That's a good idea, I'll give it some thought. I do like the way it is now because everybody who plays MITE is playing at the same difficulty level (because there's only one).
MITE is probably harder than I realize because I gradually ratcheted up the difficulty as I developed it, whereas everyone else is getting hit with all the changes all at once. I'm actually surprised that no one has posted an image of their first pickaxe yet in this thread.
Have you tried starting in a swamp? It might make things easier because swamps contain a lot of ponds and therefore lots of sugar cane, which is probably the most readily obtainable source of food. Try the following strategy:
Harvest tree branches until you get one stick (to be used as a weapon for hunting animals and defending yourself).
Keep moving in one direction and harvest every sugar cane you see. Also kill any animals you encounter for their drops.
Dig up 8 blocks of sand once you've got a bit of sugar on hand to keep your strength up (it will take energy to dig the sand; use the sugar to prevent shortening of your food bar).
Build a shelter with the 8 sand blocks before dusk and spend the entire night inside, fending off the spiders with your stick.
Dig your way out of the shelter in the morning and run from any spiders that might be lying in ambush (use the TAB key to toggle run mode; it is more reliable than the double tap).
Repeat these steps for a few days and you'll begin to accrue surplus food and other supplies. Make some leather armor for yourself once you have enough leather and then start looking for gravel patches.
Note: Jumping consumes a lot of food energy so try to avoid it when possible. Walking the long way around an obstacle will often take less energy than jumping over the bottleneck.
obtaining shelter is the easy part. It's finding the food because of the low starting health which is the problem. It seems to take all of your three starting shanks just ti find and kill an animal. Then you by the time you find another one and try to kill it your health is down again so you have to eat your first kill to maintain health.I managed with a little effort to get five steaks at one point and find a new shelter but when day break hits there are mobs, most often times spiders camped outside the shelter so when I leave it I die and go back to spawn. At that time I'm so far from where I died it's no point to try and find it to pick up those steaks they would have despawned by the time I would have found my death point any way.A few more starting hearts might make the difference. Maybe you can make a poll and ask what users would like.
Also about how long does it take sugarcane to grow if it grows at all and how longs does it take to breed animals and grow them to full size? Might aswell ask how long to takes to grow all plants on average? Also do villages still show up in this mod? Sorry about all the questions.
Sugar cane and all crop plants grow at a rate determined by local biome temperature and humidity. Sugar cane itself is treated as a warm weather crop and will not grow at all in a freezing biome (taiga, or any other place you see snow). Overall, crops grow much more slowly with MITE than in vanilla MC (roughly 8x more slowly but this depends on crop type and weather conditions) so it will take a larger area of farmland to sustain you. Manure can be applied to farmland to increase crop growth rate by 50%. Baby animals take longer to mature as well, 4x longer if memory serves.
Randomly generated villages do not appear in MITE. They were removed because they provided a shortcut to torches and it was too easy to pillage their supplies (wheat, planks, etc).
obtaining shelter is the easy part. It's finding the food because of the low starting health which is the problem. It seems to take all of your three starting shanks just ti find and kill an animal. Then you by the time you find another one and try to kill it your health is down again so you have to eat your first kill to maintain health.I managed with a little effort to get five steaks at one point and find a new shelter but when day break hits there are mobs, most often times spiders camped outside the shelter so when I leave it I die and go back to spawn. At that time I'm so far from where I died it's no point to try and find it to pick up those steaks they would have despawned by the time I would have found my death point any way.A few more starting hearts might make the difference. Maybe you can make a poll and ask what users would like.
I forgot to mention in my earlier post that it is a good idea to always enter 3rd person mode before leaving your shelter to see which side(s) the spiders are on. Dig on the side that doesn't have a spider and run for it.
Also, be careful not to click too rapidly when attacking animals or mobs. Each click of the mouse fatigues you and wears down the damageable tool you may be holding, but your target only takes damage at set intervals because there's a short period of invulnerability each time it takes damage.
