Changes
- Fixed bug that sometimes caused player to be pushed into wall when getting out of bed (reported by LudwigDeLarge)
- Added new mob variants: Nightwing (shadow bat) and Netherspawn (explosive silverfish)
- Gems (diamonds, emeralds, lapis lazuli, quartz) can now be sacrificed for XP via right-click
Exploding silverfish? GAH!
Now, not only do I dare not go into the Nether, I also get this message when I try to use my Overworld bed:
"You just woke up from a horrible evil silverfish nightmare. Drink any Potion to cure Insomnia."
But I'd have to go into the Nether to find the blaze rod in order to be able to make a brewing stand in the first place! Gulp!
Ok enough joking.
The XP from gems through is a very nice touch. Especially since the biggest source of it seems like the most dangerous place to be in. Puts some use back in the game for all gems, beyond that initial one-shot Enchanting Table crafting. A full "consumes magical gems and reagents" magic system would have been nicer, but way more complicated. This approach here is simple and it kinda works.
Ouatcheur : I have a very simple idea and I think you'll love it. Wearing armors gets you more hungry. Chain armors are less heavy so it doesn't mine your stomach and your muscles as much as helding adamantium plate armor.
You can't get any plate armor in early game, so this seems good enough and well balanced.
It's a good idea but the thing I don't like about armor penalties is that it prompts the player to keep taking their armor off and putting it back on according to the situation which would be a fiddly game mechanic.
Banana? Btw are there other food supplies like salads for avoiding malnourishment? They are limited, 10 bonemeal gives like 12 dandelions? Not so solid..
Started a new world with R145. Seed name is "R145" (without the quotes). Spawning in a watery Swamp, with a Witch Hut about 120 blocks away to the South-South-East. If the Witch has been insdie, I think I would have attempted to drop blocks from ceiling to lock her inside, then loot her chest through the wall. But she was on the ground so I didn't go there lol.
Man that was so tough! Finally reached a spot where the Swamp is next to a forest, and found some caves with lots of gravel. Took 49 days to reach my first Copper Pickaxe. Phew! Things really din't go all that very well. Definnot knew I was not going to set a new "reach-pick" record. Oh well! At least I practiced Swamps a lot lol.
My tactic involved climbing atop a low swamp tree in the morning , breaking the Leaves block above the trunk, then breaking down all the leaves blocks around the trunk, 3 Leaves layers down, then drop from the tree in order to break the 4 remaining lowest and adjacent-to-trunk Leaves, then gathering seeds around while the Leaves decay. That way I could get some Sticks to fight, and some Saplings to use as fuel for my clay furnace, then hunting a bit further away. Sheltered right under a tree stump. After a few days, in the morning I went to a tree a bit further away, pare it down, then use THAT trunk for my next tree-stump shelter. Moved like that at least 5. Very dangerous.
Most of that swamp was water, most of it shallow, which meant I had lots of extra travel to do to hunt animals or to get Dandelions or even Sugar Cane, and even after I had fishing rods, fishing wasn't 100% effective and gave only a bit of fish at a time. Every silver nugget went to either a new fishing rtod or to silver arrows to kill spiders to get the Strings for the next Fishing rod.
Nightmarishly. Slow. Progress. Was half the time on Insulin Resistance and/or Phytonutriments Malnourishment. Has to "space" my salads to eat them right before eating Red Mushrooms in mornings, so I could regenerate the damage. I must have eaten at least one Red Mushshroom per day on average.
Sometimes this mod makes me go bananas.
*Still* learning new tricks and improving my techniques. Only in MITE!
Banana? Btw are there other food supplies like salads for avoiding malnourishment? They are limited, 10 bonemeal gives like 12 dandelions? Not so solid..
Yeah there's bananas in MITE. Unfortunately there aren't any hot fudge banana splits.
An omelette recipe would be nice: Egg + Porkchop + Onion + Cheese
Day 135, I've just reached a BIG milestone, my farm is big enought to be having very little food problems, I've aquired full iron armour and working on mithril anvil (24 out of 31 ingots), and I feel ready to head to the Nether. Still I havent found onions or potatoes... They would certainly boost food supplies, and I would love to find a village!
During blue moon I did not recall any difference besides a very bright night with zero mob encounters, still blue moon is not blood moon which meant I could continue farming a lot. I've encountered the underworld, damn thoose longbones got me good
So ill guess I try entering the Nether now, time to hoard up thoose enchanted apples then ...
It's a good idea but the thing I don't like about armor penalties is that it prompts the player to keep taking their armor off and putting it back on according to the situation which would be a fiddly game mechanic.
You’re right, it would be "fiddly" and useless micro-management. Similarly, constantly having to throw bowls on the ground every time we have to interact with water, is the same kind of "fiddly" micro-management.
