Re: New Release! (BTW V4.99999A0D Marsupial??!!)
Posted: Sun Oct 26, 2014 6:36 pm
Awesome release (:
Thank you!
Thank you!
The official place for BTW discussion
https://forum.btwce.com/
I am very grateful for this. I always felt cheated/punished for building and working near original spawn. I am glad that everywhere is now equal. And as always, you have found an elegant solution to reducing metagamy behavior.FlowerChild wrote:Version 4.99999A0D Marsupial??!! of Better Than Wolves is ready for download!
Download Link
-Added a new system for despawning items dropped on player death. Instead of using the regular item despawn timer, these items will disappear one Minecraft day after the player dies (20 minutes real time), regardless of whether the chunks they are in are loaded or not. This makes the behavior of these items more consistent regardless of whether you are near original spawn or not, and reduces the effectiveness of gamey behavior like avoiding the area in which you died so that the items don't despawn. It will also hopefully further encourage the building of infrastructure like road and rail networks to quickly return on death. Note that in single player if time advances to the next day due to a death, this is taken into account by the system and it does not cause you to lose the time in between in terms of item despawn. Also note that this change will not affect items dropped on death previous to installation of this version, so if you have any lingering in the world, they will despawn as normal.
FlowerChild wrote:This is balanced by original spawn being a great place to build mob-traps and other automation due to it being constantly loaded, and by the fact that if you build near spawn, recovery from death is generally much easier.
It's fine. Original spawn is a special magical place within the world, and things behave differently there. That's consistent with the backstory of the mod.woeuntoyou wrote:Hey, I was the guy who posted about items despawning near original spawn in the feedbacks. It's been a busy couple of months so I haven't replied. I wasn't really upset because I had lost my stuff. I was upset because it was inconsistent. If I had died literally anywhere else, I would have gotten my items back. So I'm glad that that is fixed. And I'm also very glad to see you back updating. :)
Edit: Since I brought that up (hopefully it's ok here), how will you balance this?
Well, whatever your reasons were, I'm glad of the change. Looking forward to the next update.FlowerChild wrote: It's fine. Original spawn is a special magical place within the world, and things behave differently there. That's consistent with the backstory of the mod.
I changed item despawn behavior more because I disliked the gaminess of not having to rush to get your stuff elsewhere rather than because of any real inconsistency there, and like I said, it was something I had been pondering prior to your feedback post, so that really had nothing to do with it.
Woot! You rule Icy :)icynewyear wrote: SHAZAM!
Hehe...yeah, that was an additional change I slipped in when I added the odd lingering peasant to abandoned villages awhile back :)Taleric wrote:I just noticed the farmers I found in a partial village look...
I take great pains to write exact release notes in order to avoid questions like this after the fact. Please read them.Adenine wrote: Just one question before I install this though. Does the item despawn timer only affect object dropped on player death? I have a number of item drop timers in my machinery, are they affected by this?
Hope you have a good time with them man :)icynewyear wrote:Thanks for the update man. I'm super excited about death changes. The ender pearl stuff is kicking my ass in gear to get an ender farm going. As always, thank you :)
;) That's why you build the collection system first.. because yenno accidental early testing :DRalphKastro wrote:ooh, ender pearl blocks, better finish up this mob trap so I can be ready to go more fearlessly into the end
*falls into pit of doom and gets killed by a dozen mobs while with all diamond equipment*
nah, I think I'll just finish it next week.
I did get a jungle spawn as well but we have to disregard, being so close to the next biome border. Center of the jungle is the real killer :(frank2982 wrote:I don't know if it is because I have Large Biomes set. But started a fresh world with the new release and it spawned me right into a jungle. Granted there is a desert and swamp right over the river I am near.
Seed for that world is:
-8610445294221369654
Yup, that's exactly right. It may appear that you're in a jungle, but if you're on the border the game likely doesn't consider you as such.Taleric wrote: I did get a jungle spawn as well but we have to disregard, being so close to the next biome border. Center of the jungle is the real killer :(
So I didn't really think this was a huge change originally, wolves and villagers normally were each in their own separate biomes most of the time. But my first ever attempt at a cross continent villager migration effort showed me how wrong I was. Any place where you might find wolves is much more difficult to travel through if you're transporting villagers, even if the wolves aren't yet hungry. It proved to be an interesting wolf radar system though, I constantly was checking back on my crowd while holding a diamond and at random intervals the entire crowd would disperse in different directions until I hunted down the wolf, killed it, and corralled them together again. I thankfully had two survivors make it, a librarian and a butcher. Along with my max farmer that means I should eventually be able to get the whole set after throwing a bunch of diamonds at them.Changed wolves to think that villagers are rather tasty and villagers to not think very highly of them as a result.