Out of curiosity, what do you think makes it 'unbelievably hard' now ? I mean : what's actually 'harder' now acording to you ?
Plants grow much much slower and will blight on each blood moon (you can restore them each with bone marrow however). It means you have to plant right after the blood moon and can't really plant say 5 days after the blood moon or it won't be ready beforehand. E.g. I planted an Onion the night after a blood moon and it still wasn't ready by the next one. I unfortunately didn't know about the bone marrow thing and knocked up the blighted one! I've noticed that healing the plant does send it back a couple of growth levels.
If you haven't played since the nutrition requirements changed (balance of Fruit and veg vs Meat) then you have that to contend with as well. New insulin thing from eating too much sugar but that doesn't impact you much. I bet that is a work in progress.
Drops from mobs are way down as well so it could take you a good long time to get a bow, a decent number of arrows, etc. I think I got my first poor quality leather helmet on like Day 100 of a world where before I would be throwing them away. Power II Bow or Looting II Club from a drop are now an item to be treasured and kept until you have an anvil to repair it on.
Everything as a result is just much harder and slower to achieve. You might get to an Iron Pickaxe around day 80 and unlock villages (Iron Pickaxe, Carrot, Onion, and Potato) by maybe Day 500? It can take a really long time to get the 3 vegetables.
It's all good though! Thanks Avernite! Arggggggghhhh!
Hi. Remember that you have to find (or get in a drop) all 3 vegetables before Villages are unlocked and start showing up in newly spawned chunks. This is just to stop you from finding a village on Day 3 and getting all the vegetables. You also have to have made an iron pickaxe and the world must be at least 60 days old. That last one is pretty redundant now as there is little chance of achieving the other 4 before day 60. Ouatcheur texted me a day or two ago and he was on Day 563 and apparently has still not found potatoes.
While bonemeal can now be used to recover a blighted plant it can no longer be used to speed the growth of any plants. It can still be used to spawn grass and flowers.
I don't recall one not being able to till a dirt block? I think you always could. However if you want to get grass growing in an area that is only dirt (so that you can have animals) then you can dig up a tall grass block. That will you the tall grass that you can then place on a dirt block transforming it into a tall grass block. That will then spread to the soil blocks around it creating grass blocks. So you don't need to do that long path that you were talking about (if you do want animals one day).
Pumpkins are great but you will notice that they take longer to grow. Melons are even better but are really slow to grow now. 32 plus days, Luckily they are not affected by the blood moons.
Zombie villagers drop some (rare drop on rare mob, granted), and witches too (far less rare drop, even though the mob himself is a bit rarer if not in swamp)
And pumpkins are also an excellent renewable source of vegetables, when you have wiped all the dandelions in your area. And when you have reached the anvil level to have a good tool durability ratio, you can even get a decent amount of fruits from leaves decay from big tree farms. And EVEN then, just get more non-vegetable food, some can be farmed to tons (like chocolate) so you can just shrug at the hunger increase effect.
However, I'm a bit disappointed about the new crop growth situation you described, and I must say your advice came at the right moment : I'm just about to start planning my wheat/pumpkin plantation and it's complicated... I'm on the shore of a jungle, more specifically my base is set offshore about 40 blocks from a long sand beach then it's jungle. In my memory you couldn't till dirt blocks, only grass ones (and I just tested : it changed apparently), so I was searching the more efficient way to set dirt along a line from a grass block of the jungle to the closest to my "anchor" point (the start of the lilipad road to my offshore base). This way I would be able to till some patches separated from each other and they'll all be close enough to water to stay damp. Some other point of concern was : will blight not be too hard in the jungle ? Or more importantly, is my sandbeach itself part of the jungle or part of the ocean biome bording it ? If the latter, will it allow crops to grow well ? And also, if I can till dirt anywhere, why bother to build my grass path ? It'll be simpler to just dump dirt anywhere handy and till it immediately.
To give an indication on my overall situation, my spawn was on a pretty big swamp island (half a day walking from side to side approximately), with immense oceans all around. I've searched for anything around : just water. Only once I could find ground elsewhere : half a day straight south there's a jungle island, half of my swamp's size, with a few sand beaches bording it. For about 30 days I've roamed the swamp and used most of what I could grab, then I found the jungle island and decided to move there with all my possessions to set a new base. It's now day 46, I have a huge cocoa/canes going, a lot of food packed, clay oven and cobblestone furnace, silver sword, copper axe and enough copper to make the next, a bit of charcoal/wood in advance, so now the next step is really to set a pumpkin farm to solve the vegetables problem, I have 3 seeds but want to get the best out of it. Will bonemeal help ? I can't remember how it worked here and it can have changed anyway...
Also :-) Happy to see you're still around, and thanks for the answers ^^
Villages get unlocked by finding the 3 veggies, not the other way around. You also need to have crafted a pickaxe, but now getting the 3 veggies is so much harder that this last requirement could just as well be dropped lol.
Sources of veggies:
- Zombie Villagers (rare drop from rare mob)
- Witches
- Dungeons loot chests (uncommon)
Most efficient way to "spread" the grass is actually not a line but a path. Making it 2 wide or 3 wide speeds up tyhe "grass moving forward along path" nicely. If you want to use the least amount of dirt then cross-shape is best. i.e. two rows of dirt blocks, with dirt blocks every 2 blocks, with a middle row, also witgh dirt blocks every 2 blocks, but offseted by one block, so that all dirt connects diagonally. Grass spread the same way diagonally or straight. But as you found out, we can directly till pure dirt, so just place the 1 dirt every 2 blocks.
Getting pumpkins is vital now. They are immune to Blight too. As soon as you can, you also start a sugar cane, wheat and chicken farms. Pumpkin Pie is worth a whopping 10 Satiation +6 Nutrition, a bit less than eating all of it's ingredients separately, sure, but it counts for BOTH Proteins AND Phytonutriments. That kind of value solves malnutrition worries forever. Start mushroom farms ideally both types if you can, that is also important. Mushrooms is easy to do in a swamp biome, however swamp biomes are filled which slimes which will ruin your crops unless you wall them off and light it all up, which initially is tons of work. As for Sugar, Insulin Resistance is only a problem very early on, if you eat too much Sugar. As soon as you start using the better foods, say Cookies or Pumpkin Pie, you don't risk Insulin Resistance, which has a minor effect anyway. Also, in solo play you can benefit from Time Forwarding: you can have your red mushroom farm in the swamp, planting 2 red shrooms per swamp tree, as far from each other as possible, then occasionally come to the swamp for a really big harvest.
Also, planting on a Beach ain't such a good idea. Each biome AND sub-biome has different "specs". Generally, hotter biomes = faster growth. Wetter biomes = more Blight. However, a Beach is treated pretty much like "Ocean'", not like the biome it is adjacent to! And Ocean biomes are "semi-cold and wet" so... not so great for crops. Rivers suck the same way. If you are in a Plain crossed by a river, plant around the ponds, not at the river! For some reason, best biome for crops is Desert: hot and dry. IMHO each crop should instead have "ideal" growth conditions. The more you move "away" from the ideal, the slower the crops should grow AND the less "healthy" it should be to resists Blight. Thus, sure, wetter = more blight, overall, but THEN the crop has health according to the biome hotness/wetness which also would have an impact too. This means arid climates might be good for let's say cactus, but crappy for the rest, because while the biome is dry, meaning less blight, the crops that aren't adapted to hot&arid would suffer more easily from that amount of Blight, so it might turn out pretty much the same as resisting well the higher amoutn of blight in their ideal biome conditions.
Try to start an animal farms ASAP. Not only chicken but sheep or pigs too. Cows, sure, if you can, but those require a big wheat farm to support well. Pigs and sheep will give you a nice supply of manure, which is vital to make your crops farm produce mature crops fast enough before the next blood moon wipes out almost all your crops. For cows I recommend having a small number of cows then using bonemeal and then watch them closely to harvest all the milk you can, then afterwards just let them stay sick, otherwise they eat way too much.
IMHO the Insulin Resistance and Malnourishment penalties are not adding very interesting effects. The IR effect means you can eat food only 1 at a time. Again, that thing makes a gameplay difference only at the VERY beginning, and the only effect is to force you to "pace" your eating. i.e. all it does is limit you to eat only 1 food item per 30 seconds. Which is not really a problem if you are minimally diligent. As soon as you have even slightly better food, even the "30 seconds limitation" seems unimportant. I am not really in love with a mechanic that penalizes you when making the "harder" / more complex foodstuff. Same for malnourishment, the effect is basically "just require 50% extra food", which, once you produce enough food, becomes ignored. It also causes some hysteresis: "pre" good foods, you get malnutruitioned, so you need even more food, so as soon as you get malnutritioned, you get STUCK there for a good long while. Until you reach enough food production capabilities to cover your needs including this +50%, and then the malnourishment "wall" has been crossed and it fully disappears forever as a problem, because suddenly, since you HAD enough food production WITH the required +50%, and thus don't need the extra +50% food anymore, you thus find yourself flush with food, so the starvation dangers ALSO kind of disappear right there too.
I would have preferred the food mechanics to stay relevant much longer. Early game is more than hard enough, and later game pretty easy by comparison. So the effects of bad nutrition should actually not create a mere "wall" that sticks you semi-permanently into Malnutrition and "needs to be crossed once then you can forget it", but instead create more of a "rotating door" mechanic, that you kind of constantly "cross over" in and out of. So the negative effects should NOT affect feeding itself in a negative way. Also, the mechanics should encourage "variety of food" even more. Especially until mid-game as the variety of food is so low there.
Maybe we could have "Carbs" and "Sweets" as "required" nutriments in addition to Proteins and Phytonutriments. Malnourishment would put your body into "low energy mode": you would actually SAVE food energy on metabolism, not spend more! However your character would be weaker/slower/something-not-directly-food-related. Thus, falling into Malnourishment, would have a penalty, you'd want to get out of it, but in a way it helps saves you a bit on food too, so it's relatively eassy to geto ut of it. But the moment you get out of it, your normal hunger comes back, meancing you to fall back into malnutrition again pretty soon.
In addition to the general slower healing from Malnourishment, each type of Malnourishment could have it's own bad effect.
Lack of Proteins? Weak muscles! Slower block breaking, slower crafting, slight delay before jumping, slightly less jump height, and another slowing of healing on top of the base slowdown from being Malnourished in general.
Lack of Phytonutriments? Bad eyesight, bad hand-eye-coordination, bad reflexes. Thus, everything seems darker, especially near edges of vision, you have bad aim, some melee attacks (and parries) miss, especially crits, and you also have a bit less reach for both attack AND block breaking.
Lack of Carbs? Low staminam, shallow breath. Slower breath regaining, sprinting and "harsh" activities over some Hardness Threshold spend air bubbles just like when underwater. You can't suffocate from that, instead you stop sprinting and break blocks slower until fully regained your breat. Being underwater makes air bubbles diminish even faster than normal. Poison takes 50% longer to be flushed out your system.
Lack of Sweets? Low brain power, low morale, fatalism. Makes you more vulnerable to bad magics and bad effects. You don't sleep as well. Can do only "simple" crafting i.e. anything able to be crafted in a 2x2 grid and the 3x3 stuff is too complex and either can't be done or can be done but only very Not finding any joy in eating, you eat any non-sweet food very slowly.
Also, amount of food required for both metabolism and doing stuff could scale with level. Higher level means you're stronger, sure, but all that extra energy must come from somewhere! This means food would remain relevant for much longer. You are level 100? Wow! Look at you dig stone! You have access to much better food by then, but you need to eat a lot more too.
I'd really wish for a big major hunger rehaul. Instead of having food gain exponentiallty bigger Satiation/Nutrition values, essentially making food a constant overhead early on, then something extremely secondary later on, food could remain relevant nearly all game long. For example, food could last longer (avoiding the "need to eat almost constantly early game, creating the huge food overhead we know), but it could need extra "player work" to make. For example, Sugar Cane could drop itself 0-1 (instead of always getting 1). Meaning it would be "twice" as much work to harvest the same amount off sugar, and also longer to "expand" the farm. Another way could be to require more than 1 Sugar Cane to be crafted into 1 Sugar. Same result for amount of sugar to eat, without the farm-expansion speed limit. Tall Grass could drop 0-1 Seeds instead of 0-0-0-0-1 Seeds, so you'd get 2.5 times more, sure, but maybe you need to craft 2x2 Seeds (unedible by player) to get 1 "Trail Mix" of Edible Seeds. Veggies could grow only 2 or even only 1.5 per crop field instead of 2-3. i.e. Very hard to "Expand" the farm, and early on you'd have to watch the crops VERY closely otherwise Blight would ruin your efforts. Using tools could be more strongly encouraged, for example by-hand harvesting could have slight penalties like "hurting your hand" (but not dying from it!). Presently it's faster to break by hand with your in-hand slot on the veggie to allow immediate replanting. Using a hoe/mattock is not much faster and consumes important resource. Maybe crops breaking could be slower to harvest crops: by hand would thus seem noticeably longer, while with proper tool harvesting would remain quick, but not as quick as now which feels more like using a super fast gatling gun. Cooking could give a flat bonus instead of doubling food value. In fact, all meat items could give nearly the same amount -- 1 portion of meat is, after all, 1 portion of meat, and it's the number of drops from the animal that would be adjusted. Nutriments could simply be the sum of the ingredients i.e. Pumpkin Pie would not give 6 Proteins + Phytonutriments + 6 Carbs + 6 Sweets! It would give the same as the separate ingredients. Maybe a tiny bonus somewhere. You'd thus be encouraged to make the more prepared meals for other reasons than just "bigger food value". For example, all "raw" meat would carry penalties, not only chicken (but chicklen would be clearly worse), so you'd want to cook your meat to avoid potential problems, not to get a whopping huge food points increase. In the same philosophy, you'd be encouraged to make complex meals less for getting a huge total food value increase, and more for say save inventory space or something. For example, many food items could stack to 8 instead of 16. Pumpkins, only to 4. Thus making the "wooden bowls" food would be seen as much desirable by itself, just to save space, without needing for those food to give humongous levels of Satiation+Nutrition bonuses compared to just the ingredients alone. I'd also like for Fruits to be "more" than veggies. More special than just them giving Sweet + Phytonutriments. Maybe an XP boost. i.e. XP bonus from actual orbs from recently killed foes, not XP orbs from anything else. Say, you eat an Apple and for 1 minute you gain double XP. Or it helps concentrate better so that helps make better enchants more accessible or reach higher quality stuff. Or any effect related to having more" vivacity". Fruits are relatively hard to get even later game, after all. Also, Apple Pies! :-) Pumpkins and Cake recipes using Dough, not Flour.
Anyway that is only a big wishlist of things to help rebalance the whole food thing. Avernite probably won't do that, as that would require tons of little changes in several places. What he did already with the mod is fantastic! It's huge. Can't wait to try the newer releases.
Good luck with your little jungle island. Bonemeal cures Blight, but I don't know if a pumpkin stem actually "blights" or if it just goes darker / gets "spent" after a random number of pumpkins grew oiut of the stem. I'd recommend planting inside the jungle (despite it being the highest blight biome) instead of on the beach (too slow to grow stuff - qwhich means next blood moon will come and ruin your crops). If you are very patient, wait until the 3rd blood moon in a year has passed. This will give 63 days for crops to grow instead of 31.
If you reach maps, try exploring around. Odds are, those two islands may have another island "in line with" the first two. Or you could do a "leave for good" trip. Load up with your best treasures, and the essentials to be able to quickly start a new (tools, supplies), then bring TONS of food and go by boat, traveling as far as needed until you find a continent. Worst happens, you die, but will have done the "Travel 10000 blocks from spawn" achievement. :-)
I don't recall one not being able to till a dirt block? I think you always could. However if you want to get grass growing in an area that is only dirt (so that you can have animals) then you can dig up a tall grass block. That will you the tall grass that you can then place on a dirt block transforming it into a tall grass block. That will then spread to the soil blocks around it creating grass blocks. So you don't need to do that long path that you were talking about (if you do want animals one day).
