Difference between revisions of "Change log"

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==Version 4.70==
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'''May 3rd, 2013'''
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*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.
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*Added [[Hardcore Protection]] which is comprised of a number of changes and additions to how armor works in BTW, which are listed individually below.
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*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 ;)
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*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.
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*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.
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*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.
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*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.
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*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).
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*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.
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*Added internal hooks so that add-on authors can have items either not be consumed or get damaged during the crafting process.
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*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.
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*Changed the recipe for [[Straps]] so that they are created by combining [[Cut Tanned Leather]] with shears in the crafting grid.
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*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]]!).
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*Changed (further nerfed) the efficiency of stone tools on blocks to further encourage the upgrade to iron.
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*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.
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*Changed (optimized) the number of polygons that are rendered for snow, which should aid performance in taiga biomes.
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*Fixed problem with picks not being efficient vs silverfish blocks.
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*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.
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*Fixed vanilla problem where tools would break at -1 damage instead of zero.
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*Fixed problem with the [[Lens]] inventory render sometimes changing shape based on activity with other blocks.
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*Removed the high efficiency book and item frame recipes using [[Tanned Leather]], as that functionality is now replaced more elegantly by [[Cut Leather]].
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==Version 4.69==
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'''April 30th, 2013'''
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*Changed (further optimized) how grass blocks render.
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*Changed (further optimized) how the full blocks that comprise most of the world (like stone and dirt) are rendered.
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*Changed (optimized) the way most blocks determine if a particular side should be rendered or not.
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*Changed (optimized) the way [[Groth]] renders to cut down on the total number of polygons involved.
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*Changed picks to be effective on beacons and [[Light Blocks]].
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*Fixed problem with how water flow was computed in the last release.
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*Fixed problem with the rendering of [[Vine Traps]].
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*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.
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*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.
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==Version 4.68==
 
==Version 4.68==
 
'''April 29th, 2013'''
 
'''April 29th, 2013'''

Revision as of 16:29, 5 May 2013

Version 4.70

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 recipe for Straps so that they are created by combining Cut Tanned Leather with shears in the crafting grid.
  • Changed the recipe for Tanning Leather so that it requires Scoured Leather, Dung, AND a number of logs (for Tannin). The number of logs required is dependent on the species of tree, with the requirements left for the player to discover (even more Hardcore Wood!).
  • Changed (further nerfed) the efficiency of stone tools on blocks to further encourage the upgrade to iron.
  • Changed (greatly nerfed) the durability of wood and stone picks (this doesn't affect the other tool types of the same material) to further emphasize the advantages of upgrading to better ones, and to hopefully make branch mining with stone picks far less feasible to further encourage collection of iron in the early game through cave exploration rather than mining.
  • Changed (optimized) the number of polygons that are rendered for snow, which should aid performance in taiga biomes.
  • Fixed problem with picks not being efficient vs silverfish blocks.
  • Fixed vanilla problem with the particles for block breaking effects rendering behind the cracks on the block itself. It was too annoying to leave as is.
  • Fixed vanilla problem where tools would break at -1 damage instead of zero.
  • Fixed problem with the Lens inventory render sometimes changing shape based on activity with other blocks.
  • Removed the high efficiency book and item frame recipes using Tanned Leather, as that functionality is now replaced more elegantly by Cut Leather.

Version 4.69

April 30th, 2013

  • Changed (further optimized) how grass blocks render.
  • Changed (further optimized) how the full blocks that comprise most of the world (like stone and dirt) are rendered.
  • Changed (optimized) the way most blocks determine if a particular side should be rendered or not.
  • Changed (optimized) the way Groth renders to cut down on the total number of polygons involved.
  • Fixed problem with how water flow was computed in the last release.
  • 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.

Version 4.68

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.

Version 4.67

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 dispensers not always rotating properly on the Turntable.
  • Fixed problem with Pedestals not transmitting rotation to any attached objects (like torches) when rotated on a Turntable.
  • Fixed problem with mod armors not displaying correctly when worn by mobs.
  • Fixed problem with the Buddy Block not updating its textures properly.
  • Fixed problem with repeaters placed by the Block Dispenser not updating their power state immediately.
  • Fixed problem with Lens beams not always updating properly when an obstructing block was removed.
  • Fixed problem with axes being efficient on stone slabs (and ones with stone-like materials).
  • Fixed problem with villagers offering trades that were impossible to complete due to the new stack limits on food.
  • Removed villagers offering to buy rotten flesh as a trade. What the heck were they doing with it anyways?

