I don't get the point of earth elementals (including obsidian earth elementals) being in the end.
I mean, they can do nothing in the end. The normal ones (stones ones that spawn in caves) can... Murder under-geared players/players with no xp or an affective weapon to deal with them, they can destroy barrications made by the player and clear out the path for other melee mobs likes zombies and stalkers. Sometimes they can also push players off the edge and most importantly, just like everything else, they are hard to escape just like everything else in caves and they have no KB.
The nether rock ones can buff up a army of piggies and they are hard to escape because the nether is a giant cave. Most importantly, they can sometimes take a lava bath and set everything in the nether on fire.
The endstone ones can do nothing in the end. Players are rarely stupid enough to go near the edge when there is a dragon flying around. Players also rarely build anything in the end so there is no barrication to destroy, even if there were any, the dragon would have destroyed them all. Instead of being a part of a giant cave like nether, the end is a giant floating island floating above the void. There is plenty of room to run and earth elementals are too slow to chase after the players. Plus, even if they were to get a few hits on the player, it wouldn't matter because players in the end usually have heavy armor and around 10000 Notch apples and bottles of potion. Obsidian earth elementals can only spawn on the towers and were toooooo stupid to jump down.
but the end stone ones do look really really cool. They always remind me of the astronauts.
I don't get the point of earth elementals (including obsidian earth elementals) being in the end.
I mean, they can do nothing in the end. The normal ones (stones ones that spawn in caves) can... Murder under-geared players/players with no xp or an affective weapon to deal with them, they can destroy barrications made by the player and clear out the path for other melee mobs likes zombies and stalkers. Sometimes they can also push players off the edge and most importantly, just like everything else, they are hard to escape just like everything else in caves and they have no KB.
The nether rock ones can buff up a army of piggies and they are hard to escape because the nether is a giant cave. Most importantly, they can sometimes take a lava bath and set everything in the nether on fire.
The endstone ones can do nothing in the end. Players are rarely stupid enough to go near the edge when there is a dragon flying around. Players also rarely build anything in the end so there is no barrication to destroy, even if there were any, the dragon would have destroyed them all. Instead of being a part of a giant cave like nether, the end is a giant floating island floating above the void. There is plenty of room to run and earth elementals are too slow to chase after the players. Plus, even if they were to get a few hits on the player, it wouldn't matter because players in the end usually have heavy armor and around 10000 Notch apples and bottles of potion. Obsidian earth elementals can only spawn on the towers and were toooooo stupid to jump down.
but the end stone ones do look really really cool. They always remind me of the astronauts.
As long as they look cool, that's the main thing.
The crystals are more difficult to break in R141, you have to use a special item and arrows won't do it, IIRC. So you'll have to get up to the top of each tower. Earth elementals are also much stronger in R141, so the obsidian ones will have a role to play, and the end stone ones will be looking just as good as ever.
A copper Warhammer on Day 23 is an impressive achievement. Well done!
Did you first start with a Copper Pickaxe or did u keep grinding away until you had the nuggets for the warhammer?
I am back on Day 14 as I had to give up on my previous would on Day 13. Had started in a Taiga forest by the sea and was quite a ways away in boat about 50 to 60 blocks from shore and yet a spider came and killed me when I was elsewhere and not paying attention to the computer. All my belongings at the bottom of the ocean, about 1/2 a day from spawn and spider still there trying to kill me. Was already -10 and packed it in at -13.
New spawn is (surprise, surprise) in a Taiga forest (all 8 that I have tried have spawned me in Taiga forests, WTH?) This one however borders Extreme Hills and a 1/2 day walk gets me to a desert so this has possibilities. Tons of gravel, 6 full flint and 14 copper nuggets so I am on my way. Problem is food. Not very many animals around at all so I am depleting it fast. May have to make a flint knife to retrieve some cobwebs I have spotted in my travels so I can make a fishing rod. Will probably spend the storm before the blood moon and the blood moon just out on the ocean fishing. Don't need that aggravation the first time around.
