- 1 Version 4.A2 Timing Rodent
- 2 Version 4.A1 Humped Camel
- 3 Version 4.A Dingo
- 4 Version 4.99999A0F Marsupial!?!?
- 5 Version 4.99999A0E Marsupial?!!!
- 6 Version 4.99999A0D Marsupial??!!
- 7 Version 4.99999A0C Marsupial?!
- 8 Version 4.9Marsupial?
- 9 Version 4.89PHILLIP
- 10 Version 4.89999999
- 11 Version 4.8999999
- 12 Version 4.899999
- 13 Version 4.89999
- 14 Version 4.89667
- 15 Version 4.89666
- 16 Version 4.8942
- 17 Version 4.8915
- 18 Version 4.8914
- 19 Version 4.8913
- 20 Version 4.8912
- 21 Version 4.89113
- 22 Version 4.891124
- 23 Version 4.891123
- 24 Version 4.89112
- 25 Version 4.8911
- 26 Version 4.891
- 27 Version 4.89
- 28 Version 4.88
- 29 Version 4.87
- 30 Version 4.86
- 31 Version 4.85b
- 32 Version 4.85
- 33 Version 4.84
- 34 Version 4.83
- 35 Version 4.82
- 36 Version 4.81
- 37 Version 4.80
- 38 Version 4.71
- 39 Version 4.70
- 40 Version 4.69
- 41 Version 4.68
- 42 Version 4.67
- 43 Version 4.66
- 44 Version 4.65
- 45 Version 4.64
- 46 Version 4.62
- 47 Version 4.61
- 48 Version 4.60
- 49 Version 4.59
- 50 Version 4.58
- 51 Version 4.57
- 52 Version 4.56
- 53 Version 4.55
- 54 Version 4.54
- 55 Version 4.53
- 56 Version 4.52
- 57 Version 4.51
- 58 Version 4.50
- 59 Version 4.42
- 60 Version 4.41
- 61 Version 4.40
- 62 Version 4.38
- 63 Version 4.37
- 64 Version 4.36
- 65 Version 4.35
- 66 Version 4.34
- 67 Version 4.33
- 68 Version 4.32
- 69 Version 4.31
- 70 Version 4.30
- 71 Version 4.22
- 72 Version 4.21
- 73 Version 4.20
- 74 Version 4.16
- 75 Version 4.15
- 76 Version 4.14
- 77 Version 4.13
- 78 Version 4.12
- 79 Version 4.11
- 80 Version 4.10
- 81 Version 4.01
- 82 Version 4.00
- 83 Version 3.xx
- 84 Version 2.xx
- 85 Version 1.xx
Version 4.A2 Timing Rodent
November 25th, 2016
- Added Hardcore Stumping in honor of the electoral process.
- Added Stump Remover for when you're sick of the electoral process. It is made with creeper oysters, red mushrooms, and rotten flesh in the crafting grid.
- Added Hardcore Grass. This changes grass so that it can only grow in natural light. Torches will no longer work, nor will Light Blocks.
- Added a conversion recipe for nether brick slabs into full blocks to match those added for other slabs a couple of releases ago.
- Changed (decreased) the attack rate on slimes and magma cubes to better match other mobs.
- Changed sugar cane so that it can be burned directly in a furnace instead of having to be converted to paper first.
- Changed axes so that iron and better aren't damaged when splitting logs in the crafting grid. Previously, there was no benefit to use better axes than stone to do so, which would create busy-work for the player in crafting and using stone axes just for that purpose.
- Changed chickens so that they'll reliably lay eggs the next morning after they are fed, instead of at a fairly random time. This both slows down the rate of egg production, and makes collecting eggs manually less of an annoyance as you can now make it part of your daily routine. Note that chickens must be fed at least 10 minutes before morning (the full night), or egg laying will be delayed a full day until the following morning.
- Changed piles of soul sand so that the cloud will only make whining noises if moving towards a target, but will stay silent if it doesn't detect anything. This should make it a tad easier to use.
- Changed piles of soul sand to have a more evident visual effect when used.
- Changed gold and iron items so that they return only roughly two thirds of the original metal when melted in the Crucible. This is intended to further incentivize mob traps and the use of higher tier tools, as both diamond and soulforged steel still have a 100% return.
- Changed villager trading so that trades aren't replaced by ones for the same or similar items as other unrelated trades are completed. This created some rather sploity behavior with items like skulls, where the player could avoid particularly difficult trades by completing others, and was more confusing than anything else.
- Changed the install directions in this readme to work with the new Minecraft launcher. If experienced mod users can review these and let me know if there are any issues with them, I'd be much obliged.
- Fixed problem where slimes and magma cubes would still deal damage to the player after they were dead.
- Removed wither skeleton skull trade from priests as it was disproportionately difficult to fill relative to other trades.
Version 4.A1 Humped Camel
October 2nd, 2015
- Changed the night vision effect to improve visibility in gloomy areas. Be cautious with this however, as it's now much more easier for night vision to run out and leave you unexpectedly surrounded by gloom.
- Changed the bounding box on small slimes to make them less likely to slip between diagonal gaps in blocks and Saw-based grinders.
- Changed (increased) the rate at which brown mushrooms generate deep underground as they were exceptionally difficult to find with the previous release.
- Fixed problem where not all block types would unsettle animals.
- Fixed problem where baby cows could be born with full udders.
- Removed the small amount of light that brown mushrooms produce, as it made it rather difficult to farm them given their growth conditions now require complete darkness :)
Version 4.A Dingo
September 25th, 2015
- Added Hardcore Slime.
- Added conversion recipes between some of the vanilla slabs and their full blocks. This applies to cobblestone, brick, stone brick, and the various wood planks, basically covering any of the stock slabs that are made out of "parts" (like individual rocks in cobble) that you could see being easily recombined back into the original.
- Changed (increased) the despawn time of fired arrows stuck in blocks to be equal to the regular item despawn time (5 minutes instead of the previous 1) for consistency and due to the increased value of arrows in the early game.
- Changed animals to be a little more nervous.
- Changed brown mushrooms so that they'll only spawn deep down in the earth (or on mycelium), to make their initial acquisition more interesting, and to prevent swamps being a horn of plenty. I figured out a way to do this without messing with overall worldgen so this and the following changes shouldn't cause seams in existing worlds. Note that this also applies to the nether as I wasn't down with free food being everywhere in hell :)
- Changed brown mushrooms to also require complete darkness (or mycelium) in which to grow to make farming them a little more interesting. The growth conditions remain otherwise unchanged.
- Changed reeds to only spawn in swamps, for similar reasons.
- Changed pumpkins to only spawn in plains biomes, and reduced the size of clusters in which they appear.
- Changed swamp biomes to only spawn pigs and chickens (no cows and sheep), and reduced the overall number of animals found there, to make them a little less zoo-like and more distinct.
- Changed chickens to avoid water when possible to reduce the number that would be found floating around off shore.
- Changed chickens to be visible from further away as they tended to pop-in quite close to the player.
- Changed cows to not get jiggy with the hoofsies while wearing a breeding harness.
- Changed Bloodwood Saplings to render as items rather than blocks when in item form. This changes the look of them slightly to be more consistent with other saplings as well as fixes a problem where they'd display oddly in item frames.
- Fixed problem where the player would appear to be falling in empty sky upon a hardcore spawn, and (hopefully) where they would sometimes spawn in solid blocks. You'll likely notice increased time in the "loading terrain" screen upon respawn, as this fix revolves around waiting for more of the terrain to buffer before putting the player into the game world. Let me know if you see any more instances of spawning in terrain, as while I ran numerous tests, this is the kind of thing that's rather difficult to be certain of since it was sporadic in the first place.
- Fixed problem where creatures would still attempt to path over some of the fences the mod adds (eg. stone brick fence) as if they were regular blocks.
- Fixed particle effects not appearing at all on smashing pumpkins. Also fixed both pumpkins and melons not displaying particle effects when dropped on invalid blocks like torches or slabs.
- Removed the vanilla wood fence, fence gate, trap door, and door recipes. This means that you'll need a Saw to craft these items.
- Revised the install instructions in the readme to reflect the process with the "new" launcher. If anyone spots any errors, please let me know.
Version 4.99999A0F Marsupial!?!?
November 14th, 2014
- Added Hardcore Hunger for Wolves.
- Added Hardcore Hoofsies.
- Added the ability to burn some more "early game" items in the furnace, given keeping a fire going can now be a matter of life and death. This applies to Wool, Wool Armor, arrows (both regular and rotted), bows, feathers, and paper.
- Changed the brightness of the changes made to Hardcore of Darkness so that when Gloom isn't present, the overall brightness of the game should be much closer to what it is in vanilla (especially underground). In other words, things should appear a bit brighter in general now than they did in the past couple of releases, and the transition from normal lighting into Gloom, a bit more dramatic.
- Fixed problem where wolves would attack cows when they weren't starving.
- Fixed vanilla problem where some AI entities would continue to try and attack others even when the target was dead.
Version 4.99999A0E Marsupial?!!!
Oct 31st, 2014
- Added a significant upgrade to Hardcore Of Darkness. You'll know it when you see it, but it is really of course absolutely nothing to ever worry about in the teensy weensy little bit very least, particularly not because this release just happens to fall totally randomly in the most startling of coincidences on Halloween. Thinking otherwise would just be symptomatic of rampant paranoia, and thus should be avoided at all costs. Honest.
- Added the ability to dye wolf collars with Dung, because...you know...who am I to discourage people from rubbing Dung all over their pets?
- Changed the way player healing works so that it only stops due to hunger once you hit the "Peckish" state.
- Fixed problem where Concentrated Hellfire Beacons were no longer functioning in the previous release.
- Fixed problem with gravel and sand slabs acting weird when placed on cactus.
- Fixed problem where Mining Charges destroyed by Powder Keg explosions would leave "ghost entities".
- Fixed problem where cooking Cookie Dough in the furnace would produce 8 cookies for the first dough item, but only 1 cookie for additional items.
- Fixed some oddities with how redstone repeaters behaved on Turntables.
- Fixed a problem where the game would sometimes consider you to be in Gloom when you shouldn't have been.
Version 4.99999A0D Marsupial??!!
Oct 24th, 2014
- Added gravel and sand slabs. This was done mainly for the sake of making gravel a more effective early-game road building material, with sand also being added for consistency and largely because it was a "free" addition in terms of development effort once the work for gravel was done.
- Added a new storage block for ender pearls made out of 9 of them in the crafting grid, which also replaces the functionality of obsidian within the corresponding beacon. The reasons behind this will become more evident as the end game is added to BTW, but part of it is that it's intended to give more utility to mob traps in the end dimension. This unfortunately also means that any obsidian beacons you may have in your world will cease to function and will need to be replaced with the ender pearl version.
- Added a new system for despawning items dropped on player death. Instead of using the regular item despawn timer, these items will disappear one Minecraft day after the player dies (20 minutes real time), regardless of whether the chunks they are in are loaded or not. This makes the behavior of these items more consistent regardless of whether you are near original spawn or not, and reduces the effectiveness of gamey behavior like avoiding the area in which you died so that the items don't despawn. It will also hopefully further encourage the building of infrastructure like road and rail networks to quickly return on death. Note that in single player if time advances to the next day due to a death, this is taken into account by the system and it does not cause you to lose the time in between in terms of item despawn. Also note that this change will not affect items dropped on death previous to installation of this version, so if you have any lingering in the world, they will despawn as normal.
- Added ambient sounds to blocks containing silverfish to provide warning to players that may be tunneling into infested areas. I became aware that it was possible (although rather rare) to get randomly ganked by silverfish in the early game if you happened to dig in the wrong place.
- Changed the restrictions on villager breeding slightly to be a little more forgiving: peasants will only breed to create peasants. Butchers & Blacksmiths will breed to create both their own type, and the other. Librarians and Priests function together in the same way. The chances are higher when breeding of producing offspring of the class of the parents, but occasionally a child will be born at the same social level, but of the alternate class. I changed this because finding a village with a librarian but no priest was potentially very frustrating in the late game given how difficult villages can be to find at times.
- Changed wolves to think that villagers are rather tasty and villagers to not think very highly of them as a result.
- Changed wolves to howl less frequently in general as the howling could get rather crazy if you were in an area with a large wolf population.
- Changed cows to sometimes spawn with distended udders (fair point Vioki ;) ).
- Changed (further balanced) a few of the villager trades, and fixed a couple that were buying for excessively high value.
- Changed the way the names of some items in the mod are capitalized for consistency both internally and with vanilla. Things like "Pile of Dirt" instead of "Pile Of Dirt".
- Changed the way the decapitation bonus for mobs trapped between a chopping block and saw works so that it should apply much more consistently.
- Changed the player's initial spawn location so that it won't occur in jungles due to the night impossibility of surviving there initially. This does NOT affect your respawn location after death with Hardcore Spawn, only original spawn, nor does it affect existing worlds, only newly generated ones.
- Changed the "/time" command to display both the current overworld time and the total overworld time. This is mainly a debugging tool for myself, but I thought it worth mentioning in case it causes any confusion. The total overworld time is an internal variable that isn't affected by such things as the time being set through server commands, or advancing due to HC spawn, and thus is useful for stuff like the item despawn after player death thing mentioned above.
- Fixed problem where child animals and villagers wouldn't be subject to possession while traveling through the nether.
- Fixed problem where the Buddy Block wasn't detecting the growth of wheat, carrots, and potatoes. Note that in the case of carrots and potatoes I also fixed things so that Buddy only reacts if there's a visible change in the plant's state, and it will no longer react to internal invisible changes. In other words, Buddy will react to 4 growth states with carrots and potatoes, not 8.
- Fixed a few out of place white pixels in the Chocolate Milk texture.
- Fixed a small problem with the collision volume on the fences the mod adds, when they are connected at a 90 degree angle.
Version 4.99999A0C Marsupial?!
May 23rd, 2014
- Added Hardcore Sinkholes as yet another thing you shouldn't worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
- Added a few new trades to villagers to further flesh out the Hardcore Villagers system in the previous releases.
- Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
- Changed (increased) the radius at which villages will be semi-abandoned to make them a bit more prominent and fit better with the above addition of different villager types to them. Again, this only applies to newly generated villagers.
- Changed a little something something about priests. This one you should probably worry about.
- Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
- Changed Bloodwood logs to use the same orientation method on placement as regular vanilla logs.
- Changed snow so that the movement penalty it applies is in addition to whatever modifier the block beneath it applies, instead of overriding it entirely. This means for example that you will move faster on snow above cobble than you will on snow above leaves.
- Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble generators being used to generate emeralds. If your villagers already had such trades available, they'll still be there, but new ones won't be generated.
- Fixed problem that was causing the hunger bar not to wiggle on using a Hand Crank.
- Fixed a potential crash with the villager trading GUI that seemed to be a vanilla leftover.
- Fixed problem where Packed Earth, Dung, and Blight blocks wouldn't rotate on the Turntable in terms of them not transmitting rotation to blocks above them or attached blocks like torches.
- Fixed problem where the Block Dispenser was harvesting cocoa beans as cocoa powder, wouldn't plant cocoa beans when activated, and wouldn't spit out Cocoa Powder as an item.
May 11th, 2014
- Added a new villager trading system which is left for the player to discover.
- Added visual feedback to the hunger meter whenever hunger is consumed by a player action. This will hopefully make players more aware of some of the subtler aspects of the hunger system like how spam-clicking mobs burns excessive hunger, or how jumping or sprinting frequently does the same.
- Added a little more progression to axes: now, iron axes and better will not consume hunger when you are chopping through zero toughness vegetation like grass and flowers, making them ideal for clearing paths for yourself as you move about above ground. In addition to this, diamond level axes and better will not consume durability when destroying leaf or vine blocks, which means you can use them to carve paths through jungles or other dense vegetation without them ever wearing out. This gives a significant boost to the usefulness of axes in general as they were still rather underpowered relative to other tools, as well as further encouraging path and road building. Note that gold axes are considered "worse" than iron for the purposes of this, and thus get no bonuses.
- Added a grunting sound to when players perform a zero-damage attack on a creature due to hunger or health depletion. This should make it a little clearer what's happening under these circumstances.
- Added the ability to render Mystery Meat into Tallow. My apologies for the glaring oversight there. I guess I'm not a beautiful and unique snowflake after all.
- Added restrictions to villager breeding so that they will only produce children of the same class as one of their parents (Hardcore Caste System?). Therefore, in order to gain access to a particular villager type you *must* find one in the world first. Note that with the other changes in this release, this greatly reduces the value of partially abandoned villages, as well as increases the significance of keeping particular villagers safe once found.
- Added the color of candles to their names to simplify their identification.
- Changed a little something something about Pigmen behavior that is absolutely nothing to worry about.
- Removed the player's ability to craft eyes of ender, as this is now a villager trade. I mention this aspect specifically since it changes the overall progression In other words, you *must* find a villager willing to trade for them in order to progress beyond a certain point, meaning that finding and trading with villagers is now part of BTW's tech progression.
January 18th, 2014
- Added Hardcore Brewing. This is comprised of a number of small changes to the potion brewing system detailed below, to hopefully better balance it relative to the rest of the mod's content, and to up the value of various mob drops, while reducing the prominence of the whole "golden vegetable" bit. As a general heads up though: don't make any assumptions about how to brew potions or their effects and make sure to read the below changes, as it's rather different from vanilla Minecraft now.
- Added recipe to convert planks straight into Shafts with a single block for convenience, particularly in the early game.
- Added the "Mysterious Gland" as a new semi-rare drop to squid which is used in the brewing of healing potions, instead of glistening melons.
- Changed fermented spider eyes to "Venom Sacks", and removed the ability to craft them. They are now a semi-rare drop from Jungle Spiders, and are used in the same way as fermented eyes used to be within potion brewing.
- Changed the Grate and Wicker recipes to require 9 Shafts or sugar cane in a full crafting grid rather than the previous 4 for balance, particularly in the early game where they were being used by some players for excessively cheap barricades and windows.
- Changed night vision potions to be created with spider eyes rather than golden carrots.
- Changed (reduced) the drop rate of spider eyes to be a semi-rare drop to fit their new role in potion brewing.
- Changed poison potions to be created with red mushrooms rather than spider eyes.
- Changed the visual effect on night vision potions both to look cooler in terms of having interesting visual effects depending on circumstance, and so that you can now distinguish between areas in light and darkness with it active, as there were some rather severe disadvantages previously to using it as you couldn't really tell which areas were in darkness, and thus where monsters could spawn.
- Changed Creeper Oysters to brew splash potions rather than gunpowder to open up the possibility of using offensive potions earlier in the game.
- Changed Brimstone to be used to increase the potency of potions rather than glowstone dust to create more of a progression to when you gain access to more powerful potions.
- Changed the recipe for Maps to have a Soul Urn in the top and bottom middle crafting slots instead of paper (it is unchanged otherwise with paper on the sides and a compass in the middle). This was done both to better explain the "magic GPS" aspect of maps, so that they can't be relied on for navigation in the early game, and so that they fill the role more of an advanced navigation tool in the overall tech progression. All told, hopefully they will feel a little less cheaty now, and more like a legitimate gameplay feature.
- Changed jungle saplings so that 4 of them next to each other will only grow into huge jungle trees if all 4 are fully grown.
- Removed the spider eye drop from jungle and cave spiders. They are now exclusive to regular giant spiders. In combination with the venom sack change above, this gives a distinct role to the different spider types, and a specific reason to farm Jungle Spiders.
- Removed the whole "healing potions hurt undead, harming potions heal them" thing from the game, as it was just hurting potion brewing overall as a system. The problem was that it turned healing potions into a "swiss army knife" where they would both help you and hurt a good portion of the mobs in the game, including the wither, which is probably the fight where you most want potions. Meanwhile, it relegated harming potions to pretty much never being used as a result (except in PvP) due to their tendency to both hurt you and help mobs. Short version: all potions now effect undead the same way they effect other mobs.
- Removed spider immunity to poison potions for similar reasons (this applies to all spider types). Minecraft just doesn't have enough mob types to justify these kinds of rules for potion use against them. This isn't a classic RPG with over a hundred mobs or something that can support these kind of special case rules for potion use, without drastically decreasing their effectiveness to the point of being useless. If potions are only effective some of the time, players likely just won't bother with them, and certainly won't keep them in their hot bar.
- Removed the ability to craft Blight into Nether Groth as it never really suited its intent as a nasty side-effect of the player's actions rather than something you'd want to intentionally create. Mycellium is thus the only way to create it once again, but an alternate method will be coming soon in an upcoming release.
- Fixed a problem with sapling growth where they would revert to the smallest size on occasion if growing in tight spaces.
October 22nd, 2013
- Added sound for when Gear Boxes are being overpowered by a Wind Mill in a storm to serve as a warning that damage will occur.
- Added ability to inject something directly into something from something else. If you found the various features in the temples already, you'll know what I'm talking about :)
- Added a small grace period when the player switches dimensions in which ghasts and the enderdragon will not attack unless attacked first. This is to prevent problems with popping into a dimension and immediately getting wiped out due purely to bad luck.
- Changed Wind Mills to only spin out of control in storms, rather than just in rain or snow. This decreases the downtime you'll experience with them overall, but also means you'll have to keep a closer eye on the weather to make sure there isn't any resulting breakage.
- Changed (increased) the frequency of lightning bolts in storms to make the storm condition more evident and menacing overall.
- Changed snow and rain to look and sound less intense when there isn't a storm going to make the storm state more distinct, and to reduce the annoyance associated with the sound of rain.
- Changed HC Spawning so that if time is advanced to the next day on respawn, any storms will also stop to prevent the player having mobs spawn around them. Similar to time advancing to the next day, this only affects single player.
- Changed (increased) the chance of storms occurring to make them a more significant threat.
- Changed the way storms work, so that a storm will only start after it's been raining/snowing for awhile to give the player a chance to react to changing weather conditions. Basically, a storm won't just kick in out of nowhere from a clear sky anymore, but if it starts to rain/snow, you may want to prepare for a potential storm.
- Changed the order in which the Mill Stone processes items so that there's somewhat of a softest to hardest material order to it. In other words, cocoa beans will grind before netherrack, and that kind of thing.
- Changed (reduced) the amount of hunger that melon slices restore slightly for balance.
- Fixed vanilla problem with it not getting visibly darker during storms, despite the fact that the game logic for monster spawns and such still treated it as such (it was basically an issue of the storm state not being communicated from the server to the client). This should make storms much more evident when they occur.
- Fixed vanilla problem that was causing a delay in the transmission of changes in rain between server and client.
- Fixed item duplication bug with the Block Dispenser when failing to place clay balls.
- Fixed problem with Gear Boxes not breaking when overpowered in some circumstances.
- Fixed problem with the magic letters that flow between bookshelves and the Infernal Enchanter appearing in the opposite directions from where they were supposed to.
- Fixed a problem with how the Hopper was outputting XP orbs that was sometimes causing them to appear in the wrong locations.
October 15th, 2013
- Added a couple of little something somethings to non-looted jungle and desert temples to make exploration more fun in general. This was done particularly to make the search for villages more interesting as the player will now have secondary things to search for in different biomes as they travel about. What exactly is there and what it does is left to the player to discover, but suffice it to say these temples are now worth looking for and finding. Obviously, this will only affect newly generated temples.
- Added the ability to right click on a Stake that already has string attached in the direction you are facing in order to remove the string and drop it around you current location (that sounds complicated but it really isn't in practice). What this means is that you can place a succession of Stakes while trying to measure an exact distance without having to travel back to the original one to collect all the string each time you get it wrong. Along with the other changes to them in this release, this was done to make measuring distances using Stakes and string a little more convenient, as I don't get the impression they were seeing much use as is.
- Added the ability to place Stake String through blocks than can normally be replaced by others like grass and snow for convenience, and because it felt distinctly weird when such attempts were blocked in this way, more like it was a bug.
- Added some sound to the placing and removing of Stake String to provide a little more feedback on its use, and make it a little more satisfying to play around with.
- Changed enchanting tables to no longer be player craftable. Instead they must be found in the world similar to brewing stands with witch huts. Guess that gives you a pretty strong hint as to what one of the something somethings in the temples is :)
- Changed the recipe for the Infernal Enchanter to consist of a regular enchanting table surrounded by 5 Soulforged Steel ingots in a "U" pattern around its sides and bottom, with two black candles with a bone in the middle on top. In other words, it's now an "upgrade" to the regular enchanting table instead of being something the player creates from scratch.
- Changed the Hopper, Cauldron, and Crucible rendering to correct some minor visual glitches with texture alignment and lighting. This should be most noticeable with custom texture packs.
- Fixed a problem that was causing XP orbs to get visually jittery as they were passing over the top of Hoppers in a water flow.
October 9th, 2013
- Added Stoked Fire textures back into BTW and improved the way they render to create a seamless transition between Stoked Fire and any regular fire that may be above it. Note for texture pack artists: This uses procedural textures (textures generated by code, not data) similar to how things worked in vanilla before 1.5. This means that you can not modify the animations directly. The textures will however adjust to the resolution of the texture file stubs you will find in the appropriate directory, so you can adjust their resolution to match the rest of your pack. The actual image in the stub doesn't matter, but the size will determine the resolution of the resulting texture. You'll also want to make sure the size of the various stoked fire texture stubs are the same to prevent problems.
- Changed shears to consume more durability when they're used to harvest Creeper Oysters.
- Changed the food system internally to make sure the player has valid food levels, as there was some indication they could get messed up on occasion. I also changed fat level to reset to zero if you're importing a vanilla save.
- Changed wolf howls so that they are reduced in volume as you go deeper below sea level. Note this in no way calculates sound attenuation due to traveling through stone or what have you (that would be way too computationally expensive), however it should greatly reduce the number of wolf howls you hear when you're digging deep in the earth.
- Changed webs to yield two silk when crafted instead of one, to make harvesting them with shears a little more rewarding.
- Changed Hardcore Buckets so that you can't pickup water in a bucket that you just placed. In other words, a water block must have a valid source in order to fill a bucket. This prevents exploits with being able to use the same water bucket over and over again by rapidly recollecting the water that results, in order to further promote the channeling of water for things like creating obsidian.
- Fixed the effect of beacons on compasses. It turns out this was lost in the port from 1.4 to 1.5 due to changes in the texture system, and wasn't noticed until now.
- Fixed vanilla problem that was jamming up mob spawning under certain circumstances, which was particularly noticeable after spending a long time in a specific area. This was mainly related to squid spawning, causing them to not spawn at all after awhile, but you may also notice a slight increase to mob spawning in general.
- Fixed a few vanilla item duplication bugs related to pistons, as I got curious as to what was causing them and it turns out they're super simple to correct. This should mainly affect rails.
- Removed vanilla nether brick from the creative inventory to prevent confusion with BTW's item.
- Removed the ability to place pressure plates on fences as it was leading to item detection exploits, and the same aesthetics can be achieved with BTW Tables.
September 27th, 2013
- Added the ability to place Candles on Lightning Rods and glass blocks for increased aesthetic options. Note that the shape of the Lightning Rod will adjust slightly if there is a Candle above it to make it look more like a candle holder, and like before, Lightning Rods may be stacked to form one of the desired height.
- Changed the Lightning Rod recipe to be 3 Soulforged Steel nuggets in a vertical line with a SFS ingot at the bottom, both to reduce the cost of a largely aesthetic feature, and to provide in-game justification for why it functions to disperse lightning without a ground.
- Changed the way Axles work internally to resolve a number of outstanding issues with them. Please let me know if this causes any noticeable issues with mechanical power as this change was rather involved. Note that as one beneficial side effect of this change you can now connect 3 Axles to an Axle with a power source attached (Wind Mill or Water Wheel) without any of them breaking, which allows for slightly more flexibility when placing them, and slightly fewer Gear Boxes being used.