Actually, break the Grass block UNDER the Tall Grass, to get both 1 Dirt + 1 Tall Grass. Not tested but apparently, planting Tall Grass on Dirt turns it into Grass, right?
Yes Bonemeal unblights crops however be careful: it also makes the crop "lose" some progress. Not sure if a "first stage" unblighted crop stays there or disappears!
Nice map ... pre-R105 before the MITE save file format change, right?
It would be cool to have an "export" function i.e. we could take a MITE world, and export it back to vanilla 1.6.4 format, mainly just the main environment of common blocks. Basically, mainly as a way to then use any variety of Minecraft world mapping tools in order to "show" our world to others. You couldn't even cheat with that, as it would be one-way and the world generator is not the same anyway, "going" into new chunks would load vvanilla 1.6.4 chunks. Special furnaces could export as closest-equivalent (clay furnace = 1 clay block, obsidian furnace = normal furnace, etc.), chest contents only non-MITE stuff ported over, and so on. All ores convert to plain stone, so no cheating by going finding where all the ores are in vanilla. Ok, that would make map items less "good", but seriously, currently in MITE map items are not only relatively ugly and low-res, but aren't even snap-to-world-grid. I love maps!
Publish new content
Let the players
Think it is very interesting
Players will donate!
MITE need to advertise
Donations also need reason!
Now we just play R127
Not playing R133
Because deleting a Bottle o' Enchanting!
Repeating explores caves
Or playing monsters level up
Used to upgrade
No one will do
If I did not tell him that Bottle o' Enchanting
May not remove Bottle o' Enchanting
Such an approach
No player will ask the question after (favorable to players questions)
I just wanted to let the Avernite:
Trading Bottle o' Enchanting
Bottle o' replaced with gold trading Enchanting
For example:
1Gold Ingot=
5-10 Bottle o' Enchanting
(5-10 can encourage players to breed the villagers! Improve the probability! )
(Let the players excited! )
Gold Ingot can make Golden Apple!
This change
Is right!
Players will be encouraged to explore the cave!!!
Kill PigZombie can get the Gold Ingot (or gold)
Will encourage players to kill PigZombie
Can also play a role in monetary gold!
This approach is correct!
Be responsible for player!
Responsible for the players of the time!
Responsible for the player's pay!
Is the correct way of thinking!
Yes, done with 'overview', but I didn't try it since I restarted this game on the new save file format. I'll check if it stills outputs something usable ^^
I fully agree on a longer day/night cycle. Personally, I'd go with a full hour (+200%) instead of 30 minutes (+50%) cycle. I'll explain why below.
However, if we get a longer day-night cycle, that would also mean the following risk: a single player on a multiplayer server that "wants to grind gravel or convert sugar all night long", or that simply hasn't reached bed technology yet, while everybody else wants to go to sleep, would make everybody else "stuck" for an even longer interval of time than now. That kind of thing already sucks, and it would just compound the issue.
So yes to longer cycle, but that would also need a few new mechanics added too:
#1 - Primitive bed. Let's say, 2 Tall Grass over 2 Sand = 1 Primitive Bed. Primitive bed wouldn't work as great as full bed (and/or full bed would grant some "well rested" bonus). I kind of always like using more the "avoid moderate penalties while getting slight bonuses at the same time" approach for some stuff, instead of only the "avoid huge penalties for some stuff" mixed with the "get huge bonuses for other stuff" approaches. This is because it allows the game to be penalizing without being too penalizing, while simultaneously giving bonuses, without getting a too big "exponential compound effect" as players move up and up the various tiers.
#2 - Bed very important but not absolutely needed. Even without a primitive bed, a player could still go to sleep "right there right on the floor" (getting quite bad sleep but not as bad as not sleeping at all altogether), by say clicking a button in main inventory. Or automatically falling asleep if he ignores tiredness for too long. Player would simply crumble down from tiredness. When going to sleep, all 4 adjacent spaces are checked for available a "devoid of obstacles" 1x2 area to sleep in. Basically, being tired would have sufficient negative impacts that you'd want to avoid it altogether, and given that there would be several types of sleep (right on the floor, easily crafted primitive bed, normal permanent bed, and maybe even a costly luxury bed), players would play their sleep cycle right off the bat. Exhaustion could cause things like slower block breaking / crafting, slower/harder jumps, gain only half XP (remainder is wasted), deal no attack damage. Serious stuff. Could have a couple "levels": Fatigued (bad penalties), Exhausted (extremely penalties), Dead Tired (automatic forced sleep, maybe even taking 1 damage). Being too tired and having only 1x1 space to sleep on, that could put the player in '"sneak mode sleep" instead (basically, player momentarily loses control as he blanks out, gets only a minimal amount of rest - if stuck in a 1x1 spot and the "take 1 damage every time you fall asleep for Dead tiredness" applies, the player will probably die before sunrise until high enoogh level. I thought about making intensity of activity level count, but since the reason for the mechanic is more for making multiplayer all go to sleep together at about the same time, it would work better more like a '"It's night now, so you're all tired" maybe combined with a "It's way past midnight now, and you STILL haven't gone to sleep so now you're exhausted instead!", basically a predictable outcome no matter what you did before in the day. Slower crafting/block breaking (but same amount of food energy spent per time unit!) Basically, players would quickly realize that it takes both extra time and food energy to "grind by night", than just going to sleep, and then doing their grind during the next day. The amount of food energy "wasted" by metabolism for skipping the night should be less than the amount "saved" by grinding by day instead of by night. Crafting should also probably cost more food energy too instead of being basically "free" (i.e. only metabolism). So basically, skipping night would lead to a crappy productivity the next day, insuring players all collaborate on the day-night cycle unless there are "dire" reasons to not skip a night.
Basically, new players would have no excuse not to cooperate with communal "everybody wants to go to sleep" time, and excuses such as "I don't have a bed yet" wouldn't apply. Also, having an earlier bed would definitely encourage more player to play the early "nomadic era" instead of mechanics that extremely strongly encourage sticking very close to spawn.
#3 - Some kind of "daily fatigue" that would encourage players to go to sleep. i.e. the default play style would be balanced towards skipping almost all nights.
Presently a player can go mining for over an hour (several in-game day-night cycles) without needing to constantly come back home. Given that the player would now have to "definitely sleep almost every night in order to avoid tiredness penalties", we would not want to force the players to leave their mine, go back to their home, go to sleep, then go back to their mine, lather rinse repeat, each and every single day, every 10 minutes. That would mean way too time wasted in "movement overhead" and would be quite unfun playstyle. Players would end up having to place beds everywhere or constantly carry one simply because of the constant interruption every 10 or even 15 minutes (if using a 30 minutes day night cycle).That is why I think a 1 hour day-night cycle would work better. This means a 30 minutes long day, which usually is enough to do a worthwhile amount of mining or building or "stuff" without feeling that just moving from home to your work area will eat up a big chunk of "what it's already past noon" days that constantly feel too short / interrupted by night. Human beings like to play for more than 10 minutes stretches before getting interrupted. Think if you're playing some game and your mom or whomever calls you every half hour. Ok, that's a serious rate of interruptions in your "game flow", but you can deal with it and go back to your game, get back "in the zone and in the beat", and even predict the next call. But now let's up the rate to being interrupted every 10 minutes instead of every half hour. Now it's almost impossible to feel that you're having fun playing without being constantly stopped the moment you start something fun. "Gee mom will you stop calling me non-stop all the time, I'm trying to play a game here!". That's basically the difference between 10 minutes per interrupt and a half hour. Our human biology imposes some "min/max attention span size" and "expected slice of fun size". It varies by individuals but 30 minutes "play chunks" definitely work much better than 10 minutes.
Time before getting tired should not be level dependent, as this is a mechanic that would be added to improve the multiplayer aspects, so it should work the same for all players. In the same manner, many players presently don't like to sleep and want to grind by night, because going to bed every 10 minutes is too constant an interruption. Making day-night cycle 30 minutes instead of 20 would mean 15 minutes days instead of 10 minutes, which isn't really THAT big of a difference. It would still count as quite frequent interruptions in the flow of game play. IMHO a half hour of daylight allows the "go to sleep interruption" to be frequent enough to count, but not so frequent that it basically becomes a constant annoying interruption.
You have to think about the "overhead", the time it takes for the player to go to his bed. Usually that is about from 30 seconds to 1 minute. And then after sleeping the time to come back to his work area. Another 30 seconds or 1 minute. Total : from 1 to 2 minutes. Out of a 10 minutes day. This means asking players to sacrifice a 10% to 20% overhead each day, just to move back and forth between bed and mine, farm or whatever work or exploration spot. That's big, too noticeable, and not what I call "fun". Plus, per amount of useful work done, you end up "wasting" food energy for metabolism when sleeping. And that is why "let's sleep please", despite collaborating being the polite thing to do, is so unpopular in multiplayer server play, especially younger players who haven't learned much empathy yet -- they usualy are very quick to ask to sleep wen they want to, but slow to go to sleep when asked (if at all) so it's the norm in SMP and that sucks a bit. Playing multiplayer, especially with more than a couple players logged in, means having to constantly suffer useless waiting time. I'd rather have mechanics that encourage proper behavior "just in case", encourage players to all go to sleep all at once without constantly needing to ask each other to do so, rewarding players that go to sleep at exactly the right predictable in-game moment, rather than merely "hope" that the other players have sufficient maturity to do the right thing in the first place, at the total mercy of every single player that doesn't.
#4 - Given that the interval for day-night cycle would now be 3x longer, it would make sense for players to be able to fall asleep at let's say 7h30pm (225 seconds wait time out of a 1 hour day-night cycle, required every half hour or so) instead of 9h00pm (150 seconds wait time out of a 20 minutes day-night cycle, required every 10 minutes or so). Similarly, 30 minutes of Blood Moon night, that might be a bit too long, too much at once. Sure, when you can safely and easily whack all mobs coming to your shelter, it can be fun. XP! Drops! But NOT when you can do nothing. In that case, even 10 minutes if forced waiting in a blood moon night, like we currently have, is hellishly boring and long. Bearable, but a longer "forced night" would only compound the issue. Maybe making the "worse part" of a Blood Moon, the part where you can't sleep at all, could be only SOME fraction of the entire blood night. Say, from 10 PM to 2 AM. Before and after, you could sleep normally. Or you could sleep normally until midnight, then you'd get woken up, nightmare style, and it would calm down only near sunrise.
As for your other points:
Block hardness: Not sure about this one. A longer day-night cycle alleviates most of the early game problem of being forced to rush for seeds + doing a minimalist shelter right near spawn. That would allow some amount of early exploration right on Day 1, and enough time to gather a sufficient number of blocks, so that you have a CHOICE of shelters. 30 minutes of daylight would be sufficient time for the following: spawn on multiplayer server that has spawn area already empty of resources, move away, maybe to another biome, gather sufficient food and blocks so that you can select a random tunnel of your choice, place a wall at both the exit AND wall it off deeper in let's say 20 blocks inside, and then survive the entire night, while ALSO leaving some "Day 1" time to do a bit of extraneous stuff, say for exploring, starting up on getting Clay, breaking some Leaves, getting a bit of Gravel, an so on, without feeling constantly super-pressured to min-max Every. Single. Second. of that Day 1. Basically, it would allow not starting every single game in the exact same way. Currently it's always doing ONLY "seeds + about 10 blocks of sand no more + cross my finger to find a very almost ideal survivable spot very nearby heck I'll just do either another tree shelter or pit in ground with a column of dirt above a clay block ... like I always (have to) do". It would be more interesting for the player to explore and have time to find and secure an actual real tunnel or cave, instead of using cookie-cutter-always-work "minimalist shelter recipes".
Later game, yes the time to break blocks despite being faster often still feels like a lot of grinding. A lot. I think it's because reaching enchanting (for Efficiency Tools) is so dang hard/costly. I'd be VERY careful with re-balancing any of this, though. Maybe a slight speed increase, but getting only a +1% speed per level bonus, and with Efficiency magic not quite as powerful as in vanilla. Still, I mostly see this as encouraging the player to go even further up the tiers. If let's say level 50 + iron gear was already "good enough block breaking speed" for most needs, then the player wouldn't feel such a goal (and feeling of reward) to reach the even faster stuff.
Mobs damage: I strongly disagree with this one. Seriously mobs are still quite easy in MITE. Did you realize that mobs actually require LESS sword strikes than in vanilla? Once you have iron armor, and have leveled up, you can even go out at night HUNTING mobs (especially in R133 which has much less night mobs than before). Definitely, if anything, I'd make mobs even harder. I like that there aren't many mobs around. Never liked the "zombie apocalypse". I'm more paranoid when I *think* I'm safe but I know a mob or two (or sometimes six!) could SUDDENLY jump me at any moment, and the monsters are really dangerous, keeping me vigilant and on my toes, than when I am constantly attacked by an endless and never ending almost non-stop stream of easy to kill monsters: that ain't "adrenalin pumping", that's just boring and annoying and predictable, as you know you can't do anything without some mob always constantly interrupting you, you can't even finish breaking a single block that another annoying "speed bump" comes knocking, waiting to be quickly dispatched by you. So you end up not even trying to go out or do anything at night. Now you can try... and you MIGHT succeed... Do a bit of stuff. And you MIGHT also find too much trouble than you can handle. You get calm-then-intense moments. Big constrast, which means the intense moments are unexpected, instead of "always on". That's the kind of thing that makes my heart pump hard! So yeah I'd BUFF the mobs instead. Look at movies and novels: the *best* monsters stories, they have ONE powerful unstoppable monster, making the characters feel very afraid and very mortal. Hordes upon hordes of easily dispatched weak foes, making you feel like you are a demigod playing Diablo, just don't cut it and apply much more to pure action scenes and lack that special touch of "fear and horror".
I'd also review weapon damage. Currently, the gap between early and later weapons is, simply put, way too "huge", it literally "jumps" exponentially. That is part of the reason once you have reached swords, mobs get so easy. IMHO Sticks and Bones are "too good for their price". 1 stick is good for, what, 50 strikes on average? That kills 2.5 zombies. 1 club, which "costs" the equivalent of 5 whole sticks in wood, is good for EIGHT strikes, which kills only about... 1.2 zombie! And not much difference in reach too. This means fighting with Sticks "cost" 10 times less than Clubs. Without needing as much crafting! And Sticks have sufficient reach to be the first one to strike anyway, too. Many weapons get "ignored/skipped over". Things like that could really use being re-balanced. I'd make it so the differences between weapons would be less exponential, and the power vs cost equation more progressive, instead of a big jump backwards when going from sticks to clubs (at that game stage, wood ain't cheap at all!), and then a humongous jump forward for swords.
- Material: Material already affects durability. It doesn't need to deal "extra damage" too, not as much anyway. I'd make some materials deal the same damage. Basically, wood and flint would deal +1 damage, while copper, gold and silver would al deal +2, then iron +3, mythril +4 (maybe still +3 but with a special characteristic that makes it more desirable than iron), and adamantine +5 (or still the same as mythril but again with a special characteristic). For example, mythril could be hte same cas iron. Except... all weapons strike slowe than now, except mythril weapons. Same number of strikes to down a single foe, but easier fights anyway. So you'd really want it. Adamantine could be the only metal able to get Sharpness, or the only thing able to strike boss monsters. Basically, replacng a bit of the "super obvious no-brainer this is better in all ways from that, and really really much better too by the way", and more "only slightly better, except in those situations where it's way better or you really need it".
Similarly, currently small weapons (cudgel, dagger) are "worse than mediocre" choices. Early food is so important, getting bowls so vital, and wood weapons last such a low amount of strikes, than nobody is insane enough to craft cudgels before crafting table. Which opens up all big weapons anyway. Same for dagger. Bigger weapons already benefit from extra reach and durability when compared to their smaller versions, so they could handle dealing the same damage AND the smaller weapons striking a bit faster (actually, the big weapons striking slower -- attack speed is already super fast in Minecraft as it is). Sword damage = Dagger damage, instead of "Dagger +1". Also, cudgel and club should really be seen as the "wooden" versions of dagger and sword", instead of boosting the sword damage BOTH for it's weapon type AND it's material type.