Dropped items will persist for a full day cycle before despawning so you've got a good chance of getting them back unless you were "way out there" when you died.
java.lang.ClassCastException: su cannot be cast to of
at uf.q(EntityPlayer.java:1856)
at bdc.a(PlayerControllerMP.java:593)
at atv.entityClicked(Minecraft.java:1388)
at atv.c(Minecraft.java:1494)
at atv.k(Minecraft.java:2204)
at atv.S(Minecraft.java:862)
at atv.d(Minecraft.java:769)
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at uf.q(EntityPlayer.java:1856)
at bdc.a(PlayerControllerMP.java:593)
at atv.entityClicked(Minecraft.java:1388)
at atv.c(Minecraft.java:1494)
So I stumbled across a jungle temple, and found it completely destroyed and with no interior... Which I've never seen. Also I haven't seen a single village in plains or deserts. Has the structure generation been altered at all?
Dropped items will persist for a full day cycle before despawning so you've got a good chance of getting them back unless you were "way out there" when you died.
Why don't you make villagers hostile at the first hand? They had built a near-sustainable civilization, why would they want to give it to a weak, stranded stranger?
IMO, they should have a form of protection from the player. Something a village should have, like a guard. A butcher may raise his flint knife to get you away, a librarian may throw books at you, and a priest may beat you with his stick. But no, no iron golems.
IDEA:
The health and hunger system can be a bit reworked, maybe? Since your mod is already incompatible with most mods out there, you can add new system without fear of incompatibility. Sooo, here's my idea.
The player now have a health(H) bar and a fullness(F)/nutrition(N) bar. The health bar replaces the health icons, and the 2 bars replaces the hunger icons. On spawning, the player have 500(instead of 300) max H, F, and N. The player starts with random value between 200-500 for their H, 400-500 for F and N. On level up, the player gains math.rand(6,14) max everything, random for every start.
Mobs, of course, hit a lot harder. Zombies deal 100-300 damage, skeleton arrows hit for 150-450 damage, and so on. The vanilla MC damage is multiplied by 50, and then multiplied again by a random decimal with a range of 0.5-1.5. You will regen your H slowly. The rate per second is based on your N value divided by 1200.
I know this is a bit like TFC, but more health point means wider range of regen rate and damage. More hunger points means the player can know what to eat.
PROTIP: Jungle is a good source of food, unless you don't have sugar.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
So I stumbled across a jungle temple, and found it completely destroyed and with no interior... Which I've never seen. Also I haven't seen a single village in plains or deserts. Has the structure generation been altered at all?
Was the temple near the mine where you tried to break the minecart? Sometimes chunks lose data when the game crashes. Did the inside of the temple turn into a cube of empty space?
Villages aren't compatible with MITE, at least not peaceful ones:
Randomly generated villages do not appear in MITE. They were removed because they provided a shortcut to torches and it was too easy to pillage their supplies (wheat, planks, etc).
"The health and hunger system can be a bit reworked, maybe? Since your mod is already incompatible with most mods out there, you can add new system without fear of incompatibility. Sooo, here's my idea.
The player now have a health(H) bar and a fullness(F)/nutrition(N) bar. The health bar replaces the health icons, and the 2 bars replaces the hunger icons. On spawning, the player have 500(instead of 300) max H, F, and N. The player starts with random value between 200-500 for their H, 400-500 for F and N. On level up, the player gains math.rand(6,14) max everything, random for every start.
Mobs, of course, hit a lot harder. Zombies deal 100-300 damage, skeleton arrows hit for 150-450 damage, and so on. The vanilla MC damage is multiplied by 50, and then multiplied again by a random decimal with a range of 0.5-1.5. You will regen your H slowly. The rate per second is based on your N value divided by 1200.
I know this is a bit like TFC, but more health point means wider range of regen rate and damage. More hunger points means the player can know what to eat."
Why don't you make villagers hostile at the first hand? They had built a near-sustainable civilization, why would they want to give it to a weak, stranded stranger?
IMO, they should have a form of protection from the player. Something a village should have, like a guard. A butcher may raise his flint knife to get you away, a librarian may throw books at you, and a priest may beat you with his stick. But no, no iron golems.
EDIT: Seems like no mobs are spawning. Why?