- Fixed problem with the Block Dispenser not placing Flour as bread dough.
- Fixed problem with clay and Unfired Pottery not playing sounds when spun on a Turntable with particles turned off.
- Fixed problem with Cement not appearing to slope in liquid form.
- Fixed problem with Cement Buckets making whimpering sound when not successfully placed.
- Fixed problem with Axles sometimes not updating their visual power state (whether they're animated as spinning).
September 20th, 2013
- Added bread to Hardcore Baking (silly oversight on my part in the last release). Flour may now be placed as a block which can be cooked into bread in the Kiln.
- Added the ability to Hardcore Pack blocks using any surrounding solid surface, not just full blocks. In other words, if they are facing the right way, you can now use stuff like Siding, slabs, and other pistons to contain the area where the items will be packed. Worth noting is that glass also works (it did in the previous release but I forgot to mention it), which is nice if you want to be able to see the interior of the packing area. This should function with most suitable blocks, but I may have missed some so let me know if you come across any that don't work.
- Added the ability to place Candles as blocks. As an aside, Vases make for lovely candle holders, and if you find another Vase, and place it down next to the first one, you can have a nice little path running down the middle (A path! A path!).
September 19th, 2013
- Added Hardcore Packing as a new mechanic. The way this works is that if a piston (or a solid block pushed by a piston) pushes certain items into an enclosed space (an empty block surrounded on all sides by solid blocks. It doesn't work on partial blocks with solid surfaces at present, although I may add that in the future), the items will be automatically compressed into block form if they're present in sufficient number to complete the regular recipe (e.g. 4 clay balls for a clay block, 9 Dung for a Dung block). This applies to clay balls, snowballs, flint, bricks, Nether Bricks, Soap, Dung, and the various piles (dirt, sand, gravel, & soul sand). In other words, it basically works to form any simple storage block for items that wouldn't require additional work or tools in their crafting (like Padding or Iron blocks). This is of course very useful in automation builds.
- Added Hardcore Baking. This changes the crafting of cookies, cake, and pie (the recipes for which remain unchanged other than that I made them shapeless) so that they produce uncooked varieties. These uncooked items may then either be cooked in a furnace, or in a Kiln (they may be placed as blocks manually or with a Block Dispenser) to produce the finished version. This was done for the sake of consistency since it felt distinctly off that these items didn't need to be cooked.
- Added the ability to place clay balls and Nether Sludge as blocks either manually or with the Block Dispenser. Both of these items will cook into bricks of the appropriate type if placed in a Kiln, and this opens up the possibility of automating brick production.
- Changed the piston recipe to consist of 2 Wood Siding with an iron ingot in the middle on the top row, 2 cobble with a Soul Urn in the middle row, and 2 cobble with a Redstone Latch in the bottom row. This is to adjust it for the changes in the last release that created a separation in the progression between obtaining a Crucible (and Soul Urns), and only obtaining Soulforged Steel once the player reaches the end dimension, while retaining the piston's overall dependance on BTW's tech tree. It also allows for some basic automation involving pistons to be performed in the period in between.
- Changed the in-game name of the Chocolate Milk Bucket to just be "Chocolate Milk" to coincide with the milk bucket just being called "Milk".
- Changed the sounds on Clay and Unfired Pottery to be squishier. I like squishy.
- Fixed vanilla problem with piston heads sometimes moving right through items without pushing them. This was the issue that inspired people to use sticky pistons with blocks attached instead of regular pistons due to regular ones being unreliable.
- Fixed vanilla problem with other players in SMP either being invisible or appearing in the wrong location after going through a nether portal. Thanks to Youtuber Panda4994 for posting his solution to this issue!
- Removed the ability of the Block Dispenser to assemble clay and snow balls into blocks, as this is now covered by Hardcore Packing and was serving to muddy the functionality of the BD too much.
September 15th, 2013
- Added Ender Slag and Soul Flux as new items. Ender Slag is produced as a result of cooking end stone in a Kiln (instead of Brimstone, and along with White Cobble). Cooking the slag in a stoked Cauldron will then separate it into Brimstone and Soul Flux. Soul Flux is required to successfully bind the souls in the process of creating Soulforged Steel in a Crucible (along with the previous iron, Soul Urn, and Coal Dust). From a gameplay perspective, it is intended to better integrate the end dimension into BTW's overall progression, further encourage the creation of gunpowder by making cooking endstone a necessary aspect of progressing (creating Brimstone as a bi-product of that encouraging players to make use of it), and to help spread out the late game tech tree a little better as it was feeling very clumped together in the final stages. This should give iron and diamond more of a place in the progression as well, since the ability to effectively use iron for tools, armor and weapons is largely gained with the Crucible (and previously made largely obsolete by SFS at the same time). It also provides a little more room in the progression for the vanilla enchanting table, and coincides with BTW's "backstory" in terms of what the end dimension and its inhabitants represent.
- Added the ability to recycle tools and other items that use Diamond Ingots in the Crucible to further encourage the use of diamond tools & armor in the middle game, make them a more prominent part of the game overall (since players had a tendency to not want to create them due to the diamonds going to "waste"), and to provide an additional reward for attaining the Crucible level of tech now that SFS has been moved higher in the tech tree.
- Changed diamond tools, weapons and armor to be equally enchantable as iron, for similar reasons, as particularly with tools, the difference between an enchanted iron tool and a diamond one, was negligible, making it arguably more efficient to not upgrade to diamond. Given such items are iron-based in BTW to begin with, this tends to fit.
- Changed the recipe for Ender Spectacles to no longer be dependent on the Anvil, since you can no longer obtain an Anvil without visiting the end dimension, and since Spectacles are more or less necessary if you want to travel there (without having nothing to worry about anyways). The recipe now consists of two Oculars of Ender with a single Strap in between, in a horizontal line. I've also changed the ocular recipe to only produce one unit, as the spectacles are now a significant enough portion of the tech progression to warrant the extra resource expenditure.
- Changed the recipe for the Screw to no longer require the Anvil for similar reasons, moving it a little earlier in the tech tree (not much mind you given glue is still required for a Screw Pump) while preventing it getting pushed much further into it with the other changes in this release. The recipe is basically the same as before, with the bottom row chopped off, and requiring 6 iron ingots instead of the previous 8.
- Changed the recipe for the Lens to also no longer be Anvil dependent. It now consists of 6 gold ingots in vertical lines with a single diamond in the middle of the top row, and a single glass block (not a pane...the idea is that the block is shaped into a lens as part of the crafting) in the middle of the bottom (you're welcome Dave ;) ). My overall feeling on it was that the Lens wasn't seeing as much use as it should have due to the prohibitive cost, so hopefully that will correct that aspect as well as adjusting its availability based on the other changes in this release. I also put in an "upside down" version of the recipe to make it a little easier to remember.
- Removed Endermen converting blocks to end stone while still in the overworld. While cool, removing this was necessary to bottle-neck progression at the player going to the end dimension, as otherwise Soulforged Steel could be created without ever visiting it, albeit in a rather time consuming manner. The conversion process is now considered to take place as the Endermen travel between dimensions.
- Removed the option to disable Hardcore Buckets. Sorry guys, but while I had left this in out of consideration for people with old worlds (myself included), my impression is that it was just being abused by new players far too much, largely wrecking BTW's balance in the process, while there aren't many of us left still playing worlds that old (and those worlds now feel "cheaty" for a whole host of other reasons that option couldn't reconcile anyways). After putting a lot of thought into it I decided that the overall design has become way too dependent on HC Buckets being enabled to leave it as optional.
September 13th, 2013
- Added a few aspects to Hardcore Wood to make tree farming in general more interesting and a larger part of the game. First, all overworld saplings (not Bloodwood which remains unchanged) have 4 individual growth stages which vary in appearance. The time it takes for saplings to grow into trees has *greatly* increased (they should now take longer than any other plant to grow), meaning that particularly in the early game, the player will be much more dependent on existing forests for wood, surviving in an area devoid of trees will be much more difficult, and tree farms will need to be much larger to keep up with the same demand. Given Bloodwood is not affected by these changes, it also serves to further increase its value for automation later in the game.
- Added Jungle Spiders as a replacement for the cave/Vioki spiders that were previously spawning in jungles. They have their own texture, unique attributes, and spawn conditions now which are left for the player to discover.
- Added a new *edible* Cocoa Bean item that is separate from the old one. Old bean items will be converted into Cocoa Powder, which may be created by grinding the beans in a Mill Stone, and which may be used as dye in the regular manner. Note that while Cocoa Beans are edible, Cocoa Powder is not unless it is used as a cooking ingredient to form other foods.
- Added the Chocolate Milk as a new food item. It is created by mixing Cocoa Powder and a milk bucket in the crafting grid. In addition to boosting the food value of milk buckets, Chocolate Milk also retains milk's poison neutralization effects.
- Added Chocolate as a new food item. It is created by cooking Cocoa Powder, sugar, and a milk bucket in the Cauldron. Similar to other desert items it may be eaten even when the hunger meter is full in order to build up fat.
- Added "Pigs Will Eat (almost) Anything!" as a new feature. This changes pigs so that they'll eat, follow, and breed with *any* of the domesticated crops be that wheat, carrots, or potatoes (cooked or raw). Coincidentally, they also love to eat chocolate (go figure) which means that in some cases they may be bred slightly earlier in the tech tree. Note that they can still also be bred with Kibble, but will still not follow it (it still doesn't taste THAT good).
- Changed the growth and drop rates of cocoa plants to make farming them more interesting and balanced given their new role as an early game food source.
- Changed (reduced) the growth rate of sugar cane to better fit the balance of the rest of the mod.
- Changed the recipes for cookies to replace the cocoa beans with Chocolate. The recipe is now two flour with Chocolate in the middle, in a horizontal line.
- Changed (increased) the hunger restored by drinking milk slightly.
- Changed spawn restrictions on mobs in general in jungles so that they can no longer spawn on leaves, basically reversing the change I had previously made to the vanilla spawning behavior. This was done because of how other mob spawns now relate to Jungle Spiders.
- Changed some code internally to consolidate how animals are tempted by various items to reduce on the associated performance overhead. I just mention this in case it causes any problems with which items tempt which animals.
- Fixed problem with hat damage being reduced by armor (it wasn't supposed to be).
September 6th, 2013
- Added a brewing stand to witch huts and disabled the crafting recipe. The only way to find them in game now is to track down a witch hut. This was done to create a stronger association between witches and potions, because blaze rods are already sufficiently useful and tracking down a nether fortress was a requirement for most potions anyways given the need for netherwart to create them, and to provide an actual gameplay purpose to witch huts as finding them was largely a non-event.
- Added a sound to enchanting using the vanilla enchanter.
- Changed jack o'lanterns so that they go out in water in order to increase the value of glowstone as a lighting option. Note that this will not affect jack o'lanterns already in your world to avoid breaking existing builds, but only newly placed ones.
- Changed the way golems (both iron & snow) are created. They are built the same way as before, but now require a Soul Urn to be smashed against the pumpkin/jack o'lantern in order to bring them to life. I also threw in a few particle effects and sounds into the process to make it a little more interesting and less sterile. Note that this also provides a means of automating golem production should you be so inclined.
- Changed the sound on the Bellows as I didn't realize it had been changed to a click by a previous vanilla release. This also involved changing the vanilla sound code so that an individual sounds amongst a random collection may be played. I mention that last part in case it's also of use to add-on authors.
- Changed the positioning of ghast fireballs when first fired slightly so that they match up better with the direction in which the ghast is actually aiming. This should allow them to fire through smaller gaps without accidentally hitting the walls on occasion.
- Fixed problem with how vanilla computes line of sight through blocks, which affects a wide range of behavior like Ghasts randomly firing at the player with no line of sight (this should no longer happen). Note that this will likely have far reaching consequences to other systems (particularly to AI), as there were some fundamental problems with the related code, so you will probably notice slight improvements in other areas as well (like skeletons not randomly and repeatedly shooting at walls on occasion). I rather extensively refactored the related code (bordering on a rewrite) in the process, making a number of optimizations to it along the way, so you may also notice a slight performance boost.
- Removed the restrictions I placed on only being able to access the crafting table from the top in the last release. After more extensive playtesting, I've decided it was more of a pain than it was worth, and I'll instead endeavor to find another solution to the exploits in question in a future release. Sometimes these things work out, and sometimes they don't :)
September 3rd, 2013
- Added a few additional refinements to Hardcore Headwear that I didn't have time to get into the last release. Nothing to worry about here, as this should just make the existing behavior a little more evident and polished, rather than more dangerous. Well...mostly ;)
- Changed zombie pigmen to not drop gold nuggets in the overworld so that effective pigmen farms are restricted to the nether.
- Changed the crafting table to only be usable via its top surface to prevent various placement exploits. I've also added a message when other parts of the block are clicked since this functionality may not be immediately apparent.
- Changed Abandoned Villages to generate with all glass removed from the windows, as the glass was making it a little too easy to turn the buildings into early game shelters.
- Changed squid to only spawn in darkness. Also changed it so that spawning may occur at any height (vanilla code had it limited to below sea level and not to occur at extreme depth). I mention this as it may affect existing squid farm design, and it should be noted that the old BTW restrictions of only being able to spawn in large bodies of water still apply.
- Removed the Hemp Seed drop entirely from tall grass to make the method of obtaining it more clear cut, and because the existing rate had become so low that it was just encouraging people to do a lot of tedious grinding punching grass in the early game. If you want to find Hemp Seeds, the method to do so is through tilling regular grass blocks. If you want to lure chickens in the early game, look for pumpkins.
- Removed feather drop when chickens are sucked up by the Block Dispenser, as this was always intended as a gag feature, not as a means of automation.
August 30th, 2013
- Added Hardcore Headwear. This isn't at all related to Hardcore Nothing To Worry About, but you still shouldn't worry about it regardless. Just think of it as a new clothing option with which to further accessorize your Steve! Huzzah!
