The red thing above red wool block in the topic's image seems does NOT seem to be a red mushroom.
In fact, it looks like... a ladybug!
Sweet!
EDIT: Danggit, it's just the Grum boss mob!
- Ouatcheur
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May 2, 2013Ouatcheur posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LivePosted in: NewsQuote from LynnNexus
Um...
There are skins for the two undead horses included in the snapshot but unused and they follow the same pattern as the released horses. It is not unreasonable to hope that not only the undead horses will be included from this information but that they may have horse related drops.
Or that since they imported a lot of the framework directly from Mo's Creatutre author, there was saome amount of coding magic cut n paste involved. Why take the time to remove an entire part with the risk of making the entire compiling of the coded module fall to it's knees, when you could just leave it like that and use a simple switch to avoid generating that part? This is just like in our real life bodies we have old genetic code in our DNA which has no usage anymore whatsoever, it's just there. *maybe* it will serve again one day. But it probably won't.
I think the undead horses "skins only" are exactly like that. They thought about adding the, chose otherwise, but did the logical thing: not waste programming time on fully removing it, after all ,who knows if it could serve one day, right? So they simply turned it off. Having worked as a coder, this is a very common coding practice. -
May 2, 2013Ouatcheur posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LivePosted in: NewsQuote from TNT24X
Why can’t t Horses fight mobs.
Real Horses attack and bite things they don’t like and I happen to know that mules are used as guards for livestock, sheep farms use that to stop cougars and wild dogs.
I think it was Mojang chose deliberately, not something they forgot.
Horse stuff is by definition rarer: harder to find than normal animals, and uncraftable saddle & armor.
They are designed to be mounts, not guards.
Yes in real-life mules can serve as guard animals. BUT
1) That is usually not the case of horses.
2) since when does realism dictates what goes in Minecraft? Minecraft has definitely some realism (for example, the fact that you must eat some foodstuff to take care of your hunger, not eat pink bricks or something just as weird), but it also hads lots of unique and definitely non-realistic elements: eternal torche, infinite water, solid blocks that float without any kind of support, etc.
While realism can be a source of ideas, it definitely shoud not be THE source of ideas, and it is game design that should always take priority here, NOT realism. which leads me to:
3) Horses and donkeys are already more than powerful enough as they are without ALSO providing combat bonuses.
Anyway, if they fought while you were riding them, dang, you'd lose control over the horse and couldn't manage to do your own attacks yourself? That would be pretty bad. When you are on a horse, you're the one that should do all the fighting, not the horse.
And as guard animals, wolves being smaller are way more manoeuvrable and since animals don't need to eat unless it's for breeding (once per animal) or healing, it's not a big deal. In fact, a bigger pack means the hostile mob will probably die all much faster, meaning actually LESS healing to do afterwards (for those caring about that). With sufficiently big pack, you just forget about healing and just breed some more wolves every once in a while.
"But wolves avoid creepers..."
Yeah so would the horse too, or any other friendly mob designed to fight, except if it's a golem (stupid and single purpose minded by definition, and either a bit fragile and useless on it's own like a snow golem, or with enough hit points to withstand an explosion like an iron golem).
It's not what would be "realistic" that is important, it's what would be "logical'" and what is 'important", and making horses fight definitely wouldn'r be a logical thing to implement in Minecraft, and lots more things are way more important.Quote from LynnNexus
I really hope now that the saddles and armors aren't craftable that they will be a rare drop from the undead horses.
Note:
Mo's Creatures have Undead Horses.
While the new Minecraft horses come from Mo's Creatures collaborative work, they don't include undead horses.
There was already a Lapis Lazuli block been in the game for a long time. Unless you're trying to ask something else? -
May 2, 2013Ouatcheur posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LivePosted in: NewsQuote from shiney_ninja
I thought 1.6 was going to be the "mob update" I've seen more blocks then mobs introduced
1.6 isn't finished yet. And yeah, if the only mob they add is horses, then their promise of "new mobs" will turn out to to be "new mob". Even of there are 10 kinds of horses, it's still only 1 type of mob. We need more variety! -
May 2, 2013Ouatcheur posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LivePosted in: News
I guess the slimeball serves to kind of "hold" the lead's knot.