So instead of the current typical damage progression: Stick 1, Club 3, Copper Sword 7. We'd have instead: Stick 1, Club 2, Copper Sword 3. This means you'd need to strike a lot more to kill those monsters! Currently MITE requires 2 or 3 iron sword strikes to kill a zombie (depends on if you deal crits and/or your levels). Vanilla? 4 to 6 times!!! (depending on your crits). With this adjustment, you'd need to strike 3 to 7 times (depending on your crits and normal-range of player levels). The difference between the weapons would be sufficient to make you want to upgrade, but not so humongously huge as to make most late-game fights almost irrelevant "easy kills".
As for Sticks / Bones, I would solidly nerf them. They should break much more often, for starters. They should have a much smaller reach. Same as fighting by hand maybe! They should only REDUCE the odds of "hurting your hand", not remove it fully altogether. Basically, they would remain useful early on, but would not be "super-more-economical-way-better" compared to trying to grind mobs all night long using cudgel/club which ends up going through all your very previous wood in a flash. Sticks should be useful, but you definitely should never be able to "grind mobs all night long" using only a couple sticks. As another way to balance things, Sticks and by-hand attacks could also deal 0-1 damage instead of 1.
Also, the durability damage is currently "per strike". This means that weapons that deal more damage "pay off even more" because not only does the weapon has more durability, but you also need less strikes to kill the foe, thus SPEND less weapon durability too, per mob killed. It's a double-win. Maybe that could be normalized with the damage dealt somehow. i.e. a weapon like a club should last for more than two monsters! One way would be to re-balance wood: logs could craft to say only 2 planks instead of 4. Tools would last say 50% longer. So you would get 50% more logs from that axe, but once crafted into planks those logs would end up giving you only 75% as many planks for that same axe, thus you would craft less wooden shovels, but ... your wooden shovels also would last 50% longer too, sooooo... 0.75 x 1.5 = 1.125 the total amount of gravel grind (per wood from an axe), which is nearly the same amount. Sure you get a slight 12.5% bonus here. But remember that it would also require you to 50% more time to cut the more numerous logs.
Another completely different idea to make mobs "last longer" is for player damage to be random. i.e. each strike you deal from 0 to listed damage. Or from 50% to 100% of listed damage. Whatever. This means needing more strikes (of course, durability per blow would be adjusted accordingly). This would also mean you could not "predict" anymore exactly when the mob will die (which, game play wise, is both a "pro" and a "con" element).
As for armor, IMHO leather armor makes a negligible amount of difference, and iron makes a HUGE difference. I'd boost leather a bit, and tone down all metal armor. +4% protection per armor point seems linear but actually this is exponential: the first +4% makes almost no difference in how many blows it takes to kill you. You take 96% instead of 100% damage, which means an "improvement" ratio of 4.17% (i.e. 100/96). The last +4% however moves you from 76% to 80% damage reduction. You take 20% instead of 24% damage, which means an "improvement" ratio of a full 20% (i.e. 24/20). Basically, each armor point added is "worth" more than the previous one, and the last one is "worth" almost 5 times more than the first one. That is why leather armor needs to give more points, while the later-game metals need to give less, so that the player feels a more regular "increase" in defensive value, instead of: nothing (nude), still nothing (leather), reasonably good (copper), very greatly superb (iron), truly incredibly epic (mythril and even more so for adamantine). Instead we'd have: nothing (nude), noticeable (leather), ok (copper), good (iron), excellent (mythril), superb (adamantine).
I also love that mobs track you from relatively far away. Vanilla mobs are way too stupid by comparison. Some mobs still have bad eyesight (spiders can be approached relatively near -- not as much as in vanilla sure but way closer than say zombies). In R133, there are much less mobs, so despite their big aggro/sight range, it is still possible to sprint around them at night. With a smaller sight range, the mobs would be next to useless as valid threats. What is lacking is a fast weak mob (wolves are fast AND deadly), and as super-slow ever-advancing juggernaut (something that takes tons of time to kill off, even with the right weapon, and that you can't just grind from a safe spot).
- Drops: The problem I see with drops is that, early game, it feels too low/rare. But only early game. Once you reach iron stuff, you get PLENTY of drops. This is because drops are "per mob" odds. Choosing the least worst situation, I prefer the current "rarity" than having plethora of drops like before. Sure that helped TONS the early game, but IMHO most developments should come from player efforts, not from lucky drops. It was so bad it was often worthwhile to repeatedly suicide yourself against a mob, in order to wear it down so that you could, after several deaths, get it's drops.
Afterwards, once I got metal sword and stuff, and started to be able to kill tons of mobs coming to my doorstep each night, all that stuff just ended up filling chest after chest anyway. Flint arrows were useless as I got way too many skeleton arrows anyway. Heck, I still get tons more feathers than I know (and care) what to do with (same for slimeballs). One adjustment that could be made is that several drop rates could be slightly increased, but hostile mobs would drop stuff (and XP) only when the kill is "legit", in a "no risk = no reward" fashion. That would utterly destroy "mob grinders", so the overall XP progression rate should be re-balanced so that you don't need such a grinder. Currently, without an XP grinder, forget crafting more than a couple slightly-higher-quality iron pieces, and the same for enchants -- if you want a say a "reasonably" high quality and "non-negligibly" enchanted mythril item (I'm not even talking about talking max quality, max enchant item here, and I'm talking of making a single item too!), then it's impossible without a grinder. Or playing for say a full year non-stop without dying even once.
Personally, I hate mob grinders. Feels like a cheap cheat, and feels like boring "grind" too. It's better to prevent such tricks altogether, then balance the entire progression according to "what normal game play should look like". XP level up progression should probably be faster, XP loss when dying should not be a whopping 2/3 lost, but more like 5% of your XP (if positive level) + 10 XP. Thus, losing nearly 1 level when level 1, but when level 60, that would be losing éonly" 3 levels, which I still consider a very serious loss. That would still hurt very very very badly, you know, but it wouldn't litterally 100% devastate several months of game progress from a single unlucky death event. I'd rather we have more danger, more deaths, but the repercussions from a single death would not be THAT bad. Maybe in terms of XP you'd lose a couple hours of play, no more. Maybe a full day of playing, if you died when really high level. Currently, when dying it' easy to die again trying to regain your stuff. Basically, losing nearly 90% of your XP, which means basically "start over gaining XP from scratch". Sure, we can "convert" our XP to coins. That helps. But it's not enough.
In short, apart from longer days, I'm not so sure about the rest of ideas to make MITE "easier". Avernite repeatedly said that he really wants everybody to have the same MITE experience. In respect that. So I'd make the early game more accessible to new players, that is for sure, but make the later game harder. Much harder. And by harder I do not mean "more grindy". That ain't "hard", that's just "long". I appreciate MITE's pacing, it lets me "take a feel" for each game stage, make each item useful, instead of seemingly being able to rush almost straight to diamond like in vanilla. But at times it feels like there ain't enough goals and variety of things to do, so it feels slow. What I mean is actually make things "harder". For example, zombies currently dig relatively rarely, only from relatively near, and quite slowly. That makes reacting to that "threat" very easy (except maybe in the very first few days). Having a longer day and allowing to go to sleep earlier in the tech tiers, that however would help new players a lot, making things easier for them, but not really for later-game players (I can run outside hunting mobs all night long already, and I'm only level 20 with iron armor -- I can barely imagine what it would be like at level 325 with enchanted mythril). Another example: let's say we needed 3x3 Flint Chips to craft a Flint piece, instead of 2x2 Flint chips. that would make the game "longer", but not really any "harder", except in the sense that the early game is harder than later on, and we'd have to cross more of that stage before reaching the easier part. IMHO it is the addition of new underground challenges such as cracked stone, falling cobblestone, acid pools, earthquakes, poison gas pockets, mud and quicksand, etc., more terrain feature dangers and more capable mobs (not just new ones), which is the kind of stuff that actually makes the game "harder".
One thing which might help is linking recipes to Achievements in a way that basically encourages more exploration. For example, imagine if you needed to find all biomes except one, before being able to craft a map. Loot chests contained "training books" needed to unlock better tiers of stuff. Game time spent "exploring" is usually much more interesting and fun than game time spent "grinding". But that is a very very complex issue however. Can o' worms stuff.
In any case, sure I have tons of ideas and criticisms, but I admit the mod is already wonderful. I can't even play vanilla anymore without getting bored after like 20 minutes and realizing "wow I already have reached diamond stuff lol !". Running into mobs all night long, regenerating at nearly the speed of light (as long as you keep eating hyper-abundant food), yeah, zero challenge there. Thanks Avernite!
Hi everyone! I finally found some spare time to play Minecraft again, and having bought a new computer I thought, "let's just set everything up and wander a while in survival vanilla". Since I had been playing exclusively MITE the last times I played Minecraft, it really shocked me when I got a crafting table in Steve's hand after just 30 seconds in the game.
So, I headed to this thread to see if there were something new, and I noticed that Avernite eventually got his hands again on MITE, but ultimately rendering the game even harder.
I understand that most of the people interested in a mod that makes things harder probably want it to be as hardcore as possible (within the limits of playability), but personally I would REALLY, REALLY LOVE to have an option for an intermediate difficulty.
I'm thinking about something that would still be orders of magnitude harder than vanilla Minecraft, but not at the level that I would end literally wasting hours (if not days!) of my life. I play for fun, after all, and after a while MITE simply shifts from fun and challenging to tedious and frustrating.
Eventually the only way I would agree with myself on playing it was using an exploit (which I'm not telling in fear that Avernite would patch even that :lol:) that allowed me to multiply whatever item I wanted. That eventually brought the game from one extreme to the other in terms of difficulty making me lose interest in playing at all.
I really appreciate Avernite's work, with his new mechanics and new items he's practically made Minecraft a completely different game, but I ask you: don't you think MITE Is [at least a bit]Too Hard?
Here's a (very short) proposal for this "MITH" difficulty:
the day/night cycle could last longer (~50% more): what is the meaning of ridiculously extending the time needed to craft items and grind shards from the gravel when the daylight still lasts 10 minutes? Is that to pursue realism? I think one can do more in a first day of a real-life survival challenge that just scouring helplessly for seeds while trying to dig a hole to bury himself for the night. Even this change alone could be more than enough i believe.
the hardness of some blocks, especially the ones you have to deal with at the beginning of the game, should be reduced, therefore allowing to extract more material wearing less your tools.
the aggressive mobs could do less damage and follow you up until a shorter distance (pretty straightforward);
the probability of all the drops (from blocks, mobs etc) could be revised in a way that favors more the player, even slightly.
These are just some of the things that came to my mind. If I were good at reverse engineering, decompiling, java programming and Minecraft modding I would have tried to make these edits by myself, obviously for my only use. But I think it would be great for Avernite to add himself this easier version: after all even with the current level of difficulty this mod is quite popular. I believe the niche of hardcore MITE-rs would remain, while new people would try and enjoy the easier version. What do you think?
Forgive me if some of the sentences sound odd, or if some are completely wrong, English is not my native language so channeling my thoughts into words has been a bit of a challenge
As I said before these problems
He does not change!
And some people will only laugh at
Avernite has not
Released MITER141
Just keep on posting
To see his ideas
I had the right idea
They just don't understand
My thoughts:
Future MITE updates
(In the garden of Eden)
Replace grass blocks with flower blocks.
Replace gravel with holy earth(圣土)
Replace sand with star sand
Replace stone with emerald ore
Replace iron ore with diamond ore
Replace coal ore with unawakened crystle
Replace gold ore with Adamantium ore
Replace gold and sliver ore with gardener gem or
Replace mithril ore with angel crystle
Replace lapis ore with star core fragment ore
Replace sand with star sand
Holy earth requires adamantium tools to harvest/destroy.
Holy earth has a slight chance to drop a gardener shard when broken
Unawakened crystle will turn into burning sprit when smelted with lv4 fuel (blaze rod)
8 star sand can be smelted (with burning spirit) into one star stone which can be crafted into a star fernace.
Gardener gem ore can only be broken with gardener tools and garderer gems can be crafted into gardener armor and gardener tools.
Angel crystle can be obtained by smelting angel ore with a star fernace powered with burning spirit. Angel crystle can be used for crafting both angel armour and tools.
Star core fragment ore can be harvested / broken with angel tools. They will drop a star core fragment upon broken.
8 star core fragments can be crafted into one star core.
Star cores are used as currency for trading god armor in the garden of eden.
Redstong crystle semilting redstone dust with star fernace and burning spirit.
New mobs from the garden of Eden
All mobs have permanent strength effect.
Some special mobs might become very overpowered.
(Bosses are listed below)
Titan Zombie (giant zombie)
Alpha Revenant (giant Revenant)
Leroic King (giant skeleton)
All animals have strength I effect
All animals have their unique rare drops that can be applied to armour to make them more powerful.
Villagers have resistance IV.
They prefer diamonds and coins to emeralds.
Villagers can trade cakes, high level enchanted books, fruit salads, armor, material used to craft armor and other delicious food.
Mobs added in the recent updates
Future MITE updates No.1
Eden gardener armour:
Players in the eden gardener set are well protected. They are also able to break new ores. However, their movement speed is greatly reduced when in the eden gardener set.
Required to craft the armour listed below:
Angel set:
The angle set will appily speed, resistence, jump boost and strength to the player who is wearing the armour. However, mobs (both friendly mobs and hostile mobs) in the garden of eden will go after players in the angle set.
God set:
God armor will perfectly protect the player who is wearing the armour. It appilys speed, strength and strength to the player. Players in the god set are prevented from taking any normal physical damage such as arrows fired from a normal bow. Players in god set are also prevented from having any negative potion effects and they can only be harmed with enchanted weapons. When they do get attacked, instead of taking damage drictly, they will lose hunger until thir hunger is completely drained. (And then they will lose health.) However, they are not prevented from taking falldamage and they will be strucked by lightning regularlly.
Staff of God
The staff of god has five modes
Tool mode: can be used to destroy 3*3*3 blocks around the player.
Weapon mode: can be used to one hit any normal mobs.
No hunger mode: appily suteration to the player.
Fly mode: use the playes's xp to fly.
Blessing mode: give all frendly mobs around the player beacon potion affects.
Blessing mode have a small chance to be activated only by sleeping while holding the staff.
Crafting recipy of the gardener set
Material used to craft the gardener set can be found in holy earth in the garden of eden.
Materials to craft god and angel armour can be bought from villagers in the garden of eden.
A couple of people have posted about the next releases and someone private messaged me as well so I emailed Avernite about it. I think he has worn himself out again with all the coding and perhaps isn't too thrilled about the forum lately with the constant garbage being posted by Narensl2016. Garden of Eden. Got it. Since neither you nor your 10,000 friends have ever contributed financially to the mod you really are not in a position to continue demanding that those changes be made and insulting him by telling him the Mod is dead unless he does what you want. You should probably be reported to the moderators and banned from the forum.
Goes without saying that donations would apply to the oldest releases first and leftover funds will flow to the next release. As always donations can be made by Paypal using email address [email protected] or click on this paypal link.
Information on New Releases:
The next release will be R138 and will therefore compose of R134 through to R138. Donations Requested: CDN$ 150. Donations Received: $60.
Next release. R139. Donations Requested: CDN$ 100. Donations Received: $0.
Next release. R140. Donations Requested: CDN$ 50. Donations Received: $0.
Next release. R141. Donations Requested: CDN$ 150. Donations Received: $0.