Would like to introduce soil onto the edge of the desert and make a living there until I unlock villages and can then setup shop at a Desert Village. Will probably want to mine the Extreme hills but food will have to be sorted out by then.
Hey Pura, we should try doing the contest together? We get to play together so rarely these days! And it's more fun playing as a team anyway.
>> About your spider problem, keep this in mind: (these hints are valid for everybody that is why I moved my answer to the main topic):
- Mobs spawn and then they ROAM
- Mobs can sometimes spawn underwater, unless it is say 4 deep or something.
So when going AFK, it is really very important to be even further away not only from shore but from anywhere the ocean might be "shallow".
>> Getting your stuff back ain't all that impossible either:
The spider is guarding your stuff, right, and the stuff is deep underwater, but your old boat clearly indicates where your equipment still is, so it's not l that hard to find it back. All you need to do is bring 1 new boat and a couple fences and maybe a couple blocks.
First, use the new boat to attract the spider well away from the spot with your loot. Then swim down to the bottom, and create an "air bubble" using the fences. Unless the stuff fell in a sea ravine or something, usually ocean is just deep enough to swim down or up but not both, but an air bubble "fence trick" solves that. Then you just grab all your stuff. You can take all the time in the world to prepare too as stuff don't despawn until 20 minutes of actually loaded chunk time. Despite the seemingly major setback you had, that is (usually) still WAY faster than restarting from scratch.
About your comment on trying lots of world seeds and getting always the same type of biome start. This is unfortunately a little bit normal. This is because the number of biomes we have in MITE is so dang low. I would love to see more variety in common biomes, or at least making sure each and every biome is a valid "spawn start survivable" (like I suggested before to improve oceans and deserts). My dream of course would be for MITE to be on extremely friendly terms with the Biomes O Plenty mob lol.
VERY EVIL IDEAS:
- Air bubbles last, let's say, 50% longer,. however, the maximum number of air bubbles that a player has is equal to his maximum number of hearts for his level. Thus, low level players will hold their breath only for a much shorter time (lasting not even half as long as currently), while high level players will last enough to be able to plunge down and fully back up even in middle of an ocean (lasting 50% more than currently), as long as the ocean isn't super-deep there. Also, "catching up one's breath back" would be happening far less quickly, let's say 1 full second per air bubble, with +/- 2% to that speed per player level.
- Heck, that could even be tied in to an entire new layer of "exhaustion management"' where all actions "exhaust" the player's breath. So things like jumping and sprinting would slowly wear down your breath. Breaking blocks by hand could be particularly tiresome. A few activities could be neutral" (no breath loss, but no gain either), and "easy" activities would allow regaining breath faster than you expend it, with fully resting in a bed being the best to catch your breath back up quickly. Being too exhausted would not damage the player, just that, as soon as you reach your last air bubble, all tiresome activities get "slow downed" to a "neutral" level of activity (i.e slower block breaking, slower sprinting, less high jumps with a slight movement pause before jumping, etc.). Crafting also would be considered more or less "tiresome" depending on the hardness of what is worked on. And of course, when you have only 1 air bubble left because "too out of breath from work", then falling underwater - or even trying to escape or deal with mobs that are suddenly appearing- would become that much more dangerous!
- All blocks get a specific categories of "immovability":
a. Most solid blocks just stay in place no matter what.
b. Some blocks require being "supported" in order not only to be placed but to avoid falling. No blocks requiring support would be able to "stay up" when you remove the support. When an unsupported block falls, it falls as a block, if possible, unless there is no actual block for it in which case it drops as an item. For example Pumpkins would be adjusted like that, and if support is removed they would fall like sand. Since pumpkins are fragile maybe if they fall far enough they "break" instead (maybe getting Pumpkin Seeds?).
c. Some blocks are "solid" enough to resist being immersed, some not. The behavior is, again, consistent: if the block resist immersion, then it can be placed underwater. If it doesn't it can't be placed underwater and any new water displaces it. Most of all, ALL "partial" blocks that resist immersion, are called "waterizable" blocks, and get a "duplicate block" with the same behavior, but the "air" space is fully water-filled. If there are 2+ real water blocks around a "waterizable" block, it flips to ait's "waterized twin version, and vice-versa when there is no more water (zero) around, a water-twin turns back into the "dry" version. For lava-resistant blocks blocks such as cobble walls, an extra "twin" is added for when the liquid is lava.