I'm fine with that recipe. -
Mar 20, 2013Ouatcheur posted a message on Minecraft Realms: What Is It?Features that Minecraft Realms will need to become massively popular:Posted in: News
1- Capability for the host (i.e. the person paying for the service) to upload and download the world.
2- Mods support.
Without these, using WorldEdit (for example) or a mapper becomes impossible, and you're stuck with Vanilla.
3- Multiworlds support
Wether it is to connect your own worlds together, or connect your world to all others, having support for this through a standardized rules/access granting room interface would help a lot.
I'd find it crazy if for each world you pay the same. Some worlds are tiny, some huge, and having 2 connected worlds doesn't means you'll have twice as much players.
But I bet Realms will be popular even without these features. -
Jan 18, 2013Ouatcheur posted a message on 13w03a Ready for TestingPosted in: NewsQuote from toatanu
Agreed. Nobody here (I hope) has a thing against caves, but most people with some sense have problems with the infinite spaghetti cave system (note the singular form) found in all Minecraft worlds, and the frequency of gigantic systems.
Hear, hear! I agree with you 200% -
Jan 18, 2013Ouatcheur posted a message on 13w03a Ready for TestingPosted in: NewsQuote from RoboMat
"Creating a infinite water source no longer needs a block underneath, but has to have a water source block."
I personnally do not understand the actual meaning of that sentence!
Basically, in the sentence structure
"Doing A no longer needs B, but has to have C"
It should always be possible to split the sentence into 2 simpler ones.
Like in the following example:
"Bob is no longer a cop, but has children"
can be split into:
"Bob is no longer a cop"
and
"Bob has children",
which both make sense.
But when
"Creating an infinite water source no longer needs a block underneath, but has to have a water source block."
is split into
"Creating an infinite water source no longer needs a block underneath."
and
"Creating an infinite water source has to have a water source block."
The second sentence doesn't make any sense at all! It's bad syntax, plain and simple.
Just what thing exactly in the "Creating an infinite water source" thing, does the "has to have a water source block"?
Just what exactly "has to have" a water source block?
And how does it work exactly? And which water source block has to be had?
Does it mean that you have to provide a block of water source using a bucket? Or what?
Please explain a little bit better! -
Jan 11, 2013Ouatcheur posted a message on Change Your Minecraft Name? Possibly In The Future>>> "Just ban the IP"Posted in: News
>>> Griefers would just change username and grief again!
Wow, brilliant ideas! I'm sarcastic here. All those who posted such should be banned from the forums forever lol. That'd raise the average IQ in here by a coupla points I guess lol.
If they'd taken the time to actually read more than the first page of posts, or just use Google or common sense, they'd of course have seen that:
The Ban IP idea for is stupid for so many reasons: a) Griefers can just use IP spoofers; Or just cross the street from the Mcdonald to the public library or other public free wi-fi access; c) Innocent players could potentially get their account banned because of the actions of somebody else on the same LAN as them; d) Some countries use dynamic IP. Etc. In short, the idea that "1 user = 1 IP, always the same IP" is just plain stupid.
Griefers would just swap names: Gee, like somebody else said: Surely that is exactly what happens all the time in *ALL* those *_other_* games where players can change their user names! Of course not!
Thank god *most* posters provide real and valuable ideas and insights!
****** This is how I think changing the in game name could potentially be done :
Not by allowing X changes per month or interval, but by forcing a waiting period instead!
Procedure: Into his account, the player can make (or cancel) a request to change his "in game name" (ign). His profile will now show the remaining number of days before the requested new ign activates automatically (well, not while he's playing, or logged out, only at the moment that he actually logs into the game itself, AFTER the waiting period is over of course.
It doesn't have to be more complicated than that!
When the player connects to a multiplayer server, the server will get the list of names for his profile:
- unique uncheangeable account profile name identifier (always)
- current in game name (always), does not need to be unique.