Summary of the Releases:
MITE 1.6.4 R134 | August 14, 2016
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- New variants of gelatinous cubes added: the Jelly, the Blob, the Ooze, and the Pudding
- Slimes, jellies, and blobs secrete pepsin that digests flesh and protein-based items such as meats, cheese, and leather
- Jellies inflict more damage than slimes and are found in subterranean locations
- Blobs inflict more damage than jellies and are able to paralyze their victims on touch
- Oozes and puddings are highly acidic and can dissolve dropped and carried items made of wood and metal; only mineral-based items (such as stone blocks), gold, mithril, and adamantium can resist their acid
- Oozes and puddings can gradually dissolve blocks such as buttons, levers, doors, ladders, wooden fences, rails, etc.
- Oozes are a non-jumping type of gelatinous cube and are able to move silently and climb vertical surfaces
- Oozes are immune to fire but can be harmed by lava and enchanted weapons
- Puddings can only be damaged by fire, lava, and enchanted weapons
- Oozes may be occasionally encountered by unfortunate miners
- Slime balls can now be thrown; each species of gelatinous cube drops its own type of slime ball
- All gelatinous cubes and magma cubes knock torches from walls if they bump into them
- Attacking a slime, jelly, blob, ooze, or pudding with an item in hand will damage that item if it is susceptible
- Arrows shot into oozes and puddings are instantly dissolved and unrecoverable
- Slimes now blight crops on contact (jellies and blobs as well); oozes, puddings, and magma cubes destroy them and other plants
- All gelatinous cubes seek and attack animals
- Squish animation of slimes and other gelatinous cubes is smoother now
- Gelatinous cubes now cast shadows corresponding with their size
- Slimes are now prevented from jumping over fences, gates, and walls
- Burning arrows that land in snow or ice are extinguished
- Time forwarding now takes blood moons into consideration
- Buckets of lava being carried while player submerges become buckets of stone
- The contents of most carried buckets and bowls become water when player submerges (water reaches eye level)
- If a player's armor protection meets or exceeds damage then there's only a chance of taking a half heart of damage
- Fixed a bug that caused lava to occasionally not flow or light update in Nether
- Reduced spawn rate of fire elementals in shallow, flowing lava
- Fixed bug that prevented nutrition and satiation from being displayed in tooltip for mushrooms
- Corrected displayed hitbox for player (y-offset)
- Player is prevented from attacking for a brief period after trading and horse inventory windows are closed
- Ghouls will now attack villagers
MITE 1.6.4 R135 | August 18, 2016
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- Made some improvements to block dissolving behavior for gelatinous cubes
- Adjusted experience values of gelatinous cubes and magma cubes
- Magma cubes cannot be harmed by tools that aren't effective vs stone
- Chat no longer blocks mouse input; player can continue to interact with world while chatting
- Pressing TAB while sprinting now stops sprinting
MITE 1.6.4 R136 | August 21, 2016
---------------------------------
- Fixed a small bug related to spawning of gelatinous cubes
- Decreased jump frequency of gelatinous cubes when they have no target
- Adjustments made to how nutrition losses due to metabolism are handled
- Wolves and dire wolves are more easily tamed during the nights of blue moons
- A moon dog now appears around each full moon that precedes a blue moon
- Fixed a bug that sometimes caused vignette to appear when it shouldn't
MITE 1.6.4 R137 | August 23, 2016
---------------------------------
- Fixed "concurrent modification exception" crash that occasionally occurred in Nether
- Third person views of player are no longer occluded by glass (you can take a picture of yourself through a window now)
- Gelatinous cubes now attack villagers and villagers avoid gelatinous cubes
- Hellhounds no longer drop leather
MITE 1.6.4 R138 | August 24, 2016
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- Fixed anvil bug reported by LudwigDeLarge
MITE 1.6.4 R139 | August 31, 2016
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- Epic cave generation added, including rare occurances of mushroom caverns (R139+ worlds)
- Ravine frequency reduced by 50% and ravines are prevented from generating in ocean biomes (R139+ worlds)
- Fixed bug that sometimes allowed giant mushrooms to grow through each other
- Mobs can no longer spawn on mycelium or mushroom cap
- Lava destroys mycelium and mycelium that is under water ticks to dirt
- Mycelium doesn't attempt to spread to submerged blocks
- Mycelium can only be harvested with Silk Touch
- Gold ore added to The Nether (R139+ worlds)
MITE 1.6.4 R140| September 5, 2016
---------------------------------
- New mob variants: Vampire Bat and Giant Vampire Bat
- Vampire bats attack players and animals, and heal themselves by drinking their victim's blood
- Hardcore heart particle is shown instead of regular heart when entity heals via vampiric transfer
- Groups of bats sometimes spawn on cavern ceilings
- Ocelots can attack bats
- Added swimming AI to snowmen and they now attempt to get out of water
- Villagers now avoid earth elementals
- Explosion blasts can easily convert mycelium blocks to regular dirt
MITE 1.6.4 R141| September 20, 2016
---------------------------------
- New dimension added: Underworld
- New mob and metal added for Underworld
- New achievement and requirement added for beating Ender Dragon
- Portal behavior changed
- Portals in Overworld that rest on bedrock lead to Underworld
- Portals in Underworld that rest on bedrock lead to The Nether
- Portals in Overworld that don't rest on bedrock lead to world spawn
- Toughness and attack strength of Earth Elementals increased
Pura: I don't think Avernite "burned out" -- he probably just realized he's now got a good "buffer" of unreleased releases. As for being bummed out by some people on his forum topic, I fear that is something that *anybody* with a public presence must endure and learn to "filter out" bad comments. Human nature means we tend to overemphasize and "overfocus" on the bad stuff. And there will always be bad comments.
As for nanrensl... wow... and sigh... Because for someone as patient, as nice and as diplomatic as you to actually warn him officially like that, to me this means that he's gone wayyyy beyond what is acceptable and irredeemably deep into "The Dark Side(TM)". I wouldn't be surprised to learn that not only me and LudwigDeLarge, but several more people here have gone all "'Ignore User, The Ultimate Nuclear Solution" on him.
Btw a tip to anybody new on the MITE forum that wants to read ALL the posts: "Ignore User" on me! That should bring the entire MITE forum down to only about 6 pages! At least, that is what PuraVidaServer told me, so I know that it must be true!
Avernite is requesting $390 CDN before he'll release all of his current updates...
That's not going to happen. It's a lot of commitment for someone to donate $60 out, then have to wait for 0-infinity days to even get the release! How many people even play this game? 10? There's thousands of mods with whole new experiences. I respect MITE for what it's done, but it's hardly adding anything and he's not taking any requests into how to make it better.
Releases just keep coming, but no one gets anything. Fan base is tired of this mod. Too many people write 1000 word walls of text for no reason.
This is unhealthy.
Make additions if you want, invent some subscription option for like $4.99/month. I'd pay that. But asking for $400 is just rude. I'm cheering this mod not to go any farther with this direction.
Avernite is requesting $390 CDN before he'll release all of his current updates...
That's not going to happen. It's a lot of commitment for someone to donate $60 out, then have to wait for 0-infinity days to even get the release! How many people even play this game? 10? There's thousands of mods with whole new experiences. I respect MITE for what it's done, but it's hardly adding anything and he's not taking any requests into how to make it better.
Releases just keep coming, but no one gets anything. Fan base is tired of this mod. Too many people write 1000 word walls of text for no reason.
This is unhealthy.
Make additions if you want, invent some subscription option for like $4.99/month. I'd pay that. But asking for $400 is just rude. I'm cheering this mod not to go any farther with this direction.
That felt somewhat ... harsh to Avernite?
Long semi-useless deconctruction follows...
He's not asking the moon. Compare with this: http://www.erfworld.com/ that type of thing can be found easily. 1675$ per page for a *webcomic* where, once a page is read, from any typical reader it's mostly "done with". Meanwhile a MITE release can be played a LOT.
60$ is a lot of commitment? Maybe for some people, but seriously, go out with friends for ONE evening to restaurant + couple beers + movie night out, and for only a few hours of fun that 60$ will have gone away reallyfast.. Nobody is forcing you to donate or wait 0-infinity whatever. You can play current version of the mod and just stick with that. New updates are not, by definition, a requirement for a mod to be « interesting to play ». And you are right, there are tons of other mods out there. Many not asking a dime and doing updates regularly too, And it's a good thing that Avernite is conscious of the existence of those mods too.
Avernite hardly adding anything to MITE, seriously? My changelog file has 36 pages of additions and changes.
Avernite told us he made the mod for himself, to play the way he wanted to play. This means: #1 He is not "commissioning" the direction of MITE development to go towards what others want. He'll do only what he wants, end of story. So ideas we give, are just that : ideas. #2 He doesn't much care about "game balance" as much as the way he wants to play himself with his mod, so of course he probably won't rehaul some aspects. So you are right my long posts about those are a bit useless here lol.
Last time that Avernite did a marathon of releases, he kind of had a "burn out" and completely disappeared from the mod for months. So maybe the donations new setup is more as a way to force himself to slow down on the releases. Maybe it would be better to have smaller goal amounts, but with a seasonal schedule instead say once the target goal is reached, all updates, except some safe « next-dev-cycle » buffer, get released at once, let's say every 3 months. But with such a scheme we might get even slower releases than we recently had.
Also, I can't count the number of ideas that I or PuraVida (which I talk to often) proposed that Avernite already changed/added to the mod. Admittedly, those where mostly all relatively minor things, not multi-interlocking-aspects of the mod that would require way bigger overhauls. But still it shows that he listens way more than he posts. He just don't seem to like "managing" the forum itself, he told us as much that this kind of stuff is not really his thing. If it was my mod, I'd probably spend way more time chatting and posting, than doing any useful work at all. So it takes all kinds. We just don't have the whole picture here, so who are we to judge?
You say "Releases keep coming", after saying "waiting 0-infinity" days. Feels a bit contradictory, no? I agree though that Avernite kind of « revealing his hand » in advance might not have been the best move. For example a friend of mine says he is not interested at all in all the slime stuff, that kind of turned him off a bit, so there. Sometimes keeping a bit of air of mystery works better. In any case, I agree that revealing more than one ended up giving an impression of « releases keep coming but I feel I have to wait more to play them instead ». We the players are too often like little kids : There are only so much candy you can dangle in front of our face for only so long before we start feeling frustrated instead of excited lol.
Anyway, so what if we don't get "100% free" releases every week anymore? The mod is already "good enough" to stand on its own. Anything extra is a bonus. As for "No one gets anything". Doesn’t that feel like self-entitlement? The mod is not perfect, sure, but it is definitely something already. Personally I am not a big fan of the entire « donate to get future releases » thing. I donate more as a form of thanks for all the previous updates I already played. I donated a meager tiny 20$ last year, and am overdue to donate again this year (after all I played the mod a lot).
You talk about "fan base"... then say there is only 10 person playing MITE. Another contradictory statement. As of R134 completion (not R134 release, obviously), there were 11 donators, and we all know non-donators usually far exceed the number of donators. So please avoid gross exagerations, one way or the other, because those kind of things end up really undermining the points you are trying to make. Still, I’d be really curious to see the total number of the unique-IP-adress downloads for, let’s say, the next release.
Monthly subscriptions? Ouch I for one would stay very very clear far away from that kind of micro-management. You say « I’d pay that ». Translation : « I would pay that ». Not « I will pay that ». Big difference. So why don’t you put your money where your mouth is, take a little cardboard box, write "MITE subscription'" on it, and put 5$ in that box each and every month, in order to donate 60$ next year, ok? After all, anybody not in the list of donators is very badly placed to talk about donations. Well except nanrensl, who seems to officially represents 10000 other players (we’re still waiting to see any donations from that side either, though) and… will run for president? Well, admiteddly, compared to our 2016 pair of official candidates, I’d say he’s got good odds of winning lol. At least, I know I’d vote for somebody whose entire official campaign was making MITE even greater!
MITE has fans, yes, but it does not have a fan base. That would imply a way bigger popularity level than it currently has. MITE ain't such a popular mod, for several reasons, and thus that lack of fan base is part of the pains the mod development is having, sure I agree with that. A fan base implies organisation, solidity, numbers, the ability to support, and do it relatively well. Base as in « army base », something that supports greater strategic operations, not base as in « basement », the lowest level.
As for « too many people » posting « thousand lines » posts... Nobody forces you to read posts, be them long or not. If you find that so unhealthy, just put « ignore user » on both nanrensl and on me, and voilà, that entire aspect of your problem is solved. Also, 1000 lines posts? That is 20 pages long of text, you know. Again, exagerations only serve to weaken your argumentation. Also, if you think I write for « no reason », you are sadly mistaken.
I don't think Avernite is "rude". It might seem that way, but it isn’t. Just like Avernite might sometimes feel like we are « never-happy ingrates » : it might seem that way to a modder, but it just ain’t the case. It’s a matter of perception and mindset, mostly, but it’s also human nature.
One thing I agree with is that Avernite could adjust more his expectations away from « ideal world setup », almost treating the mod as if it was a mainstream mod and a reasonable source of income, and scale those expectations way back, more towards « considering the mod's current popularity » boring realism, treating the mod instead purely as a very niche mod, and purely as a hobby. So yeah I agree the currently « asked amount » can feel a bit harsh to some. If Avernite sees the mod as not sufficiently popular for his tastes, he could ask himself (or maybe even us) what could be done. Ask himself what is more important to him, what his real goal is, and how much effort he is willing to put to reach that, and if it’s even worth it. However I expect him to fully know what the answers are already. For example, make early game easier, reduce the overall amount of grind, update to a more recent Minecraft version, add Forge compatiblity. He knows all that already. For example he could ask himself what is more important for him : making sure players playing his mod don’t cheat (he did add a lot of anti-cheating features), or making the mod more popular? For with a Forge-compatible MITE, you’d get tons of ways to cheat. Personally, I’d let the game truly be sandbox : so what if 99% of my players cheat like mad, I would still have my old of harcore fans, plus a new wayyyyy bigger amount of cheating bastards, but I’d still take all the donations anyway, now up to a much bigger number, instead of being frustrated by only getting a tiny trickle side revenue. My main problem would be much more about trying to learn Forge and have to communicate non-stop with all those other modders out there to insure some minimum amount of compatibility. Most mods add their own stuff but don’t touch anything else, so they usually easily play very nice with each together. MITE gets its hands really dirty and goes down very deep into the way the game itself works. It would be a Gordian knot of complex proportions.
Avernite just has to make his Wonderful Dreams & Hopes (tm) match a more Realistic & Boring Evaluation of real-work-vs-real-rewards.
Avernite probably has already thought about all that a lot already, and probably just don’t want to embark upon such a « lofty epic quest »… For it would surely mean one thing : a WHOPPING TON of recoding. And also maybe even turning the mod into something he wouldn’t even want to play anymore.
He repeatedly told he ain’t gonna make it Forge compatible or change the mod much anymore or even open it up to the community (i.e. share the code and/or form a bigger dev team) and that he hoped to make money out of it. So what do you expect? So, as for us, let’s face it, it’s his mod, his alone, and we’re just mostly along for the ride. And nobody said that the Amusement Park’s rides had to be free.
When I compare MITE to a mod such as BetterBegginings (one example among many others)… Sure, the modder doesn’t ask anything, updates regularly, and presents himself much more like a social butterfly, but man, does that mod feel so incredibly TINY compared to MITE. Terrafirmacraft is another huge mod, but it’s done by a huge team too, not by a single guy. It’s also going wayyyy overboard with the « realism » thing. When I play, I want to have a hard game, yes, but not have to remember 3 different types each of copper and iron and coal, or remember complex tables of numbers, and so on, if you catch my drift. On that aspect, the crops growth tables in MITE are a pretty useless amount of detail, I'd rather have each crop rated along 5 non-numerical very easy to remember steps ratings for temperature and humidity (hot/warm/temperate/cool/freezing for temprature, and arid/dry/average/humid/drenched for humidity), the very same for biomes, and just determine what growth effect and odds of blight 1 extra step of base biome will do, and what 1 step of differential from "the ideal that a given crop wants" will do. Intuitive and no need to remember any table or tons of numbers. I also don’t want to spend half my time micro-managing tons of inventory items. I’d rather in that case have 4 times the inventory slots, that can hold only a few items each instead, instead of constantly having to swap tons of items in and out. Inventory should ALWAYS be scaled appropriately to the overall variety and availability of items in any game. And prospecting in TPC is so boring. I prefer SEEING my ores rather than making long blind tunnels then « sampling stone » to get number and then « mathstimate » in order to actually find my ores. I prefer exploring always different caves than long boring 1x2 tunnels. And TFC’S got it’s own problems with grind, maybe even more than MITE. Heck TFC’s got entire forums talking about « The Grind ». Basically, what I am trying to say is : each mod has it’s own big whole whopping « can’o worms of lots of problems ». Maybe the paradise of perfect mods only exists in the infamous Garden of Eden (and even then I have strong doubts about that).