- Added the ability to use Soul Sand Piles in the nether to help find nether fortresses. It is rather short range, still requiring a fair amount of exploration, but throwing a pile will give you an indication as to whether there is a fortress in the vicinity, and in what general direction.
- Added the ability for witches to spawn in swamps. They will spawn in darkness around and above sea level in swamp biomes and this replaces their witch hut spawns, making swamps slightly more dangerous overall. On generation of witch huts, witches will spawn in their general vicinity once and once only, and these hut witches will not despawn, which means that when you first find a hut, it will almost always have witches nearby, and thus be dangerous. This was done as the spawn conditions on witches were extremely gamey and resulted in rather cheezy traps. Also, many players were never even seeing witches, so this is intended to make them a more integrated and interesting part of the game overall.
- Changed animals to be more responsive to tempting items the player is holding, so that if you switch items or move out of range, there will be less of a delay before they will become interested in them again.
- Fixed vanilla problem with lava not decaying properly. This is largely an import of Mojang's fix for 1.6, but I also changed it around slightly to make the decay a little less uniform as the vanilla version looked a tad weird.
August 23rd, 2013
- Added ability to use Potash to bleach colored wool items in the Cauldron. It takes a lot of wool though (32 of them) due to the ratio with wool blocks.
- Changed (increased) the rate at which ghasts spawn as part of Hardcore Hell, as it was still a little weak.
- Changed (further reduced) the range of Rotted Arrows as there still wasn't enough incentive to upgrade to normal arrows.
- Changed the chances of mobs picking up items to be uniform across difficulty levels.
- Changed enchanted equipment that spawns on mobs so it has uniform strength across difficulty levels.
- Changed the chances of villagers turning into zombies when killed by zombies to be uniform across difficulty levels.
- Changed chance of flaming zombies setting things they attack on fire to be uniform across difficulty levels, since this could actually make things both harder or easier in BTW given it will both do more damage and cook animals for you.
- Fixed problem with lava buckets not retaining their cook time in furnaces on save/load. This should only be applicable with HC Buckets turned off.
- Fixed problem with fat levels not being properly communicated to other players in multiplayer.
- Fixed problem with the Block Dispenser sucking wool blocks off of sheep rather than wool items.
- Removed peaceful and easy difficulty levels as they were was no longer relevant to BTW given the large role mobs play in the mod overall, given BTW has not been balanced for them and thus they represented a fairly random play experience, and given these setting were just prone to exploiting. It should be noted that with the changes I have made in this and previous releases, game behavior should be entirely consistent between the remaining difficulty levels (normal and hard), with the one exception of the damage that mobs do to players when attacking (and related aspects like poison duration). This means that players should be able to make slight adjustments to the difficulty of combat to suit their tastes without worrying about it affecting other ambiguous aspects of the game such as the rate of output from mob traps, or the rate of fire spreading. It is also worth noting that I have always balanced and tested BTW on normal difficulty alone, so if you're interested in playing the mod as it was designed and intended, then normal is the way to go. I have left hard in for people that want to make things slightly more challenging, particularly in co-op play, but I make no guarantees as to its balance.
August 19th, 2013
- Added Hardcore Hell. This involves several tweaks to the nether (mostly to ghasts) to substantially increase its difficulty as it was feeling very weak compared to what it used to be. There was a time when just waltzing around in the open in the nether was really not a feasible option, and that brought along with it a sense of tension and specific building requirements that were unfortunately lost somewhere in MC's ongoing development. I've basically tried to restore the nether to being the terrifying experience I remember it as when I first started playing Minecraft (shortly after the nether was first introduced), and in the process extended the mid-game portion of BTW giving players good reason to spend time upgrading their equipment at the iron and diamond levels before progressing further.
- Added wool as a new item, which is dropped from sheep instead of wool blocks. Wool blocks may still be created by surrounding a Wicker block by 4 wool items in the crafting grid (plus sign pattern), with the resulting color of block being a mix of the colors of wool used in its creation. This was done to reduce the effectiveness of wool in the early game in creating cheap barricades, to make wool blocks feel more "solid", and along with other changes in this release, to increase the value of keeping sheep as livestock (particularly in the early game where shearing them can provide a renewable source of cloth and padded armor). Thanks to DaveYanakov for this idea!
- Added a visual indication of fat level to the player model so that others will have a better idea of when someone is a particularly nutritious food source.
- Added recipe to convert snow blocks back into snow balls.
- Added some variance to where you will respawn after dying in the same area multiple times with Hardcore Spawn. This was done both to decrease the number of incidents where the player would continually respawn in the same location only to be killed again by the same monsters, and to decrease the viability of intentionally killing yourself to exploit the hunger/health system. You'll still respawn in the same general area, but your precise location will usually be different.
- Changed the Wool Slab recipe to require three Wool Blocks side by side in the crafting grid, similar to the recipes for vanilla slabs.
- Changed the Padding recipe to consist of 2 fabric with 1 wool in the middle, in a vertical line.
- Changed the wool armor recipes to use the new wool items instead of wool blocks.
- Changed the wool armor recipes to produce armor of a color that's a blend of the various colors of wool that are used in its crafting.
- Changed (decreased) the regrowth rate of wool on sheep. Similar to cows producing milk, they will now need to consume grass several times before their wool grows back. Also added a sound effect for when the wool regrows.
- Changed the chance of fire spreading to be identical across difficulty levels. It now always works as it did on hard difficulty previously.
- Changed (increased) the spawn rate of ghasts in the nether to increase the difficulty of the nether overall.
- Changed (increased) the hit point value on ghasts as despite their large size, they were actually one of the weakest mobs in the game, and their hit points were never adjusted when bows became more powerful with the "adventure update". This also helps to further promote the use of Broadheads in the late game, or at least the use of normal arrows as opposed to rotted ones when first visiting the nether, since archery is the primary method of dealing with ghasts.
- Changed (increased) the minimum distance at which ghasts can spawn from the player, to reduce instances of players getting blasted soon as they first emerge from a nether portal, or having a ghast pop up out of nowhere to immediately start shooting at you. This should also mean that once you clear an area of ghasts, it should at least temporarily remain that way until they wander back into range.
- Changed a small thing about Hardcore Nothing To Worry About, which you also shouldn't worry about.
- Fixed vanilla problem with ghasts not actually aiming at the player (often it would be over your head if the ghast was above you).
- Fixed vanilla problem with "living" sounds on entities (chickens clucking, cows mooing, ghasts moaning, etc.) tending to play all at once for all entities when you first loaded the game or changed dimensions. This was particularly noticeable with ghasts and caused a fair amount of stutter when entering the nether, but may result in an overall performance boost on game/chunk load.
August 13th, 2013
- Added a few tiny little insignificant things related to how various creatures react to nether exposure. Absolutely nothing to worry about here, as they like the nether lots and lots. Mmmmm, mmmm...can't get enough of that nether exposure.
- Added recipes to incinerate/melt down the following items in the Crucible to retrieve the metal used in their creation: Gear Box, Saw, Pulley, Screw Pump, note block, and the various pieces of the gimp suit.
- Changed various in-game visual effects such as the Ender Spectacles, confusion, pumpkins, etc. to function even if the player has the GUI turned off in first person view.
- Changed (optimized) the code to prevent animals spawning in leaves from the last release as some performance problems were reported that I believe may have been related to it. Note that due to these changes, animals *may* still very rarely spawn stuck in leaves (I haven't seen it happen but it's theoretically possible), but it should be greatly reduced from vanilla and I doubt it will ever happen in jungles (which is what that change was primarily meant to address). Players may actually notice a slight boost in performance during chunk generation from what it is in vanilla or before the last release, as I also cleaned up the related vanilla code as part of this process.
- Changed the recipe for melting down iron doors in the Crucible so they return the gold used in making them as well as the iron.
- Changed (decreased) the drop rate of the Arcane Scroll associated with bats, as automated bat farming is now possible.
- Fixed problem with a crash in creative mode when breaking lily pads.
- Fixed vanilla problem with bows leaving a ghost item in your inventory when they break due to use.
- Removed pigmen spawning randomly around nether portals as it couldn't really be prevented in game, wasn't related to pigmen actually having access to your portal on the nether side, and was largely just an annoyance with no real in-game justification. The stuff you should most definitely not worry about largely replaces this kinda thing now anyways, so any concern, dread, or sense of impending spikey doom you were experiencing over this is entirely unwarranted. Sheeesh...you're just opening portals to hell, so I have no idea what you're getting so nervous about. Chill.
August 6th, 2013
- Added functionality to flint & steel for it to only have a chance of starting a fire each time its used, and to scare animals in the vicinity with each attempt. This is both for immersion and to prevent exploits involving using it as a rather cheap (both in terms of cost & usage) weapon. Also added a more satisfying sound for when it successfully starts a fire.
- Added a couple of sounds to witches in an attempt to make them cooler. It didn't work.
- Added recipe to melt down Redstone Latches in the Crucible.
- Changed the Bellows to be able to blow items through blocks like pressure plates, and ones that can't be collided with (like torches).
- Changed Gear Boxes and Pulleys to drop a couple of gold nuggets when they break due to overpowering, and to not drop redstone dust (it is lost in the breakage) to adjust for the Redstone Latch being a part of their recipe now.
- Changed Bellows to drop a number of Straps instead of whole pieces of Tanned Leather when they break, as they were dropping more leather than was used in constructing them with the high efficiency cut leather recipe. It also makes some sense that smaller pieces of leather would be all you could salvage.
- Changed animals to no longer be able to initially spawn embedded in blocks during world generation. This should primarily affect animals spawning buried in leaves and unable to move, and should be particularly noticeable in jungles (although this affects animals in all biomes to a lesser degree as well). Obviously, this won't affect animals already spawned into the world, so you may still see embedded animals in old chunks. In combination with some of the below changes, this should make jungle biomes significantly more difficult to survive in as they were way too easy before.
- Changed (increased) the movement penalty associated with moving on leaf blocks to represent the difficulties of moving through dense foliage. This should both make jungles more difficult to navigate, and further encourage clearing paths through them rather than just jumping onto leaves.
- Changed the smaller animals (chickens, pigs, and ocelots) to not be affected by movement modifiers due to terrain and vegetation, making catching them in dense brush much more difficult.
- Changed jungle biomes to not spawn the larger animals (cows and sheep) given the difficulty such animals would have navigating and grazing in such an environment, and given they didn't particularly suit the character of the biome.
- Changed a small thing about mob behavior in jungles. Nothing to worry about. It's all good. Honest.
- Fixed snowmen being inconsistent in their ability to place snow on slabs and other partial blocks (tall grass etc.), and not being able to place snow in front of Detector Blocks or Lens beams.
- Fixed problem with not being able to place blocks while swimming in lava.
August 2nd, 2013
- Added increased resolution to the hunger meter to accommodate foods with smaller hunger values (such as mushrooms). Previously, it only worked in half-pip increments, which meant that was the minimum amount of hunger any food could restore. This made balancing the foods any further extremely difficult. Now, any food item can restore a minimum of 1/6th of a pip making staying full on low value food sources much more difficult. Hopefully, this should also make activities that burn hunger quickly (such as jumping and sprinting) much more evident, as they'll have a more immediate visual impact.
- Changed mushrooms to only restore 1/6th of a pip of hunger instead of 1/2. This adjustment was made primarily to decrease the value of swamps in the early game, as previously they were veritable horns of plenty.
- Changed Mushroom Omelets, Cream of Mushroom & Hearty Stew to require three mushrooms instead of 1 to create. The only mushroom based recipe that doesn't require 3 now is the Kebab.
- Changed pumpkin seeds to also restore 1/6th of a hunger pip.
- Changed milk to have a fat value when consumed.
- Changed the piston recipe to require a Redstone Latch instead of redstone dust to be more consistent with the other recipes that involve the latch, and from a balance perspective because piston traps are one of the primary forms of nether mob traps with gold being one of the primary outputs of those traps, creating a nice feedback loop (collect gold, expand trap, etc.). I hesitated on this at first because of the in-game logic behind why pistons would work the way they do ("shocking" the souls to move them versus giving them a little push), but in the end, decided this was the right way to go. With the additional changes in the last release, the resulting recipe relative to the vanilla one then is Siding in place of the wood blocks, a Soulforged Steel ingot in place of the iron, and a Redstone Latch in place of the redstone dust.
- Changed crafting sounds (creeper oysters, shears, chopping logs with an axe, etc.) so that they will be heard by other players in SMP.
- Changed monsters so that they don't stop targeting something if they take damage from an environmental source (such as falling). This should be particularly noticeable with spiders not stopping targeting the player if they take fall damage.
- Removed vanilla's decreased charge time on creepers when they fall on you from heights as it was just a silly artificial increase in difficulty that resulted in random deaths the player could do nothing about.
July 23th, 2013
- Added Hardcore Archery. This makes a few changes to the way bows work. First, it requires players to have arrows in their hot-bar in order to use them, abstracting the idea of a quiver, making bows a little more inconvenient to use to balance their power, and also allowing the choice of precisely what kind of arrows to use at any given time. Arrows are used in left to right order should the player have multiple arrow types in their hot bar, and note that infinity enchanted bows do not require arrows in the hotbar (although they will use them if present) increasing the value of that enchantment. Secondly, it reduces the range of Rotted Arrows when used with a regular bow (they still always break when used with a Composite Bow), reducing their effectiveness to further encourage making your own arrows. Lastly, it reduces the output on the arrow recipes so that you only get 1 arrow instead of 4, making them a much more valuable commodity (the Broadhead recipe has had its output boosted slightly to compensate for the amount of Soulforged Steel it consumes).
- Added Hardcore Enchanting. This rebalances the vanilla enchanting table in various ways to make it a better integrated part of the BTW tech tree, and to make it feel more like a feature and less like an exploit. This feature is comprised of various changes that are listed individually below.