- requested future name, if any
- last X recently used names, if any.
Each name in that short list has a "timestamp" for when it was used the first time.
Using that information, each server can make up its own rules as to how to let players login or not, how to ban, etc., and what kind of info is available to other players. - To post a comment, please login.
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For a feature this powerful, I think a glowing block would be better than a mere torch.
And the price is too low... Blase rods can be farmed SUPER EASILY (once you have that 1st Fire Resist potion of course), and 4 glowstone dust is about 1 glowstone block.
Also, a 5 blocks radius seems... a bit low. You'd have to make a lot of these. I'd rather we get a few special blocks rather than a ton of "special torches". A few trips to the Nether and you'll very quickly have enough of these torches to fully lit up a huge base.
Maybe with a recipe more like this one :
Row 1: Ghast Tear, Glowstone Block, Ghast Tear
Row 2: Glowstone Block, Redstone Block, Glowstone Block
Row 3: Ghast Tear, Glowstone Block, Ghast Tear
= 1 Spectral Lantern block
As a block emitting light level 15, and with a radius effect of 7 blocks (anywhere that block lights at level 8 or more, all entities get outlined).
After all, Ghast Tears seems like a better ingredient than Blaze Poweder. After all ghasts are some kinds of "immeterial ghosts" hence the link to the "spectral" thing.
1
Currenty, AFAIK, the only way to place a water spring is to collect an ice block with a Silk Touch enchanted pickaxe, then put the ice down and melt it with a lightsource like say a torch.
Yeah, pretty much EndGame, I know.
I'd love for water source to spread like this:
When placing water, if there are at least THREE other adjacent water source blocks (othogonally or diagonally along the horizontal plane = 8 blocks checked), then the water is placed as a permanent water source too. Otherwise it is flowing temporary water.
This would allow for example builing long water channels, or castle moats, but wouldn't let players plae water just anywhere: you'd have to start from an already existing water source, and you still couldn't go "up".
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Playtested a solo R117 world.
The hunger change is huge. You are right to scale it back to 75%.
The tool durabiltiy is also a really huge bonus.
Before I complained that the "wooden shovel" overhead was too big, you needed about 60% of your wood output just for wooden shovels in order to "get to" the next flint axe. And you had to go through a lot of flint Axes to reach your first copper pickaxe, too. But doubling all tools means the axe last double AND the wooden shovles too, meaning the wood overhead falls down to a mere 15%. This is too much as you only need a single hatchet and a single flint axe make you ready to fully equip your base with all basic furniture.
I'd change things like this:
Only +50% durability for wood tools i.e. 300 durability for wooden shovels.
And I'd also boost Flint a little bit more, to 900 per for Flint piece, so a Flint axe would be good for 2700, etc.
1 yield only 2 planks.
1 planks alone yield 3 Sticks, not a button. A slab alone would yield a button.
1 planks burns only 1.5 smelts not 2.
Gravel would drop itself 2/3 of the time (instead of 3/4) and the remaining drop rates are based on a progression using a factor of 1/2 the odds of the step before (instead of 1/3 like now). Basically, flitn would drop about 1/4 breaks instead of 1/6 like now), and the "grind" to copper pickaxe would be about halved.
Thus the axes would be good for longer jobs, like say removing a fence, but would not each give a tremendous planks output. The wood overhead for grinding flint axes / wooden shovels would be around 25%. Worse than R117 but still much better than R116. Overall time to reach copper pickaxe would be about half. Using TNT to explode gravel would also yield a slightly better output. Adamantine shards from gravel would become [(1/2)/(1/3)]^6 * 2 times more abundant = about 22 times more abundant. Instead of 1/26000 you'd get 1/2500 instead, which means that if a player grind a HUMONGOUS amount of gravel instead of MAYBE getting lucky and getting 1 nugget AVERAGE after going through THIRTHY double chests full of Gravel (breaking each abbout 4 times approx), he'd get 1 adamantine nugget every 2 double chests full of gravel (breaking each gravel approx 3 times), which is still a whopping lot of grind.