One thing I fully agree with you is that this 390$ CDN thing might indeed not gonna happen, at least anytime soon. The new donations scheme was all in a relatively short time frame, after a long period of no donations scheme at all. So players heard Avernite’s call for donations, and answered. What that means is that, as far as donations go, Avernite already just recently « plucked the low hanging fruits » of donations. Those players that felt the call and answered, they already did so. Recently. They won’t do so again each and every incoming month! Expecting otherwise would be plain crazy. So yeah, I fully expect another long period of semi-dormancy for the mod. Good thing I donate in a « thanks for all the fishes » way, and not expecting newer updates, because if I was on that side of the fence, I’d be way depressed that my own incoming 2016 donation wouldn’t even cover what is needed for the very next release.
I know some players crazy enough to spend thousands of dollars on a game they love. Like my friend did and « invested » a whopping 2000$ as a Star Citizens backer (for a super buggy game that promises tons, yet deliver only a little bit even after 5 years of dev time lol). Me, I am much more pragmatic : if an AAA title game is say 60$, then an indie title game asking more than that amount from me (for the ENTIRE lifetime of his game, mind you, not just one single update), then I don’t feel compelled to obey, at all. And yeah I treat MITE as its own game, not a mere mod, for it is different enough from vanilla to be treated as such.
So in short I don’t really agree with all of what you say, but I can understand your feelings.
Avernite
R141
You can give us?
Let us play
Plants grow much much slower and will blight on each blood moon (you can restore them each with bone marrow however). It means you have to plant right after the blood moon and can't really plant say 5 days after the blood moon or it won't be ready beforehand. E.g. I planted an Onion the night after a blood moon and it still wasn't ready by the next one. I unfortunately didn't know about the bone marrow thing and knocked up the blighted one! I've noticed that healing the plant does send it back a couple of growth levels.
If you haven't played since the nutrition requirements changed (balance of Fruit and veg vs Meat) then you have that to contend with as well. New insulin thing from eating too much sugar but that doesn't impact you much. I bet that is a work in progress.
Drops from mobs are way down as well so it could take you a good long time to get a bow, a decent number of arrows, etc. I think I got my first poor quality leather helmet on like Day 100 of a world where before I would be throwing them away. Power II Bow or Looting II Club from a drop are now an item to be treasured and kept until you have an anvil to repair it on.
Everything as a result is just much harder and slower to achieve. You might get to an Iron Pickaxe around day 80 and unlock villages (Iron Pickaxe, Carrot, Onion, and Potato) by maybe Day 500? It can take a really long time to get the 3 vegetables.
It's all good though! Thanks Avernite! Arggggggghhhh!
Hi. Remember that you have to find (or get in a drop) all 3 vegetables before Villages are unlocked and start showing up in newly spawned chunks. This is just to stop you from finding a village on Day 3 and getting all the vegetables. You also have to have made an iron pickaxe and the world must be at least 60 days old. That last one is pretty redundant now as there is little chance of achieving the other 4 before day 60. Ouatcheur texted me a day or two ago and he was on Day 563 and apparently has still not found potatoes.
While bonemeal can now be used to recover a blighted plant it can no longer be used to speed the growth of any plants. It can still be used to spawn grass and flowers.
I don't recall one not being able to till a dirt block? I think you always could. However if you want to get grass growing in an area that is only dirt (so that you can have animals) then you can dig up a tall grass block. That will you the tall grass that you can then place on a dirt block transforming it into a tall grass block. That will then spread to the soil blocks around it creating grass blocks. So you don't need to do that long path that you were talking about (if you do want animals one day).
Pumpkins are great but you will notice that they take longer to grow. Melons are even better but are really slow to grow now. 32 plus days, Luckily they are not affected by the blood moons.
Villages get unlocked by finding the 3 veggies, not the other way around. You also need to have crafted a pickaxe, but now getting the 3 veggies is so much harder that this last requirement could just as well be dropped lol.
Sources of veggies:
- Zombie Villagers (rare drop from rare mob)
- Witches
- Dungeons loot chests (uncommon)
Most efficient way to "spread" the grass is actually not a line but a path. Making it 2 wide or 3 wide speeds up tyhe "grass moving forward along path" nicely. If you want to use the least amount of dirt then cross-shape is best. i.e. two rows of dirt blocks, with dirt blocks every 2 blocks, with a middle row, also witgh dirt blocks every 2 blocks, but offseted by one block, so that all dirt connects diagonally. Grass spread the same way diagonally or straight. But as you found out, we can directly till pure dirt, so just place the 1 dirt every 2 blocks.
Getting pumpkins is vital now. They are immune to Blight too. As soon as you can, you also start a sugar cane, wheat and chicken farms. Pumpkin Pie is worth a whopping 10 Satiation +6 Nutrition, a bit less than eating all of it's ingredients separately, sure, but it counts for BOTH Proteins AND Phytonutriments. That kind of value solves malnutrition worries forever. Start mushroom farms ideally both types if you can, that is also important. Mushrooms is easy to do in a swamp biome, however swamp biomes are filled which slimes which will ruin your crops unless you wall them off and light it all up, which initially is tons of work. As for Sugar, Insulin Resistance is only a problem very early on, if you eat too much Sugar. As soon as you start using the better foods, say Cookies or Pumpkin Pie, you don't risk Insulin Resistance, which has a minor effect anyway. Also, in solo play you can benefit from Time Forwarding: you can have your red mushroom farm in the swamp, planting 2 red shrooms per swamp tree, as far from each other as possible, then occasionally come to the swamp for a really big harvest.
Also, planting on a Beach ain't such a good idea. Each biome AND sub-biome has different "specs". Generally, hotter biomes = faster growth. Wetter biomes = more Blight. However, a Beach is treated pretty much like "Ocean'", not like the biome it is adjacent to! And Ocean biomes are "semi-cold and wet" so... not so great for crops. Rivers suck the same way. If you are in a Plain crossed by a river, plant around the ponds, not at the river! For some reason, best biome for crops is Desert: hot and dry. IMHO each crop should instead have "ideal" growth conditions. The more you move "away" from the ideal, the slower the crops should grow AND the less "healthy" it should be to resists Blight. Thus, sure, wetter = more blight, overall, but THEN the crop has health according to the biome hotness/wetness which also would have an impact too. This means arid climates might be good for let's say cactus, but crappy for the rest, because while the biome is dry, meaning less blight, the crops that aren't adapted to hot&arid would suffer more easily from that amount of Blight, so it might turn out pretty much the same as resisting well the higher amoutn of blight in their ideal biome conditions.
Try to start an animal farms ASAP. Not only chicken but sheep or pigs too. Cows, sure, if you can, but those require a big wheat farm to support well. Pigs and sheep will give you a nice supply of manure, which is vital to make your crops farm produce mature crops fast enough before the next blood moon wipes out almost all your crops. For cows I recommend having a small number of cows then using bonemeal and then watch them closely to harvest all the milk you can, then afterwards just let them stay sick, otherwise they eat way too much.
IMHO the Insulin Resistance and Malnourishment penalties are not adding very interesting effects. The IR effect means you can eat food only 1 at a time. Again, that thing makes a gameplay difference only at the VERY beginning, and the only effect is to force you to "pace" your eating. i.e. all it does is limit you to eat only 1 food item per 30 seconds. Which is not really a problem if you are minimally diligent. As soon as you have even slightly better food, even the "30 seconds limitation" seems unimportant. I am not really in love with a mechanic that penalizes you when making the "harder" / more complex foodstuff. Same for malnourishment, the effect is basically "just require 50% extra food", which, once you produce enough food, becomes ignored. It also causes some hysteresis: "pre" good foods, you get malnutruitioned, so you need even more food, so as soon as you get malnutritioned, you get STUCK there for a good long while. Until you reach enough food production capabilities to cover your needs including this +50%, and then the malnourishment "wall" has been crossed and it fully disappears forever as a problem, because suddenly, since you HAD enough food production WITH the required +50%, and thus don't need the extra +50% food anymore, you thus find yourself flush with food, so the starvation dangers ALSO kind of disappear right there too.
I would have preferred the food mechanics to stay relevant much longer. Early game is more than hard enough, and later game pretty easy by comparison. So the effects of bad nutrition should actually not create a mere "wall" that sticks you semi-permanently into Malnutrition and "needs to be crossed once then you can forget it", but instead create more of a "rotating door" mechanic, that you kind of constantly "cross over" in and out of. So the negative effects should NOT affect feeding itself in a negative way. Also, the mechanics should encourage "variety of food" even more. Especially until mid-game as the variety of food is so low there.
Maybe we could have "Carbs" and "Sweets" as "required" nutriments in addition to Proteins and Phytonutriments. Malnourishment would put your body into "low energy mode": you would actually SAVE food energy on metabolism, not spend more! However your character would be weaker/slower/something-not-directly-food-related. Thus, falling into Malnourishment, would have a penalty, you'd want to get out of it, but in a way it helps saves you a bit on food too, so it's relatively eassy to geto ut of it. But the moment you get out of it, your normal hunger comes back, meancing you to fall back into malnutrition again pretty soon.
In addition to the general slower healing from Malnourishment, each type of Malnourishment could have it's own bad effect.
Lack of Proteins? Weak muscles! Slower block breaking, slower crafting, slight delay before jumping, slightly less jump height, and another slowing of healing on top of the base slowdown from being Malnourished in general.
Lack of Phytonutriments? Bad eyesight, bad hand-eye-coordination, bad reflexes. Thus, everything seems darker, especially near edges of vision, you have bad aim, some melee attacks (and parries) miss, especially crits, and you also have a bit less reach for both attack AND block breaking.
Lack of Carbs? Low staminam, shallow breath. Slower breath regaining, sprinting and "harsh" activities over some Hardness Threshold spend air bubbles just like when underwater. You can't suffocate from that, instead you stop sprinting and break blocks slower until fully regained your breat. Being underwater makes air bubbles diminish even faster than normal. Poison takes 50% longer to be flushed out your system.
Lack of Sweets? Low brain power, low morale, fatalism. Makes you more vulnerable to bad magics and bad effects. You don't sleep as well. Can do only "simple" crafting i.e. anything able to be crafted in a 2x2 grid and the 3x3 stuff is too complex and either can't be done or can be done but only very Not finding any joy in eating, you eat any non-sweet food very slowly.
Also, amount of food required for both metabolism and doing stuff could scale with level. Higher level means you're stronger, sure, but all that extra energy must come from somewhere! This means food would remain relevant for much longer. You are level 100? Wow! Look at you dig stone! You have access to much better food by then, but you need to eat a lot more too.
I'd really wish for a big major hunger rehaul. Instead of having food gain exponentiallty bigger Satiation/Nutrition values, essentially making food a constant overhead early on, then something extremely secondary later on, food could remain relevant nearly all game long. For example, food could last longer (avoiding the "need to eat almost constantly early game, creating the huge food overhead we know), but it could need extra "player work" to make. For example, Sugar Cane could drop itself 0-1 (instead of always getting 1). Meaning it would be "twice" as much work to harvest the same amount off sugar, and also longer to "expand" the farm. Another way could be to require more than 1 Sugar Cane to be crafted into 1 Sugar. Same result for amount of sugar to eat, without the farm-expansion speed limit. Tall Grass could drop 0-1 Seeds instead of 0-0-0-0-1 Seeds, so you'd get 2.5 times more, sure, but maybe you need to craft 2x2 Seeds (unedible by player) to get 1 "Trail Mix" of Edible Seeds. Veggies could grow only 2 or even only 1.5 per crop field instead of 2-3. i.e. Very hard to "Expand" the farm, and early on you'd have to watch the crops VERY closely otherwise Blight would ruin your efforts. Using tools could be more strongly encouraged, for example by-hand harvesting could have slight penalties like "hurting your hand" (but not dying from it!). Presently it's faster to break by hand with your in-hand slot on the veggie to allow immediate replanting. Using a hoe/mattock is not much faster and consumes important resource. Maybe crops breaking could be slower to harvest crops: by hand would thus seem noticeably longer, while with proper tool harvesting would remain quick, but not as quick as now which feels more like using a super fast gatling gun. Cooking could give a flat bonus instead of doubling food value. In fact, all meat items could give nearly the same amount -- 1 portion of meat is, after all, 1 portion of meat, and it's the number of drops from the animal that would be adjusted. Nutriments could simply be the sum of the ingredients i.e. Pumpkin Pie would not give 6 Proteins + Phytonutriments + 6 Carbs + 6 Sweets! It would give the same as the separate ingredients. Maybe a tiny bonus somewhere. You'd thus be encouraged to make the more prepared meals for other reasons than just "bigger food value". For example, all "raw" meat would carry penalties, not only chicken (but chicklen would be clearly worse), so you'd want to cook your meat to avoid potential problems, not to get a whopping huge food points increase. In the same philosophy, you'd be encouraged to make complex meals less for getting a huge total food value increase, and more for say save inventory space or something. For example, many food items could stack to 8 instead of 16. Pumpkins, only to 4. Thus making the "wooden bowls" food would be seen as much desirable by itself, just to save space, without needing for those food to give humongous levels of Satiation+Nutrition bonuses compared to just the ingredients alone. I'd also like for Fruits to be "more" than veggies. More special than just them giving Sweet + Phytonutriments. Maybe an XP boost. i.e. XP bonus from actual orbs from recently killed foes, not XP orbs from anything else. Say, you eat an Apple and for 1 minute you gain double XP. Or it helps concentrate better so that helps make better enchants more accessible or reach higher quality stuff. Or any effect related to having more" vivacity". Fruits are relatively hard to get even later game, after all. Also, Apple Pies! :-) Pumpkins and Cake recipes using Dough, not Flour.
Anyway that is only a big wishlist of things to help rebalance the whole food thing. Avernite probably won't do that, as that would require tons of little changes in several places. What he did already with the mod is fantastic! It's huge. Can't wait to try the newer releases.
Good luck with your little jungle island. Bonemeal cures Blight, but I don't know if a pumpkin stem actually "blights" or if it just goes darker / gets "spent" after a random number of pumpkins grew oiut of the stem. I'd recommend planting inside the jungle (despite it being the highest blight biome) instead of on the beach (too slow to grow stuff - qwhich means next blood moon will come and ruin your crops). If you are very patient, wait until the 3rd blood moon in a year has passed. This will give 63 days for crops to grow instead of 31.
If you reach maps, try exploring around. Odds are, those two islands may have another island "in line with" the first two. Or you could do a "leave for good" trip. Load up with your best treasures, and the essentials to be able to quickly start a new (tools, supplies), then bring TONS of food and go by boat, traveling as far as needed until you find a continent. Worst happens, you die, but will have done the "Travel 10000 blocks from spawn" achievement. :-)
Actually, break the Grass block UNDER the Tall Grass, to get both 1 Dirt + 1 Tall Grass. Not tested but apparently, planting Tall Grass on Dirt turns it into Grass, right?
Yes Bonemeal unblights crops however be careful: it also makes the crop "lose" some progress. Not sure if a "first stage" unblighted crop stays there or disappears!
Nice map ... pre-R105 before the MITE save file format change, right?
