actually have a chance at killing them.
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EDIT: I tuned down the power level here--power II is way too strong! But power I is nice.

Thanks to the new librarian, it is possible to stock up on block dispensers and detector blocks pre-anvil. WOOHOO!!
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I'd like to bring this principle to all the villagers eventually. Rather than acting as arbitrary resource sinks for the sake of progressing the tech tree, I want leveled villagers to start offering stuff that the player would actually "buy". Like, if I saw a Efficiency III Unbreaking III pickaxe on the shelf at Walmart, I'd cop that in an instant. Villagers want your emeralds, so they should offer you enticing deals.

The dog treat is just a lil treat for your pet. Aw! It is a breeding item that is independent of mystery meat, so you can make dog armies again.
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And with that, my mission critical todo list for a full 2.0 release has been reduced to a couple fairly non-critical items...
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ULTIMATE TODO:
TODO- Create a system in /tpteam whereby admins can set initial spawn points for groups of players, as well as a default spawn (basically /set spawn)

TODO- Fixed a bug/oversight/lie that caused netherrack to not poison animals when pulverized. Nothing to worry about honestly, carry on.
TODO>Apply the same principle to soul filtering. Thank you Dawn for pointing all of this out!

TODO- Added the blowpipe, a new tool that can be used to blow bottles and jars from hot, molten, gloryhole glass
TODO> add a particle effect to show that the glass is cooking inside the gloryhole

TODO- Added the glass jars from Sockscrops! They can store smaller items!

TODO- Added the Meat Golem

TODO- Added the airship

TODO- Added the pipe
>Used to rip fat clouds

(honestly, only the top two feel really necessary for the big update. The rest are just fun items I have been meaning to work on)
Go try to push some cows in holes :) You'll have FUN
https://www.youtube.com/watch?v=uAE5s3XxHXw
BTW Community Server Discord: https://discord.gg/arZpuYW
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

SBTW BETA 2.3 has released! Changelog on the github page.

Featuring Hardcore Hoofsies 2.0, revamped villager trades, and the first iteration of a /set spawn type command in modern Better Than Wolves! And other stuff.

https://github.com/Spicy-Boy/Super-Bett ... 3_December

The only crafting recipe added in this release is the dog treat. 2 flour, 2 sugar, and a cooked meat makes a treat. Jinkies!

EDIT: OH YA and ctrl sprinting. More ctrl click functionality will come in the future. I can add a config for ctrl+right click tool placement, but all my muscle memory is built up for right click place so I am keeping that the default behavior.
BTW Community Server Discord: https://discord.gg/arZpuYW
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wdbittle
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by wdbittle »

Hey, been playing your mod and its wonderfull! i absolutly love it, im glad to know that it is still being worked on :D
i hope the rest of your days remains to be epic my dude!!

(lil idea) you could be able to carve bones with flint knifes to craft a rib bone, just a lil idea i had when playin
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

wdbittle wrote: Wed Jan 03, 2024 10:51 pm (lil idea) you could be able to carve bones with flint knifes to craft a rib bone, just a lil idea i had when playin
Glad you like it! Using knives to carve bones is a neat idea, but I don't know if I want to make it so easy to get bone pickaxes. Perhaps bones can be sharpened into other useful things, like spikes sticking out of the ground or something.

I am very very excited to unveil some of the new multiplayer features I have been working on!

https://youtu.be/nwiaFe74qOo

You can set initial spawns, edit the HC respawn radius, and even set a world border (an electric force field) in a radius of your choosing around spawn! You can /smite bad players. You can even disable lightning fire, a feature I have lifted directly from IssaMe's lightning tweaker.

The world border in particular is the final piece of the puzzle for the anarchy server I want to start. Last time I tried to set an anarchy up, I quickly realized that manually building a wall of bedrock around the play area was unrealistic. But a force field that checks the player's location data and zaps them if they cross an invisible line?! EZ MONEY! Setting up a BTW Hunger Games is now as simple as choosing a seed, setting your desired world boundary, and then setting the HC respawn radius so that it does not cross the boundary line (or else freshly respawned players are going to be microwaved).