Why bowls get ruined by water, but not everything else, like let's say ... bread, cake, cookie, sugar, flour, but also… torches, bonemeal, books, maps, paper, dye… basically every item that doesn’t like water in real-life? Because real life sucks, and putting that in the mod would also suck, that’s why!
So I think that this entire "item wetting" feature should completely be removed from the mod altogether. It doesn't add any real challenge, only annoying micro-management. Water, after all, is just about everywhere! So if you think that this « armor » feature would cause « fiddly » gameplay, then please remove the « bowl wetting » feature, for it causes the exact same kind of « fiddly » gameplay.
Or at least, make item wetting occur not so easily nor drastically :
- Only when player camera view is actually truly inside water;
- Just like in real life when if I walk in water it takes a few seconds for my socks to start becoming wet, then a couple seconds of delay added, so that brief immersions won't ruin any food;
- Not wetting all bowls instantly, but more like a form of « wetting damage over time », kind of how acid attacks progressively damage our items, instead of instantly obliterating all of them.
Can someone provide me with directions to the bottom of the Underworld?
I have dug down 151 blocks now. And no signs of it yet. I am doing a 1x1 hole straight down.
I have hit ores about 5 times now which is definitely unusual. 9 mithril, 7 silver, 14 copper and 2 diamonds. Finding gravel even at the 150 block down level.
So I think that this entire "item wetting" feature should completely be removed from the mod altogether. It doesn't add any real challenge, only annoying micro-management. Water, after all, is just about everywhere! So if you think that this « armor » feature would cause « fiddly » gameplay, then please remove the « bowl wetting » feature, for it causes the exact same kind of « fiddly » gameplay.
I could get rid of that stuff, yeah. I do like the lava buckets turning to stone though.
Can someone provide me with directions to the bottom of the Underworld?
I have dug down 151 blocks now. And no signs of it yet. I am doing a 1x1 hole straight down.
I have hit ores about 5 times now which is definitely unusual. 9 mithril, 7 silver, 14 copper and 2 diamonds. Finding gravel even at the 150 block down level.
Anyone else made it to the bottom yet?
I think the Underworld is 256-thick stone all the way through. Maybe you just got a X-Z spot full of stone instead of uber-caves.
However, I think the uber caves look to be about 60 blocks high. So maybe Avernite did it like this:
- Top half is merely Full of Stone. This is to induce boredom in players so they get bored wasting their pick's durability digging down, so they start digging straight down instead;
- Then they reach the bottom half and fall 60 blocks straight down into a huge humongous worldwide open epic cave system.
Objective: Kill player.
Objective status: Success!
If I was you, I'd start doing that vertical tunnel 1x2 instead of 1x1.
Ohhhh, so the Underworld is rich in ores. It seems to be. Haven't been in here yet. Maybe the dimensions are bigger in the Underworld, so you have to mine 192 or 256 blocks.
Ouatcheur : the Quiche doesn't have crust on it. The Tourte does. Source : I'm French
Avernite, I was thinking... you haven't really started touching and learning how to modify any of the game's GUI, right?
So here’s an idea :
Utility Slots:
4 « Utility » slots would be added. Player would start with only his 9 Direct Inventory Row of item slots, without any of his normal 3 Main Inventory Rows. See the top half of the 1st attached image.
The challenge here is that, early on, you have to manage your inventory very, very carefully. There is only so much stuff you can carry in your hands and tiny jeans pockets! But later on, you actually get to have a little bit better inventory capability, in some ways.
Utility Items Required Adjustments
Item sizes
All Small items would be split between Small items and Medium items. Basically, anything up to about Potion size or piece of meat size is Small items, anything at, or bigger than, Slab size, is a Big item, and everything else is Medium item. All tools are Medium, even torches and the 2x2 recipes ones.
The basic Clay Oven would accept Small and Medium items.
Some items would be flagged as « Long & Narrow ». Specifically : Arrows, Blaze Rods, Bones, Sticks. These would all be Medium items.
Stacks sizes
Stacks sizes would be adjusted to make storage always have a more consistent behavior : bigger objects store better. From Small to Medium, then again from Medium to Big, each step would be about twice better.
Example : 32 nuggets per stack (instead of 64). Comparing to 8 ingots (worth 72 nuggets) = this would give an efficiency improvement ratio of 9/4 (instead of currently only 9/8). Note that currently when comparing 1 stack of 8 ingots to 1 stack of 4 blocks (worth 36 ingots), we have the exact same ratio of 9/4.
Thus, many Small items would get reduced stack size. Some because they are « fragile » or hard to store properly, notably, anything fully organic (meat, veggie, flowers, etc.), or that doesn’t have a well defined solid shape (sugar, slimeball, etc.).
This would similarly rebalance bowl food storage : the bigger, already crafted food, would store more efficienctly than its raw ingredients alone.
« Long & Narrow » items would stack to only 8 (instead of 16 or 32). Thus, just like Logs store wood twice as good as Planks, Planks woulds also store twice better than Sticks.