It would be cool to have an "export" function i.e. we could take a MITE world, and export it back to vanilla 1.6.4 format, mainly just the main environment of common blocks. Basically, mainly as a way to then use any variety of Minecraft world mapping tools in order to "show" our world to others. You couldn't even cheat with that, as it would be one-way and the world generator is not the same anyway, "going" into new chunks would load vvanilla 1.6.4 chunks. Special furnaces could export as closest-equivalent (clay furnace = 1 clay block, obsidian furnace = normal furnace, etc.), chest contents only non-MITE stuff ported over, and so on. All ores convert to plain stone, so no cheating by going finding where all the ores are in vanilla. Ok, that would make map items less "good", but seriously, currently in MITE map items are not only relatively ugly and low-res, but aren't even snap-to-world-grid. I love maps!
Let the players
Think it is very interesting
Players will donate!
MITE need to advertise
Donations also need reason!
Now we just play R127
Not playing R133
Because deleting a Bottle o' Enchanting!
Repeating explores caves
Or playing monsters level up
Used to upgrade
No one will do
If I did not tell him that Bottle o' Enchanting
May not remove Bottle o' Enchanting
Such an approach
No player will ask the question after (favorable to players questions)
I just wanted to let the Avernite:
Trading Bottle o' Enchanting
Bottle o' replaced with gold trading Enchanting
For example:
1Gold Ingot=
5-10 Bottle o' Enchanting
(5-10 can encourage players to breed the villagers! Improve the probability! )
(Let the players excited! )
Gold Ingot can make Golden Apple!
This change
Is right!
Players will be encouraged to explore the cave!!!
Kill PigZombie can get the Gold Ingot (or gold)
Will encourage players to kill PigZombie
Can also play a role in monetary gold!
This approach is correct!
Be responsible for player!
Responsible for the players of the time!
Responsible for the player's pay!
Is the correct way of thinking!
Hope Avernite
Integrate the following MOD
It is an amazing thing!
That MITE be
True MOD!
As the most difficult MC!
Caught the attention of 10000 people!
Avernite revenues will reach very high altitudes!
MITE+Tough As Nails (MOD) = true MITE
This is the best combination!
The most difficult combination!
Tough As Nails(MOD):
https://minecraft.curseforge.com/projects/tough-as-nails
Did someone say Chinese characters?
Old world (World) to a new world (God's Garden)
This is the rule!
This truth
Is the simulation:
Human beings from the stone age →
Age of Mythology (Science times)
If you can do it
I said that the new content
To achieve this in MC!
They will never understand these things
TL:DR: lots of comments/ideas below.
I fully agree on a longer day/night cycle. Personally, I'd go with a full hour (+200%) instead of 30 minutes (+50%) cycle. I'll explain why below.
However, if we get a longer day-night cycle, that would also mean the following risk: a single player on a multiplayer server that "wants to grind gravel or convert sugar all night long", or that simply hasn't reached bed technology yet, while everybody else wants to go to sleep, would make everybody else "stuck" for an even longer interval of time than now. That kind of thing already sucks, and it would just compound the issue.
So yes to longer cycle, but that would also need a few new mechanics added too:
#1 - Primitive bed. Let's say, 2 Tall Grass over 2 Sand = 1 Primitive Bed. Primitive bed wouldn't work as great as full bed (and/or full bed would grant some "well rested" bonus). I kind of always like using more the "avoid moderate penalties while getting slight bonuses at the same time" approach for some stuff, instead of only the "avoid huge penalties for some stuff" mixed with the "get huge bonuses for other stuff" approaches. This is because it allows the game to be penalizing without being too penalizing, while simultaneously giving bonuses, without getting a too big "exponential compound effect" as players move up and up the various tiers.
#2 - Bed very important but not absolutely needed. Even without a primitive bed, a player could still go to sleep "right there right on the floor" (getting quite bad sleep but not as bad as not sleeping at all altogether), by say clicking a button in main inventory. Or automatically falling asleep if he ignores tiredness for too long. Player would simply crumble down from tiredness. When going to sleep, all 4 adjacent spaces are checked for available a "devoid of obstacles" 1x2 area to sleep in. Basically, being tired would have sufficient negative impacts that you'd want to avoid it altogether, and given that there would be several types of sleep (right on the floor, easily crafted primitive bed, normal permanent bed, and maybe even a costly luxury bed), players would play their sleep cycle right off the bat. Exhaustion could cause things like slower block breaking / crafting, slower/harder jumps, gain only half XP (remainder is wasted), deal no attack damage. Serious stuff. Could have a couple "levels": Fatigued (bad penalties), Exhausted (extremely penalties), Dead Tired (automatic forced sleep, maybe even taking 1 damage). Being too tired and having only 1x1 space to sleep on, that could put the player in '"sneak mode sleep" instead (basically, player momentarily loses control as he blanks out, gets only a minimal amount of rest - if stuck in a 1x1 spot and the "take 1 damage every time you fall asleep for Dead tiredness" applies, the player will probably die before sunrise until high enoogh level. I thought about making intensity of activity level count, but since the reason for the mechanic is more for making multiplayer all go to sleep together at about the same time, it would work better more like a '"It's night now, so you're all tired" maybe combined with a "It's way past midnight now, and you STILL haven't gone to sleep so now you're exhausted instead!", basically a predictable outcome no matter what you did before in the day. Slower crafting/block breaking (but same amount of food energy spent per time unit!) Basically, players would quickly realize that it takes both extra time and food energy to "grind by night", than just going to sleep, and then doing their grind during the next day. The amount of food energy "wasted" by metabolism for skipping the night should be less than the amount "saved" by grinding by day instead of by night. Crafting should also probably cost more food energy too instead of being basically "free" (i.e. only metabolism). So basically, skipping night would lead to a crappy productivity the next day, insuring players all collaborate on the day-night cycle unless there are "dire" reasons to not skip a night.
Basically, new players would have no excuse not to cooperate with communal "everybody wants to go to sleep" time, and excuses such as "I don't have a bed yet" wouldn't apply. Also, having an earlier bed would definitely encourage more player to play the early "nomadic era" instead of mechanics that extremely strongly encourage sticking very close to spawn.
#3 - Some kind of "daily fatigue" that would encourage players to go to sleep. i.e. the default play style would be balanced towards skipping almost all nights.
Presently a player can go mining for over an hour (several in-game day-night cycles) without needing to constantly come back home. Given that the player would now have to "definitely sleep almost every night in order to avoid tiredness penalties", we would not want to force the players to leave their mine, go back to their home, go to sleep, then go back to their mine, lather rinse repeat, each and every single day, every 10 minutes. That would mean way too time wasted in "movement overhead" and would be quite unfun playstyle. Players would end up having to place beds everywhere or constantly carry one simply because of the constant interruption every 10 or even 15 minutes (if using a 30 minutes day night cycle).That is why I think a 1 hour day-night cycle would work better. This means a 30 minutes long day, which usually is enough to do a worthwhile amount of mining or building or "stuff" without feeling that just moving from home to your work area will eat up a big chunk of "what it's already past noon" days that constantly feel too short / interrupted by night. Human beings like to play for more than 10 minutes stretches before getting interrupted. Think if you're playing some game and your mom or whomever calls you every half hour. Ok, that's a serious rate of interruptions in your "game flow", but you can deal with it and go back to your game, get back "in the zone and in the beat", and even predict the next call. But now let's up the rate to being interrupted every 10 minutes instead of every half hour. Now it's almost impossible to feel that you're having fun playing without being constantly stopped the moment you start something fun. "Gee mom will you stop calling me non-stop all the time, I'm trying to play a game here!". That's basically the difference between 10 minutes per interrupt and a half hour. Our human biology imposes some "min/max attention span size" and "expected slice of fun size". It varies by individuals but 30 minutes "play chunks" definitely work much better than 10 minutes.
Time before getting tired should not be level dependent, as this is a mechanic that would be added to improve the multiplayer aspects, so it should work the same for all players. In the same manner, many players presently don't like to sleep and want to grind by night, because going to bed every 10 minutes is too constant an interruption. Making day-night cycle 30 minutes instead of 20 would mean 15 minutes days instead of 10 minutes, which isn't really THAT big of a difference. It would still count as quite frequent interruptions in the flow of game play. IMHO a half hour of daylight allows the "go to sleep interruption" to be frequent enough to count, but not so frequent that it basically becomes a constant annoying interruption.
You have to think about the "overhead", the time it takes for the player to go to his bed. Usually that is about from 30 seconds to 1 minute. And then after sleeping the time to come back to his work area. Another 30 seconds or 1 minute. Total : from 1 to 2 minutes. Out of a 10 minutes day. This means asking players to sacrifice a 10% to 20% overhead each day, just to move back and forth between bed and mine, farm or whatever work or exploration spot. That's big, too noticeable, and not what I call "fun". Plus, per amount of useful work done, you end up "wasting" food energy for metabolism when sleeping. And that is why "let's sleep please", despite collaborating being the polite thing to do, is so unpopular in multiplayer server play, especially younger players who haven't learned much empathy yet -- they usualy are very quick to ask to sleep wen they want to, but slow to go to sleep when asked (if at all) so it's the norm in SMP and that sucks a bit. Playing multiplayer, especially with more than a couple players logged in, means having to constantly suffer useless waiting time. I'd rather have mechanics that encourage proper behavior "just in case", encourage players to all go to sleep all at once without constantly needing to ask each other to do so, rewarding players that go to sleep at exactly the right predictable in-game moment, rather than merely "hope" that the other players have sufficient maturity to do the right thing in the first place, at the total mercy of every single player that doesn't.
#4 - Given that the interval for day-night cycle would now be 3x longer, it would make sense for players to be able to fall asleep at let's say 7h30pm (225 seconds wait time out of a 1 hour day-night cycle, required every half hour or so) instead of 9h00pm (150 seconds wait time out of a 20 minutes day-night cycle, required every 10 minutes or so). Similarly, 30 minutes of Blood Moon night, that might be a bit too long, too much at once. Sure, when you can safely and easily whack all mobs coming to your shelter, it can be fun. XP! Drops! But NOT when you can do nothing. In that case, even 10 minutes if forced waiting in a blood moon night, like we currently have, is hellishly boring and long. Bearable, but a longer "forced night" would only compound the issue. Maybe making the "worse part" of a Blood Moon, the part where you can't sleep at all, could be only SOME fraction of the entire blood night. Say, from 10 PM to 2 AM. Before and after, you could sleep normally. Or you could sleep normally until midnight, then you'd get woken up, nightmare style, and it would calm down only near sunrise.
As for your other points:
Block hardness: Not sure about this one. A longer day-night cycle alleviates most of the early game problem of being forced to rush for seeds + doing a minimalist shelter right near spawn. That would allow some amount of early exploration right on Day 1, and enough time to gather a sufficient number of blocks, so that you have a CHOICE of shelters. 30 minutes of daylight would be sufficient time for the following: spawn on multiplayer server that has spawn area already empty of resources, move away, maybe to another biome, gather sufficient food and blocks so that you can select a random tunnel of your choice, place a wall at both the exit AND wall it off deeper in let's say 20 blocks inside, and then survive the entire night, while ALSO leaving some "Day 1" time to do a bit of extraneous stuff, say for exploring, starting up on getting Clay, breaking some Leaves, getting a bit of Gravel, an so on, without feeling constantly super-pressured to min-max Every. Single. Second. of that Day 1. Basically, it would allow not starting every single game in the exact same way. Currently it's always doing ONLY "seeds + about 10 blocks of sand no more + cross my finger to find a very almost ideal survivable spot very nearby heck I'll just do either another tree shelter or pit in ground with a column of dirt above a clay block ... like I always (have to) do". It would be more interesting for the player to explore and have time to find and secure an actual real tunnel or cave, instead of using cookie-cutter-always-work "minimalist shelter recipes".
Later game, yes the time to break blocks despite being faster often still feels like a lot of grinding. A lot. I think it's because reaching enchanting (for Efficiency Tools) is so dang hard/costly. I'd be VERY careful with re-balancing any of this, though. Maybe a slight speed increase, but getting only a +1% speed per level bonus, and with Efficiency magic not quite as powerful as in vanilla. Still, I mostly see this as encouraging the player to go even further up the tiers. If let's say level 50 + iron gear was already "good enough block breaking speed" for most needs, then the player wouldn't feel such a goal (and feeling of reward) to reach the even faster stuff.
Mobs damage: I strongly disagree with this one. Seriously mobs are still quite easy in MITE. Did you realize that mobs actually require LESS sword strikes than in vanilla? Once you have iron armor, and have leveled up, you can even go out at night HUNTING mobs (especially in R133 which has much less night mobs than before). Definitely, if anything, I'd make mobs even harder. I like that there aren't many mobs around. Never liked the "zombie apocalypse". I'm more paranoid when I *think* I'm safe but I know a mob or two (or sometimes six!) could SUDDENLY jump me at any moment, and the monsters are really dangerous, keeping me vigilant and on my toes, than when I am constantly attacked by an endless and never ending almost non-stop stream of easy to kill monsters: that ain't "adrenalin pumping", that's just boring and annoying and predictable, as you know you can't do anything without some mob always constantly interrupting you, you can't even finish breaking a single block that another annoying "speed bump" comes knocking, waiting to be quickly dispatched by you. So you end up not even trying to go out or do anything at night. Now you can try... and you MIGHT succeed... Do a bit of stuff. And you MIGHT also find too much trouble than you can handle. You get calm-then-intense moments. Big constrast, which means the intense moments are unexpected, instead of "always on". That's the kind of thing that makes my heart pump hard! So yeah I'd BUFF the mobs instead. Look at movies and novels: the *best* monsters stories, they have ONE powerful unstoppable monster, making the characters feel very afraid and very mortal. Hordes upon hordes of easily dispatched weak foes, making you feel like you are a demigod playing Diablo, just don't cut it and apply much more to pure action scenes and lack that special touch of "fear and horror".
I'd also review weapon damage. Currently, the gap between early and later weapons is, simply put, way too "huge", it literally "jumps" exponentially. That is part of the reason once you have reached swords, mobs get so easy. IMHO Sticks and Bones are "too good for their price". 1 stick is good for, what, 50 strikes on average? That kills 2.5 zombies. 1 club, which "costs" the equivalent of 5 whole sticks in wood, is good for EIGHT strikes, which kills only about... 1.2 zombie! And not much difference in reach too. This means fighting with Sticks "cost" 10 times less than Clubs. Without needing as much crafting! And Sticks have sufficient reach to be the first one to strike anyway, too. Many weapons get "ignored/skipped over". Things like that could really use being re-balanced. I'd make it so the differences between weapons would be less exponential, and the power vs cost equation more progressive, instead of a big jump backwards when going from sticks to clubs (at that game stage, wood ain't cheap at all!), and then a humongous jump forward for swords.
- Material: Material already affects durability. It doesn't need to deal "extra damage" too, not as much anyway. I'd make some materials deal the same damage. Basically, wood and flint would deal +1 damage, while copper, gold and silver would al deal +2, then iron +3, mythril +4 (maybe still +3 but with a special characteristic that makes it more desirable than iron), and adamantine +5 (or still the same as mythril but again with a special characteristic). For example, mythril could be hte same cas iron. Except... all weapons strike slowe than now, except mythril weapons. Same number of strikes to down a single foe, but easier fights anyway. So you'd really want it. Adamantine could be the only metal able to get Sharpness, or the only thing able to strike boss monsters. Basically, replacng a bit of the "super obvious no-brainer this is better in all ways from that, and really really much better too by the way", and more "only slightly better, except in those situations where it's way better or you really need it".
Similarly, currently small weapons (cudgel, dagger) are "worse than mediocre" choices. Early food is so important, getting bowls so vital, and wood weapons last such a low amount of strikes, than nobody is insane enough to craft cudgels before crafting table. Which opens up all big weapons anyway. Same for dagger. Bigger weapons already benefit from extra reach and durability when compared to their smaller versions, so they could handle dealing the same damage AND the smaller weapons striking a bit faster (actually, the big weapons striking slower -- attack speed is already super fast in Minecraft as it is). Sword damage = Dagger damage, instead of "Dagger +1". Also, cudgel and club should really be seen as the "wooden" versions of dagger and sword", instead of boosting the sword damage BOTH for it's weapon type AND it's material type.