Personally, I'd increase the length of the day-night cycle, IMHO 30 minutes instead of 20 minutes is the bare minimum. I'd even dare to go with 1 hour maybe. This would encourage exploring around much more and have a nice territory around each base, instead of needing to place a lot of tiny shelters everywhere because the day is so short.
2
Suggestion:
- Add "twigs".
- Slightly lower Sticks drops from Leaves.
Twigs vs Sticks:
- When a Leaf block is broken, it has very good odds of dropping a Twig. Let's say 50%.
- 4 Twigs = 1 Furnace Smelt. Twigs can be stacked to 32 and look like a crooked branch.
- Twigs are used only as fuel, and can't replace sticks in recipes. Just like holding a block of dirt, they do not help combat either.
- 1 stick alone in Crafting Table = 2 Twigs. But Twigs can't be crafted into Sticks.
- Item Frames and Paintings recipes use Twigs, not sticks.
This would be useful because, early game (before crafting table), we often have relatively easy access to Clay Furnace, and clay becomes way more important now that Sandstone isn't immediately craftable, as the only blocks available to use to make roofs are things like Pumpkins, Wool, and Clay, and with clay it is the ONLY solid block available : Clay Bricks ! Since the clay balls to clay bricks are all "small items", then a clay oven should work here, even before the crafting table. But you need a whopping *4* smelts to get ONE clay bricks block ! Who in his right mind would use his first few RARE Sticks in order to cook meat or Clay Bricks ? We always keep them for our 1st Hatchet, and then with the now cheaper cost for Sandstone it is easier to just go straight to a sandstone roof. So, reducing Sticks a little bit, but having an easy-to-get, more plentiful, and separate, fuel source, would help a lot here in encouraging the player to actually make - and use - that first clay oven, instead of just skipping straight to the sandstone one.
IMHO makijng Sandstone available after Crafting Table helps, but isn't enough. Easpecially with the reduced sand blocks cost fo 1 Sandstone. as soon as you we hit that crafting table we immediately get access to nigh-impervious sheltering for a relatively EASY amount of work.
IMHO sand -> sandstone should involve a steeper cost. Compacting sand into sandstone should be a major job. I'd increase the crafting length noticeably, AND make the block easier to break (faster with pickaxe, and breakable even by hand, but only very very slowly). Currently, player tend to always skip one of the clay oven or the sandstone furnace, often the clay furnace in fact. Clay should be even easier, and sandstone a bit harder.
0
Thanks for fixing the server cable !
0
Idea: Lightning currently seems more like a decoration than its own "thing".
Instead of just putting 1 random block on fire, lightning could work like this :
Check around the initally targeted block for the highest blocks in a 9x9 area around it. If one such spot is found, pick one amongst all of the equally highest spots, at random (central spot gains a +0.5 elevation bonus), then repeat this find-highest-spot-search until the central spot "stays put". Count mobs (including players) as being 1.5 high spots for this purpose. This means lighting will tend to hit top of trees, hilltops, etc... and if none are found, then odds of player or mob being hit by lighting when in flat areas become much more than a freakishly incredibly rare occurence.
Also, the central block that is hit by the lightning is "broken and smelted and cracked".
For example, if lightning hits:
Ice : the ice melts into a still water block.
Sand: The block breaks into several glass shards.
Smooth stone: a coblestone block is dropped.
Wood log turns into charcoal.
Ore: same as TNT
Lava: spawns a fire elemental.
etc.
any dropped items drops while being "on fire".
Any entity at the cental point is very strongly put on fire.
This is "strenth level 3" lightning effect.
ALSO, all 4 blocks around (maybe 1 higher or lower for those upslope/downslope) are smelted: sand turns into glass, smooth stone turns into cobblestone, etc. Those blocks are also put on fire. Any entity there is put on fire. This is "strenth level 2" lightning effect.
ALSO, all blocks around (in a diamond shape) are put on fire. Any entity there caches "short duration" fire. This is "strenth level 1" lightning effect.