I like the idea of villagers being able to defend their property and possessions from looting players. It is worth thinking about. The villagers might have tamed wolves for defense or something to that effect.
Mobs aren't spawning? Can you explain the circumstances a bit more (time of day, location, etc).
"The health and hunger system can be a bit reworked, maybe? Since your mod is already incompatible with most mods out there, you can add new system without fear of incompatibility. Sooo, here's my idea.
The player now have a health(H) bar and a fullness(F)/nutrition(N) bar. The health bar replaces the health icons, and the 2 bars replaces the hunger icons. On spawning, the player have 500(instead of 300) max H, F, and N. The player starts with random value between 200-500 for their H, 400-500 for F and N. On level up, the player gains math.rand(6,14) max everything, random for every start.
Mobs, of course, hit a lot harder. Zombies deal 100-300 damage, skeleton arrows hit for 150-450 damage, and so on. The vanilla MC damage is multiplied by 50, and then multiplied again by a random decimal with a range of 0.5-1.5. You will regen your H slowly. The rate per second is based on your N value divided by 1200.
I know this is a bit like TFC, but more health point means wider range of regen rate and damage. More hunger points means the player can know what to eat."
Is a really good idea.
I think the only thing stopping this mod from progressing in any direction is the low starting health. Everything else is good. This is just my opinion though.
I don't have any problems with the low starting health, my only problems are the Wood Spiders and Creepers. as long as you use the spider killer hole tactic you can get levels quick and be at 5 health in a minecraft week.
I figured out what was up with the jungle temple. Cobblestone now has gravity from the list of changes, so the cobblestone jungle temple fell apart into a pile of rubble One part of me thinks this is awesome because you have to excavate the temple to get the goodies inside, but at the same time the dungeoneering aspect is ruined. I think this could be fixed with a little tweaking of the cobblestone gravity that I've seen in some old mods, where you can build horizontally to a certain distance (ie 5-6) blocks but any further requires more grounded pedestals and columns to stay upright. That way some of the ruins naturally falls apart, but still stays intact enough to explore. Just an idea, I don't know squat about java scripting so I don't know how difficult that would be to implement.
Also nice to know that villages are still possible by converting zombified squidwards (I killed one a little while ago but at elast they exist), since villages aren't present. But I think they should be incorporated somehow eventually, maybe entry requires an emerald tax or something. That way you have to be far enough along to have mined emeralds (or enough shards), which means stealing their wheat and building supplies would be relatively trivial.
Sorry lots of text, but I'm liking this mod more and more.
Ideas
I myself have wished that vanilla aspects be changed somewhat into more useful and realistic contributions to the game. I like what you've already done with the anvils (I don't have one yet but I know what the changes are), but I also felt the anvil should have originally (as in vanilla) opened up new crafting to be done in minecraft. I've even considered learning java and modding to attempt such a feat since I already do minecraft textures all the time. Really all I've invisioned is a larger crafting table that one could forge better weapons and armor with, and perhaps some mechanical objects to combat the difficulty of MITE. And with the addition of the advanced metals, it would be pretty sweet if you could forge mythical weapons or armor eventually.
Once again, these are just my ideas, I sort of invision this mod becoming a more refined version of Better than Wolves, granted its your vision, not mine Cheers!
I would love a server jar for this. Me and my friend love minecraft and play together ofte. I fell in love with the mod the moment I saw it but I really want to play with him.
On a separate issue I cant tell if I am too dumb to read or what but I cannot install this mod. I read the instruction and followed them but there is no new 1.64 version showing up in my launcher.
I figured out what was up with the jungle temple. Cobblestone now has gravity from the list of changes, so the cobblestone jungle temple fell apart into a pile of rubble
I think villages should be incorporated somehow eventually, maybe entry requires an emerald tax or something. That way you have to be far enough along to have mined emeralds (or enough shards), which means stealing their wheat and building supplies would be relatively trivial. Sorry lots of text, but I'm liking this mod more and more.