- Added the Redstone Latch as a new item. This device creates a small amount of physical force when a redstone signal is applied, which can then be used to trigger various devices, and is meant to bridge the gap between redstone as a pure signal and various blocks that produce physical results (such as doors), following the in-game logic of powered rails producing similar results. It is created by crafting redstone dust with a horizontal line of three gold nuggets above. This is intended to bring both a bit more consistency to the internal game logic of what redstone does, and is also intended to increase the value of gold throughout the game.
- Added Soulforged Steel Nuggets as a new item for consistency with the other metals, and because the recipes involving ingots were getting overly complex for nothing, especially when the items were being melted down in a Crucible.
- Added high efficiency recipe for Black Stone (nether quartz) Stairs, made out of three Black Stone Moulding.
- Added a slight delay in recovering your air supply upon surfacing to prevent exploits involving placing temporary blocks like torches to create air pockets.
- Added sound effect for when the player is underwater and wearing a Soulforged Steel Helm with a respiration enchantment. Yes, that's extremely special case. I couldn't resist :)
- Changed the recipes for the following blocks to use the Redstone Latch in place of redstone dust: iron door, dispenser, note block, Gear Box, and Pulley. The recipes remain unchanged otherwise.
- Changed gold ore to smelt into nuggets instead of ingots. In the end, I decided that while previously it had been my hope to maintain the value of mining gold throughout the game, that it wasn't winding up being particularly compelling anyways, and that I'd prefer to further incentivize the construction of nether mob traps in the late game given that. Additionally, gold was primarily getting abused as an early game tool substitute for iron given its relative abundance. In the early to mid game, mining gold now has value given the changes with the redstone latch, and in the late, the desire to create additional redstone devices hopefully serves to further promote nether mob trap construction.
- Changed Crafting Tables and Furnaces to drop parts instead of whole blocks when harvested (unless a silk touch enchant or Block Dispenser is used) to fit better with the concept of these being non-portable workstations in contrast to the small crafting grid the player has in their inventory. This is intended to encourage putting a bit more thought and planning into the setting up of more permanent installations for these crafting devices rather than just carrying them around and placing them wherever and whenever they're needed.
- Changed the vanilla enchantment table to not be able to apply some of the more powerful enchantments, which now may only be acquired through finding pre-enchanted tools and weapons, or through using the Infernal Enchanter (or through beacons in some cases). This applies to silk touch, fortune, sharpness, father fall, and protection. Basically enchants that have very specific (and powerful) effects (like silk touch & feather fall), or those that apply general bonuses (such as protection & sharpness) as opposed to specific ones (like blast protection or smite), have been moved higher in the tech tree to create more of a progression to enchanting overall.
- Changed the vanilla enchantment table to no longer be able to enchant bows and wood tools (the latter for consistency, implying that wood is a particularly difficult material to enchant). This is strictly the domain of the infernal enchanter now.
- Changed the vanilla enchantment table to be crafted using Black Stone (nether quartz) blocks instead of obsidian, and an Ancient Manuscript instead of a book, to bump it up *slightly* in the overall tech tree as well as to increase the value of quartz.
- Changed the vanilla enchantment table to only be able to apply enchantments up to level 15 instead of 30.
- Changed the number of book shelves around the vanilla enchantment table required to get the maximum level enchant (level 15) back to 30 instead of 15. In other words, it will require 2 book shelves for ever level of enchanting. Additionally, the enchantment table will only produce level 1 enchants without any bookshelves at all.
- Changed the vanilla enchanter so that the top slot will always provide a level 1 enchantment, the bottom slot will always provide an enchantment of the maximum level allowed by the shelves present, and the middle slot will provide some random value in between the two to minimize annoyance in its usage.
- Changed the Broadhead Arrow recipe to use shafts instead of Moulding. It was confusing for no good reason.
- Changed the Broadhead (arrowhead) recipe to use Soulforged Steel Nuggets instead of ingots.
- Changed the piston recipe to require a Soulforged Steel ingot instead of an iron one, and to *require* wood panels along the top instead of wood blocks (not just the high effeciency version anymore). This was done to better integrate it into BTW's tech tree and to better explain how it functions in-game.
- Changed creepers so that they will not drop records if deoystered. They're just too depressed to appreciate good music anymore.
- Changed trip wires to no longer be able to detect items to prevent exploits involving this behavior.
- Fixed crash when placing a Crucible (and potentially other blocks with associated tile entities) in a location recently occupied by dried cement.
July 19th, 2013
- Added Hardcore Smelt. At its core this adds different cook/smelt/bake times for ores and bricks in the furnace. Smelting and creating smoothstone out of cobble will now take much more time and fuel to accomplish, while baking bricks and cooking glass will take more time than cooking food, and less than smelting ore. This was done to increase the value of tree farming in the early to mid game, create a more distinct transition when moving up to iron tools/weapons, and to increase the value of the Kiln in the mid to late game. It was also done to provide some slight advantages to a sedentary lifestyle as opposed to going nomadic, as it will now take a significant amount of time in a single location to smelt ores. This addition involves several other changes in this release as well, which are listed individually below. Note that I've included internal hooks for add-on authors that want to specify their own cook times for custom items.
- Added the ability to harvest Creeper Oysters with shears. You're welcome.
- Added sound to crafting with Creeper Oysters.
- Added high efficiency item frame recipe involving sticks and cut leather, as it was a little odd that it required Moulding (it still works with Moulding too though).
- Added texture overlay for when various blocks (such as ores and logs) are cooking in the Kiln to make the process more evident. Note for texture pack artists: the overlay replaces the old unfired pottery texture, which is no longer used by the mod.
- Changed (increased) the cook times of the Cauldron, Crucible & Kiln to relate better to the adjusted values of the furnace, and to provide a more significant advantage to having more fire blocks beneath them. The minimum time it takes to cook something has remained unchanged (with 9 fire blocks), but the maximum time it takes to cook (with just 1) has increased significantly, making it much more rewarding to upgrade your builds with time.
- Changed the way the Kiln works internally so that the time it takes to cook something should be slightly more consistent.
- Removed furnace recipes to smelt ores other than metals (like diamonds, redstone, and lapis), as it just didn't make a whole lot of sense for them to be in there in the first place, and it muddied the functionality of the furnace in weird ways.
July 15th, 2013
- Added Soul Sand Piles to the game. These function similarly to the other piles, in terms of Soul Sand breaking apart into them if a shovel (or Mattock) isn't used to harvest it. However, they also have some additional functionality associated with them...
- Added the ability to use Soul Sand Piles to locate players after death. Right click with a Soul Sand Pile in your hand to get started, with the subtleties of this behavior left to the player to discover. Note that players who died before this change went into effect can not be tracked in this manner (this means you Charlie ;) ), but dying again will cause it to register.
- Added the ability to pass the various pile types through the appropriate Hopper filters. I had neglected to do so in the past.
- Changed weapons to take damage to their durability when they are successfully used to block damage.
- Changed the name of the "Hunger" status effect to "Food Poisoning" for the sake of clarity.
- Changed Jack O'Lanterns so that they can be placed without having a solid block beneath them. Previously, they couldn't be placed this way, but would remain in place if the supporting block was removed, which was just silly.
- Changed boats and minecarts so that they don't collide with items. This should prevent some rather odd behavior such as boats self-destructing when the player cuts logs while in one.
- Fixed problem with rendering books (of all types) in a Cauldron creating half as much glue as they should have.
- Fixed problem with villagers not being able to open and close wooden doors.
- Fixed slight visual vertical offset on cow heads. They were appearing a bit lower than they should have (and than they do in vanilla).
- Removed the option to disable Hardcore Spawn. With the addition of Soul Sand Piles, this feature is now finalized, and it's simply the way BTW plays.
July 7th, 2013
- Added additional effects to the Gloom.
- Changed status effects text to not display when you are dead.
- Changed the way Hardcore Of Darkness works to hopefully resolve problems with it rendering properly with texture packs that use custom colors.
- Changed the way Hardcore Of Darkness works slightly to smooth out the edges between where ambient light meets the Gloom. It should more closely resemble the borders with torch light now.
- Fixed problem with the Refined Axe (NOT the Battle Axe...that's still 5 ingots) using 3 Soulforged Steel ingots instead of the 2 of other axes.
- Fixed problem with axes returning the wrong number of ingots when melted down in a Crucible.
- Ported Mojang's "fix" (it doesn't appear to always work..but it does help) from 1.6.2 for animals escaping fences or suffocating in blocks during chunk load so that BTW players can benefit from it ahead of time. Note that I've spotted the occasional animal (mostly babies) still escaping fences in both 1.6.2 and with this version of BTW. This doesn't appear to happen on chunk load, but rather as a result of collisions with other animals. Please refer any problems that you may encounter with this to Mojang, as all I've done is duplicate their bug fix here, and it appears the issue is not fully resolved. I'm hoping at the very least it takes care of the random animal suffocation, but I wouldn't put any money on it.
July 6th, 2013
- Added Hardcore Of Darkness to the mod. This consists of two things: first, areas that are in total darkness (note, this does not apply above ground where ambient light will always allow you to see), will appear absolutely pitch black regardless of your gamma settings. Secondly, I've added status effects for the player being in total darkness that will seriously impede your ability to function under such conditions. This was done to further emphasize light (and torches...and coal) as a resource (particularly in the early game), to discourage exploits involving jacking up brightness to effectively see in the dark, and to induce general pant-soiling goodness :)
- Changed axe recipes (for all axe types other than Battle) to only require 2 stone/ingots instead of 3. The recipe is the same as before, with the stone/ingot on the top of the shafts removed. This is to help balance the relative usefulness of the various tools, with an axe being nowhere near as valuable as a pick at pretty much any stage of the game.
- Removed Mojang's update pester from the title screen, given BTW is not yet available for 1.6, and given that it was frigging annoying :)
- Fixed problem with hardcore spawn setting the time of day to the next morning in LAN play (it shouldn't do that).
June 30th, 2013
- 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.
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.
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.
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.
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.
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?
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! :)
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.
February 8th, 2013
- Added Hardcore Movement (movement journal day 5). This change affects movement speed (for both the player and mobs) on various material types so that building paths and roads becomes an important part of the game. As a general rule of thumb hard surfaces, or those traditionally used in the making of roads (e.g. cobble, brick, gravel, planks, wool, iron, etc.) increase movement speed, while soft surface (grass, dirt, etc.) leave it unchanged, and materials that you would expect to slow you down (tall grass, snow, crops, Groth, reeds, sand, etc.) do so. All materials that provide a bonus or penalty do so by an equal amount so as not to discourage construction out of a variety of materials. It also removes potions of swiftness from the game (the recipe has been removed and existing potions will cease to have any effect) as these significantly decrease the value of both rail networks previous to this change, and to roads with it, and require very little effort on the part of the player to create. Try it...this changes everything :)
- Added sources for efficiency and respiration Arcane Scrolls.
- Added changes to silverfish to make them a more interesting, useful, dangerous, and a better integrated part of the game. These are left to the player to discover.
- Added an additional side-effect to one of the beacon types that is left to the player to discover.
- Changed Soulforged Steel blocks to be impervious to wither-based destruction.
- Changed the way animals and plants behave in the end dimension.
- Changed (tweaked) the spawn rate and range of something in relation to something else, and added sounds and particle effects to the same. I will say no more :)
- Changed (refined) the way the game determines what surface an entity is on. This should be most noticeable with the step sounds that are played when walking on very thin surfaces like freshly planted Groth, but the change is particular important with Hardcore Movement since the surface you're on is a much more significant factor now.
- Fixed mod option for skipping the end game text.
- Removed the option for disabling the limiting of squid spawns as their drops are now more important and require a specialized mob trap.
January 31st, 2013
- Changed the looting beacon effect to apply to *all* deaths within the area of influence, not just ones caused by players. This means that it will act as a bonus to the output of mob traps and automated animal farms, which makes the related beacon much more desirable overall.
- Changed (loosened) the spawn restrictions for mobs within nether strongholds, which increases the number of wither skeletons, blazes, and magma cubes which will spawn within them significantly. They can now spawn anywhere within the volume of a nether stronghold, not just around "cross roads", which should be much more intuitive when creating mob traps, and also makes exploring them much more interesting. This change is the primary reason for this small release, as I know a lot of folks are currently working on their wither skeleton farms to build the various beacons in the mod, and with this change their spawn conditions are much more evident.
- Fixed problem with the True Sight beacon effect only applying if you were wearing a helmet.
- Fixed problem with "ghost items" being created when shift-clicking to the Infernal Enchanter.
January 28th, 2013
- Added the last (for now anyways) of the new beacon types: obsidian.
- Changed the way Hardcore Chests works to completely rework the behavior of ender chests in the mod, and removed the option for disabling it from the config file. Don't worry...all your previously stored items are safe (whether you had Hardcore Chests enabled or not), but how to access them is left for you to discover ;)
- Changed the means of obtaining Nether Groth Spores without mycelium slightly, but I don't think anyone has figured out how to do it yet anyways :)
- Changed the way the Block Dispenser "silk touch harvests" blocks it's swallowing to simplify the related code and so that it universally applies to any new blocks that may be added to the game without further changes. Please let me know if any problems arise as a result.
January 25th, 2013
- Added sound effects for when beacons power up and down.
- Added an alternate means of creating Nether Groth Spores that doesn't require mycelium, and which is left to the player to discover.
- Fixed problem with not being able to set a player's spawn location through the command console or command block.
- Fixed problem with compasses not behaving consistently near beacons.
- Fixed problem with torches being able to float in mid-air next to some sub-blocks.
- Fixed problem with upside down wool slabs taking longer to harvest with shears than regular ones.
January 17th, 2013
- Updated to the latest version of MCP. This should fix a number of multiplayer issues, and is the primary reason for this release. Note that it *may* necessitate a clean install of Minecraft and the mod to prevent further issues.
- Added recipes so that books (of all kinds) may be rendered down into Glue, with 2 books being required for 1 Glue.
- Changed Hardcore Spawning so that players leaving the end dimension are always returned to the original spawn point in the overworld.
- Fixed problem with most aesthetic block types responding like Concentrated Hellfire when used as part of a beacon pyramid.
