Better Than Wolves Mod 1.5.2/1.5.1
Better Than Wolves Mod 1.5.2
Better Than Wolves Mod adds many new functions to the game, including powered a mechanical power system, light blocks, pulleys and platforms, pourable cement that turns into stone, pottery, a way to cook food (but only food) without wasting any fuel and much more!
Better Than Wolves is organized into distinct “Ages” that represent different stages of Steve’s technological progress. Each Age in turn may be organized into separate Tiers that represent separate tasks that the player must achieve in order to progress to the next.
The following instructions are organized chronologically in terms of what the player must accomplish in order to progress forward in the mod. If you are just starting out with Better Than Wolves, then it is recommend you commence at the top of the instructions and work your way downwards. This mod is rather complex, and it is my hope that organizing these instructions in this fashion will make it all easier to digest for a new player.
If you have additional questions about the mod that aren’t covered in this post, you can also consult the Better Than Wolves wiki:
Installation Better Than Wolves Mod
- 1) Make sure minecraft is not running.
- 2) Download and install Modloader
- 3) Open your minecraft.jar with Winrar or other program
- 4) Delete the META-INF folder in minecraft.jar (you should have already done this when you installed ModLoader)
- 5) Copy all the files and folders in this mod’s MINECRAFT-JAR folder into your minecraft.jar (overwriting any existing files).
- 6) Profit!
Note: This mod can NOT be installed by using the ModLoader method of simply copying this zip file into the “.minecraft/mods/” folder. It modifies base classes, and thus this ModLoader functionality can not be supported (as explicitly stated in the ModLoader documentation). You MUST copy the appropriate files into minecraft.jar as described above for this mod to function properly.
- For Advanced users only: If you want to remap the block and item ids to ensure compatibility with another mod copy BTWConfig.txt into your \.minecraft folder and edit it to your liking.
- Warning: Make sure you know what you’re doing if you attempt this. Tampering with this file can corrupt save games and result in crashes if you screw up. YOU HAVE BEEN WARNED.
- 1) Make sure minecraft is not running.
- 2) Open your minecraft_server.jar with Winrar or other program
- 3) DO NOT install Modloader and DO NOT delete META-INF. Unlike with the client, these steps are not necessary, and it will not work properly if you perform them.
- 4) Copy all the files and folders in this mod’s MINECRAFT_SERVER-JAR folder into your minecraft_server.jar (overwriting any existing files).
- 5) Optionally, copy the mod’s config file into the same directory that contains minecraft_server.jar.
- 6) Obviously, clients connecting to your server will need to have BTW installed.
- 7) ….
- 8) Receive heaps of praise from the players on your server for installing BTW, and laugh maniacally as you ban dissenters.
Or see installation in wiki page
Better Than Wolves is designed as a standalone mod and as such does not support compatibility with any other. Existing compatibly with any given mod is purely coincidental and may be removed without notice in future updates.
- Added Hardcore Sinkholes as yet another thing you shouldn’t worry about, particularly in the nether, where you should really be completely relaxed about the whole thing.
- Added a few new trades to villagers to further flesh out the system in the previous releases.
- Added a chance to find a small number of peasant villagers in abandoned villages, as well as butchers and blacksmiths in semi-abandoned ones. This should give villagers a bit more progression where the basic ones are more likely to be encountered in the early game, and with the more advanced professions only being encountered as your roam further afield. This is to help play off of some of the tutorial aspects in the trades of villagers and to make them feel like a more integrated part of the overall progression. It should also make finding abandoned villages in the early game a bit more interesting and make them more worthwhile to explore. Note that this will not affect already generated villages and will only occur with new ones.
- Changed (increased) the radius at which villages will be semi-abandoned to make them a bit more prominent and fit better with the above addition of different villager types to them. Again, this only applies to newly generated villagers.
- Changed a little something something about priests. This one you should probably worry about.
- Changed skeletons to not be damaged by cactus to make them a little less of a Swiss army knife defense system.
- Changed Bloodwood logs to use the same orientation method on placement as regular vanilla logs.
- Changed snow so that the movement penalty it applies is in addition to whatever modifier the block beneath it applies, instead of overriding it entirely. This means for example that you will move faster on snow above cobble than you will on snow above leaves.
- Removed the cobble and gravel trades for villagers as upon further consideration I became concerned that those trades would actually discourage construction projects (roads in the case of gravel) as there might be a tendency to want to save those resources for trading. I also wanted to limit the possibility of cobble gens being used to generate cash. If your villagers already had such trades available, they’ll still be there, but new ones won’t be generated.
- Fixed problem that was causing the hunger bar not to wiggle on using a Hand Crank.
- Fixed a potential crash with the villager trading GUI that seemed to be a vanilla leftover.
- Fixed problem where Packed Earth, Dung, and Blight blocks wouldn’t rotate on the Turntable in terms of them not transmitting rotation to blocks above them or attached blocks like torches.
- Fixed problem where the Block Dispenser was harvesting cocoa beans as cocoa powder, wouldn’t plant cocoa beans when activated, and wouldn’t spit out Cocoa Powder as an item.
May 11th, 2014
- Added a new villager trading system which is left for the player to discover.
- Added visual feedback to the hunger meter whenever hunger is consumed by a player action. This will hopefully make players more aware of some of the subtler aspects of the hunger system like how spam-clicking mobs burns excessive hunger, or how jumping or sprinting frequently does the same.