When I was 13 years old and setting up Bukkit servers on my family's computer in the basement, I wished so hard that I could make my own plugins with exactly the functionality I envisioned in my head. 10+ years later, and I've finally built up the skills to do it!
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wdbittle
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by wdbittle »

saw the vid, you are insane on GOD, a btw anarchy server is insane esp with how hard btw is even with sbtw.
i do hope we get to see more cool additions to sbtw :D
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EpicAaron
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by EpicAaron »

THE PRO-CHOICE UPDATE!

SBTW BETA 2.4 has released! Full changelog on the github page.

https://github.com/Spicy-Boy/Super-Bett ... ta2.4_June

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New recipes of note:
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Huge thanks to Dawnraider for continued work on Deco! Deco was the first addon I ever tried for BTW. I loved the rice paper walls. I think a lot of the blocks in Deco fit right in with base BTW, so I added some myself.
~ STORY TIME ~

In my IRL diary, I have January 20, 2024 marked as "The Awesomest Day Ever." I started a new job, I hosted a hugely successful (it didnt explode) Hunger Games Server, and TDLMC streamed gameplay of my mod to hundreds of people! Extremely validating, I have never felt so fulfilled in my life. There is no high in this world like the euphoria of sharing your creations and having people engage with them. Even if it is just a niche mod of a mod of a block game, I was so amped up that I became physically exhausted. I could barely even participate in my own Hunger Games server that day.

TDLMC plays SBTW hunger games: https://www.youtube.com/watch?v=nhLdIMT ... px&index=4

TDLMC tries a run of SBTW himself: https://www.youtube.com/watch?v=cn3BfN7 ... x&index=47

I am grateful to TDLMC for giving me a moment in the sun and all the kind people that have reached out with interest in SBTW. Super special thanks to Fabio and Wario-Luigi-Hybrid/Alfredus Magnus for taking SBTW very seriously and completing entire tech tree runs of the mod. Your feedback and bug reports have been invaluable to development.

All that said, having all these eyes on my project did come with its small share of chafing. Mainly, folks in TDLMC's streams would ask a few really obvious questions that I was not prepared to answer: "What is SBTW?" "What is different about SBTW?" People wanted to know if it was a harder version of the game, with others deriding it as "EZ mode". I decided to write up a brief timeline:

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SBTW is an offshoot of the earliest two releases of Community Edition, back when CE was mainly composed of under the hood rewiring and hooks. As such, Super Better Than Wolves is essentially a fork of Flowerchild's last BTW version. And when I set about designing my "Super" version, it was with the intention of taking Better Than Wolves into a new direction that smoothed off some of the worst aspects of the gameplay while adding exciting new content and reasons to play out traditionally "unviable" hardcore spawns. At the same time as I was developing SBTW, the CE team continued building upon their own vision of the game. The parallel branches have at times diverged and converged design-wise.

So, when people ask if SBTW is harder, I can't help but respond, "well, it depends." Compared to Flowerchild's version, which had all your items disappear completely 20 minutes after death and no time skipping whatsoever, yes: SBTW is strictly easier. In regards to CE, I am not entirely convinced. Sinew, CE's own take on hardcore cutting, makes having multiple stone tools day 1 par the course. You can get perma lighting and start farming animals upon getting a chisel and mining redstone. Melons are still uber tier crop, and cows can be placed 4 to a square of grass lit by a redstone block for daily milky sustenance. Healing time has been sped up, hardcore respawn radius has been lowered (with abandonment set to be removed completely). I'm not lambasting CE at all, these are valid design choices. But if people are looking to difficulty-maxx their BTW experience and play for clout, then I encourage you to go try Flowerchild's last update and you'll see what the real yawning terror of the abyss feels like. The addition of sleeping, something both SBTW and CE wholeheartedly embraced, is certainly the single biggest difficulty lowering feature ever added to the game. BTW is hard because it presents the player with a long, long road. The dangling carrots are at times anemic. The path to progress breaks people's minds. Hell, TDLMC gave up his latest hardcore run because trading--yes, the prospect of unraveling the librarian trades--drove him insane. He didn't feel the reward was worth it.