So instead of the current typical damage progression: Stick 1, Club 3, Copper Sword 7. We'd have instead: Stick 1, Club 2, Copper Sword 3. This means you'd need to strike a lot more to kill those monsters! Currently MITE requires 2 or 3 iron sword strikes to kill a zombie (depends on if you deal crits and/or your levels). Vanilla? 4 to 6 times!!! (depending on your crits). With this adjustment, you'd need to strike 3 to 7 times (depending on your crits and normal-range of player levels). The difference between the weapons would be sufficient to make you want to upgrade, but not so humongously huge as to make most late-game fights almost irrelevant "easy kills".
As for Sticks / Bones, I would solidly nerf them. They should break much more often, for starters. They should have a much smaller reach. Same as fighting by hand maybe! They should only REDUCE the odds of "hurting your hand", not remove it fully altogether. Basically, they would remain useful early on, but would not be "super-more-economical-way-better" compared to trying to grind mobs all night long using cudgel/club which ends up going through all your very previous wood in a flash. Sticks should be useful, but you definitely should never be able to "grind mobs all night long" using only a couple sticks. As another way to balance things, Sticks and by-hand attacks could also deal 0-1 damage instead of 1.
Also, the durability damage is currently "per strike". This means that weapons that deal more damage "pay off even more" because not only does the weapon has more durability, but you also need less strikes to kill the foe, thus SPEND less weapon durability too, per mob killed. It's a double-win. Maybe that could be normalized with the damage dealt somehow. i.e. a weapon like a club should last for more than two monsters! One way would be to re-balance wood: logs could craft to say only 2 planks instead of 4. Tools would last say 50% longer. So you would get 50% more logs from that axe, but once crafted into planks those logs would end up giving you only 75% as many planks for that same axe, thus you would craft less wooden shovels, but ... your wooden shovels also would last 50% longer too, sooooo... 0.75 x 1.5 = 1.125 the total amount of gravel grind (per wood from an axe), which is nearly the same amount. Sure you get a slight 12.5% bonus here. But remember that it would also require you to 50% more time to cut the more numerous logs.
Another completely different idea to make mobs "last longer" is for player damage to be random. i.e. each strike you deal from 0 to listed damage. Or from 50% to 100% of listed damage. Whatever. This means needing more strikes (of course, durability per blow would be adjusted accordingly). This would also mean you could not "predict" anymore exactly when the mob will die (which, game play wise, is both a "pro" and a "con" element).
As for armor, IMHO leather armor makes a negligible amount of difference, and iron makes a HUGE difference. I'd boost leather a bit, and tone down all metal armor. +4% protection per armor point seems linear but actually this is exponential: the first +4% makes almost no difference in how many blows it takes to kill you. You take 96% instead of 100% damage, which means an "improvement" ratio of 4.17% (i.e. 100/96). The last +4% however moves you from 76% to 80% damage reduction. You take 20% instead of 24% damage, which means an "improvement" ratio of a full 20% (i.e. 24/20). Basically, each armor point added is "worth" more than the previous one, and the last one is "worth" almost 5 times more than the first one. That is why leather armor needs to give more points, while the later-game metals need to give less, so that the player feels a more regular "increase" in defensive value, instead of: nothing (nude), still nothing (leather), reasonably good (copper), very greatly superb (iron), truly incredibly epic (mythril and even more so for adamantine). Instead we'd have: nothing (nude), noticeable (leather), ok (copper), good (iron), excellent (mythril), superb (adamantine).
I also love that mobs track you from relatively far away. Vanilla mobs are way too stupid by comparison. Some mobs still have bad eyesight (spiders can be approached relatively near -- not as much as in vanilla sure but way closer than say zombies). In R133, there are much less mobs, so despite their big aggro/sight range, it is still possible to sprint around them at night. With a smaller sight range, the mobs would be next to useless as valid threats. What is lacking is a fast weak mob (wolves are fast AND deadly), and as super-slow ever-advancing juggernaut (something that takes tons of time to kill off, even with the right weapon, and that you can't just grind from a safe spot).
- Drops: The problem I see with drops is that, early game, it feels too low/rare. But only early game. Once you reach iron stuff, you get PLENTY of drops. This is because drops are "per mob" odds. Choosing the least worst situation, I prefer the current "rarity" than having plethora of drops like before. Sure that helped TONS the early game, but IMHO most developments should come from player efforts, not from lucky drops. It was so bad it was often worthwhile to repeatedly suicide yourself against a mob, in order to wear it down so that you could, after several deaths, get it's drops.
Afterwards, once I got metal sword and stuff, and started to be able to kill tons of mobs coming to my doorstep each night, all that stuff just ended up filling chest after chest anyway. Flint arrows were useless as I got way too many skeleton arrows anyway. Heck, I still get tons more feathers than I know (and care) what to do with (same for slimeballs). One adjustment that could be made is that several drop rates could be slightly increased, but hostile mobs would drop stuff (and XP) only when the kill is "legit", in a "no risk = no reward" fashion. That would utterly destroy "mob grinders", so the overall XP progression rate should be re-balanced so that you don't need such a grinder. Currently, without an XP grinder, forget crafting more than a couple slightly-higher-quality iron pieces, and the same for enchants -- if you want a say a "reasonably" high quality and "non-negligibly" enchanted mythril item (I'm not even talking about talking max quality, max enchant item here, and I'm talking of making a single item too!), then it's impossible without a grinder. Or playing for say a full year non-stop without dying even once.
Personally, I hate mob grinders. Feels like a cheap cheat, and feels like boring "grind" too. It's better to prevent such tricks altogether, then balance the entire progression according to "what normal game play should look like". XP level up progression should probably be faster, XP loss when dying should not be a whopping 2/3 lost, but more like 5% of your XP (if positive level) + 10 XP. Thus, losing nearly 1 level when level 1, but when level 60, that would be losing éonly" 3 levels, which I still consider a very serious loss. That would still hurt very very very badly, you know, but it wouldn't litterally 100% devastate several months of game progress from a single unlucky death event. I'd rather we have more danger, more deaths, but the repercussions from a single death would not be THAT bad. Maybe in terms of XP you'd lose a couple hours of play, no more. Maybe a full day of playing, if you died when really high level. Currently, when dying it' easy to die again trying to regain your stuff. Basically, losing nearly 90% of your XP, which means basically "start over gaining XP from scratch". Sure, we can "convert" our XP to coins. That helps. But it's not enough.
In short, apart from longer days, I'm not so sure about the rest of ideas to make MITE "easier". Avernite repeatedly said that he really wants everybody to have the same MITE experience. In respect that. So I'd make the early game more accessible to new players, that is for sure, but make the later game harder. Much harder. And by harder I do not mean "more grindy". That ain't "hard", that's just "long". I appreciate MITE's pacing, it lets me "take a feel" for each game stage, make each item useful, instead of seemingly being able to rush almost straight to diamond like in vanilla. But at times it feels like there ain't enough goals and variety of things to do, so it feels slow. What I mean is actually make things "harder". For example, zombies currently dig relatively rarely, only from relatively near, and quite slowly. That makes reacting to that "threat" very easy (except maybe in the very first few days). Having a longer day and allowing to go to sleep earlier in the tech tiers, that however would help new players a lot, making things easier for them, but not really for later-game players (I can run outside hunting mobs all night long already, and I'm only level 20 with iron armor -- I can barely imagine what it would be like at level 325 with enchanted mythril). Another example: let's say we needed 3x3 Flint Chips to craft a Flint piece, instead of 2x2 Flint chips. that would make the game "longer", but not really any "harder", except in the sense that the early game is harder than later on, and we'd have to cross more of that stage before reaching the easier part. IMHO it is the addition of new underground challenges such as cracked stone, falling cobblestone, acid pools, earthquakes, poison gas pockets, mud and quicksand, etc., more terrain feature dangers and more capable mobs (not just new ones), which is the kind of stuff that actually makes the game "harder".
One thing which might help is linking recipes to Achievements in a way that basically encourages more exploration. For example, imagine if you needed to find all biomes except one, before being able to craft a map. Loot chests contained "training books" needed to unlock better tiers of stuff. Game time spent "exploring" is usually much more interesting and fun than game time spent "grinding". But that is a very very complex issue however. Can o' worms stuff.
In any case, sure I have tons of ideas and criticisms, but I admit the mod is already wonderful. I can't even play vanilla anymore without getting bored after like 20 minutes and realizing "wow I already have reached diamond stuff lol !". Running into mobs all night long, regenerating at nearly the speed of light (as long as you keep eating hyper-abundant food), yeah, zero challenge there. Thanks Avernite!
As I said before these problems
He does not change!
And some people will only laugh at
Avernite has not
Released MITER141
Just keep on posting
To see his ideas
I had the right idea
They just don't understand
My thoughts:
Future MITE updates
(In the garden of Eden)
Replace grass blocks with flower blocks.
Replace gravel with holy earth(圣土)
Replace sand with star sand
Replace stone with emerald ore
Replace iron ore with diamond ore
Replace coal ore with unawakened crystle
Replace gold ore with Adamantium ore
Replace gold and sliver ore with gardener gem or
Replace mithril ore with angel crystle
Replace lapis ore with star core fragment ore
Replace sand with star sand
Holy earth requires adamantium tools to harvest/destroy.
Holy earth has a slight chance to drop a gardener shard when broken
Unawakened crystle will turn into burning sprit when smelted with lv4 fuel (blaze rod)
8 star sand can be smelted (with burning spirit) into one star stone which can be crafted into a star fernace.
Gardener gem ore can only be broken with gardener tools and garderer gems can be crafted into gardener armor and gardener tools.
Angel crystle can be obtained by smelting angel ore with a star fernace powered with burning spirit. Angel crystle can be used for crafting both angel armour and tools.
Star core fragment ore can be harvested / broken with angel tools. They will drop a star core fragment upon broken.
8 star core fragments can be crafted into one star core.
Star cores are used as currency for trading god armor in the garden of eden.
Redstong crystle semilting redstone dust with star fernace and burning spirit.
New mobs from the garden of Eden
All mobs have permanent strength effect.
Some special mobs might become very overpowered.
(Bosses are listed below)
Titan Zombie (giant zombie)
Alpha Revenant (giant Revenant)
Leroic King (giant skeleton)
All animals have strength I effect
All animals have their unique rare drops that can be applied to armour to make them more powerful.
Villagers have resistance IV.
They prefer diamonds and coins to emeralds.
Villagers can trade cakes, high level enchanted books, fruit salads, armor, material used to craft armor and other delicious food.
Mobs added in the recent updates
Future MITE updates No.1
Eden gardener armour:
Players in the eden gardener set are well protected. They are also able to break new ores. However, their movement speed is greatly reduced when in the eden gardener set.
Required to craft the armour listed below:
Angel set:
The angle set will appily speed, resistence, jump boost and strength to the player who is wearing the armour. However, mobs (both friendly mobs and hostile mobs) in the garden of eden will go after players in the angle set.
God set:
God armor will perfectly protect the player who is wearing the armour. It appilys speed, strength and strength to the player. Players in the god set are prevented from taking any normal physical damage such as arrows fired from a normal bow. Players in god set are also prevented from having any negative potion effects and they can only be harmed with enchanted weapons. When they do get attacked, instead of taking damage drictly, they will lose hunger until thir hunger is completely drained. (And then they will lose health.) However, they are not prevented from taking falldamage and they will be strucked by lightning regularlly.
Staff of God
The staff of god has five modes
Tool mode: can be used to destroy 3*3*3 blocks around the player.
Weapon mode: can be used to one hit any normal mobs.
No hunger mode: appily suteration to the player.
Fly mode: use the playes's xp to fly.
Blessing mode: give all frendly mobs around the player beacon potion affects.
Blessing mode have a small chance to be activated only by sleeping while holding the staff.
Crafting recipy of the gardener set
Material used to craft the gardener set can be found in holy earth in the garden of eden.
Materials to craft god and angel armour can be bought from villagers in the garden of eden.
A couple of people have posted about the next releases and someone private messaged me as well so I emailed Avernite about it. I think he has worn himself out again with all the coding and perhaps isn't too thrilled about the forum lately with the constant garbage being posted by Narensl2016. Garden of Eden. Got it. Since neither you nor your 10,000 friends have ever contributed financially to the mod you really are not in a position to continue demanding that those changes be made and insulting him by telling him the Mod is dead unless he does what you want. You should probably be reported to the moderators and banned from the forum.
Goes without saying that donations would apply to the oldest releases first and leftover funds will flow to the next release. As always donations can be made by Paypal using email address [email protected] or click on this paypal link.
Information on New Releases:
Summary of the Releases:
MITE 1.6.4 R134 | August 14, 2016
---------------------------------
- New variants of gelatinous cubes added: the Jelly, the Blob, the Ooze, and the Pudding
- Slimes, jellies, and blobs secrete pepsin that digests flesh and protein-based items such as meats, cheese, and leather
- Jellies inflict more damage than slimes and are found in subterranean locations
- Blobs inflict more damage than jellies and are able to paralyze their victims on touch
- Oozes and puddings are highly acidic and can dissolve dropped and carried items made of wood and metal; only mineral-based items (such as stone blocks), gold, mithril, and adamantium can resist their acid
- Oozes and puddings can gradually dissolve blocks such as buttons, levers, doors, ladders, wooden fences, rails, etc.
- Oozes are a non-jumping type of gelatinous cube and are able to move silently and climb vertical surfaces
- Oozes are immune to fire but can be harmed by lava and enchanted weapons
- Puddings can only be damaged by fire, lava, and enchanted weapons
- Oozes may be occasionally encountered by unfortunate miners
- Slime balls can now be thrown; each species of gelatinous cube drops its own type of slime ball
- All gelatinous cubes and magma cubes knock torches from walls if they bump into them
- Attacking a slime, jelly, blob, ooze, or pudding with an item in hand will damage that item if it is susceptible
- Arrows shot into oozes and puddings are instantly dissolved and unrecoverable
- Slimes now blight crops on contact (jellies and blobs as well); oozes, puddings, and magma cubes destroy them and other plants
- All gelatinous cubes seek and attack animals
- Squish animation of slimes and other gelatinous cubes is smoother now
- Gelatinous cubes now cast shadows corresponding with their size
- Slimes are now prevented from jumping over fences, gates, and walls
- Burning arrows that land in snow or ice are extinguished
- Time forwarding now takes blood moons into consideration
- Buckets of lava being carried while player submerges become buckets of stone
- The contents of most carried buckets and bowls become water when player submerges (water reaches eye level)
- If a player's armor protection meets or exceeds damage then there's only a chance of taking a half heart of damage
- Fixed a bug that caused lava to occasionally not flow or light update in Nether
- Reduced spawn rate of fire elementals in shallow, flowing lava
- Fixed bug that prevented nutrition and satiation from being displayed in tooltip for mushrooms
- Corrected displayed hitbox for player (y-offset)
- Player is prevented from attacking for a brief period after trading and horse inventory windows are closed
- Ghouls will now attack villagers
MITE 1.6.4 R135 | August 18, 2016
---------------------------------
- Made some improvements to block dissolving behavior for gelatinous cubes
- Adjusted experience values of gelatinous cubes and magma cubes
- Magma cubes cannot be harmed by tools that aren't effective vs stone
- Chat no longer blocks mouse input; player can continue to interact with world while chatting
- Pressing TAB while sprinting now stops sprinting
MITE 1.6.4 R136 | August 21, 2016
---------------------------------
- Fixed a small bug related to spawning of gelatinous cubes
- Decreased jump frequency of gelatinous cubes when they have no target
- Adjustments made to how nutrition losses due to metabolism are handled
- Wolves and dire wolves are more easily tamed during the nights of blue moons
- A moon dog now appears around each full moon that precedes a blue moon
- Fixed a bug that sometimes caused vignette to appear when it shouldn't
MITE 1.6.4 R137 | August 23, 2016
---------------------------------
- Fixed "concurrent modification exception" crash that occasionally occurred in Nether
- Third person views of player are no longer occluded by glass (you can take a picture of yourself through a window now)
- Gelatinous cubes now attack villagers and villagers avoid gelatinous cubes
- Hellhounds no longer drop leather
MITE 1.6.4 R138 | August 24, 2016
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- Fixed anvil bug reported by LudwigDeLarge
MITE 1.6.4 R139 | August 31, 2016
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- Epic cave generation added, including rare occurances of mushroom caverns (R139+ worlds)
- Ravine frequency reduced by 50% and ravines are prevented from generating in ocean biomes (R139+ worlds)
- Fixed bug that sometimes allowed giant mushrooms to grow through each other
- Mobs can no longer spawn on mycelium or mushroom cap
- Lava destroys mycelium and mycelium that is under water ticks to dirt
- Mycelium doesn't attempt to spread to submerged blocks
- Mycelium can only be harvested with Silk Touch
- Gold ore added to The Nether (R139+ worlds)
MITE 1.6.4 R140 | September 5, 2016
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- New mob variants: Vampire Bat and Giant Vampire Bat
- Vampire bats attack players and animals, and heal themselves by drinking their victim's blood
- Hardcore heart particle is shown instead of regular heart when entity heals via vampiric transfer
- Groups of bats sometimes spawn on cavern ceilings
- Ocelots can attack bats
- Added swimming AI to snowmen and they now attempt to get out of water
- Villagers now avoid earth elementals
- Explosion blasts can easily convert mycelium blocks to regular dirt
MITE 1.6.4 R141 | September 20, 2016
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- New dimension added: Underworld
- New mob and metal added for Underworld
- New achievement and requirement added for beating Ender Dragon
- Portal behavior changed
- Portals in Overworld that rest on bedrock lead to Underworld
- Portals in Underworld that rest on bedrock lead to The Nether
- Portals in Overworld that don't rest on bedrock lead to world spawn
- Toughness and attack strength of Earth Elementals increased
I said yes,
I knew someone would say that
So I'm not in MITE Forum
Publish any of my ideas
This is the most derided practices!!!