- Added a little more progression to axes: now, iron axes and better will not consume hunger when you are chopping through zero toughness vegetation like grass and flowers, making them ideal for clearing paths for yourself as you move about above ground. In addition to this, diamond level axes and better will not consume durability when destroying leaf or vine blocks, which means you can use them to carve paths through jungles or other dense vegetation without them ever wearing out. This gives a significant boost to the usefulness of axes in general as they were still rather underpowered relative to other tools, as well as further encouraging path and road building. Note that gold axes are considered “worse” than iron for the purposes of this, and thus get no bonuses.
- Added a grunting sound to when players perform a zero-damage attack on a creature due to hunger or health depletion. This should make it a little clearer what’s happening under these circumstances.
- Added the ability to render Mystery Meat into Tallow. My apologies for the glaring oversight there. I guess I’m not a beautiful and unique snowflake after all.
- Added restrictions to villager breeding so that they will only produce children of the same class as one of their parents (Hardcore Caste System?). Therefore, in order to gain access to a particularvillager type you *must* find one in the world first. Note that with the other changes in this release, this greatly reduces the value of partially abandoned villages, as well as increases the significance of keeping particular villagers safe once found.
- Added the color of candles to their names to simplify their identification.
- Changed a little something something about Pigmen behavior that is absolutely nothing to worry about.
- Changed the Ocular of Ender to use ender pearls in its recipe instead of eyes of ender.
- Changed the bed recipe to require Padding instead of wool.
- Removed the player’s ability to craft eyes of ender, as this is now a villager trade. I mention this aspect specifically since it changes the overall progression In other words, you *must* find avillager willing to trade for them in order to progress beyond a certain point, meaning that finding and trading with villagers is now part of BTW’s tech progression.
- Fixed problem with Wicker returning only 4 sugar canes when disassembled instead of 9.
- Fixed problem where Ropes could be attached to upwards facing Anchors.
- Fixed problem where Saws weren’t cutting Hemp, sugar cane, or wheat.
- Added Hardcore Brewing. This is comprised of a number of small changes to the potion brewing system detailed below, to hopefully better balance it relative to the rest of the mod’s content, and to up the value of various mob drops, while reducing the prominence of the whole “golden vegetable” bit. As a general heads up though: don’t make any assumptions about how to brew potions or their effects and make sure to read the below changes, as it’s rather different from vanilla Minecraft now.
- Added recipe to convert planks straight into Shafts with a single block for convenience, particularly in the early game.
- Added the “Mysterious Gland” as a new semi-rare drop to squid which is used in the brewing of healing potions, instead of glistening melons.
- Changed fermented spider eyes to “Venom Sacks”, and removed the ability to craft them. They are now a semi-rare drop from Jungle Spiders, and are used in the same way as fermented eyes used to be within potion brewing.
- Changed the Grate and Wicker recipes to require 9 Shafts or sugar cane in a full crafting grid rather than the previous 4 for balance, particularly in the early game where they were being used by some players for excessively cheap barricades and windows.
- Changed night vision potions to be created with spider eyes rather than golden carrots.
- Changed (reduced) the drop rate of spider eyes to be a semi-rare drop to fit their new role in potion brewing.
- Changed poison potions to be created with red mushrooms rather than spider eyes.
- Changed the visual effect on night vision potions both to look cooler in terms of having interesting visual effects depending on circumstance, and so that you can now distinguish between areas in light and darkness with it active, as there were some rather severe disadvantages previously to using it as you couldn’t really tell which areas were in darkness, and thus where monsters could spawn.
- Changed Creeper Oysters to brew splash potions rather than gunpowder to open up the possibility of using offensive potions earlier in the game.
- Changed Brimstone to be used to increase the potency of potions rather than glowstone dust to create more of a progression to when you gain access to more powerful potions.
- Changed the recipe for Maps to have a Soul Urn in the top and bottom middle crafting slots instead of paper (it is unchanged otherwise with paper on the sides and a compass in the middle). This was done both to better explain the “magic GPS” aspect of maps, so that they can’t be relied on for navigation in the early game, and so that they fill the role more of an advanced navigation tool in the overall tech progression. All told, hopefully they will feel a little less cheaty now, and more like a legitimate gameplay feature.
- Changed jungle saplings so that 4 of them next to each other will only grow into huge jungle trees if all 4 are fully grown.
- Removed the spider eye drop from jungle and cave spiders. They are now exclusive to regular giant spiders. In combination with the venom sack change above, this gives a distinct role to the different spider types, and a specific reason to farm Jungle Spiders.
- Removed the whole “healing potions hurt undead, harming potions heal them” thing from the game, as it was just hurting potion brewing overall as a system. The problem was that it turned healing potions into a “swiss army knife” where they would both help you and hurt a good portion of the mobs in the game, including the wither, which is probably the fight where you most want potions. Meanwhile, it relegated harming potions to pretty much never being used as a result (except in PvP) due to their tendency to both hurt you and help mobs. Short version: all potions now effect undead the same way they effect other mobs.
- Removed spider immunity to poison potions for similar reasons (this applies to all spider types). Minecraft just doesn’t have enough mob types to justify these kinds of rules for potion use against them. This isn’t a classic RPG with over a hundred mobs or something that can support these kind of special case rules for potion use, without drastically decreasing their effectiveness to the point of being useless. If potions are only effective some of the time, players likely just won’t bother with them, and certainly won’t keep them in their hot bar.
- Removed the ability to craft Blight into Nether Groth as it never really suited its intent as a nasty side-effect of the player’s actions rather than something you’d want to intentionally create. Mycellium is thus the only way to create it once again, but an alternate method will be coming soon in an upcoming release.
- Fixed a problem with sapling growth where they would revert to the smallest size on occasion if growing in tight spaces.
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