Your theory could be correct. Underminable blocks don't fall during terrain generation or decoration, but an entity walking on them will trigger them to collapse. It could be that an animal or mob walked on one of the unsupported cobblestones and caused a chain-reaction collapse of the entire structure. It's too bad you didn't get to see it. I think I'm going to revert the cobblestones back to non-falling status.
The emerald tax is a cool idea. But what if players stayed on the outskirts of town and waited until mobs killed the villagers and then moved in for the loot? I think it's a solvable but complex problem.
I would love a server jar for this. Me and my friend love minecraft and play together ofte. I fell in love with the mod the moment I saw it but I really want to play with him.
It would be nice if this mod offered a minecraft_server.jar. I know MITE is fun to play on a LAN. It's fair bit of work though, perhaps in the future but not right now.
On a separate issue I cant tell if I am too dumb to read or what but I cannot install this mod. I read the instruction and followed them but there is no new 1.64 version showing up in my launcher.
Please verify that you have followed the instructions precisely. You should have a folder called "1.6.4-MITE" in the "versions" folder, and inside of that "1.6.4-MITE.jar" along with the other files.
Um, I never completely read everything here as when I visited there was only 1 page xD
anyway, here's my episode 1 video:
Great video! You survived the night; I think episode #2 is going to interesting
To answer some of the questions you raised in your video:
You got the grass when you dug the dirt beneath the tall grass block at 8:22 (transplanting grass is useful if/when you breed cows later on because they browse on it)
Manure is used to fertilize farmland which speeds up crop growth
Sinew can be used as a substitute for string in the making of bows
Burning mobs have a small chance of setting nearby flammable blocks on fire, so that's why the tree was burning
Also, you can eat all of that sugar or the seeds at once and they'll keep you full longer.
We used to grow watermelons.
Back then we grew watermelon from the seeds of watermelon slices and our watermelons were the heirloom kind (not the hybrid ones). From a single slice, we'd germinate them and get at least 5 to grow out of 15 seeds. Then out of the 5, at least 2 would survive and eventually give fruit. This is for a single slice of melon.
While Minecraft Vanilla gets this right (1 melon slice = 1 melon seed), for this mod it would be a little more reasonable to have like 2 melon slices instead of 4? Just putting my 2 melon slices in the bucket. =]
Mobs aren't spawning? Can you explain the circumstances a bit more (time of day, location, etc).
Caves don't have mobs. I don't see any mobs at night, etc., etc. Only animals exist.
And, why is wolves so common? Do they have meat or something?
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
obtaining shelter is the easy part. It's finding the food because of the low starting health which is the problem. It seems to take all of your three starting shanks just ti find and kill an animal. Then you by the time you find another one and try to kill it your health is down again so you have to eat your first kill to maintain health.I managed with a little effort to get five steaks at one point and find a new shelter but when day break hits there are mobs, most often times spiders camped outside the shelter so when I leave it I die and go back to spawn. At that time I'm so far from where I died it's no point to try and find it to pick up those steaks they would have despawned by the time I would have found my death point any way.A few more starting hearts might make the difference. Maybe you can make a poll and ask what users would like.
Sugar cane and all crop plants grow at a rate determined by local biome temperature and humidity. Sugar cane itself is treated as a warm weather crop and will not grow at all in a freezing biome (taiga, or any other place you see snow). Overall, crops grow much more slowly with MITE than in vanilla MC (roughly 8x more slowly but this depends on crop type and weather conditions) so it will take a larger area of farmland to sustain you. Manure can be applied to farmland to increase crop growth rate by 50%. Baby animals take longer to mature as well, 4x longer if memory serves.
Randomly generated villages do not appear in MITE. They were removed because they provided a shortcut to torches and it was too easy to pillage their supplies (wheat, planks, etc).
I forgot to mention in my earlier post that it is a good idea to always enter 3rd person mode before leaving your shelter to see which side(s) the spiders are on. Dig on the side that doesn't have a spider and run for it.
Also, be careful not to click too rapidly when attacking animals or mobs. Each click of the mouse fatigues you and wears down the damageable tool you may be holding, but your target only takes damage at set intervals because there's a short period of invulnerability each time it takes damage.