Version 4.66

April 17th, 2013

  • Updated the mod to version 1.5.1 of Minecraft. Note that as part of this process, I ripped out almost all the new features that Mojang added as most of them serve to imbalance, are primarily useful only for their exploits, and/or don't fit well with BTW. *Some* of that functionality may be reactivated in future releases, but I want to give myself proper time to consider each individual feature and its impact on the game before making them a part of BTW, instead of rushing those decisions as part of the update process. My apologies, but vanilla design has gotten so substandard/random/absent that I am no longer comfortable just integrating anything new they put in by default, as it risks severely degrading the quality of the mod. From this point forward I intend to hold vanilla features to the same design standards that I apply when adding new features to BTW (in other words, if I wouldn't want to add it to the game myself, I won't include it in BTW), and will be referring to BTW as a "total conversion" (instead of a "mod") to reflect that. The one exception I'll be making to this is features that affect world generation (like nether quartz), as I don't want to leave holes in people's worlds by disabling them.
  • Added Crucible recipe where two trip wire hooks can be melted down into 1 iron ingot.
  • Added high efficiency recipe for the Turntable using smoothstone siding instead of blocks.
  • Added "on" textures for both wood and obsidian detector rails, to match the vanilla stone one.
  • Added crafting recipe to convert web blocks into string.
  • Changed the Flint Block to use the vanilla bedrock texture, as was originally intended.
  • Changed nether quartz to better fit with BTW and the nether.
  • Changed the clock, redstone repeater, and Turntable recipes to all use nether quartz instead of redstone dust. Otherwise, the recipes remain unchanged.
  • Changed picks to be effective versus Hand Cranks, levers, glass, glass panes, stone buttons, pistons, and glowstone.
  • Changed axes to be effective versus wood buttons and ladders.
  • Changed shears to be effective versus wool and leaf blocks.
  • Changed the drops on boats when they are destroyed to better match the high efficiency recipe.
  • Fixed problem with filled buckets and maps returning iron ingots when melted in a Crucible, instead of iron nuggets.
  • Fixed problem with lit Mining Charges sometimes visually disappearing before they exploded.
  • Fixed problem with the player moving excessively slow from side to side while climbing vines.
  • Fixed vanilla problem where torches couldn't stick to the sides of redstone blocks.
  • Fixed vanilla issue that was causing rendering glitches on lit TNT/Powder Kegs.
  • Removed the string drop when you destroy a web with a sword. Axes and swords are still efficient at cutting through webs, but if you want the string from them, you'll need to harvest with shears, then use the above listed crafting recipe to convert it to string. Note that this makes shears an effective way of gaining access to string with which to make a bow in the early game.
  • Removed vanilla method of repairing items through combining two of them in the crafting grid. It was nigh useless in general play, never made a whole lot of sense, and was creating exploits involving wither skeletons and stone swords.
  • Removed the mod's automatic disabling of spawn protection with Hardcore Spawn enabled, since vanilla allows server operators to turn that off themselves now.
  • Removed the mod's "reliable block update" functionality, as this now seems to be provided by vanilla.
  • Removed BTW's code for preventing compasses and sundials from displaying correct information in the stats page due to the code for them changing completely. I'll reimplement that feature in a future release.
  • Removed the Stoked Fire custom texture as the new vanilla system no longer supports procedural textures. For now I'm just using the regular fire texture once again, but will create a new custom texture for a future release.
  • Removed the dispenser's ability to place minecarts and boats as that functionality better suits the Block Dispenser.
  • Removed the dispenser's ability to place and remove water or lava buckets, even when HC Buckets is turned off. This functionality simply does not suit the block.
  • Removed all the fetid and lingering remnants of the horrid monstrosity that is the Forge from the mod as part of the update to 1.5.1, since all the functionality I was still using is now provided by vanilla. Huzah! :)