More Leather, and more interesting Leather
Soft Leather would be pinkish leather. Smelt it to get normal Leather.
- Sheep would drop 0-1 Soft Leather (instead of 0-1 Leather)
- Pigs would drop 0-1 Soft Leather (instead of 0 Leather)
- Hogs would drop 2-3 Pork Chops and 0-2 Leather.
- Cows would drop 1-3 Leather (instead of 0-2 Leather)
- Horses would drop 1-3 Soft Leather (instead of 0-2 Leather)
Hogs would be a new Neutral mob, looking like large brown pigs with tiny tusks, basically a reskinned pig with a bigger model. 16 health, no taming, dealing only 1 damage. They would exist in most biomes, helping a bit to get early meat / Leather.
Utility items
See 2nd image for the crafting recipes. All utility items stack to only 1.
- Head Armor Slot >>> Quiver Utility Slot
- Chest Armor Slot >>> Backpack Utility Slot
- Legs Armor Slot >>> Belt Utility Slot
- Feet Armor Slot >>> Pouch Utility Slot
Utility items are not armor, and are not tools. As such, they do not use Durability. They are Medium items.
Each Utility item adds its own special Inventory space, which also counts as being part of Main Inventory.
An Utility Item can be removed from its Utility Slot only when all of its inventory slots are empty.
If the player is wearing any armor in an Armor Slot, then any Utility Item in the Utility Slot that is lining up with that Armor Slot cannot be targeted by attacks which could directly target/damage items inside main inventory. This is because suddenly losing much of one’s carrying capacity would be major gameflow problem, so an allowance is made for that aspect.
Quiver Utility Slot (lining up with Head Armor)
For the recipe, String is needed. Can't replace it with Sinew.
I used the official unused Quiver icon for this one.
When a Quiver is equipped in the Quiver Utility Slot, 4 Quiver Inventory Slots appear to the right of it.
Only « Long & Narrow » items can be put in a Quiver Inventory Slot : Arrows, Sticks, Bones, Blaze Rods.
When shooting from a Bow, if there are no available Arrows in a Direct slot, the game will try to draw from the Quiver Inventory Slots instead.
Backpack Utility Slot (lining up with Chest Armor)
When a Backpack is equipped in the Backpack Utility Slot, the 2 top Main Inventory Rows, the top most row and the central row, appear. These Main Inventory Slots form the « Backpack Inventory Slots ».
Belt Utility Slot (lining up with Legs Armor)
When a Belt is equipped in the Belt Utility Slot, the bottom-most Main Inventory Row appears. These Main Inventory Slots form the « Belt Inventory Slots ».
Hitting BACKSPACE (key configurable in a new Options > Controls > new « Belt » screen) swaps the stacks in Swap-enabled Direct slots with whatever (stack empty or not) is in that bottom inventory row, directly above that Direct Slot. Exactly which slots get swapped is defined in the Options > Controls > Belt Screen, where you have a simple row of 9 buttons that can be toggled ON/OFF(all ON by default).
The Row Swapping isn’t instantaneous, it uses the picking-up-items delay. This delay occurs once, then all the slots swap all together, so you have to hold the BACKSPACE key only a little bit.
Pouch Utility Slot (lining up with Feet Armor)
For the recipe, String can be used instead of Sinew.
When a Pouch is equipped in the Pouch Utility Slot, 4 Pouch Inventory Slots appear to the right of it.
Only Tiny items can go in the Pouch Inventory Slots.
If a player drinks a Potion, the 1st potion in the Pouch Inventory (it does not need to be the same type of potion) is automatically moved to replace the just-drunk potion (with the normal « replacing an item from inventory » slight delay). This takes precendence over item replacement from the rest of inventory.
Avernite, I was thinking... you haven't really started touching and learning how to modify any of the game's GUI, right?
So here’s an idea :
Utility items
See 2nd image for the crafting recipes. All utility items stack to only 1.
- Head Armor Slot >>> Quiver Utility Slot
- Chest Armor Slot >>> Backpack Utility Slot
- Legs Armor Slot >>> Belt Utility Slot
- Feet Armor Slot >>> Pouch Utility Slot
Utility items are not armor, and are not tools. As such, they do not use Durability. They are Medium items.
Each Utility item adds its own special Inventory space, which also counts as being part of Main Inventory.
An Utility Item can be removed from its Utility Slot only when all of its inventory slots are empty.
If the player is wearing any armor in an Armor Slot, then any Utility Item in the Utility Slot that is lining up with that Armor Slot cannot be targeted by attacks which could directly target/damage items inside main inventory. This is because suddenly losing much of one’s carrying capacity would be major gameflow problem, so an allowance is made for that aspect.