Dropped items will persist for a full day cycle before despawning so you've got a good chance of getting them back unless you were "way out there" when you died.
// I bet Cylons wouldn't have this problem.
Time: 3/12/14 7:00 PM
Description: Unexpected error
java.lang.ClassCastException: su cannot be cast to of
at uf.q(EntityPlayer.java:1856)
at bdc.a(PlayerControllerMP.java:593)
at atv.entityClicked(Minecraft.java:1388)
at atv.c(Minecraft.java:1494)
at atv.k(Minecraft.java:2204)
at atv.S(Minecraft.java:862)
at atv.d(Minecraft.java:769)
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at uf.q(EntityPlayer.java:1856)
at bdc.a(PlayerControllerMP.java:593)
at atv.entityClicked(Minecraft.java:1388)
at atv.c(Minecraft.java:1494)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bdi['datonoman'/13, l='MpServer', x=-46.59, y=29.54, z=-842.94]]
Chunk stats: MultiplayerChunkCache: 150
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-76,64,-192), Chunk: (at 4,4,0 in -5,-12; contains blocks -80,0,-192 to -65,255,-177), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 247170 game time, 247170 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 57 total; [ro['Bat'/129, l='MpServer', x=24.05, y=48.78, z=-900.38], tf['Creeper'/128, l='MpServer', x=25.49, y=20.00, z=-921.51], tw['Zombie'/130, l='MpServer', x=20.49, y=29.00, z=-889.51], su['entity.MinecartChest.name'/14, l='MpServer', x=-46.49, y=28.36, z=-844.51], tf['Creeper'/263, l='MpServer', x=32.49, y=47.00, z=-845.51], tf['Creeper'/264, l='MpServer', x=27.49, y=47.00, z=-848.51], tf['Creeper'/59, l='MpServer', x=-113.51, y=33.00, z=-888.51], tr['Skeleton'/58, l='MpServer', x=-116.89, y=26.00, z=-901.44], tw['Zombie'/63, l='MpServer', x=-123.51, y=45.00, z=-769.51], tw['Zombie'/68, l='MpServer', x=-112.19, y=26.00, z=-910.28], tw['Zombie'/69, l='MpServer', x=-111.51, y=26.00, z=-905.51], tw['Zombie'/70, l='MpServer', x=-104.51, y=31.00, z=-909.51], rr['Cow'/71, l='MpServer', x=-106.46, y=103.00, z=-897.04], tw['Zombie'/64, l='MpServer', x=-112.51, y=37.00, z=-776.51], rz['Sheep'/66, l='MpServer', x=-120.43, y=64.00, z=-775.55], tw['Zombie'/67, l='MpServer', x=-110.51, y=26.00, z=-905.51], tt['Spider'/76, l='MpServer', x=-101.51, y=36.00, z=-793.51], tw['Zombie'/77, l='MpServer', x=-105.51, y=36.00, z=-789.51], rr['Cow'/78, l='MpServer', x=-95.51, y=117.00, z=-897.72], tf['Creeper'/72, l='MpServer', x=-110.51, y=33.00, z=-888.51], tf['Creeper'/73, l='MpServer', x=-108.97, y=33.00, z=-886.58], tw['Zombie'/74, l='MpServer', x=-109.51, y=33.00, z=-888.51], ss['item.item.feather'/75, l='MpServer', x=-101.32, y=69.13, z=-868.86], EntityHellhound['Hellhound'/85, l='MpServer', x=-73.49, y=18.00, z=-882.60], EntityHellhound['Hellhound'/86, l='MpServer', x=-74.57, y=19.00, z=-883.35], ry['Pig'/81, l='MpServer', x=-88.68, y=66.00, z=-848.54], ro['Bat'/80, l='MpServer', x=-83.78, y=28.07, z=-873.42], rz['Sheep'/83, l='MpServer', x=-84.69, y=69.00, z=-852.38], rq['Chicken'/82, l='MpServer', x=-82.44, y=66.00, z=-848.21], ss['item.tile.rose'/93, l='MpServer', x=-68.54, y=65.13, z=-782.13], EntityHellhound['Hellhound'/92, l='MpServer', x=-65.67, y=14.00, z=-778.51], tf['Creeper'/89, l='MpServer', x=-76.51, y=25.00, z=-862.51], tf['Creeper'/88, l='MpServer', x=-77.51, y=25