Anyway, I took the criticism to heart and decided to add some difficulty configs so that players can choose to forego the EZ Mode additions to SBTW if they so choose. Have a look at the newly renovated SBTW.properties file:
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# Toggles whether or not bolts of lightning can start fires..the horror....the horror..
Enable-Lightning-Fire=true

# If enabled, you will respawn within a set range, unchanging!
Enable-Custom-HC-Respawn-Radius=false

# vvv The HC respawn radius decided by you..
Set-Custom-Respawn-Radius=8000

# vvv The inner disc of the HC Spawn radius within which nobody can spawn..
Set-Custom-Respawn-Exclusion-Radius=100

# Turn this off to stop torches from emitting light when held in the hand!
Enable-Dynamic-Torches=true

# Turn this off to restrict leather armor crafting to the crafting table
Enable-2x2-Leather-Armor-Crafting=true

# Turn this off to stop branches from falling from trees or generating!
Enable-Branches=true

# Turn this off to experience the original BTW hunger bar properties.. (ex: can't jump on famished)
Enable-Hunger-Tweaks=true

# Hardcore bouncing prevents block placement while airborn. Disabled by default in SBTW!
Enable-Hardcore-Bouncing=false

# Allows players to use the TPA commands--/tpa [playername], /tpaccept [playername], and /tpcancel..
Enable-TPA-Commands=false

# Players will begin at a random hardcore spawn instead of worldspawn.
Enable-Random-HC-Start=false

# Players begin at their set tpteam location, or the default location if no team is specified. See tpteams.txt (/tpteam set default) (/tpteam add [playername] [tpteam name])..
Enable-TpTeam-Start=false
Finally, by popular demand, you can turn off the cheap leather armor. I personally think it is fine--you can find a full set of iron randomly on a zombie night 1 by pure luck. Other configs let you revert jump placement to its old value. You can starve faster if you want. You can play without dynamic lighting if you prefer the old style of caving.

Of course, there are configs of convenience too. You can turn off lightning fire to preserve your precious builds if you are so inclined. And for the first time ever (well no, I stole the feature from Issa lol), you can disable hardcore spawn if you want. The config isn't perfect-- I would prefer it to be per-world basis so that you don't accidentally fuck up other worlds by fiddling with the respawn radius values, but it is a first step. I suspect casual servers will really enjoy the feature, as there is no need to teleport players around if you always just respawn around OG spawn.

FC didn't like configs. He thought (probably correctly) that players would disable difficult or controversial features if the option to do so was within arms length. The thing is: I don't think that matters anymore! The great BTW experiment is already a proven success. FC produced a fantastic survival game with an expansive playerbase that continues to grow even after his parting. If players want to mix up the medicine themselves (as I myself have done since 2018 through modding), then who am I to stop them? I can pontificate about the benefits of HC Spawn all day, but I gain very little by coercing inexperienced players into running with it. On the contrary, giving players the option to play without Hardcore Spawn might reveal to them why HC Spawn is actually a fun thing in the first place. Or they will just play and have fun in their own way.

This has run long and it is 3am, so I'll finish with this: Super Better Than Wolves is designed first and foremost for players that still believe in the old dream-- you start a world and stick with it through thick and thin. You take the deaths as they come and resist the temptation to cheat. You build what you can, however modest your creativity, and keep pushing forward. The features of SBTW are designed to make that process of dying and hardcore spawning over and over again more fun. I want to empower players to try new things and explore the possibilities of every scenario, rather than falling into a rut or following some optimized meta. I have big dreams for this mod, and as 2.0 nears end of development, I look forward to taking even greater design risks and making fundamental changes to the core game in 3.0/beyond.