Quiver Utility Slot (lining up with Head Armor)
Backpack Utility Slot (lining up with Chest Armor)
Belt Utility Slot (lining up with Legs Armor)
Pouch Utility Slot (lining up with Feet Armor)
Hey I like the concept and the images of the additional storage! Not sure about the changes to quantities that you suggested. Too long to read! lol
However, I think the uber caves look to be about 60 blocks high. So maybe Avernite did it like this:
- Top half is merely Full of Stone. This is to induce boredom in players so they get bored wasting their pick's durability digging down, so they start digging straight down instead;
- Then they reach the bottom half and fall 60 blocks straight down into a huge humongous worldwide open epic cave system.
Objective: Kill player.
Objective status: Success!
Yikes! I will be balancing precariously on the top of the ladder trying to place the block back that I just broke away!
It seems like every time I start a world in MITE, I struggle to avoid phyto malnutrition in the early game. I can stay alive for a fair time, wandering some and gathering gravel and hunting for food, but sooner or later, generally about day 8, I find myself malourished. I tend to eat apples and seeds a fair bit, but my main early game sustenance is meat, as farming requires copper that I don't yet have at that point. I guess what I'm asking is, how do yall suggest getting plant based nutrition before you can farm it?
Also, shout out to Ouatcheur for helping me out in my late start on the Easter Server!
Update: Better question, is there an updated recipe list somewhere that I'm missing?
I think phytonutriments malnourishment is something we have to face off in the early game, and that it is by design.
There are, however, ways to greatly mitigate the problem.
Trick #1 - Cut a Morning Tree
Many mornings, when not planning on exploring super far, start by jumping on a oak tree and removing all the leaves blocks adjacent to the trunk. Then gather seeds or whatever nearby, and then swipe off the items that dropped from decaying leaves. This gives not only a nice reserve of Sticks, but also saplings (early fuel!) and also a few apples.
Try to use a low tree as isolated from other vegetation as possible. You want to get as many leaves decaying as possible, for the least amount of work possible.
Bare trunks make perfect super-tiny 1x1 shelters. Just make sure you can dig 3 down, so that your head is below night zombie feet. Since you have sticks, you can immediately start killing them at night. Which also means more, and earlier, mob drops. When you have a bed, make entrance right under a bare trunk again, and you can extend the shelter a few more blocks in length in order to place the bed and skip nights.
Trick #2 - Explore more
Don't stick around at the same shelter spot for many days. Every couple days, especially early on, move on to a next spot that is only a 200 or 300 blocks away. As soon as your local resources even start to look half depleted, its the signal that its already time to move on. Don't wait until the local area is as empty as your stomach!
This has the following benefits:
- Less distance between shelter and resources, thus less time and energy wasted while also doing better daily progress
- Better hunting prospects, you'll have so much meat you will want to cook it for the XP instead of for the nutrition points
- Better odds of finding special phytonutriments like pumpkin and blueberry patches
- Better odds of finding a better biome to progress in
- Better odds of finding gravel
- More pristine animals, especially sheep for the wool for making beds, but also more meat, which means less time wasted on breaking tall grass
- And most important of all, access to more dandelions.
- And, nearly as important, your spawn area won't be depleted! If you happen to die and respawn there, this alone will be invaluable.
Seriously, if you get malnourished, its very probably because you stuck to the same place too long. If you need to move every two days to find enough animals and dandelions, then move every two days! This tactic will give you so much meat that you can easily afford to be phytonutriments malnourished yet never really go hungry.
As soon as you can make more beds, do so, and can start leaving the previous bed in the previous shelter. That way if you EVER respawn at spawn, you'll have a line of shelters to fall back on. 3 planks each for such a lifeline is priceless. Later on, bring food and chests and furnish that lifeline road. Sooner or later, you WILL respawn at spawn. It's Murphy's Law. Finding a base with some food and basic gear will mean the difference between starting over vs being back on track in a jiffy.
Even after you're ready to settle for good, keep on exploring! This will allow two things:
- Building big enough food reserves to last you until your farms really make you self-sufficient
- Finding a superb good spot to settle in, with most everything you need nearby
Trick #3 - Make those phytonutriments last as much as possible
For early Pumpkins, convert some as soup to eat right away (or later), and immediately convert the rest to pumpkin seeds for planting later. The bigger you can initially start your pumpkin farm, the faster it will really start to sustain you. If you keep Pumpkins in their original shape, and die, undead will wear them on their head to resist burning in the day, which is just adding insult to injury. If you had many pumpkins, you might return only to find a whole "pumpkin heads" undead pack waiting for you right where your equipment dropped. Convert those pumpkins to soup or seeds ASAP.
If you have Blueberries, only eat them in Porridge form.
If you have Oranges and Snowballs, only eat them in Sorbet form.
Your main phytonutriments staple should be any bowl food, as they are vulnerable if you fall in water. Keep your various non-bowl fruits for more special situations, where water is a threat and where you also need to make sure you have enough phytonutriments.
Trick #4 - Eat phytonutriments to heal back up when you really need it
Sometimes no matter what you do, things go bad. Time to eat even the bad stuff! Use phytonutriments as a way to be able to eat bad foods and stretch out your food.