- Fixed constant flashing on night vision beacon effect.
- Fixed vanilla problem where the player would get "caught" on chests when passing beside them, as it was frigging annoying.
January 16th, 2013
- Added Hardcore Beacons as a new mod feature. This completely revamps the way vanilla beacons work to make them more difficult to construct, more powerful (as in...not useless), and WAY more interesting overall. The details of this system are left to the player to discover. Note that more beacon types are on their way, but the stuff that is in there already is so cool that I wanted to get it out while I work on the rest :)
- Added internal hooks so that add-on authors can create custom beacon types.
- Changed (refactored) the way the mod works internally to reduce the number of base-class modifications made to Tile Entities. This affects the chest, and mob spawner.
- Fixed vanilla problem where beacon blocks would not drop their inventory if the block is destroyed.
- Fixed problem with shears taking double damage when harvesting webs.
January 11th, 2013
- Updated the mod to version 1.4.7 of Minecraft.
- Added ability to harvest webs with shears without requiring the silk touch enchant on them.
- Added the ability to create sandstone Siding and other sandstone sub-blocks out of all the different sandstone block types.
- Added high efficiency recipes for White Stone, nether brick, brick, and sandstone stairs using Moulding of the corresponding type.
- Changed Hardcore Spawn to be enabled by default. It can still be disabled through the mod's config file.
- Changed the way the Hibachi determines if blocks above it should be incinerated when it is lit, so that it is a little more consistent and logical.
- Changed Hardcore Bucket so that vanilla dispensers can dispense and retrieve water buckets in the end dimension.
- Changed (refactored) the way the mod's inventory management functions work internally to be much cleaner. I mention this as it may affect add-on authors.
- Changed the way Hardcore Spawn works to fix problems with spawning in empty space on skyblock style maps.
- Fixed problem with shears taking longer to harvest Wool Slabs than wool blocks.
- Fixed problem with item stacks only merging with a single partial stack before creating a new stack when added to some mod inventories.
- Fixed problem with item stacks sometimes not merging properly with existing partial stacks when added to a double chest by the Hopper.
- Fixed problem with the way various crops (wheat, potatoes, and carrots) display when growing in a planter. Previously, they were displaying a bit too low, making it difficult to tell when they were fully grown (carrots in particular).
- Fixed crash bug in SMP when a player has the Anvil GUI open, and another player destroys the Anvil.
December 24th, 2012
- Updated the mod to version 1.4.6 of Minecraft.
- Added raw and cooked Mutton as new food items, as I got tired of waiting for Mojang to get around to it :)
- Added a "clean" version of the Chopping Block. When first created, it will be clean, and will become dirty through use. Dirty blocks may also be cleaned by using Soap in a heated Cauldron, with a single bar of Soap cleaning 4 Chopping Blocks.
- Added the ability to grind skeleton skulls into bone meal with the Mill Stone.
- Added internal functionality to differentiate between ice blocks formed out of source water blocks, and those that aren't with Hardcore Buckets enabled. This means that source ice will turn back into source water when harvested, so that you will no longer get unsightly holes in your frozen lakes when breaking it, and that ice blocks you move yourself will melt into temporary water as they do now. Note that all ice that was in existence previous to this change is considered to be made of source water, which may result in old manually placed ice blocks turning into source water when broken.
- Added internal functionality so that smooth stone pedestals and oak tables, use the same texture indexes the old blocks of the same type did, so that texture pack artists can keep their old textures for those blocks. Note that oak benches also use the same textures as oak tables for consistency.
- Added internal functionality so that add-on authors can determine how their blocks function when cut by a Saw.
- Added internal hook to specify the size of the animated Stoked Fire texture, for use by MCPatcher.
- Changed the vanilla bow so that it will fire any Rotted Arrows in your inventory before regular ones, given that Rotted Arrows are less valuable (since they can't be reused) and do the same damage. Note that this doesn't affect the Composite Bow since it can not effectively fire Rotted Arrows.
- Changed infinity enchanted arrows to shatter on impact, similar to Rotted Arrows.
- Changed the way Hardcore Spawning works so that it functions properly on super-flat maps.
- Fixed problem with Benches and the mod's custom fences not rendering properly under certain circumstances.
- Fixed problem with mod food-items not displaying particles with the right texture when eaten.
- Fixed problem with golems not displaying dig particles for the block they are walking on when wandering around, and the same for players when they are sprinting. Similar to the food fix above, they now also display correctly for mod blocks.
- Fixed problem with the wood-based column recipes granting 4 columns, instead of the appropriate 1.
December 7th, 2012
- Added a new block type: the Bench, for all block types with sub-blocks. It is crafted with 3 Siding on top of a Moulding (same as a Table, with a shorter "leg").
- Added fences for all block types with sub-blocks. These may be crafted either with 3 Moulding of the type in a horizontal row, or the vanilla recipe of 6 full blocks in two horizontal rows for stone-based blocks (i.e. non-wood).
- Added smooth stone Tables.
- Added boiled potatoes as a new item.
- Added a small amount of damage to falling Hardcore Melons, along with custom death messages for them.
- Added sound to falling Hardcore Melons when they don't explode.
- Added general purpose internal hooks for when an arrow initially impacts with a block, and when it is in a state of collision with a block, that may be useful for add-on authors.
- Added an internal hook for when blocks finish falling, that may be useful to add-on authors.
- Added high efficiency recipe for nether-brick fences (3 Moulding).
- Changed the dimensions and texture of wood Table Legs so that they match the top of fences. This was done because it opens up many aesthetic possibilities like building shelving, trestle bridges, and cool looking stairways out of a combination of Tables, Benches & fences.
- Changed the way Hand Cranks work so that the "use" animation (the extended arm) is only played when the crank is actually moved so that its usage is more intuitive, and also changed it so that it can not be operated if your hunger level is below a certain point.
- Changed ALL Pedestal recipes to consist of six blocks of the type, topped by a single Siding. This is for consistency because Pedestals can now be made out of materials that can be obtained pre-Anvil (namely wood).
- Changed ALL Column recipes to consist of three Moulding of the type in a vertical line, for the same reasons as above.
- Changed chickens so that they can be fed by hand again, as while it made sense that they couldn't, it was causing too much confusion due to lack of consistency with the other animal types.
- Changed the hardness on nether brick Siding, Moulding, Corners, Pedestals, Columns, and Tables to match that of nether brick blocks.
- Changed the way Hardcore Melons work so that melons require arrows to have a certain minimum velocity to cause them to explode when hit.
- Changed Hardcore Melons so that they won't explode when falling into water.
- Changed (reduced) the number of mobs that spawn wearing armor to further balance the iron output of mob-traps.
- Changed the way a bunch of sub-blocks work internally to facilitate the inclusion of new aesthetic block types. Because of this, old versions of these blocks already placed in your world may not auto-connect properly, and will no longer function in recipes. My apologies for this, but having to support recipes for both the old and new versions was making the mod's recipe code get completely out of control, and was likely also hell for people using mods that display recipes, as both the old and new versions would be listed. To help with this, I've added "old" to the name of each of the blocks that may be problematic (e.g. "Old Corner"), so that they can be easily identified, and I've included conversion recipes for all these old blocks, so you can just drop them into the crafting grid and they will be converted into the new. In the case of old blocks in the world no longer auto-connecting properly, just harvest the old blocks, replace them, and any problems should be resolved.
- Changed smooth stone Pedestals, Columns, Siding, and Corners so that axes aren't efficient on newly placed ones.
- Changed all wood based sub-blocks to have appropriate burn times in the furnace.
- Changed the collision volume around Tables (of all types) and of vanilla fences so that it precisely reflects their shape. This means that you can "click around" their various parts to the blocks behind them, and that things like arrows will pass through the empty space surrounding them.
- Fixed problem with Lightning Rods not being able to rest on top of others.
- Fixed problem with pumpkins dropping way too many seeds when they explode.
November 30, 2012 IMPORTANT: This version requires a CLEAN install of BTW to function properly. This means that you need to redownload Minecraft (delete your bin directory and run the game without the mod installed), then install 4.38 to it. Just copying over the old install will likely result in bugs and potential crashes. My apologies for this as I normally try to make such changes when vanilla updates to prevent these kinds of problems, but this one slipped through the cracks.
- Added Hardcore Melons.
- Added nether brick Siding, Moulding, Corners, Pedestals, Columns, and Tables.
- Added internal functionality to determine when a block has a center "hard point" to a particular facing to determine if things like torches, Lightning Rods, and Stakes can "stick" to them. This allows for a number of blocks to attach to others that previously weren't possible, and may be useful for add-on authors in establishing similar functionality with their blocks. This also marks the triumphant return of torches sticking to the sides of Panels ;)
- Changed the order in which the Cauldron processes ingredients so that gunpowder is created before string is converted into wool. This allows for the dumping in of the raw materials required to make Fuses, without your string being turned into wool.
- Changed some code internally to eliminate base classes that were getting modified in the releases of the mod that I wasn't actually modifying. This is what necessitates the reinstall mentioned above.
- Changed Wind Mills & Water Wheels so that they can not be placed when overlapping with another entity, including the player.
- Changed the way vertical Wind Mills are placed to accommodate the above change, and to make their placement more intuitive. They are now placed so that their vertical position *starts* (either top or bottom) at the Axle you click on. In other words, if you're looking upwards, it will place the Wind Mill going up from the Axle you click on, if you're looking down, then going downwards from it.
- Fixed "pick block" functionality (middle mouse button) to work on a bunch of mod blocks.
- Fixed some Corners not placing properly in SMP.
- Fixed Dynamite not firing out of vanilla dispensers in SMP.
- Fixed Splash Potions not firing out of vanilla dispensers in SMP.
- Fixed Buckets not dispensing properly out of vanilla dispensers in SMP, with Hardcore Buckets disabled.
- Fixed problem with being able to place Urns, Grates, Wicker, and Slats while the player or another entity was in the space the block was to occupy.
November 23, 2012
- Added the Lightning Rod as a new block. It is created with 3 iron ingots in a vertical line. With the addition of vertical Wind Mills, lightning has become a much bigger problem, so this simple block was added as a way to address it. They also makes awesome mounts for skulls ;)
- Added the ability to pickup Vases without breaking them using the silk touch enchantment.
- Added ability for Vases to blow up if they are broken while containing Blasting Oil.
- Changed the collision volume around the Vase, Planter, and Hopper so that it precisely reflects their shape. This means that you can "click around" their various parts to the blocks behind them, and that things like arrows will pass through the empty space surrounding them.
- Changed the Hopper to always deposit into the top chest in the inventory GUI, when depositing into double chests, as it was a minor annoyance that it didn't do so.
- Changed Hardcore Chests so that ender chests access the same inventory regardless of what dimension they are in. This was done because it was originally intended this way, and it turns out that chests in other dimensions weren't saving their contents when servers were restarted anyways.
- Changed Zombies and Skeletons so that they drop any armor they are wearing or any non-standard equipment they are carrying on death at a greatly increased rate (sometimes the equipment breaks, but most of the time you get it), because chasing after a rare armored mob to only have it drop nothing is hela-lame. Also, this boosts iron output on mob-traps back up after it was reduced in a previous release.
- Changed mobs to spawn with equipment with equal probability on all difficulty levels. This was done so that mob-trap output is not difficulty level dependent, as that just leads to gamey nonsense.
- Changed zombie pigmen so that they only spawn with gold swords rarely, but they almost always drop them on death. The overall drop rate is unaffected by this change (mob trap output will not be affected), it just makes it much more tempting to go after pigmen you see holding swords, and creates a more direct connection between what mobs are holding and what they drop.
- Changed zombie pigmen to restore their gold nugget drop, as with the above change it gives the impression they're slowly trying to forge their own weapons. They do so at a reduced rate to what they used to mind you.
- Changed the way the damage on dropped items is computed to provide a better range of values on items with low maximum damage (like gold swords).
- Fixed vanilla dispenser not being able to fire Dynamite.
-Fixed the Companion Cube not properly showing its appreciation for being consumed by fire.
- Fixed problem with fire rendering on the side of blocks if it had infinite burn ones (like netherrack) below it.
- Fixed problem with not being able to feed wolves Wolf Chops.
November 20, 2012
- Updated the mod to version 1.4.5 of Minecraft.
- Added particle effects when Soul Urns shatter.
- Changed how Dirt Slabs render internally to hopefully resolve visual issues with them when used in combination with high-res texture packs, when they have grass growing on them.
- Changed the sound mechanical devices make when they break, to something more appropriate.
- Changed a few more things internally to reduce the number of base class changes the mod requires.
- Fixed problem with Corners not placing properly.
- Fixed problem with the Block Dispenser not firing splash potions.
- Fixed the vanilla dispenser not being able to fire Soul Urns.
- Fixed problem with not being able to use a hoe on grass if it was in front of a Detector Block or in a Lens beam.
November 16, 2012
- Updated the mod to version 1.4.4 of Minecraft.
- Added the ability for blocks of Concentrated Hellfire to burn indefinitely (like Netherrack), but *in any direction* (unlike Netherrack which only burns like this to the top). This provides for much greater decorative options using fire. Let the giant flaming sword construction commence! ;)
- Added the ability to grow sugar cane diagonally bordering on water, because I've always found it annoying that you couldn't, and I am a take-no-prisoners-certified-base-class-modifying-maniac. Fear my wrath puny sugar canes! FEAR ME!!!!
- Added recipe for chiseled stone brick. You can create it on the Anvil with 12 stone brick blocks in a rectangular pattern.
- Added internal hook to specify if blocks can burn infinitely (like netherrack). This may be useful to add-on authors.
- Added internal hook to specify if a block extinguishes fire above it (like an unpowered Hibachi). This may be useful to add-on authors.
- Added internal hook for when blocks are destroyed by fire. This may be useful to add-on authors.
- Changed the way vanilla fire renders so that it prefers a flammable side-surface to a non-flammable bottom surface. For example, if you light the base of a tree on fire, the fire will appear on the side of the tree, instead of on top of the dirt next to it.