This means a typical lightning strike affect a 5 blocks wide area. serious stuff !
Also, once in the "ground" the current continues downward to bedrock and would damage any entity in it's path (but less damage than on a direct hit).
Note that some lightning hits would just be light flashes in the sky - not every thunder strike should fall near the player's sight range after all.
Some lightning could be less strong than these and affect only a 3-wide area (stregth level 2 surrounded by level 1) or even a single block (strength level 1 only), a bit like what we have now.
0
0
This would work well in solo play, but not on servers where asking a new player to wait 2 real-life days before trying the mod is kinda far fetched (even though that *IS* what should be done: game login screen should say "should login for first time only during spring" or something when a NEW player on a server tries to log in in any other season.
Seriously, most new players just jump in a server and try the mod, with almost zero solo practice. I really think the future of MITE should adress the server setup as being the "default" mainly because new players retention rate goes mainly through the experience on multiplayer servers.
Things that needs "fixing" for a proper MITE experience in a server environment :
- Time forwarding on servers make farming crops way too easy. You plant your crops, log out, log back in a few hours later and everything is fully grown. Either simply diable it (simple to do, but you lose out on all the time forwarding mechanic entirely), or update the way it is done so that the unloaded chunks fall into two categories: unloaded chunks in unloaded regions (512x512 blocks) don't accumulate time forwarding vs unloaded chunks in "loaded" regions (i.e. region where a player is, and some amount of regions around the active players) (much more complex to do).
- Strongboxes are currently useless both in solo play and in PVP. So what even if I have an adamantine strongbox, any thief with an adamantine pickaxe (btw way cheaper than a strongbox) will still be able to steal it all. Strongboxes should act more like full blocks do : we should need the NEXT tier of metal to break such a block. That way, a player with an iron strongbox can get his stuff stolen only by a player with a mithril pick, and so on, and the adamantine strongbox is 100% safe from theft. Even vbetter would be to make ALL strongboxes 100% safe, but the size of the content depends on the type of metal used. Copper could store a tiny 5 slots (the idea being that the thickness of the strongbox walls is way more than a normal chest, more like in a real strongbox than a chest-like strongbox), then silver and iron could store same as a donkey chest (15 slos), then gold could store like a normal chest, and mithril would store like a double chest, and Adamantine would store as a really big amount, let's say a 15x9 grid which would be the same as 2.5 double chests.
- Ability to have multiple MITE versions installed in parrallel (multiple profiles in MC Launcher leading to DIFFERENT MITE releases). This would allow players to try out multiple servers or releases to compare them. Currently, you have to uninstall/reinstall various MITE releases every time you switch. It should be brainless enough that the typical "noob" should find trying MITE very easy. It's the mod that should be hard, not the mod's installation.
- Icons straight in Player Inventory that go straight to a web page showing links to : official MITE site main page, the main page of the official MITE wiki, it's recipes page, the MITE forum page, the currently active MITE servers' main pages, and a download/changes logs page. This would help direct new players to the information they need to better avoid the "rage quit" effect.
- Maybe some option for "hard" servers to help insure that new players don't skip through most of the early game :
I say option, because forcing a more solo-like experience on a server helps keepintg the mod's experience intact, but tends to have a detrimental effect on new player retention rate.
So, maybe in addition to Achievements, there could be a Goals screen, maybe accessible though a toggable button in the Achievements screen to flip straight to (and back from) the Goals display. These would provide more hint about what to do. Achievements would be for serious stuff or very important "landmark" steps, goals for everything else.
This would cover most of the stuff in the mod. The idea here is that the amount of "Goals" displayed always stay reasonable. For example, making Crafting Table shouldn't suddenly add a boatload of new goals, but only those relevant to the current game stage. Only current "to do" Goals would be shown, already done glas or goals further away in the tree sould stay hidden. For example, the goal for "Fence Gate" could probably need first the goal for "Fence" and the goal for "Trapdoor" to be done before being shown, and the goal for Wooden Door could require Fence Gate and Button to be done before being shown, etc. Some goals could appear only once you pick up certain items or find certain biomes, such as the goal for Ice Cream appearing only once you have found a jungle biome and a cold biome. etc.