Wait until you are wounded before eating a salad (or other phyto source). This will allow you to regenerate slowly, back to full health within a day, instead of insanely slowly. Eating all your phytonutruments while you are at full health, then being forced to remain badly wounded for days on end later on, is a good way to die instead. The best time to get out of malnourishment is when you are hurt.
If low on food, and you have damaging food (red mushrooms, rotten flesh, spider eye) you can use this trick to eat, take the wounds, then regenerate. Select a moment where you are hungry yet won't face much risks of dangers that day, for example you intend to gather some nearby clay that day, close to your shelter.
Then, from full health, eat 2 Rotten Flesh and 1 Salad. You'll nearly die, but you'll survive. If you eat a red mushroom, eat the salad right before it. Make sure you calculate the Satiation and Nutrition points, and also the Damage you'll take, and make sure to avoid taking risks while you are wounded. This trick is dangerous to use, and takes some practice, but it can be a real lifesaver.
Exploding silverfish? GAH!
Now, not only do I dare not go into the Nether, I also get this message when I try to use my Overworld bed:
"You just woke up from a horrible evil silverfish nightmare. Drink any Potion to cure Insomnia."
But I'd have to go into the Nether to find the blaze rod in order to be able to make a brewing stand in the first place! Gulp!
Ok enough joking.
The XP from gems through is a very nice touch. Especially since the biggest source of it seems like the most dangerous place to be in. Puts some use back in the game for all gems, beyond that initial one-shot Enchanting Table crafting. A full "consumes magical gems and reagents" magic system would have been nicer, but way more complicated. This approach here is simple and it kinda works.
It's a good idea but the thing I don't like about armor penalties is that it prompts the player to keep taking their armor off and putting it back on according to the situation which would be a fiddly game mechanic.
Banana? Btw are there other food supplies like salads for avoiding malnourishment? They are limited, 10 bonemeal gives like 12 dandelions? Not so solid..
Started a new world with R145. Seed name is "R145" (without the quotes). Spawning in a watery Swamp, with a Witch Hut about 120 blocks away to the South-South-East. If the Witch has been insdie, I think I would have attempted to drop blocks from ceiling to lock her inside, then loot her chest through the wall. But she was on the ground so I didn't go there lol.
Man that was so tough! Finally reached a spot where the Swamp is next to a forest, and found some caves with lots of gravel. Took 49 days to reach my first Copper Pickaxe. Phew! Things really din't go all that very well. Definnot knew I was not going to set a new "reach-pick" record. Oh well! At least I practiced Swamps a lot lol.
My tactic involved climbing atop a low swamp tree in the morning , breaking the Leaves block above the trunk, then breaking down all the leaves blocks around the trunk, 3 Leaves layers down, then drop from the tree in order to break the 4 remaining lowest and adjacent-to-trunk Leaves, then gathering seeds around while the Leaves decay. That way I could get some Sticks to fight, and some Saplings to use as fuel for my clay furnace, then hunting a bit further away. Sheltered right under a tree stump. After a few days, in the morning I went to a tree a bit further away, pare it down, then use THAT trunk for my next tree-stump shelter. Moved like that at least 5. Very dangerous.
Most of that swamp was water, most of it shallow, which meant I had lots of extra travel to do to hunt animals or to get Dandelions or even Sugar Cane, and even after I had fishing rods, fishing wasn't 100% effective and gave only a bit of fish at a time. Every silver nugget went to either a new fishing rtod or to silver arrows to kill spiders to get the Strings for the next Fishing rod.
Nightmarishly. Slow. Progress. Was half the time on Insulin Resistance and/or Phytonutriments Malnourishment. Has to "space" my salads to eat them right before eating Red Mushrooms in mornings, so I could regenerate the damage. I must have eaten at least one Red Mushshroom per day on average.
Sometimes this mod makes me go bananas.
*Still* learning new tricks and improving my techniques. Only in MITE!
Yeah there's bananas in MITE. Unfortunately there aren't any hot fudge banana splits.
An omelette recipe would be nice: Egg + Porkchop + Onion + Cheese
Day 135, I've just reached a BIG milestone, my farm is big enought to be having very little food problems, I've aquired full iron armour and working on mithril anvil (24 out of 31 ingots), and I feel ready to head to the Nether. Still I havent found onions or potatoes... They would certainly boost food supplies, and I would love to find a village!
During blue moon I did not recall any difference besides a very bright night with zero mob encounters, still blue moon is not blood moon which meant I could continue farming a lot. I've encountered the underworld, damn thoose longbones got me good
So ill guess I try entering the Nether now, time to hoard up thoose enchanted apples then ...
Nice. Maybe use it for a (crustless) Quiche instead, because omelettes can't hold their shape very well without the help of a bowl.
