You're welcome. I ran some tests and I'm sure there's no difference between the growth rates of birch saplings and oak ones. There is a lot of variance in their growth times due to randomness, however.
layers can no longer swim up waterfalls (watch out for undercurrents!)
I.... am not sot sure this is a good thing. Rather than disable it entirely, why not make the air run out quicker, or it use up a lot of energy, or make it even slower? Being stuck in water is very frustrating, and a very annoying way to die.
Instead of a table with an entry for each material, why not make the arrow recovery chances a bit simpler to remember ?
Cheap materials would have let's say 40%, about 3 out of 5. Flint, Rusted Iron, Obsidian. This would help Flint Arrows a bit, yes, and worsens Rusty Iron Arrows, true, but really, Flint Chips are actually much harder to get than Rusty Iron arrows anyway. Rusty Iron is better than Flint and yet much easier to accumulate from Skeleton drops than having to actually go find and shovel totally new gravel patches. The iron is "rusty" so it makes sense that you would not get it back as often as true Iron, and the difference should be large enough to be noticeable too, otherwise there ain't much point.
Then all the Good value materials would be at 70%, somewhere between "2 out of 3" and "3 out of 4". Copper, Gold, Silver, Iron. Gold can be rationalized in that it simply deforms a bit upon impact, you don't actually really lose the metal. Maybe for the sake of realism, soft metals could be picked up back as "Used Gold Arrows" that are craftable back into Gold Arrows. I'd do the same for silver too.
And the best materials would be let's say 90%, 9 out of 10. Mythril is so rare, allocating the best recovery bonus to its arrows is deserved I think.
Thus, players would not need to remember exactly a slightly differing value for each and every material: you'd only need to remember the easy to remember general category of the material and there you go. This is more intuitive and "playful", not like learning whole tables like in a chem class, right ? lol !
And what about diamond-tipped arrows ? Those make a lot of sense to me, even if armor does not.
Malleable: Pickup up arrows have the prefix "Used" in front. Their item icon "flat/bent" arrowhead. Used arrows can't be used too shoot, but can be crafted back into their normal arrow form (same crafting time as making these arrows in the first place).
Enchantability is also a good attribute to be made up of only a few specific broad categories (low, medium, and high enchantability), instead of making each material have a very specific enchantability value.
do you increase the chance of raining? it rains everywhere, in every world i spawned at
Same as in Vanilla.
Feels like more in MITE than in vanilla mainly because in Vanilla, rain is only a cosmetic annoyance and very minor additionnal danger level so you play anyway despite the rain. In MITE, battle is so deadly at first you tend to stay inside during the rain.
Given that you also are almost forced to stay inside at night, and rai nlasts 15 minutes while the day lasts 10 minutes, and even losing half a day is enough to cut down a lot on what can be done (let's say you planned in going cutting wood ? Well, just harvest seeds or sand or farm instead, or forget getting dropped sticks apples saplings before nightfall, usually I just have report big activities to anoher day instead).
I rains in average every 7 day-night cycles = every 140 minutes of play on average you get 15 minutes of rain. That is 7 playable and 7 "stay inside" nights. Now with rain it drops by 1 more useful day. That is another 17% less. In MITE, you just get to fell that a lot more.
Found this mod while searching for something that was more survival based. Liking it so far, though I have yet to get any wood to make stuff xD I also have a youtube video of my first 30 minutes in. Hope you enjoy it
MITE 1.6.4 R80 just isnt working for me, ive tried everything, both manually installing it and with the executable. The problem is that it does install, but ingame it comes out as Vanilla, help!
It just isnt like MITE 1.6.4 R58 that one works, its what i used to have
Cuts down 20 Tall Grass quickly. Not much point to the knife once a solid wheat farm is going, so it's by definition a starting tool.
So you win of breaking 20 Tall Grass = avg 4 Seeds + 16 seconds of work saved.
But I think the breaking gravel cost should be taken into account.
1 flint shard = break avg 5 Gravel blocks a total of 20 times = 5 minutes of work + about 20 food energy points.
Making the tool totally useless. Even when using wood shovels to break the gravel, you don't even break even either.
So, the only "good" way to play means skipping completely that item ? Why take the time to code it in, then ?
I suggest either disable the "bad" tool from the mod entirely, OR to improve it's usage dramatically.
40 uses would mean by breaking gravel by hand the tool would still totally wasteful by a factor of 2, but at least considering the cost of wooden shovels at least you'd break about even that way.
Given that the initial "break seeds" phase of the game is VERY lengthy anyway, I'd give the flint knife even more than 40 uses myself i.e. maybe about 100 uses, so it's overall better using it than working by hand when you take gravel cost into account ?
Also, wiki food page is missing the nutrition + satiation for chocolate ice cream. Seems like it is worth 5 satiation + 1 nutrition ?
MITE 1.6.4 R80 is now available.
Changes
I.... am not sot sure this is a good thing. Rather than disable it entirely, why not make the air run out quicker, or it use up a lot of energy, or make it even slower? Being stuck in water is very frustrating, and a very annoying way to die.
Changes
Instead of a table with an entry for each material, why not make the arrow recovery chances a bit simpler to remember ?
