:DFlowerChild wrote:Let the giant flaming sword construction commence! ;)
Thank you for everything FlowerChild I think your mod never ceases to amuse me: o)
:DFlowerChild wrote:Let the giant flaming sword construction commence! ;)
Any chance of the changes getting reflected in the world gen?-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.
Just so you know, this was supposedly fixed in 1.4.5 pre... They failed. (source)-Fixed vanilla bug that caused particles (especially torch flames) to flash all over the screen in an exceedingly annoying fashion.
FlowerChild wrote:
-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!!!!
You are an inspiration to us all :)FlowerChild wrote:Man, emergency patches while I'm shit-faced are not my idea of a good time, but I can get the job done :)
But it makes the best bug report ever :pFlowerChild wrote:Man, emergency patches while I'm shit-faced are not my idea of a good time, but I can get the job done :)
From what I understand, it failed because Mojang copy/pasted the code offered in the bug report, which had the MCP names of variables and methods instead of rewriting it using the names that Mojang uses internally. FC implemented the concept behind the fix rather than just copying it in.Magnavode wrote:Just so you know, this was supposedly fixed in 1.4.5 pre... They failed. (source)-Fixed vanilla bug that caused particles (especially torch flames) to flash all over the screen in an exceedingly annoying fashion.
Well, that all came from sticky pistons (so Mojang were the ones that decided the glue-like properties of slime) and water wheels. I originally introduced glue as a mod-specific way of making them, as at the time, slimes were exceedingly hard to come by.SterlingRed wrote: And one last thing, from a previous release you separated slime from glue. Thank you so much for this! That's always been one thing that's bothered me, I never saw slime as having the same properties as glue and I didn't like them being interchangeable. I'm glad you isolated their usage.
Hehe...thanks man. That was a relatively rare bender for me (I've been taking it easy as of late), so as luck would have it, I would of course have a release explode on me when that happens.Sarudak wrote:Nice work on the drunken patch.
Hey, even if it wasn't and you'd have been way to shit faced to handle it last night, I'm certain most of us would have no problem waiting until morning for you get to fixing it. However, I love that you are dedicated enough to this mod, and the quality of it, to go out of your way to patch a bug while you're trying to enjoy your Friday night.FlowerChild wrote:I was also lucky in that it was a relatively simple bug to fix.
FlowerChild wrote:Never have I seen folks have this much fun with sheep without wearing a kilt.
FlowerChild wrote:you haven't seen a fight scene until you've seen one with horse schlongs swinging free
Yeah, it's just that server crashes really aren't cool IMO. It's one thing if you're playing a game locally and you know doing something specific will crash your game. It's another if any player can bring down a server through their actions.Thordan Ssoa wrote: Hey, even if it wasn't and you'd have been way to shit faced to handle it last night, I'm certain most of us would have no problem waiting until morning for you get to fixing it. However, I love that you are dedicated enough to this mod, and the quality of it, to go out of your way to patch a bug while you're trying to enjoy your Friday night.
Well, yes and no. I enjoy "fixing" the base-game design wise like with a lot of the recent hardcore tweaks. I find it very satisfying, and I think it has maximum impact in terms of bang for the buck.RezDev wrote: It must be frustrating spending most of your time these days fixing the base game instead of working on your own ideas.
Well, as long as you're still having fun with it it's cool then. I'll keep playing it, as it's fun to be a (small) part of an ever-evolving project.FlowerChild wrote:Well, yes and no. I enjoy "fixing" the base-game design wise like with a lot of the recent hardcore tweaks. I find it very satisfying, and I think it has maximum impact in terms of bang for the buck.
You're such a tease... :)HOWEVER, the plans I have for Beacons are now so hela-cool, that I think it made the past couple of months of nightmarish updating all worthwhile.
You sire are a god, not necessarily a benevolent deity.. but more one of those gods from the elder pantheons of gods.. ones with more arms and teeth and swords than feasibly possible and with a penchant for scorched flesh sacrifices and demanding unwavering devotion from their followers.FlowerChild wrote:Version 4.35 of Better Than Wolves is ready for download!
Oh! Thanks man! Yeah, that change went almost unnoticed, so thanks for taking the time to comment on it :)KittenToaster wrote: Going back a few versions to 4.22 changes as it's taken a while to filter through I suppose as we only play this map if most of us are online, but the decision you took in switching the hibachi to require elements instead of filaments and thus require blaze powder was spot on. Moving onto the pottery tier is now actually a challenge instead of a "meah" moment that gives no real sense of accomplishment. Subtle and calculated tweaks such as the above really do make the mod shine and slows the ability to jump through tiers in the early game, which I certainly approve of.