Or maybe this one:
Bowl + Pork Chop + Onion + Apple = Pork Meal
Maybe every meat could have its own "complex" recipe:
Bowl + Fish + Potato = Fish & Chips
Stick + Lamb Chop + Onion + Potato = 3 Kebabs
You’re right, it would be "fiddly" and useless micro-management. Similarly, constantly having to throw bowls on the ground every time we have to interact with water, is the same kind of "fiddly" micro-management.
Why bowls get ruined by water, but not everything else, like let's say ... bread, cake, cookie, sugar, flour, but also… torches, bonemeal, books, maps, paper, dye… basically every item that doesn’t like water in real-life? Because real life sucks, and putting that in the mod would also suck, that’s why!
So I think that this entire "item wetting" feature should completely be removed from the mod altogether. It doesn't add any real challenge, only annoying micro-management. Water, after all, is just about everywhere! So if you think that this « armor » feature would cause « fiddly » gameplay, then please remove the « bowl wetting » feature, for it causes the exact same kind of « fiddly » gameplay.
Or at least, make item wetting occur not so easily nor drastically :
- Only when player camera view is actually truly inside water;
- Just like in real life when if I walk in water it takes a few seconds for my socks to start becoming wet, then a couple seconds of delay added, so that brief immersions won't ruin any food;
- Not wetting all bowls instantly, but more like a form of « wetting damage over time », kind of how acid attacks progressively damage our items, instead of instantly obliterating all of them.
Can someone provide me with directions to the bottom of the Underworld?
I have dug down 151 blocks now. And no signs of it yet. I am doing a 1x1 hole straight down.
I have hit ores about 5 times now which is definitely unusual. 9 mithril, 7 silver, 14 copper and 2 diamonds. Finding gravel even at the 150 block down level.
Anyone else made it to the bottom yet?
I could get rid of that stuff, yeah. I do like the lava buckets turning to stone though.
I think the Underworld is 256-thick stone all the way through. Maybe you just got a X-Z spot full of stone instead of uber-caves.
However, I think the uber caves look to be about 60 blocks high. So maybe Avernite did it like this:
- Top half is merely Full of Stone. This is to induce boredom in players so they get bored wasting their pick's durability digging down, so they start digging straight down instead;
- Then they reach the bottom half and fall 60 blocks straight down into a huge humongous worldwide open epic cave system.
Objective: Kill player.
Objective status: Success!
If I was you, I'd start doing that vertical tunnel 1x2 instead of 1x1.
Many quiche recipes do have crust. Even the very basic quiche recipe has a crust:
http://www.eggs.ca/recipes/basic-quiche
It is the "without crust" quiche recipes that specifically are called "crustless quiches".
Maybe France does things the opposite way. Who knows, you're the guys that eat dinner when its supper time!
Avernite, I was thinking... you haven't really started touching and learning how to modify any of the game's GUI, right?
So here’s an idea :
Utility Slots:
4 « Utility » slots would be added. Player would start with only his 9 Direct Inventory Row of item slots, without any of his normal 3 Main Inventory Rows. See the top half of the 1st attached image.
The challenge here is that, early on, you have to manage your inventory very, very carefully. There is only so much stuff you can carry in your hands and tiny jeans pockets! But later on, you actually get to have a little bit better inventory capability, in some ways.
Utility Items Required Adjustments
Item sizes
All Small items would be split between Small items and Medium items. Basically, anything up to about Potion size or piece of meat size is Small items, anything at, or bigger than, Slab size, is a Big item, and everything else is Medium item. All tools are Medium, even torches and the 2x2 recipes ones.
The basic Clay Oven would accept Small and Medium items.
Some items would be flagged as « Long & Narrow ». Specifically : Arrows, Blaze Rods, Bones, Sticks. These would all be Medium items.
Stacks sizes
Stacks sizes would be adjusted to make storage always have a more consistent behavior : bigger objects store better. From Small to Medium, then again from Medium to Big, each step would be about twice better.
Example : 32 nuggets per stack (instead of 64). Comparing to 8 ingots (worth 72 nuggets) = this would give an efficiency improvement ratio of 9/4 (instead of currently only 9/8). Note that currently when comparing 1 stack of 8 ingots to 1 stack of 4 blocks (worth 36 ingots), we have the exact same ratio of 9/4.
Thus, many Small items would get reduced stack size. Some because they are « fragile » or hard to store properly, notably, anything fully organic (meat, veggie, flowers, etc.), or that doesn’t have a well defined solid shape (sugar, slimeball, etc.).
This would similarly rebalance bowl food storage : the bigger, already crafted food, would store more efficienctly than its raw ingredients alone.
« Long & Narrow » items would stack to only 8 (instead of 16 or 32). Thus, just like Logs store wood twice as good as Planks, Planks woulds also store twice better than Sticks.
More Leather, and more interesting Leather
Soft Leather would be pinkish leather. Smelt it to get normal Leather.