PS: death clubs were supposed to be an easter egg, but craft guide sort of spoiled them ;p Gonna have to do something about that
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Re: Super Better Than Wolves Dev Diary ft. BETA RELEASE?!

Post by IssaMe »

EpicAaron wrote: Tue Jun 11, 2024 3:14 am (well no, I stole the feature from Issa lol)
Haha glad you at least found it useful! :P
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EpicAaron
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the SBTW HOT fix

Post by EpicAaron »

SBTW 2.5 is out!

https://github.com/Spicy-Boy/Super-Bett ... ta2.5_june

What was supposed to be a quick hotfix for craftguide compatibility turned into something a little bigger.

Introducting sinter!

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Ever felt like you needed a new kind of chunk? Well, by combining powdered iron with carbon dust in a stoked cauldron, you can create a chunk of agglomerated iron. These chunks can me smelted into nuggets, or packed into a cube and thrown into the kiln for a whole ingot. This means that every chunk of iron ore you mine underground can be pulverized, reformed, and smelted into TWO iron nuggets! With some light automation work, you can double the output of the iron you mine while strip mining, adding some value to post-mobtrap ore.

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I'd like to make gold ore more efficient as well, but for now only iron can be sintered.

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Also, endermen can pick flowers again :)

Changelog:
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Beta 2.5 The HOT Fix:

- Added a new industrial process: Hardcore Iron Sintering! With this, iron ore can maintain some value even post-mobtrap (and you can build a new machine!)

- Added a new item: Chunk of Iron Sinter (name needs work). Created by combining iron dust and coal dust in a stoked cauldron.
- Sintering is the industrial process of pulverizing ore and reforming it into chunks. Double your ore output with tech!

- Added a new block: Block of Sintered Iron. Pack your sinter into a block and smelt for an ingot! Millstone + stoked fire = advanced iron refining

- Added a new config to toggle enderman griefing (if disabled, endermen can only pick up flowers)

- Changed endermen to pick up flowers and mushrooms again. I always thought it was a shame that FC stopped flower picking, it is a charming detail

- Changed ocean clay to sometimes generate with full blocks of clay (9 whole clay balls per block). Let there be ocean dredging!

- Fixed a bug that caused craftguide to crash when used... because of a single missing comma!

- Fixed the issue that caused a crash when applying items to armor slots... but I thought I already fixed that? Version control man...
INSPIRATION:
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My great aunt was in town recently and wanted to visit a place called the Saugus Ironworks, right off Route 1. I had seen signs for it in the past, but I had no idea what it was or if it was significant. Well, it turns out Saugus Massachusetts is home to the first iron smelting operation in all of the western hemisphere. The American colonists, seeing a need for an independent supply of iron, imported a mechanist from England and constructed their very own iron mill across the Atlantic.

I was floored-- the place looked exactly like a BTW base, complete with water wheels, axels, bellows, piles of iron ore on the ground, and plenty of cobblestone!

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^^ this view was taken from atop the gigantic stone furnace. Workers (prisoners from Scotland) carted iron ore, charcoal, and flux to the top of the furnace and dumped it all down a pit at the top.
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(diorama set up in the museum)

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The furnace was heated by a massive pair of bellows driven mechanically by water wheel. They dammed the Saugus river and routed sluices of water in order to power the wheels. Molten iron flowed out of the mouth of the furnace to solidify in crude molds dug into the sand. These rough iron bars were carted to the nearby buildings (also powered by water wheels) to be further refined into bars or sheets. Then, boats would carry the bars downriver to be traded in Boston.

Wow! Just wow! They accomplished so much without an ounce of electricity. All mechanically driven.
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BTW Community Server Discord: https://discord.gg/arZpuYW
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