- Changed (refactored) things internally to reduce the number of base class edits the mod requires, to facilitate future version updates.
- Changed (refactored) the way mechanical blocks work internally to simplify the code somewhat. This may be of interest to add-on authors.
- Changed the way fire works internally to make it easier to set which blocks are flammable. This may be useful to add-on authors.
- Changed (reverted) Mojang's "fix" to items getting stuck in blocks as it created more bugs than it fixed.
- Fixed problem where if a repeater was swallowed by a Block Dispenser, connected circuits would not always properly update their state.
- Fixed problem with the Block Dispenser not properly handling silverfish infested blocks.
- Fixed problem where mechanical devices could be overpowered from directions in which they didn't have an axle-input.
- Fixed vanilla bug that caused particles (especially torch flames) to flash all over the screen in an exceedingly annoying fashion.
November 13, 2012
- Added the Chopping Block as a new block type. This block has grooves cut in it which means that it can be placed in front of a Saw while neither destroying the block, nor the Saw itself. It is created with 6 smooth stone in a "U" pattern on the Anvil. Note that trapping a player or mob between a Saw and Chopping block will result in a *big* bonus to damage caused by the Saw, and the same bonus to skull-drops as if they were killed by a Battle Axe.
- Added custom death messages for the Saw, Dead Weight, Groth, and for when the player is killed between a Saw and Chopping Block.
- Added high efficiency recipe for the Saw involving wood Siding instead of planks.
- Added Arcane Scroll drop to blazes as they can now reliably be farmed.
- Added the ability to plant carrots and potatoes with the Block Dispenser.
- Changed (reduced) the cost for using the Infernal Enchanter from base 50, to base 30 in order to better match the values used with the vanilla enchanter.
- Changed skeleton Arcane Scroll drop so that they don't drop from wither skeletons.
- Changed the "limit pigman and magma cube" option to the more general "limit nether mob spawns", and applied it to blazes and wither skeletons as well. These mobs can now only spawn on netherrack, and netherbrick.
- Changed the Mining Charge recipe to use slime balls instead of Glue, as it fits the idea of Glue being a permanent adhesive vs slime being a "tacky" substance better.
- Changed the limited slime spawning code so that they can now also spawn on grass, gravel, and sand (as well as the previous dirt and smooth stone), to better fit them being able to spawn above-ground now.
- Changed skeletons and wither skeletons to be able to spawn in the nether regardless of light level, to match the other nether mobs. Without this they couldn't spawn near fire and lava, which obviously doesn't make much sense in the nether.
- Fixed a very small problem in the Water Wheel rendering code that caused a tiny gap to appear between the struts and blades.
- Fixed problem with the Block Dispenser being able to harvest wheat, potato, and carrot crops before they were fully grown.
November 11, 2012
- Added high efficiency recipe for item frames involving Tanned Leather surrounded by wood Moulding.
- Added internal functionality to allow silk touch to function or not on blocks based on their subtype. This was used to allow White Stone and Flint blocks to be harvested without converting into other blocks when using silk touch, but it may be useful for add-on authors as well.
- Added Crucible recipe that first converts gold bars into gold nuggets when there isn't enough Concentrated Hellfire present to produce redstone out of a full bar.
- Changed the green "you are here" marker on maps placed in frames to point in the direction you are looking at, instead of the direction the map is facing, as it feels far more natural given the direction of the pointer when the map is being held. In other words, the pointer now points in the direction you are looking if your viewing the map from straight on, instead of pointing in the opposite direction, which is the direction the map itself is pointing in.
- Changed wolves so that they will lose their angry state after their target is dead.
- Changed cake so that it is only eaten on right-click, to match the other changes made by Mojang in this regard.
- Changed (refactored) several parts of the mod code to reduce the number of base-classes the mod changes. This will speed up the process of porting to new versions of Minecraft in the future.
- Changed Glue and slime balls so that they are entirely separate materials with their own uses. Slime is a tacky material that is used for creating things like sticky-pistons, while Glue is a permanent adhesive. Several mod recipes have been changed to reflect this, but the end result is that they can no longer be used interchangeably in recipes, and all mod recipes involve Glue, not slime. This was done because slimes are much more readily available in vanilla now.
- Changed how chicken possession in the nether works internally to pave the way for additional changes of a similar nature in the future.
- Fixed crash when attempting to zoom maps out with the Anvil.
- Fixed problem with Stoked Fire being picked up by the Block Dispenser.
- Removed ability of the Block Dispenser to pick up skulls due to code complications. I may address this later, but for the time being, the BD is simply not effective on skulls.
- Fixed problem with maps in Item Frames not updating properly on world load.
- Removed map player location indicator when players are off the edge of the map. I left a slight "border" in there so you still get the indicator if you are slightly off the edge, but it doesn't extend very far at all anymore.
- Removed map display of location of other players in multiplayer.
- Removed XP dropped from all sources other than mobs.
November 5, 2012
- Added ability to drop player skulls on death.
- Added Crucible recipe to melt down the vanilla anvil into iron ingots.
- Added overpower reaction to Mill Stones, Screw Pumps, and Turntables, since these blocks can now be overpowered due to the inclusion of the Vertical Wind Mill in a previous release.
- Added ability to rotate skulls on the Turntable.
- Changed axes of all kinds to be effective at harvesting placed skull blocks.
- Fixed problem with exploding Blasting Oil sometimes appearing to destroy blocks even though they still exist on the server.
- Fixed crash when the Enderdragon collides with Endermen.
- Fixed problem with carrots and potatoes "popping" out of tilled soil when bonemeal is applied, and with not being able to plant them in soil to which bonemeal has already been applied.
- Fixed problem with the Companion Cube & Slab not displaying properly in the creative mode inventory.
- Fixed problem where rapidly double right-clicking on the Anvil could cause any Moulds it contained to disappear.
- Fixed occasional texture glitch with the Hand Crank.
November 4, 2012
- Updated the mod to version 1.4.2 of Minecraft.
- Added ability for skeletons, zombies, and creepers to drop heads of the corresponding type upon death.
- Added *significant* bonus for collecting heads from mobs if they are killed with a Battle Axe.
- Added in internal mechanism for several mod blocks to help prevent them "jamming" if an update is missed for whatever reason. This affects Stoked Fire, Buddy Block, the Hibachi, Bellows, Block Dispenser, Detector Block, Gear Box, Hand Crank, Light Block, Mill Stone, Pulley, the Saw, and Screw Pump.
- Changed mobs so that they'll drop any carried equipment regardless of whether they are killed by the player or another source.
- Changed Fuses, Elements, & Filaments to be created in the Cauldron before silk is converted to wool.
- Changed (increased) the durability of Tanned Leather Armor to relate better that of regular leather.
- Changed the Hand Crank to not activate on left click, so that it behaves in accordance with the changes made to similar blocks (like the lever) in 1.4.
- Changed the name of the vanilla Anvil, removed all GUI functionality, removed the damage it takes from falling, changed its bounding box to better reflect its shape, added the ability to rotate it on the Turntable, and changed the recipe for it to only require 7 iron ingots (no blocks).
- Changed the name of the "Stewing Pot" back to the "Cauldron", and renamed the vanilla one to the "Cistern". I just couldn't take it anymore, and if I'm going to be renaming vanilla blocks anyways for things like the Anvil, I may as well go whole hog on it :)
- Changed the mod's reliable block update code to be off by default due to it apparently causing memory leaks on SMP servers. However, with the above changes to block updates, the impact of this should be relatively minimal, and players can re-enable it in the config file for their single-player games if it causes too many problems. I'll be working to resolve the memory leak in the near future, but for the time being it was causing too many problems to leave on by default.
- Changed the sounds on several mod blocks to make use of the new ones in vanilla.
- Fixed problem with tame wolves displaying the angry wolf texture.
- Removed the ability of mobs (skeletons & zombies) to spawn carrying leather, gold and diamond armor (only iron, and chain). This was done to prevent the devaluing of gold, diamonds, and Glue.
- Removed ability of zombies to drop carrots, potatoes, and iron ingots. In the case of iron ingots, this was done because they now drop large amounts of iron just due to their armor and weapons.
- Removed ability of zombie pigmen to drop gold ingots and nuggets. This was done because they drop a large amount now with their carried swords.
- Removed glowstone dust, redstone, and gunpowder from the items that witches drop to prevent the devaluing of those resources.
- Removed a bunch of stuff that villagers used to sell, including anything made out of diamond. I'll be tweaking villagers further in the future, but for now, this was too unbalanced to leave as is.
- Fixed vanilla bug with the extinguish sound not playing when you put out a fire.
- Fixed problem with Stewing Pots and Crucibles not exploding when Blasting Oil is overheated.
Known Issues with this release (will be resolved shortly):
- Maps mounted in frames will not display properly when you load a saved game if they are not exposed to the sky.
- The Block Dispenser can not currently "throw" splash potions.
- The Detector Block may currently miss updates on chunk load that may cause Gear Box breakage due to Wind Mills spinning out of control.
October 25, 2012
- Added Vertical Wind Mills to the mod! Rejoice! They are created with 8 Sails in a rectangular patten on the crafting grid, rather than the usual 4, and are now the only means of obtaining mechanical power in the nether, other than a Hand Crank. Note that regular Wind Mills already placed in the Nether will continue to function, to avoid breaking existing builds, but if you place a new regular Wind Mill, it will not function, and a vertical one must be used instead.
- Added Blasting Oil as a new item.
- Added back the ability for Ender Spectacles to see spawn locations in the end dimension. I had mistakingly thought that spawns in the end were not dependent on light-level, which they actually are.
- Added crafting recipes to convert White Stone Siding, Moulding & Corners back into their larger block types.
- Changed the Dynamite recipe to reflect the recent changes with Hardcore Explosives.
- Changed the way water works with Hardcore Buckets enabled in the end dimension.
- Changed Wind Mills to not rotate in The End. Water Wheels will be required to generate power there (in conjunction to the above change to water).
- Changed ghasts to drop Nitre instead of gunpowder.
- Fixed problem with Ender Spectacles not preventing enderman attacks in SMP.
- Fixed problem with being able to process Endstone in the Cauldron. This was never intended, and the Kiln is the proper method of doing so.
- Fixed problem with white smoke emitted by Stewing Pots & Crucibles moving downwards when the player approaches.
- Fixed problem with player location not displaying on maps while riding in boats or minecarts, or while standing beneath leaves.
- Fixed problem with nether wart growing at an extremely reduced rate.
October 19, 2012
- Added Hardcore Explosives to the mod. This involves several new blocks and items, and I'll leave the details for players to discover :)
- Added the Barrel as a new block type. It is crafted with 8 wood Moulding in a square pattern, with Glue in the middle.
- Added the Element as a new item. It is now required to create a Hibachi, replacing the Filament in the previous recipe.
- Added config file option to disable the mod's reliable block update code, strictly as a test for server operators. This option will be removed in a later release.
- Added ability to rotate logs on the Turntable.
- Added new recipe for cookies using Flour instead of wheat, and removed the old vanilla recipe as part of Hardcore Grinding.
- Added additional tests to ensure the mod has been properly installed and that crucial base-classes aren't being overwritten. I was getting pretty sick of the "the mod works fine with parts of it overwritten by other mods" tech support nonsense.
- Added internal functionality for add-on authors to allow custom blocks to be cooked in the Kiln.
- Changed Ender Spectacles so that Endermen will not attack if you look at them while wearing them. Note that this replaces the same functionality that used to be assigned to pumpkins. Pumpkins will thus no longer work as a means of defense against them.
- Fixed problem with the player not receiving the bread achievement after cooking Flour in the furnace.
October 9, 2012
- Added Hardcore Spawn as new optional game mode (off by default). This mode is largely intended for anarchy servers where it prevents such problems as spawn-camping, players immediately returning to cause problems after they are killed, and idiocy like intentional suicides to get back to original spawn. It thus makes traps and general base defense much more effective. Despite being primarily intended for anarchy play, it can also make for an interesting single-player experience for the more hardcore amongst us as it gives much more impact to player death and encourages player construction and exploration over a wider area. Note that with Hardcore Spawn enabled, spawn build protection is automatically disabled, as it becomes irrelevant.
- Added Hardcore Player Names as a new SMP server option. This is largely intended for anarchy servers, where player names act as a rather unfair way of detecting a player's location without line of sight, and of immediately identifying friend or foe (which eliminates a lot of potential tension in encountering another player). It totally disables player names appearing above a player's avatar, but may be disabled in the mod's config file.
- Added new cheat/server-op command "/loc" that will display current co-ordinates within the world.
- Added new usage case for the "/time" cheat/server-op command. Entering it without parameters will return the current overworld time.
- Changed endermen from being lame and annoying, to being cool and sinister.
- Changed maps so that they won't display your location, or draw in new terrain, while you are underground or inside (you have to have open sky above you).
- Changed the Stake so that it is treated as a block when filtered by a Hopper.
- Changed Rotted Arrows so that only 4 are required to break them down in a stoked Stewing Pot, rather than 8.
- Changed the way Planters display to hopefully resolve some performance issues on lower end systems.
- Changed the way Unfired Pottery displays internally to avoid code duplication with the display of the various cooked pottery types.
- Removed option for reverse Gear Box placement as it had become redundant due to the ability to rotate Gear Boxes after placement. Also, it was no longer working properly with SMP and thus was becoming more trouble than it was worth.
October 1, 2012
- Added the Stake as a new block type. It is crafted with a string on top of a wood Moulding.
- Added Hardcore Bedding as a new mod feature. This effectively disables beds as a means to set spawn position and to skip the night. This was done to encourage construction (especially of rail networks), restore the balance between day and night activities within the game, restore the impact of weather on gameplay, and to give player death more consequence. Beds are just a bad feature, mkay?