The game option would be: weak vs strong goals. Weak goals are just hints, kind of like mini-achievements. Strong goals means that the player can't even craft or pick up items or even use blocks that he hasn't either finished the goal for. For example, until a player breaks his own leaves (or uses a creeper explosion) to get a sticks drop, then he can't pick up sticks, and so on. He can't pick up any veggie until he killed a zombie villager that drops a veggie OR finds a NEW village (maybe players within say 32 blocks share the discovery), etc.
Unless coded in a VERY complex way, this won't be 100% foolproof, because this option would only help pass the message that even on a multiplayer server, a player has more of less to go through the whole MITE experience by himself. Still, if done in a simplistic fashion it would limit only a bit. For example, unlocking "picking up sticks" right after making only a single one drop "legit", a player would then beable to receive full stacks of sticks from other more veteran players, whioch is still cutting corners a LOT. Maybe instead of a bit flag, the items should have a "player name": the player can thus stay stuck with picking up only sticks he broke himself and the ful "unlocking" would occur only at a game stage where he would have ample wood already anyway. But that can become quite complicated to code - and frustrating too for new players that aren't wholly devoted to the "hard" MITE experience.
1
Be careful with changing the protection values. As it is, leather ain't very protective anyway. Remember that these are mathematically equivalent :
20% Protection:
Player has N hit points and damage is reduced by 20%.
is the same as
Player has 25% more hit points but damage is unchanged.
Thus, when the protection increases, it is as if the player had exponentially more hit points:
50% Protection:
Player has N hit points and damage is reduced by 50%.
is the same as
Player has 100% more hit points but damage is unchanged.
75% Protection:
Player has N hit points and damage is reduced by 75%.
is the same as
Player has 300% more hit points but damage is unchanged.
You can see that as you approach 100%, the egffect becomes more and more noticeable:
80% Protection:
Player has N hit points and damage is reduced by 80%.
is the same as
Player has 400% more hit points but damage is unchanged.
90% Protection:
Player has N hit points and damage is reduced by 90%.
is the same as
Player has 900% more hit points but damage is unchanged.
In short, each 4% increase of protection becomes more and more "valuable'" as you add more. The first 4% doesn't change things all that much, you won't be able to survive even one more strike, but the last 4% (to 80% maximum I think) will effectily allow you to survive SEVERAL more strikes.
This is because the vanilla armor protection formula is simply:
Damage = Basedamage * ( 1 - ArmorProtection%)
which, mathematically, bu definition makes the last % effect a way bigger change than the first %.
instead of for example something like this:
Damage = Basedamage * ( 1 / [ 1 + { SomeConstant * ArmorProtection% } ] )
which has the opposite effect, the biggest change being at the first % of protection added ,and the least amount of change at the last %increase.
So I'd leave the leather protection well enough alone. Presently, the difference in the amount of "survivability", measured not in % of protction but in number of hits you can take before dying, is staggering, bg enough to warrant the difference of leather vs metal. Currently, wearing a FULL leather armor will only allow you to survive a LITTLE bit more, wihle wearing full iron more has a very big impact on the player's survivability.
0
No they don't. Not really or not enough. I walked around during lots of blue moons, until sunup. Never saw a single animal spawn. And it would be good only for a few days anyway before zombies re-kill them again.
Also, if they can only spawn in loaded chunks then that leaves everywhere else totally devoid of animals no matter how many blue moons have passed. Mobs spawn less often but when they do they still spawn normally in blue moons . I mean, you wealk around for minutes with no even a single mob in sight then suddenly WHAM you're surrounded by multiple mobs.
Blue moons should be more like, "spawn limit much reduced, spawn frequency reduced, but not as uchg as currently, and only 1 mob spawn per "pack". In short, insteadf of waking around 90% of the time without a single mob then wham, lots of them for 30 seconds, then nothing again, meaning that even wi9th iron plate it'S STILL a very dangerous night that might kill you, it just SEEMS safer, but it's actually MORe trea cherous as it lures you out in a false sense of security, instead you'd walk around 50% of the time with no mobs, and occasionnally you'd meet mostly solitary mobs. o just make it a zero mob night, the one night you can go fishing all night long anywhere.