Version 4.65

April 4th, 2013

  • Added "partially abandoned" villages to the mod. These exist on the border zone between abandoned villages and normal ones, in terms of distance from spawn. This is largely an aesthetic change, and helps smooth the transition from one type to the other, but otherwise doesn't really impact the game in a way that should motivate people to start a new world or what have you.
  • Added Hardcore Wood, which assigns different burn times to different wood types in the furnace. The value of the different wood types is left to the player to discover.
  • Added recipe to convert clay blocks to clay balls in the crafting grid instead of having to place and break them.
  • Added sounds to the furnace when it is lit for greater ambiance.
  • Added weeding as part of the overall farming experience. Yeah...I'll let you figure that one out on your own ;)
  • Changed (rebalanced) the relative value of wood & stone vs iron tools to make the gap in terms of effectiveness *much* wider. This is intended to make the upgrade to iron a much larger jump, and thus far more rewarding than it previously was. Generally, the nature of these changes are along the lines of a severe nerf to wood & stone (which also introduces further challenge into the early game), and durability increases to iron tools so that they'll last you longer once you obtain them.
  • Changed the way blocks are harvested so that not using the appropriate tool on a material will always take a rather long time (similar to how it does when you break stone with your fist), regardless of whether you still get the result in the end. For example, it will take much longer to break logs or dig dirt with your hands, although you will still get the wood or dirt in the end. This greatly increases the value of axes and shovels in particular, which were both rather underused tools, as well as making things a tad more challenging in the early game, and also has a number of interesting consequences throughout play such as spider webs being extremely difficult to break and thus escape unless you have a blade. If there are any blocks that feel like they don't have an appropriate tool assigned to them, please let me know, as this was a rather major change and it's entirely possible I missed a few.
  • Changed the name of firework rockets to better reflect their functionality.
  • Changed axes to be effective when used on leaves and vines, which makes them a much quicker way to clear them. This also makes them a rather effective "machete" when attempting to navigate jungles. Also made them effective vs webs, operating under the assumption that it takes a blade of some form to hack through them, as well as cactus and wool. Basically, if you used to break it with your hands, and it's become a pain to do so...try using an axe ;)
  • Changed the furnace to burn twice as long with the same amount of fuel, and to take twice as look to cook an item. This leaves the amount of total fuel required to cook an object unchanged (example: coal will still cook eight items), but makes the furnace a more viable emergency light source for the early game if you've yet to find any coal.
  • Changed the furnace to burn fuel regardless of whether there are any items to cook in its inventory, for the same reason as above. This also makes furnace management more interesting in terms of avoiding wasting fuel, and furnaces automatically going out when they no longer have stuff to cook always felt rather meta*gamey anyways.
  • Changed the Nethercoal recipe to produce 4 units instead of 2, and cut its burn time to half what it was in the furnace. This makes it much more efficient for use in crafting torches, while leaving total furnace output unchanged.
  • Changed furnace burn times on various blocks and items so that they relate better to each other, and to correct exploits. This mostly affects wood in particular, given it's now the furnace fuel of choice since the changes to coal, but I've also tweaked burn times pretty much across the board so that they make a bit more sense relative to each other.
  • Changed things internally so that furnace burn times set by mods will override those set by vanilla. I mention this in case add-on authors can also make use of it.
  • Changed fishing to make it more time consuming for balance compared to other food sources.
  • Changed melon and pumpkin stems to not drop seeds when they are harvested to prevent exploits. Seeds can only be obtained from the melons and pumpkins themselves. If you kill the plant before it produces fruit, well...tough luck :)
  • Changed (reduced) the rate at which grass spreads to encourage larger pastures for your grazing animals (cows & sheep). This may also help performance on lower end systems as there is a *lot* of grass in the world, and it constantly makes these kinds of checks for growth, even when it's not possible.
  • Changed the bucket recipe to use 7 iron nuggets in a 'U' pattern, instead of 3 iron ingots, to better balance it for the recent changes to iron.
  • Changed the sound on webs to be squishier.
  • Changed (tweaked) mob and animal AI a bit in ways you will likely not even notice, for a bit of subtle refinement to their behavior. I just mention it in case any odd or buggy behavior shows up as a result, in which case you should let me know.
  • Removed the ability to craft wood and stone swords from the game. Note that the wood picks and shovels make for passable clubs (I've boosted the damage on the wood shovel to be the same as a pick), and the stone axe is an incrementally better weapon than the wood tools, creating a smoother progression curve to the early game, and providing a much greater reward for making iron swords, especially since you gain the ability to block with them.
  • Removed the ability to craft the wood axe from the game, for the same reasons as above, and because it never made a whole lot of sense anyways.
  • Removed the ability to craft wood and stone hoes from the game, which results in the player having to work their way up to the ability to farm crops in the early game. It also makes hoes and expanding your farms a more significant investment and part of the game overall, as there was never any real reason to use anything other than a stone hoe in the past. In an abstract sense, this also serves as an analogy for the player moving out of the hunter/gatherer "stone age", beginning to be able to farm crops, and being able to settle a location in a more permanent manner.
  • Removed some lingering vanilla code that was causing some mobs to still stop wandering with distance from the player.
  • Fixed problem with mushrooms cooking forever in the Cauldron in the presence of Dung.
  • Fixed problem with books being enchantable.

Version 4.64

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.

Version 4.62

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 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.

Version 4.61

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.


Version 4.60

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! :)


Version 4.59

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.

Version 4.58

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.

Version 4.57

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 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.

Version 4.56

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.

Version 4.55

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 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 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.

Version 4.54

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.

Version 4.53

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.

Version 4.52

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.

Version 4.51

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 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.


Version 4.50

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.

Version 4.42

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.

Version 4.41

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.

Version 4.40

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 a small amount of damage to falling Hardcore Melons, along with custom death messages for them.
  • 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.

Version 4.38

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 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.

Version 4.37

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.

Version 4.36

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 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.

Version 4.35

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.

Version 4.34

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.

Version 4.33

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.
  • 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.

Version 4.32

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.




Version 4.31

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 (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 Detector Block may currently miss updates on chunk load that may cause Gear Box breakage due to Wind Mills spinning out of control.

Version 4.30

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 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 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 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.

Version 4.22

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.

Version 4.21

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.

Version 4.20

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.

Version 4.16

September 26, 2012

  • 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.

Version 4.15

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)

Version 4.14

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.

Version 4.13

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.

Version 4.12

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.

Version 4.11

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 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.

Version 4.10

September 7, 2012

  • Added the Screw as a new item.
  • 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.

Version 4.01

September 1, 2012

  • Added ability to use bonemeal on Hemp due to popular demand! Rejoice!
  • 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 Wool & Dirt Slabs to handle light opacity in the same way as vanilla slabs.
  • 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.

Version 4.00

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.

Version 3.xx

Version 3.0 Changelog

Version 2.xx

Version 2.0 Changelog

Version 1.xx

Version 1.0 Changelog