Avernite too tired
The other MOD authors
Not tired???!!!
Talk don't be selfish!
Think about what you can do?
I took out my creative
You simply pull out the childish language
My opinions
Avernite does not accept
I did not swear
I only expressed my opinion
Such a response?
I posted the above post
Just to remind others
Don't make too many requests!
It also makes you?
I had a go!
It's
Seen a ghost!!!
Not good for MITE
I have not every day
Concerned about MITE Forum!!!
I just don't want Avernite MITE
Walking in the wrong direction
You may ask
I say that right?
Sure
Have to
That's right
MITE in the old world
Seems to be
A little Sun!
MITE in God's Garden
Seems to be
A big, big
Sun!
Will find
2 world
Survival mode
Is the same!
The difference is
Bring more challenges
Bring more gaming rights
A MITE mode so why change it?
It goes on and on and on and on
Not good?
In this moment forever,forever
What are your qualifications?
Last edited by ScopeCreeper: In utero
Pura: I don't think Avernite "burned out" -- he probably just realized he's now got a good "buffer" of unreleased releases. As for being bummed out by some people on his forum topic, I fear that is something that *anybody* with a public presence must endure and learn to "filter out" bad comments. Human nature means we tend to overemphasize and "overfocus" on the bad stuff. And there will always be bad comments.
Basically a little bit of this:
https://en.wikipedia.org/wiki/The_miller,_his_son_and_the_donkey
So yeah despite all my numerous and lengthy "criticisms", Avernite I REALLY want you to know that most of all
YOU TOTALLY ROCK, MAN!
http://i416.photobucket.com/albums/pp250/mychitphoto/comments diver/youre-da-man.jpg
I just don't play THAT game:
https://socialfeed.info/you-ll-like-our-monty-python-mojis-and-so-will-he-and-she-922600?page=9
As for nanrensl... wow... and sigh... Because for someone as patient, as nice and as diplomatic as you to actually warn him officially like that, to me this means that he's gone wayyyy beyond what is acceptable and irredeemably deep into "The Dark Side(TM)". I wouldn't be surprised to learn that not only me and LudwigDeLarge, but several more people here have gone all "'Ignore User, The Ultimate Nuclear Solution" on him.
Btw a tip to anybody new on the MITE forum that wants to read ALL the posts: "Ignore User" on me ! That should bring the entire MITE forum down to only about 6 pages! At least, that is what PuraVidaServer told me, so I know that it must be true!
For some reason, I can't successfully "Ignore User" on Real Life, no matter how often I am tempted to try!
Am I reading this right?
Avernite is requesting $390 CDN before he'll release all of his current updates...
That's not going to happen. It's a lot of commitment for someone to donate $60 out, then have to wait for 0-infinity days to even get the release! How many people even play this game? 10? There's thousands of mods with whole new experiences. I respect MITE for what it's done, but it's hardly adding anything and he's not taking any requests into how to make it better.
Releases just keep coming, but no one gets anything. Fan base is tired of this mod. Too many people write 1000 word walls of text for no reason.
This is unhealthy.
Make additions if you want, invent some subscription option for like $4.99/month. I'd pay that. But asking for $400 is just rude. I'm cheering this mod not to go any farther with this direction.
I wonder what's Avernite's openion on ideas suggested by nanrensl2016 and what would be his reaction.
That felt somewhat ... harsh to Avernite?
Long semi-useless deconctruction follows...
60$ is a lot of commitment? Maybe for some people, but seriously, go out with friends for ONE evening to restaurant + couple beers + movie night out, and for only a few hours of fun that 60$ will have gone away really fast.. Nobody is forcing you to donate or wait 0-infinity whatever. You can play current version of the mod and just stick with that. New updates are not, by definition, a requirement for a mod to be « interesting to play ». And you are right, there are tons of other mods out there. Many not asking a dime and doing updates regularly too, And it's a good thing that Avernite is conscious of the existence of those mods too.
Avernite hardly adding anything to MITE, seriously? My changelog file has 36 pages of additions and changes.
Avernite told us he made the mod for himself, to play the way he wanted to play. This means: #1 He is not "commissioning" the direction of MITE development to go towards what others want. He'll do only what he wants, end of story. So ideas we give, are just that : ideas. #2 He doesn't much care about "game balance" as much as the way he wants to play himself with his mod, so of course he probably won't rehaul some aspects. So you are right my long posts about those are a bit useless here lol.
Last time that Avernite did a marathon of releases, he kind of had a "burn out" and completely disappeared from the mod for months. So maybe the donations new setup is more as a way to force himself to slow down on the releases. Maybe it would be better to have smaller goal amounts, but with a seasonal schedule instead say once the target goal is reached, all updates, except some safe « next-dev-cycle » buffer, get released at once, let's say every 3 months. But with such a scheme we might get even slower releases than we recently had.
Also, I can't count the number of ideas that I or PuraVida (which I talk to often) proposed that Avernite already changed/added to the mod. Admittedly, those where mostly all relatively minor things, not multi-interlocking-aspects of the mod that would require way bigger overhauls. But still it shows that he listens way more than he posts. He just don't seem to like "managing" the forum itself, he told us as much that this kind of stuff is not really his thing. If it was my mod, I'd probably spend way more time chatting and posting, than doing any useful work at all. So it takes all kinds. We just don't have the whole picture here, so who are we to judge?
You say "Releases keep coming", after saying "waiting 0-infinity" days. Feels a bit contradictory, no? I agree though that Avernite kind of « revealing his hand » in advance might not have been the best move. For example a friend of mine says he is not interested at all in all the slime stuff, that kind of turned him off a bit, so there. Sometimes keeping a bit of air of mystery works better. In any case, I agree that revealing more than one ended up giving an impression of « releases keep coming but I feel I have to wait more to play them instead ». We the players are too often like little kids : There are only so much candy you can dangle in front of our face for only so long before we start feeling frustrated instead of excited lol.
Anyway, so what if we don't get "100% free" releases every week anymore? The mod is already "good enough" to stand on its own. Anything extra is a bonus. As for "No one gets anything". Doesn’t that feel like self-entitlement? The mod is not perfect, sure, but it is definitely something already. Personally I am not a big fan of the entire « donate to get future releases » thing. I donate more as a form of thanks for all the previous updates I already played. I donated a meager tiny 20$ last year, and am overdue to donate again this year (after all I played the mod a lot).
You talk about "fan base"... then say there is only 10 person playing MITE. Another contradictory statement. As of R134 completion (not R134 release, obviously), there were 11 donators, and we all know non-donators usually far exceed the number of donators. So please avoid gross exagerations, one way or the other, because those kind of things end up really undermining the points you are trying to make. Still, I’d be really curious to see the total number of the unique-IP-adress downloads for, let’s say, the next release.
Monthly subscriptions? Ouch I for one would stay very very clear far away from that kind of micro-management. You say « I’d pay that ». Translation : « I would pay that ». Not « I will pay that ». Big difference. So why don’t you put your money where your mouth is, take a little cardboard box, write "MITE subscription'" on it, and put 5$ in that box each and every month, in order to donate 60$ next year, ok? After all, anybody not in the list of donators is very badly placed to talk about donations. Well except nanrensl, who seems to officially represents 10000 other players (we’re still waiting to see any donations from that side either, though) and… will run for president? Well, admiteddly, compared to our 2016 pair of official candidates, I’d say he’s got good odds of winning lol. At least, I know I’d vote for somebody whose entire official campaign was making MITE even greater!
MITE has fans, yes, but it does not have a fan base. That would imply a way bigger popularity level than it currently has. MITE ain't such a popular mod, for several reasons, and thus that lack of fan base is part of the pains the mod development is having, sure I agree with that. A fan base implies organisation, solidity, numbers, the ability to support, and do it relatively well. Base as in « army base », something that supports greater strategic operations, not base as in « basement », the lowest level.
As for « too many people » posting « thousand lines » posts... Nobody forces you to read posts, be them long or not. If you find that so unhealthy, just put « ignore user » on both nanrensl and on me, and voilà, that entire aspect of your problem is solved. Also, 1000 lines posts? That is 20 pages long of text, you know. Again, exagerations only serve to weaken your argumentation. Also, if you think I write for « no reason », you are sadly mistaken.
I don't think Avernite is "rude". It might seem that way, but it isn’t. Just like Avernite might sometimes feel like we are « never-happy ingrates » : it might seem that way to a modder, but it just ain’t the case. It’s a matter of perception and mindset, mostly, but it’s also human nature.
One thing I agree with is that Avernite could adjust more his expectations away from « ideal world setup », almost treating the mod as if it was a mainstream mod and a reasonable source of income, and scale those expectations way back, more towards « considering the mod's current popularity » boring realism, treating the mod instead purely as a very niche mod, and purely as a hobby. So yeah I agree the currently « asked amount » can feel a bit harsh to some. If Avernite sees the mod as not sufficiently popular for his tastes, he could ask himself (or maybe even us) what could be done. Ask himself what is more important to him, what his real goal is, and how much effort he is willing to put to reach that, and if it’s even worth it. However I expect him to fully know what the answers are already. For example, make early game easier, reduce the overall amount of grind, update to a more recent Minecraft version, add Forge compatiblity. He knows all that already. For example he could ask himself what is more important for him : making sure players playing his mod don’t cheat (he did add a lot of anti-cheating features), or making the mod more popular? For with a Forge-compatible MITE, you’d get tons of ways to cheat. Personally, I’d let the game truly be sandbox : so what if 99% of my players cheat like mad, I would still have my old of harcore fans, plus a new wayyyyy bigger amount of cheating bastards, but I’d still take all the donations anyway, now up to a much bigger number, instead of being frustrated by only getting a tiny trickle side revenue. My main problem would be much more about trying to learn Forge and have to communicate non-stop with all those other modders out there to insure some minimum amount of compatibility. Most mods add their own stuff but don’t touch anything else, so they usually easily play very nice with each together. MITE gets its hands really dirty and goes down very deep into the way the game itself works. It would be a Gordian knot of complex proportions.
Avernite just has to make his Wonderful Dreams & Hopes (tm) match a more Realistic & Boring Evaluation of real-work-vs-real-rewards.
Avernite probably has already thought about all that a lot already, and probably just don’t want to embark upon such a « lofty epic quest »… For it would surely mean one thing : a WHOPPING TON of recoding. And also maybe even turning the mod into something he wouldn’t even want to play anymore.
He repeatedly told he ain’t gonna make it Forge compatible or change the mod much anymore or even open it up to the community (i.e. share the code and/or form a bigger dev team) and that he hoped to make money out of it. So what do you expect? So, as for us, let’s face it, it’s his mod, his alone, and we’re just mostly along for the ride. And nobody said that the Amusement Park’s rides had to be free.
When I compare MITE to a mod such as BetterBegginings (one example among many others)… Sure, the modder doesn’t ask anything, updates regularly, and presents himself much more like a social butterfly, but man, does that mod feel so incredibly TINY compared to MITE. Terrafirmacraft is another huge mod, but it’s done by a huge team too, not by a single guy. It’s also going wayyyy overboard with the « realism » thing. When I play, I want to have a hard game, yes, but not have to remember 3 different types each of copper and iron and coal, or remember complex tables of numbers, and so on, if you catch my drift. On that aspect, the crops growth tables in MITE are a pretty useless amount of detail, I'd rather have each crop rated along 5 non-numerical very easy to remember steps ratings for temperature and humidity (hot/warm/temperate/cool/freezing for temprature, and arid/dry/average/humid/drenched for humidity), the very same for biomes, and just determine what growth effect and odds of blight 1 extra step of base biome will do, and what 1 step of differential from "the ideal that a given crop wants" will do. Intuitive and no need to remember any table or tons of numbers. I also don’t want to spend half my time micro-managing tons of inventory items. I’d rather in that case have 4 times the inventory slots, that can hold only a few items each instead, instead of constantly having to swap tons of items in and out. Inventory should ALWAYS be scaled appropriately to the overall variety and availability of items in any game. And prospecting in TPC is so boring. I prefer SEEING my ores rather than making long blind tunnels then « sampling stone » to get number and then « mathstimate » in order to actually find my ores. I prefer exploring always different caves than long boring 1x2 tunnels. And TFC’S got it’s own problems with grind, maybe even more than MITE. Heck TFC’s got entire forums talking about « The Grind ». Basically, what I am trying to say is : each mod has it’s own big whole whopping « can’o worms of lots of problems ». Maybe the paradise of perfect mods only exists in the infamous Garden of Eden (and even then I have strong doubts about that).
One thing I fully agree with you is that this 390$ CDN thing might indeed not gonna happen, at least anytime soon. The new donations scheme was all in a relatively short time frame, after a long period of no donations scheme at all. So players heard Avernite’s call for donations, and answered. What that means is that, as far as donations go, Avernite already just recently « plucked the low hanging fruits » of donations. Those players that felt the call and answered, they already did so. Recently. They won’t do so again each and every incoming month! Expecting otherwise would be plain crazy. So yeah, I fully expect another long period of semi-dormancy for the mod. Good thing I donate in a « thanks for all the fishes » way, and not expecting newer updates, because if I was on that side of the fence, I’d be way depressed that my own incoming 2016 donation wouldn’t even cover what is needed for the very next release.
I know some players crazy enough to spend thousands of dollars on a game they love. Like my friend did and « invested » a whopping 2000$ as a Star Citizens backer (for a super buggy game that promises tons, yet deliver only a little bit even after 5 years of dev time lol). Me, I am much more pragmatic : if an AAA title game is say 60$, then an indie title game asking more than that amount from me (for the ENTIRE lifetime of his game, mind you, not just one single update), then I don’t feel compelled to obey, at all. And yeah I treat MITE as its own game, not a mere mod, for it is different enough from vanilla to be treated as such.
So in short I don’t really agree with all of what you say, but I can understand your feelings.