Cheap materials would have let's say 40%, about 3 out of 5. Flint, Rusted Iron, Obsidian. This would help Flint Arrows a bit, yes, and worsens Rusty Iron Arrows, true, but really, Flint Chips are actually much harder to get than Rusty Iron arrows anyway. Rusty Iron is better than Flint and yet much easier to accumulate from Skeleton drops than having to actually go find and shovel totally new gravel patches. The iron is "rusty" so it makes sense that you would not get it back as often as true Iron, and the difference should be large enough to be noticeable too, otherwise there ain't much point.
Then all the Good value materials would be at 70%, somewhere between "2 out of 3" and "3 out of 4". Copper, Gold, Silver, Iron. Gold can be rationalized in that it simply deforms a bit upon impact, you don't actually really lose the metal. Maybe for the sake of realism, soft metals could be picked up back as "Used Gold Arrows" that are craftable back into Gold Arrows. I'd do the same for silver too.
And the best materials would be let's say 90%, 9 out of 10. Mythril is so rare, allocating the best recovery bonus to its arrows is deserved I think.
Thus, players would not need to remember exactly a slightly differing value for each and every material: you'd only need to remember the easy to remember general category of the material and there you go. This is more intuitive and "playful", not like learning whole tables like in a chem class, right ? lol !
And what about diamond-tipped arrows ? Those make a lot of sense to me, even if armor does not.
So the table could become :
Flint, +1 dmg, Weak = 40% (from 30%)
Obsidian, +2 dmg, Weak = 40%
Rusted Iron, +2 dmg, Weak = 40% (from 50%)
Copper, +3 dmg, Good = 70% (from 50%), Malleable
Gold, +2 dmg, Good = 70% (from 50%), Malleable
Silver, +3 dmg, Good = 70% (from 60%), Malleable
Iron, +4 dmg, Good = 70%
Diamond, +4 dmg, Good = 70% (new)
Mithril, +5 dmg, Best = 90% (from 80%)
Adamantium, +6 dmg, Best = 90%
Malleable: Pickup up arrows have the prefix "Used" in front. Their item icon "flat/bent" arrowhead. Used arrows can't be used too shoot, but can be crafted back into their normal arrow form (same crafting time as making these arrows in the first place).
Enchantability is also a good attribute to be made up of only a few specific broad categories (low, medium, and high enchantability), instead of making each material have a very specific enchantability value.
but
do you increase the chance of raining? it rains everywhere, in every world i spawned at
Hail the nutcracker queen
I think it's the same as in vanilla.
thanks!!
by the way, are you planning on adding more weapon?
Hail the nutcracker queen
Same as in Vanilla.
Feels like more in MITE than in vanilla mainly because in Vanilla, rain is only a cosmetic annoyance and very minor additionnal danger level so you play anyway despite the rain. In MITE, battle is so deadly at first you tend to stay inside during the rain.
Given that you also are almost forced to stay inside at night, and rai nlasts 15 minutes while the day lasts 10 minutes, and even losing half a day is enough to cut down a lot on what can be done (let's say you planned in going cutting wood ? Well, just harvest seeds or sand or farm instead, or forget getting dropped sticks apples saplings before nightfall, usually I just have report big activities to anoher day instead).
I rains in average every 7 day-night cycles = every 140 minutes of play on average you get 15 minutes of rain. That is 7 playable and 7 "stay inside" nights. Now with rain it drops by 1 more useful day. That is another 17% less. In MITE, you just get to fell that a lot more.
Rain for 1 - 1 1/2 day > 2-3 days without raining > Rain for even longer > more days without raining
and repeat until forever... :\
i guess i am cursed somehow haha
Hail the nutcracker queen
Imagine a mod pack filled with mods like this. That would be horrifically fun.
"as it alters around 500 of base class" -Avernite
Hail the nutcracker queen
It just isnt like MITE 1.6.4 R58 that one works, its what i used to have
Cuts down 20 Tall Grass quickly. Not much point to the knife once a solid wheat farm is going, so it's by definition a starting tool.
So you win of breaking 20 Tall Grass = avg 4 Seeds + 16 seconds of work saved.
But I think the breaking gravel cost should be taken into account.
1 flint shard = break avg 5 Gravel blocks a total of 20 times = 5 minutes of work + about 20 food energy points.
Making the tool totally useless. Even when using wood shovels to break the gravel, you don't even break even either.
So, the only "good" way to play means skipping completely that item ? Why take the time to code it in, then ?
I suggest either disable the "bad" tool from the mod entirely, OR to improve it's usage dramatically.
40 uses would mean by breaking gravel by hand the tool would still totally wasteful by a factor of 2, but at least considering the cost of wooden shovels at least you'd break about even that way.
Given that the initial "break seeds" phase of the game is VERY lengthy anyway, I'd give the flint knife even more than 40 uses myself i.e. maybe about 100 uses, so it's overall better using it than working by hand when you take gravel cost into account ?
Also, wiki food page is missing the nutrition + satiation for chocolate ice cream. Seems like it is worth 5 satiation + 1 nutrition ?
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