- Added Hardcore Info as a new mod feature. This removes any information in the debug menu that can be used to gain an in-game advantage, while leaving in place any info that would be used for tweaking performance and such. It also adds a new display for how close the player is to a chunk boundary, since this can be used to workaround bugs in redstone circuits due to how block updates work in vanilla, while not providing cheaty info about which direction the player is facing. Long story short: no more in-game GPS :)
- Added ability to cut wood stairs with the Saw.
- Added recipes to melt the Ocular of Ender, and Ender Spectacles in the Crucible.
- Added Hardcore Chests to the options that are displayed when a player joins a multiplayer server.
- Added a new aspect to Hardcore Chickens.
- Changed Pedestal placement so that it works more like vanilla slabs.
- Changed (refined) the tests that the Ender Spectacles use to determine if mobs can spawn somewhere to provide more accurate results. This will resolve problems like them not indicating snow as a valid spawn location.
- Changed the Crucible so that gold items are melted before iron.
- Removed vanilla recipes for turning red & yellow flowers into dyes as part of Hardcore Grinding. This may be done in the Millstone.
- Fixed problem with arrows bouncing off of mobs.
- Fixed problem with mooshrooms wearing breeding harnesses having mushrooms poke through them. Mooshrooms now convert to regular cows when you put a harness on them.
September 26, 2012
- Added the Ocular of Ender as a new item.
- Added Ender Spectacles as a new item.
- Changed the name of Carbon Powder back to "Coal Dust", as Carbon Powder just sounded way too high-tech, and I really don't care about mod names conflicting with those from other mods anymore :)
- Fixed problem with Bellows not being able to blow items through trapdoor blocks.
- Fixed problem with the Block Dispenser picking up emeralds instead of emerald ore.
September 25, 2012
- Added the ability for the Bellows to blow items of different "weights" different distances. This should open up item filtration possibilities that weren't present in the past.
- Added a concept of undertow to Hardcore Buoy to prevent items from floating upwards in downward flowing water.
- Added internal hooks so that add-on authors can assign which of their custom items can be blown by the Bellows, and how far.
- Changed (tweaked) several aspects of the way items behave in water with Hardcore Buoy enabled to create a more refined experience where they act in a way that feels much more natural.
- Changed the way Screw Pumps work to prevent several possible exploits.
- Fixed problem with bows and glass bottles not floating properly in Hardcore Buoy.
- Fixed problem with items sometimes getting stuck on Saws in water flow with Hardcore Buoy enabled.
- Fixed problem with stone Siding and Corners floating in Hardcore Buoy.
- Fixed annoying door-banging vanilla problem with zombie sieges spawning even when zombies shouldn't be able to spawn somewhere (like in lit up areas)
September 22, 2012
- Added a new optional game-mode (on by default) called "Hardcore Buoy". WARNING: This game mode will definitely break existing builds, as it drastically alters the way water-flow is used for item transport and filtration. However, it is much more interesting, and opens up many filtration possibilities that weren't present in the past. It may be disabled in the config file, but I strongly recommend leaving it enabled and adapting your builds, as future mod content will likely be dependent upon it.
- Added internal code for removing recipes from the Cauldron & Crucible. This should be useful to add-on mod authors.
- Added internal code for adding and removing recipes to the Mill Stone, for use by add-on mod authors.
- Changed (optimized) the way the Mill Stone works for better performance in SMP.
- Fixed smoke particle effect when the Block Dispenser dispenses a block or item.
September 21, 2012
- Added upside down Wicker Slabs.
- Added upside down Companion Slabs. Unfortunately, due to the way the metadata was structured for this block, this may mean that a small number of Companion Slabs already placed in your world may convert to upside down slabs.
- Added ability for Moulding to auto-connect to corners. This should make several shapes possible that weren't before with Moulding only auto-connecting to other Moulding.
- Added crafting recipe to recombine Wickers Slabs back into Wicker Blocks.
- Added birthing effects to villagers.
- Added high efficiency recipe to make stone brick stairs out of stone brick Moulding.
- Added the ability to grow tall grass and flowers by applying bone meal to grass back into the mod.
- Added a new variety of cat (tabby) to the game.
- Changed the Wicker Slab recipe to be only 2 wide to fit the recipes of Wool & Dirt Slabs, or "slabs that you can make with your hands".
- Changed the way Screw Pumps function to hopefully fix a problem some users were experiencing with a stack overflow.
- Removed ability to create Wool Slabs with the Saw, as it didn't make a whole lot of sense. You can still of course create them in the crafting grid.
- Fixed problem with multi-color wood stair recipes involving Moulding, not working properly in SMP.
September 15, 2012
- Added a new animated texture for Stoked Fire.
- Added particle effects when mechanical devices explode due to misuse.
- Added high-efficiency recipes to make different colored wood stairs out of the various colors of wood Moulding.
- Added code to communicate whether Hardcore Buckets is on when connecting to a server so that clients don't need to have the option set to the same value in their config file for buckets to behave properly.
- Added code to prevent players from being kicked from servers in SMP for flying while standing on moving Platforms or Wind Mills. I couldn't reproduce this problem myself mind you, so I can't be 100% this will resolve the problem for everyone.
- Changed (optimized) several mod blocks to consume less bandwidth in SMP. This applies to: Bellows, Nether Groth, Blood Wood, powered cake (you know you want to), Cement, Hopper, Soulforged Steel, Bloodwood Saplings, Mining Charge, Block Dispenser, Buddy Block, Detector Block, and the Turntable.
- Changed (increased) the range of Nether Groth spore release due to Steve's freakishly long arms.
- Changed (increased) the distance at which animals and villagers will continue to follow you if you're holding a tempting item. This is to help compensate for it being way more annoying to get them to follow you again in 1.3 if they lose interest, and to make transporting them long distances less annoying overall.
- Changed (increased) the speed at which villagers follow you while you're holding a diamond slightly, to match their normal movement speed.
- Changed Cauldrons & Crucibles to produce white smoke when they have a fire beneath them, instead of black, as this is far more noticeable given that fire produces black smoke.
- Fixed the Bellows not lifting entities on top of it when it expanded.
- Fixed blowing particles on Bellows.
- Fixed items blown by the Bellows appearing to jump from place to place instead of moving smoothly.
- Fixed Nether Groth spore release visual effect.
- Fixed Mining Charge explosion visual effects.
- Fixed Hopper particle effect when it is "dripping" XP.
- Fixed vanilla bug that caused XP Orbs to have an invalid position on the client immediately after spawning, causing them to be initially invisible.
- Fixed problem with the Wind Mill not displaying its warning message when there's not enough room to place it.
September 10, 2012
- Added Hardcore Grinding. This removes the vanilla recipes for bone meal, sugar, bread and cake, requiring the player to use the Mill Stone to grind each of these (wheat may be ground into Flour, then baked into bread or crafted into cake). Thanks to Sarudak for originally proposing this idea, and for going so far as to create a BTW add-on mod that convinced me of what a great idea it is :)
- Added Rotted Arrows as a new item.
- Added ability to fill water bottles from non-source water blocks, as this is rather useful in Hardcore Bucket mode.
- Added some of the newer mod blocks to the creative inventory.
- Added internal functionality for removing vanilla crafting recipes, as this was needed for Hardcore Grinding, and should prove useful for add-on mods.
- Added recipe for breaking down arrows in a stoked Stewing Pot. It's not lossless though.
- Changed (reduced) the amount of Bone Meal required to make Kibble, to help balance its overall usage in relation to fertilizing crops.
- Changed the amount that villagers buy books and paper for, as their relative value didn't make a whole lot of sense given that it was more productive to sell unfinished vs. finished and more resource intensive goods. This effectively decreases the value of paper slightly, while increasing the value of books significantly.
- Changed the Column recipe to be two vertical strips of stone in the crafting grid instead of 1, and to produce twice as much. This is because it fits the recipe for the Pedestal much better, and just looks better overall.
- Changed the Arcane Scroll drop types on pigmen and magma cubes to adjust for the removal of the blaze drop below.
- Fixed problem with weird artifact water being left behind when placing a water bucket with Hardcore Buckets enabled.
- Fixed problem with buckets not showing up in the creative inventory with Hardcore Buckets enabled.
- Fixed problem with the Block Dispenser being able to pickup end portals.
- Fixed problem with villagers selling Hemp and writable books in SMP, rather than buying them.
- Fixed problem where librarian villagers were buying Hemp instead of Priests. This simply would not do.
- Fixed red particles when living entities come into contact with a powered Saw.
- Fixed Placenta! Woot! :)
- Removed the Arcane Scroll drop from blazes, as the only way to effectively farm them is through spawners.
September 7, 2012
- Added the Screw as a new item.
- Added the Screw Pump as a new block.
- Added Hardcore Chests. This is a multiplayer standalone server optional mode (you can turn it off in the config file, and it does not apply to single-player or LAN) that causes Ender Chests to use a communal inventory for all players in the world, much as they worked in the vanilla pre-release. This is to prevent them wrecking anarchy SMP play by preventing all possibility of having your valuable items looted/stolen. Note that this will cause items already stored in Ender Chests to not be accessible by players on your server, so you'll probably want to warn your players to retrieve their items before installing this version if you intend to leave this mode enabled.
- Added a version check when connecting to a server with BTW installed. If your version and that of the server don't match, a warning message will be displayed to indicate this. I also added a version display in single-player when the world is first loaded. You can check it later by popping up chat ("t" is default key).
- Added recipes to recombine all the new Siding, Moulding, & Corner blocks from the last release. Note that wood blocks may only be recombined with ones of the same color.
- Changed Hardcore Bucket mode to be on by default for the mod. With the addition of Screw Pumps, it is now the official mode of play for BTW, but may still be disabled through the mod config file if you have no concept of fun ;)
- Changed (increased) the amount of time it takes for the Bellows to change state to encourage the use of slower Turntable settings with it, to help reduce SMP lag from unnecessarily fast timers.
- Changed the Bellows so that it won't pump unless it receives a continuous mechanical power state for the duration of the time it takes to change state. This is to prevent exploits in using high-speed timers (such as pulsars) to pump Bellows.
- Changed Wind Mills and Water Wheels to not be displayed unless the chunks around them are loaded. This is to prevent them giving away base locations in SMP Anarchy play due to them being temporarily visible when the surrounding terrain would normally make it impossible to see them.
- Changed the way Gear Boxes and Axles are handled internally to minimize the network traffic associated with them.
- Fixed problem with Oak Corners dropping Oak Mouldings when destroyed.
- Fixed problem with Hoppers and Bellows dropping the old wood siding when they are broken through misuse.
- Fixed problem with wood slabs & fences not dropping the correct Mouldings or Corners when cut using a Saw.
- Fixed erroneous semi-colon in the mod's config file.
- Fixed problem with Hardcore Sheep where certain parts of the breeding algorithm were using the parent sheep's dye color rather than their original color to determine the color of offspring.
- Fixed problem with empty buckets not stacking properly in Hardcore Bucket mode.
- Fixed vanilla bug in Hardcore Bucket mode where milking a cow would replace an entire stack of empty buckets with a single milk bucket.
September 1, 2012
- Added ability to use bonemeal on Hemp due to popular demand! Rejoice!
- Added Hardcore Bone.
- Added wood Siding, Moulding, and Corners for each of the different colors of vanilla wood, as it just felt really weird without them since the different colors were added to the game. Note that old wood blocks of these types (which can be identified by shortened names such as "Moulding" instead of "Oak Moulding") will not mix with the new ones in recipes, and will not stack with the new, but placing then removing the old blocks will correct this problem.
- Added Stone Brick Siding, Moulding, and Corners. More varieties of such blocks will be coming in the future once extended blockIDs are made available, but given that stone brick is probably the most popular building material right now, I figured this one was worth it, and I needed a simple test case for the new Siding, Moulding & Corner code.
- Added the ability for Moulding to connect to other Mouldings of the same type. Try it out, you'll see what I mean :)
- Added the ability to use Soul Urns as fertilizer on netherwart & Nether Groth, just like with Bloodwood Saplings. This provides a method of kick-starting netherwart farms, albeit a very expensive one.
- Added the ability for priests to buy Hemp.
- Added recipes to convert Unfired Pottery back into clay balls in the crafting grid to make it a little easier to start over when you mess up while spinning pottery.
- Changed Vine Traps to use a system similar to vanilla slabs to determine whether they should be placed upside down or not.
- Changed the recipes for both Blood Wood Saplings, & Nether Groth Spores to require 8 Soul Urns each. You're creating life here after all :)
- Changed recipes for Dirt and Wool Slabs to require two of the full blocks side by side in the crafting grid. This is so that they conform better to other vanilla slab recipes, and conflict less with other mods while retaining the ability to make them without a crafting table.
- Changed the order in which the Crucible cooks its contents so that items are melted down before new ones are created for convenience. The overall order now is: combustible items burn, items melt down, then new items (such as Soulforged Steel) are created.
- Changed priests to buy the book & quill, rather than books that are already written. This is to avoid the annoyance of putting a single letter in a book in order to be able to sell it.
- Changed the bounding box on Hemp so that it resizes to reflect its growth state.
- Changed shovels (including the Mattock) to be effective when used on tilled earth.
- Fixed problem with Unfired Pottery sometimes displaying the cooking texture when it is first place in the Kiln, only to change back to the regular texture, then back again to cooking.
- Fixed problem with melon and pumpkin stems not displaying properly when the seeds were first planted in Planters.
- Fixed problem with being able to place blocks like torches and redstone on top of empty Planters.
August 27, 2012
- Added full support for SMP! Yes, that's right: the moment you've all been waiting for is here, and BTW is fully multiplayer! Installation instructions for the server can be found in the readme. Further refinements will of course be made in the future, but for now: Have fun guys, and WOOT!!!! :)
- Added particle effects when retracting rope with the Anchor.
- Added particle effects when clay is rotated on the Turntable.
- Fixed problem with stone bricks not appearing in the creative inventory.
- Fixed problem with stone brick not appearing to change into mossy or cracked when the blocks converted.
- Removed code for universal wolf ownership as it really didn't make sense for SMP. This may mean that you have to retame your wolves if you tend to switch between MC accounts.