Or just make the 3D matrix have a bit more bits per block specifically to handle whatever is "filling" the airspace in the block (water, lava, poisonous gas, etc.).
Wooden blocks next to lava aren't just affected by the normal odds of catching fire, which can take a long time to occur and require air space next to the block, but may actually become fire blocks at any time, and that occurs much faster.
d. Then the last category is blocks that break at the touch of water, and can't be placed underwater either. Signs should probably fall in this category. For Signs it would be cool if they could keep their data (breaking them gives a non-stacking item, and the info tooltip shows it's text), cratable into a blank sign again (a quick recipe), and more easily edited (can insert characters without removing entire end of lines, sneak + right-click to edit an already placed sign).
- Instead of a tiny water puddle voiding all falling damage, falling in water reduces damage, water-depth and falling height dependent.
- Dirt could get split into 2 types:
Dirt -- This is basically equivalent to low-quality ground with lots of tiny stones in it. It uses current dirt texture. Can't be turned into farmland, but supports naturally generated Tall grass, flowers, etc.
Recipe: 1 Dirt + 1 Manure + 1 Leaves (any) + 1 Bonemeal = 1 Soil (however it is an excruciantingly slow recipe)
Dirt slowly turns into Grass blocks, but much more slower than currently (about 4 times slower than current Dirt-to-Grass speed). The texture is also progressive (doesn't switch straight from Dirt to Grass, but has several "steps" where the grass progressively fill up the texture pixels).
Soil -- a much darker dirt block, and the only block that can be turned into farmland.
Soil has it's own "with Tall Grass" version. Breaking that block drops Soil, not Dirt. Grass fills up over soil at the current Dirt-to-Grass speed.
Soil is found in patches here and there where the land is particularly "fertile", and ONLY in the topmost-ground-layer, and never in a slope, and water must be nearby, otherwise you get the dirt-based grass block instead. Thus, it is quite hard to see where Soil is located because it s always covered in grass, of the same grass color as the grass-on-dirt block, and you can also almost never naturally see the darker soil side texture either. How "fertile, lush and wet" a biome is means more Soil patches. Thus, from best to worst:
Jungle, Swamp, River, Forest, Extreme Hills (but only in the shallow and flat parts), Taiga, Plains, Ocean, Icy Plains, Desert.
Note that Soil is NEVER super-rare. Randomly digging in the grass in a Jungle should reveal some Soil without too much of a hassle.
There is however a big hint: flowers tend to grow a lot more where there is Soil. So a "denser" flower patch of a single flower type is good hint that there is Soil there. This helps make finding soil in open biomes with easy line of soil not too hard. the "extra odds of getting flowers" also apply when using Bonemeal on Grass blocks.
- Quicksand and Mud.
Natural hazards. Despite being non-liquid blocks (hey don't spread), the player "sinks" in them, much faster in quicksand than in mud. The deeper the player is, the slower he moves sideways. The player cannot sink more than a half-block in mud, so that block is more of an annoyance than a true death trap. Quicksand looks nearly the same as normal sand but not quite exactly the same color. Mud has a distinctive texture. Breaking Quicksand gives normal Sand unless using Silk Touch. Smelting Quicksand gives normal Sand. Smelting Mud Balls (4 to a block) gives Clay Balls (4 at a time).
Mud is quite common where there is shallow water like ponds and often near Clay too. Animals and mobs tend to instinctively avoid walking on such natural hazards blocks.