- Sheep would drop 0-1 Soft Leather (instead of 0-1 Leather)
- Pigs would drop 0-1 Soft Leather (instead of 0 Leather)
- Hogs would drop 2-3 Pork Chops and 0-2 Leather.
- Cows would drop 1-3 Leather (instead of 0-2 Leather)
- Horses would drop 1-3 Soft Leather (instead of 0-2 Leather)
Hogs would be a new Neutral mob, looking like large brown pigs with tiny tusks, basically a reskinned pig with a bigger model. 16 health, no taming, dealing only 1 damage. They would exist in most biomes, helping a bit to get early meat / Leather.
Utility items
See 2nd image for the crafting recipes. All utility items stack to only 1.
- Head Armor Slot >>> Quiver Utility Slot
- Chest Armor Slot >>> Backpack Utility Slot
- Legs Armor Slot >>> Belt Utility Slot
- Feet Armor Slot >>> Pouch Utility Slot
Utility items are not armor, and are not tools. As such, they do not use Durability. They are Medium items.
Each Utility item adds its own special Inventory space, which also counts as being part of Main Inventory.
An Utility Item can be removed from its Utility Slot only when all of its inventory slots are empty.
If the player is wearing any armor in an Armor Slot, then any Utility Item in the Utility Slot that is lining up with that Armor Slot cannot be targeted by attacks which could directly target/damage items inside main inventory. This is because suddenly losing much of one’s carrying capacity would be major gameflow problem, so an allowance is made for that aspect.
Quiver Utility Slot (lining up with Head Armor)
For the recipe, String is needed. Can't replace it with Sinew.
I used the official unused Quiver icon for this one.
When a Quiver is equipped in the Quiver Utility Slot, 4 Quiver Inventory Slots appear to the right of it.
Only « Long & Narrow » items can be put in a Quiver Inventory Slot : Arrows, Sticks, Bones, Blaze Rods.
When shooting from a Bow, if there are no available Arrows in a Direct slot, the game will try to draw from the Quiver Inventory Slots instead.
Backpack Utility Slot (lining up with Chest Armor)
When a Backpack is equipped in the Backpack Utility Slot, the 2 top Main Inventory Rows, the top most row and the central row, appear. These Main Inventory Slots form the « Backpack Inventory Slots ».
Belt Utility Slot (lining up with Legs Armor)
When a Belt is equipped in the Belt Utility Slot, the bottom-most Main Inventory Row appears. These Main Inventory Slots form the « Belt Inventory Slots ».
Hitting BACKSPACE (key configurable in a new Options > Controls > new « Belt » screen) swaps the stacks in Swap-enabled Direct slots with whatever (stack empty or not) is in that bottom inventory row, directly above that Direct Slot. Exactly which slots get swapped is defined in the Options > Controls > Belt Screen, where you have a simple row of 9 buttons that can be toggled ON/OFF(all ON by default).
The Row Swapping isn’t instantaneous, it uses the picking-up-items delay. This delay occurs once, then all the slots swap all together, so you have to hold the BACKSPACE key only a little bit.
Pouch Utility Slot (lining up with Feet Armor)
For the recipe, String can be used instead of Sinew.
When a Pouch is equipped in the Pouch Utility Slot, 4 Pouch Inventory Slots appear to the right of it.
Only Tiny items can go in the Pouch Inventory Slots.
If a player drinks a Potion, the 1st potion in the Pouch Inventory (it does not need to be the same type of potion) is automatically moved to replace the just-drunk potion (with the normal « replacing an item from inventory » slight delay). This takes precendence over item replacement from the rest of inventory.
OMG that would make me so happy.
Hey I like the concept and the images of the additional storage! Not sure about the changes to quantities that you suggested. Too long to read! lol
Yikes! I will be balancing precariously on the top of the ladder trying to place the block back that I just broke away!
It seems like every time I start a world in MITE, I struggle to avoid phyto malnutrition in the early game. I can stay alive for a fair time, wandering some and gathering gravel and hunting for food, but sooner or later, generally about day 8, I find myself malourished. I tend to eat apples and seeds a fair bit, but my main early game sustenance is meat, as farming requires copper that I don't yet have at that point. I guess what I'm asking is, how do yall suggest getting plant based nutrition before you can farm it?
Also, shout out to Ouatcheur for helping me out in my late start on the Easter Server!
Update: Better question, is there an updated recipe list somewhere that I'm missing?
Your main veggies source would be salads until you can get a pumpkin farm going to make pumpkin soup.
Crafting Recipes from the File Download thread
I think phytonutriments malnourishment is something we have to face off in the early game, and that it is by design.
There are, however, ways to greatly mitigate the problem.
Trick #1 - Cut a Morning Tree
Many mornings, when not planning on exploring super far, start by jumping on a oak tree and removing all the leaves blocks adjacent to the trunk. Then gather seeds or whatever nearby, and then swipe off the items that dropped from decaying leaves. This gives not only a nice reserve of Sticks, but also saplings (early fuel!) and also a few apples.