0
1- Aggressiveness vs player level would not work in world where you can store XP in potions or coins. Wise players would just constant5ly store their XP in their safe house for until they do need to spend them - also in that safe house. You'd end up with players constantly staying near level 0 andf thus constsntly facing easy chanllenges, despite having reached the late game. Tag it to "cornerstone" achievements that represent a big boost for the player, like succesfully using an anvil say 10 times (not crafting one as a player could just use another player's anvil instead. Maybe make those "game tiers threshold crossover points" achivements even more of "must haves" in the way that without them, lots of recipes could remain locked out.
2- Repopulating some Tall Grass could as nice and easy as this: on a random block update, if it is a blue moon (every 128 days), and the target block is Air over Dirt blocks, and finally the word generator says a tall grass had spawned there (*), then respawn the tall grass.
(*) That last check is to avoid running into a situation where after several blue moons you would enbd up with MORE Tall Grass than there originally was in that biome.
3- Or maybe go with Milk Bowl + Wheat directly. This would prevent getting cereal too early (i.e. as soon as you get a crafting table and bowls) only possible at agricultural stage or after or with lucky wheat from loot chests, and would allow it to be a bit more interesting food IMHO. Probably best as a 1+3 or 2+2 food. If using seed, then I'd make it 1 Milk bowl + 3 Seeds recipe instead, as a 2+3 food.
4- I wouldn't go with super-specialized tools but I agree terraforming jobs can be rather lentghy. It is true that farming crops is wayyyyyy easier in deserts (lots of large already totally flat areas, easy sand), or cold biomes (no blight, crops can be compacted a LOT, so what if they grow slower, in a plains biome they grow much faster than I need anyway lol). I think the "certain point" you are talking about is already in the mod: a mithril mattock with Efficiency V should do the trick nicely. Large terrforming jobs are epic.
5- Yeah squids could deal a little bit of damage. But arrows should really slow down a lot underwater, so bowing a squid should take a LOT of shots. This slowdown would actually help to flee from skeleton archers too, so it would be a double-edged feature. Maybe a harpoon that you throw, and if crafted using a lead, that you can then reel back to you ? Perfect for deep ocean "big catch" fishing.
Oh, and by the way the 3 Strongholds should be spawned much further away from spawn area than they presently are. Currently the vanilla distance is 600 to 1100 blocks from spawn, which is a real cakewalk. In fact in Granbdrok, when we got ready to go stronghold-hunting, we had to travel BACK towards the spawn area lol.
0
Hmm, IMHO the damage should be directed to a random armor slot, no ? i.e. if you wear only 1 piece of armor, then it should, on average, lose durability any faster than when you are wearing a full suit.
I like a lot of the changes so far. I'd have a lot of suggestions too but this would require an entire book lol.
0
MITE can't be combined with other mods, but the mechanic that MultiMine brings is so small, it could be easily implemented directly in MITE.
I'd just go at it like this:
On a random block update (average every 70 seconds), if there is a "cracks" tile entity there, decrease it's cracks level by 1 step.
Thus if you nearly entirely break a block, then come back 1 day later, the cracks would probably be fully gone. But not if went away just for 1 or 2 minutes.
1
EVEN with "Can't decraft less than 100% durability stuff", I say no to decrafting. Because it would make way too much stuff interchangeable. It would create "storage blocks" out of blocks that aren't supposed to be storage, like using stacks of Furnaces to store cobblestone. that would really screw up balance - some blocks are costlier for a reason, and making most recipes reversible would screw things up badly.
Just learn to use your brain and plan ahead a little bit ! The "I'll just make a lot then decraft later", that is the lazy man's way to do things.
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Ah, I probably forgot to consider that this occurs in R104... and is probably fixed by R116. Sorry.