Quicksand has no uses apart from being a natural hazard, but a resourceful and intelligent player could in theory use it to make a mob trap.
Mud Balls can be thrown same as snowball (zero damage, even against fire based creatures, basically only knockback and aggroing the monster) and can also be crafted into "armor" of sorts. Each type of mud "armor" piece is simply called "Mud" (not vest or boots or whatever, just "Mud"). Same recipe as armor, using Mud Balls instead. Zero protection value. Durability is only 1/2 the total number of ingredient materials, rounded down (thus, 2 for head and feet slot, 3 for legs slot, and 4 for chest slot). Removing a mud "armor" piece immediately turns it into an in-hand stack of half the "armor" remaining durability in number of Mud Balls, rounded down. Going underwater relatively quickly destroys the "armor" in a few seconds. Rain also randomly damages the armor (no damage or knockback) but the process is slower (the armor might last a minute. Maybe). If mud "armor" is in inventory and player is exposed to water, the armor won't be damaged, as the "armor pieces" represents more an amount of already wet mud that is going to be put on the body, and than actual piece of "armor".
Mud "armor" however has a couple interesting uses:
First, stealth. All mobs aggro sight range is slightly lowered against players covered in mud. This is way more effective against living mobs that detect the player by their "heat" or "smell" such as insects such as spiders and plant-like mobs like creepers, but not those with better vision, like wolves, or that have some kind of "lifesense" like undead. This mob aggro sight range reduction works only when the mob wasn't already aggro in the first place. In a storm, putting on a mud armor (and keeping out of the rain as much as possible) might just allow the player to remain undetected and thus survive the onslaught of spiders and creepers.
Second, the more the body is covered in mud, the less the player takes fire/lava damage (depend on number of armor slots, with <50% durability left counting as fractional units of mud slots, then normalized to 100% protection with all 4 slots at least at 50% durability left), and is also immune to catching on fire (100% if all 4 slots with 50%+ mud "armor" durability, otherwise appropriately lower chances). However, fire and lava will deal damage to the mud "armor" instead, so the protection probably won't last for long. It is however sufficient for a low-level full-health player with full undamaged "mud" armor to take a quick dip into lava and survive. A short dip, though. The protection against the damage is recomputed for every single point of damage taken, so if the damage if big enough to reduce mud "armor" pieces durability enough, the player will start taking damage. The same % of damage protection also applies to lightning damage (but good luck testing that). Explosion damage is NOT reduced even if it is a "fire" based creature (like a Red Creeper).
- New dangerous plants! Found in occasionnal patches.
Arctium is bush-like and known for it's cacti-like little flowers that ***** and stick to clothing and stuff. Not a very pleasant plant to walk through as all the flowers "grab" onto you, and removing the seeds take forever. In-game it could simply slow down the player some (30% slowdown), with very low odds of dealing 1 damage (in which case the plant also gets destroyed). Well adapted to cold environments.
Poison Ivy: Will inflict a very slight poison effect. Often found anywhere in all kinds of forested areas, but can also grow in thick patches in plains.
Puffballs: A yellow-pale-gray mushroom that looks like a "ball" and "blows up" in a very small radius when you step on it. While it deals only 1 damage, it will mostly knockback the player a bit, which can lead to a deadly fall if player was next to some pitfall. Or lands on another puffball (as they tend to be in patches). It can be harvested with Silk Touch, but can't be eaten. They prefer shadowy and grassy areas near trees, but a red version, Puffbombs, can exist deep underground, always on gravel and near lava (thus, relatively rare), or anywhere in the nether (often in large patches that can really pose a navigation problem). Puffbombs blow up a bit more strongly (2 damage instead of 1), but in a fiery explosion (player takes fire damage and has some low odds of catching on fire). Puffballs and Puffbombs slowly grow and reproduce like mushrooms do.