Try to use a low tree as isolated from other vegetation as possible. You want to get as many leaves decaying as possible, for the least amount of work possible.
Bare trunks make perfect super-tiny 1x1 shelters. Just make sure you can dig 3 down, so that your head is below night zombie feet. Since you have sticks, you can immediately start killing them at night. Which also means more, and earlier, mob drops. When you have a bed, make entrance right under a bare trunk again, and you can extend the shelter a few more blocks in length in order to place the bed and skip nights.
Trick #2 - Explore more
Don't stick around at the same shelter spot for many days. Every couple days, especially early on, move on to a next spot that is only a 200 or 300 blocks away. As soon as your local resources even start to look half depleted, its the signal that its already time to move on. Don't wait until the local area is as empty as your stomach!
This has the following benefits:
- Less distance between shelter and resources, thus less time and energy wasted while also doing better daily progress
- Better hunting prospects, you'll have so much meat you will want to cook it for the XP instead of for the nutrition points
- Better odds of finding special phytonutriments like pumpkin and blueberry patches
- Better odds of finding a better biome to progress in
- Better odds of finding gravel
- More pristine animals, especially sheep for the wool for making beds, but also more meat, which means less time wasted on breaking tall grass
- And most important of all, access to more dandelions.
- And, nearly as important, your spawn area won't be depleted! If you happen to die and respawn there, this alone will be invaluable.
Seriously, if you get malnourished, its very probably because you stuck to the same place too long. If you need to move every two days to find enough animals and dandelions, then move every two days! This tactic will give you so much meat that you can easily afford to be phytonutriments malnourished yet never really go hungry.
As soon as you can make more beds, do so, and can start leaving the previous bed in the previous shelter. That way if you EVER respawn at spawn, you'll have a line of shelters to fall back on. 3 planks each for such a lifeline is priceless. Later on, bring food and chests and furnish that lifeline road. Sooner or later, you WILL respawn at spawn. It's Murphy's Law. Finding a base with some food and basic gear will mean the difference between starting over vs being back on track in a jiffy.
Even after you're ready to settle for good, keep on exploring! This will allow two things:
- Building big enough food reserves to last you until your farms really make you self-sufficient
- Finding a superb good spot to settle in, with most everything you need nearby
Trick #3 - Make those phytonutriments last as much as possible
For early Pumpkins, convert some as soup to eat right away (or later), and immediately convert the rest to pumpkin seeds for planting later. The bigger you can initially start your pumpkin farm, the faster it will really start to sustain you. If you keep Pumpkins in their original shape, and die, undead will wear them on their head to resist burning in the day, which is just adding insult to injury. If you had many pumpkins, you might return only to find a whole "pumpkin heads" undead pack waiting for you right where your equipment dropped. Convert those pumpkins to soup or seeds ASAP.
If you have Blueberries, only eat them in Porridge form.
If you have Oranges and Snowballs, only eat them in Sorbet form.
Your main phytonutriments staple should be any bowl food, as they are vulnerable if you fall in water. Keep your various non-bowl fruits for more special situations, where water is a threat and where you also need to make sure you have enough phytonutriments.
Trick #4 - Eat phytonutriments to heal back up when you really need it
Sometimes no matter what you do, things go bad. Time to eat even the bad stuff! Use phytonutriments as a way to be able to eat bad foods and stretch out your food.
Wait until you are wounded before eating a salad (or other phyto source). This will allow you to regenerate slowly, back to full health within a day, instead of insanely slowly. Eating all your phytonutruments while you are at full health, then being forced to remain badly wounded for days on end later on, is a good way to die instead. The best time to get out of malnourishment is when you are hurt.
If low on food, and you have damaging food (red mushrooms, rotten flesh, spider eye) you can use this trick to eat, take the wounds, then regenerate. Select a moment where you are hungry yet won't face much risks of dangers that day, for example you intend to gather some nearby clay that day, close to your shelter.
Then, from full health, eat 2 Rotten Flesh and 1 Salad. You'll nearly die, but you'll survive. If you eat a red mushroom, eat the salad right before it. Make sure you calculate the Satiation and Nutrition points, and also the Damage you'll take, and make sure to avoid taking risks while you are wounded. This trick is dangerous to use, and takes some practice, but it can be a real lifesaver.
Good luck!
Also, as you explore more and use the morning tree trick, you usually will tend to accumulate these:
- Both types of mushrooms.
- Saplings
At some point start keeping these around for when you will settle, instead of eating them all or using them as fuel.
Use the saplings and red shrooms to start a red shroom farm.
Plant the brown shrooms in the caves nearest your settlement (it should be a big cave network, otherwise its a bad settling spot).
Soon enough, you'll be able to eat tons of Mushroom Soup. That will stretch your food wonderfully.