.00, z=-859.51], ro['Bat'/91, l='MpServer', x=-62.22, y=14.80, z=-807.51], tw['Zombie'/90, l='MpServer', x=-79.00, y=84.00, z=-830.65], ro['Bat'/102, l='MpServer', x=-54.47, y=19.79, z=-787.99], rq['Chicken'/103, l='MpServer', x=-57.93, y=67.00, z=-780.48], ro['Bat'/100, l='MpServer', x=-56.52, y=16.04, z=-801.22], tf['Creeper'/101, l='MpServer', x=-53.51, y=20.00, z=-792.51], EntityHellhound['Hellhound'/98, l='MpServer', x=-60.52, y=11.00, z=-843.34], rz['Sheep'/99, l='MpServer', x=-53.61, y=83.00, z=-835.48], rz['Sheep'/97, l='MpServer', x=-59.82, y=64.00, z=-915.49], EntityHellhound['Hellhound'/111, l='MpServer', x=-21.56, y=15.00, z=-898.85], rz['Sheep'/108, l='MpServer', x=-34.79, y=63.00, z=-908.13], tr['Skeleton'/109, l='MpServer', x=-38.51, y=40.00, z=-808.51], rz['Sheep'/107, l='MpServer', x=-35.43, y=63.00, z=-914.57], bdi['datonoman'/13, l='MpServer', x=-46.59, y=29.54, z=-842.94], rz['Sheep'/119, l='MpServer', x=-9.59, y=67.00, z=-782.55], rr['Cow'/118, l='MpServer', x=-12.49, y=69.00, z=-768.23], EntityHellhound['Hellhound'/113, l='MpServer', x=-24.40, y=15.00, z=-887.92], rz['Sheep'/112, l='MpServer', x=-25.38, y=64.00, z=-912.88], tf['Creeper'/127, l='MpServer', x=24.49, y=20.00, z=-921.51], EntityHellhound['Hellhound'/126, l='MpServer', x=13.89, y=15.00, z=-767.80], EntityHellhound['Hellhound'/125, l='MpServer', x=4.40, y=22.00, z=-799.39], ro['Bat'/124, l='MpServer', x=8.64, y=46.74, z=-860.66], ro['Bat'/123, l='MpServer', x=7.54, y=42.76, z=-876.78], rq['Chicken'/120, l='MpServer', x=-10.52, y=67.00, z=-782.76]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bdd.a(WorldClient.java:410)
at atv.b(Minecraft.java:2733)
at atv.d(Minecraft.java:794)
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 134104976 bytes (127 MB) / 438173696 bytes (417 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 18931 (1060136 bytes; 1 MB) allocated, 3 (168 bytes; 0 MB) used
Suspicious classes: Packet85SimpleSignal, BlockUnderminable, EntityFireElemental, ...]
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
Launched Version: 1.6.4-MITE
LWJGL: 2.9.0
OpenGL: GeForce GT 640/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 17976 (1006656 bytes; 0 MB) allocated, 34 (1904 bytes; 0 MB) used
Why don't you make villagers hostile at the first hand? They had built a near-sustainable civilization, why would they want to give it to a weak, stranded stranger?
IMO, they should have a form of protection from the player. Something a village should have, like a guard. A butcher may raise his flint knife to get you away, a librarian may throw books at you, and a priest may beat you with his stick. But no, no iron golems.
IDEA:
The health and hunger system can be a bit reworked, maybe? Since your mod is already incompatible with most mods out there, you can add new system without fear of incompatibility. Sooo, here's my idea.
The player now have a health(H) bar and a fullness(F)/nutrition(N) bar. The health bar replaces the health icons, and the 2 bars replaces the hunger icons. On spawning, the player have 500(instead of 300) max H, F, and N. The player starts with random value between 200-500 for their H, 400-500 for F and N. On level up, the player gains math.rand(6,14) max everything, random for every start.
