Thedevelopers have added one of the most famous mobs to Minecraft Pocket Edition 0.4.0, which is rightfully considered a creeper. These creatures will appear in the daytime and at night. At the sight of users, mobs begin to sneak up on them, and after a few seconds, they explode.
In addition, creepers can cause damage not only to players but also to all buildings. For this reason, it is recommended to illuminate the entire territory of the dwelling well with torches. After all, hostile creatures of the blocked world cannot appear in a very bright place.
Also in the Minecraft PE 0.4.0 version, previously unseen items have been added. Among them, hoes for digging beds stand out, as well as wheat and animal meat. Raw flesh should be cooked in the oven before use, so as not to get a negative effect.
In Minecraft Pocket Edition 0.4.0, the amount of building blocks has significantly expanded. Now users will have much more opportunities to bring to the blocked world their creative potential. The new materials for buildings include the following blocks:
v0.4.0 alpha was a major update to Minecraft: Pocket Edition that was released on September 6 and 13, 2012. It added notable features such as beds, trapdoors, creepers, new food, and farming items, as well as other changes and fixes.[2] This update was also the first public release for Amazon's Fire devices.
Minecraft PE 0.4.0 is a fairly large update in which the developers have significantly diversified the gameplay. Thanks to the appearance of new mobs, objects, and blocks, the cubic world has been transformed and has become even more interesting.
After that, users can plant seeds in them and get their first harvest. Thus, the players have expanded the possibilities of farming and creating food. Also in Minecraft 0.4.0, the hero can get several types of raw meat.
Creepers silently sneak up on the player and explode next to him. The hero will have only 5 seconds to move away and avoid damage. It is worth noting that users can meet these creatures not only at a night but also during the day. They also do not burn in the sun.
Before this change I had one mod (Better Part Manager) which would not load with SpaceWarp.
Better Part Manager updated and required SpaceWarp 4.0.
So fair enough, obviously I am prepared to do continuous mod upgrades.
SpaceWarp version 4.0 is only provided by the so called "BepInEx version".
Now Better Part Manager works and all the other mods are not loading.
Fine, I have rolled back to SpaceWarp 3.2 and no BPM mod for now.
Please, mods install for KSP1 was so easy, put it in the GameData folder and that's it. I know there is a need for a mod loader and I think/hope there is one coming from the KSP2 devs.
Frankly, ckan was completely pointless, but acceptably well implemented.
Don't make KSP2 into a Minecraft Forge/MultMc/GDLauncher/Orespawn mess!
This has to be easy and common across the whole modders community.
Please, mods install for KSP1 was so easy, put it in the GameData folder and that's it. I know there is a need for a mod loader and I think/hope there is one coming from the KSP2 devs.
Frankly, ckan was completely pointless, but acceptably well implemented.
Don't make KSP2 into a Minecraft Forge/MultMc/GDLauncher/Orespawn mess!
This has to be easy and common across the whole modders community.
That's why SpaceWarp did what it did - stop providing a mod loader and only rely on BepInEx going forward. So, there is just one functional mod loader now, BepInEx. SpaceWarp is now just a library that most mods depend on.
Because of this big change, all mods made for SpaceWarp 0.3 or earlier won't work on SpaceWarp 0.4+, and authors need to update them. It was a needed change, since most people agreed that having two different mod loaders was messy. And now after this big transition, SpaceWarp will finally be soon ready for its first stable release 1.0, which should also mean that mods will stay compatible with new versions much longer.
Also another thing to keep in mind is: KSP 1 modding scene has been here for over 10 years, it's had its time to mature, and I'm sure that all the mods/loaders/APIs weren't completely stable and set in stone within weeks or months or even years of first release. You can't really expect KSP 2 modding to become stable and forever backwards compatible just 10 days after the game's first early access build was released. It's an extremely early version which is very much a work in progress. You can expect mods to break with big mod loader/library updates and you can expect some to break with every game update, too.
Ok, I'm getting sick of this. Every time I go to install BepInEx, I get...nothing. I installed BepInEx + SpaceWarp this morning specifically to get access to Community Fixes. Take a look at my folder structure; this is EXACTLY what spacedock says I should have:
I'm frustrated with this. I'm tired of having to ask for help with this. And I'm tired of being the only person here who seemingly cannot get this installed. I am asking for someone to please - PLEASE - tell me what is wrong with my directory structure here. Why does this not work for me?
NM - I reverted strictly to SpaceWarp v 3. I still have no clue why, when I follow the instructions, I cannot get BepInEx to work. Can someone please review my directory structure and validate that it's correct? And let me know what I should have in each of the folders, to include mods? Something is getting lost in my following the instructions.
You're using the old file structure. SpaceWarp and all your mods now go in /BepInEx/plugins. Should look a little something like this (in my example KSP2 ModDev is the root directory of KSP2)
Are you sure your KSP root has the correct BepInEx doorstop_config.ini and winhttp.dll? Also the old /SpaceWarp folder should just be deleted at this point if you use SpaceWarp 0.4. Other than that, your directory structure looks correct.
Ok, none of the instructions mentions which version of doorstop or winhttp.dll needs to be in the root directory. Both SpaceWarp and BepInEx have these components in them, and I don't know which one is which any longer.
I hate to do this AGAIN, but I need clear instructions here. Every time I follow what's written it fails. Without question it fails. I'm doing something wrong by following the instructions on spacedock.
Ok, none of the instructions mentions which version of doorstop or winhttp.dll needs to be in the root directory. Both SpaceWarp and BepInEx have these components in them, and I don't know which one is which any longer.
Thanks @munix for your clear explanations. I guess the problem is that the focus is on providing the code in a hurry and not so much in providing clear and simple documentation. That combined with a simultaneous reorganisation of the folder structure is going to be messy.
Yeah, this change was always going to be messy, which is why it's imo for the best that it happened now that it's still so early and while SpaceWarp is still pre-1.0. As for updates, they are pretty rapid, I saw at least like 5 on the Modding Discord just today
why is bepinex now required as of v0.4.0? i was under the impression that bepinex was a carryover from ksp 1 and that space warp was an all-new modloader for ksp 2 that was working for compatibility with bepinec. now spacedock says that spacewarp has always been based off of bepinex and hence now requires both modloaders???
It says nowhere that it has been "always" based on BepInEx, but yes, that is the switch that happened with the 0.4 release. The developers decided that it makes no sense for them to reinvent the wheel (loading mod DLLs) when there was already a mod loader working with KSP 2 that does it better, so they axed the mod loader part of SpaceWarp (which was just a small part of its code anyway). Instead, it became just a common API platform for KSP mods to be built upon, providing abstractions for the game's code to make mod development easier. So now the mods are no longer fragmented into using one mod loader or the other - all will use BepInEx now, and a subset of those will have the SpaceWarp plugin as a dependency. It gets rid of the heavily discussed issue of two different mod loaders since there's just one now, making things easier for the end user.
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