Mobs, of course, hit a lot harder. Zombies deal 100-300 damage, skeleton arrows hit for 150-450 damage, and so on. The vanilla MC damage is multiplied by 50, and then multiplied again by a random decimal with a range of 0.5-1.5. You will regen your H slowly. The rate per second is based on your N value divided by 1200.
I know this is a bit like TFC, but more health point means wider range of regen rate and damage. More hunger points means the player can know what to eat.
PROTIP: Jungle is a good source of food, unless you don't have sugar.
EDIT: Seems like no mobs are spawning. Why?
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Nice. Thanks for finding that bug.
Was the temple near the mine where you tried to break the minecart? Sometimes chunks lose data when the game crashes. Did the inside of the temple turn into a cube of empty space?
Villages aren't compatible with MITE, at least not peaceful ones:
The player now have a health(H) bar and a fullness(F)/nutrition(N) bar. The health bar replaces the health icons, and the 2 bars replaces the hunger icons. On spawning, the player have 500(instead of 300) max H, F, and N. The player starts with random value between 200-500 for their H, 400-500 for F and N. On level up, the player gains math.rand(6,14) max everything, random for every start.
Mobs, of course, hit a lot harder. Zombies deal 100-300 damage, skeleton arrows hit for 150-450 damage, and so on. The vanilla MC damage is multiplied by 50, and then multiplied again by a random decimal with a range of 0.5-1.5. You will regen your H slowly. The rate per second is based on your N value divided by 1200.
I know this is a bit like TFC, but more health point means wider range of regen rate and damage. More hunger points means the player can know what to eat."
I like the idea of villagers being able to defend their property and possessions from looting players. It is worth thinking about. The villagers might have tamed wolves for defense or something to that effect.
Mobs aren't spawning? Can you explain the circumstances a bit more (time of day, location, etc).
Also nice to know that villages are still possible by converting zombified squidwards (I killed one a little while ago but at elast they exist), since villages aren't present. But I think they should be incorporated somehow eventually, maybe entry requires an emerald tax or something. That way you have to be far enough along to have mined emeralds (or enough shards), which means stealing their wheat and building supplies would be relatively trivial.
Sorry lots of text, but I'm liking this mod more and more.
Ideas
Once again, these are just my ideas, I sort of invision this mod becoming a more refined version of Better than Wolves, granted its your vision, not mine Cheers!
Your theory could be correct. Underminable blocks don't fall during terrain generation or decoration, but an entity walking on them will trigger them to collapse. It could be that an animal or mob walked on one of the unsupported cobblestones and caused a chain-reaction collapse of the entire structure. It's too bad you didn't get to see it. I think I'm going to revert the cobblestones back to non-falling status.
The emerald tax is a cool idea. But what if players stayed on the outskirts of town and waited until mobs killed the villagers and then moved in for the loot? I think it's a solvable but complex problem.
It would be nice if this mod offered a minecraft_server.jar. I know MITE is fun to play on a LAN. It's fair bit of work though, perhaps in the future but not right now.
Please verify that you have followed the instructions precisely. You should have a folder called "1.6.4-MITE" in the "versions" folder, and inside of that "1.6.4-MITE.jar" along with the other files.
anyway, here's my episode 1 video:
Great video! You survived the night; I think episode #2 is going to interesting
To answer some of the questions you raised in your video:
OHHHhhh. I see.... interesting.............................. hahahaha! Let's DO THIS!
We used to grow watermelons.
Back then we grew watermelon from the seeds of watermelon slices and our watermelons were the heirloom kind (not the hybrid ones). From a single slice, we'd germinate them and get at least 5 to grow out of 15 seeds. Then out of the 5, at least 2 would survive and eventually give fruit. This is for a single slice of melon.
While Minecraft Vanilla gets this right (1 melon slice = 1 melon seed), for this mod it would be a little more reasonable to have like 2 melon slices instead of 4? Just putting my 2 melon slices in the bucket. =]
Caves don't have mobs. I don't see any mobs at night, etc., etc. Only animals exist.
And, why is wolves so common? Do they have meat or something?
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