Stranglevines: Like vines but much darker, a deep green-brown color. These do not grow (i.e. spread) horizontally at all, but will grow downward. They slow down player movement a lot more than normal vines (even when riding a boat or a horse). They also slowly suffocate him for as long as he stays inside the Stranglevines block. Best way to deal with them is to break them with shears or knifes, as that is much faster than trying to move away once caught. They tend to favor wet and hot environments, but contrary to normal vines they can exist in cold environments too (but much more rarely). Stranglevines do not attack animals or monsters, only players.
Best approach to deal with all of these plants is to just walk around and avoid them. Running blindly can be quite dangerous.
Creepers (or any "plant" based monster) are never negatively affected by special plant effects (even normal vines).
- Heck, that could even be tied in to an entire new layer of "exhaustion management"' where all actions "exhaust" the player's breath. So things like jumping and sprinting would slowly wear down your breath. Breaking blocks by hand could be particularly tiresome. A few activities could be neutral" (no breath loss, but no gain either), and "easy" activities would allow regaining breath faster than you expend it, with fully resting in a bed being the best to catch your breath back up quickly. Being too exhausted would not damage the player, just that, as soon as you reach your last air bubble, all tiresome activities get "slow downed" to a "neutral" level of activity (i.e slower block breaking, slower sprinting, less high jumps with a slight movement pause before jumping, etc.). Crafting also would be considered more or less "tiresome" depending on the hardness of what is worked on. And of course, when you have only 1 air bubble left because "too out of breath from work", then falling underwater - or even trying to escape or deal with mobs that are suddenly appearing- would become that much more dangerous!
That does sound dangerous. Every breath you spend fighting is one less breath you have to run away!
Exactly! But such exhaustion, even at low levels, should be relatively slow and minor, not something that makes you need to constantly stop to catch your breath, which would just end up an annoying "game flow breaking" mechanic.
Basically, it should mainly be the "grinding tons of gravel by hand" and "breaking stone with a tool" actions which really seem to require "pauses to catch your breath". I'd be a bit more generous with fighting, but grinding in a mob killer all night long should definitely make the player slowly run out of attacks (forcing him to swing at much less less fast rate). Thus, having wespons that deal more than 1 damage at a time becomes more interesting. I think striking 20 times with a stick in hit-and-run spriting and jumping tactic in order to kill a single Creeper should be just about enough to reach "out of breath".
Using an Anvil could also cause some amount of exhaustion. However, I wouldn't have it linear with durability i.e. working mithril is already taking much longer than iron, so it can be assumed that the "exertion" intensity of effort per tick itself isn't really 4 times bigger! Maybe go with a few easy to remember categories of action types instead of a "linear with hardness/durability".
Edited my previous long post with a couple new ideas. You might want to read it again (or not). Sorry.
Hi Avernite I had an idea for a (IMHO) kind of cool looking visual. I would call it the "Really Abandoned Mine". It would be found in the extreme hills and only on sheer cliffs. Basically a standard 3 x 3 horizontal mineshaft about 9 or so blocks deep into the cliff. It would have the standard support structure of 3 wood blocks on 2 fence posts with the first support located 1 or 2 blocks in from the cliff face so that it would be clearly visible to someone looking at the cliff. It would be located 10 or so blocks up from the ground so anyone wanting to get to it would have to pillar up to reach it. It can have only one or two sets of supports so that someone that raids it would get 6 blocks of wood and 8 fence posts at max (if it had 2 of them). It might have one torch on the back support structure or none. It would be somewhat rare but not too rare. It would not indicate the location of a real abandoned mine.
It would be worthless to anyone who has progressed well into the Flint Ax area but would be a glorious find for someone with nothing. Although they still need 10 blocks of sand or gravel to reach it. They might be able to make a home out of it if they can light it up and get some sort of stair way going up to it.
Maybe no torches in it so that there might be mobs in it when first go to it? Having it lit up might also make it to visible in the early part of the evening when a newbie might still be making their way back to their hole in the ground.
Hi Avernite I had an idea for a (IMHO) kind of cool looking visual. I would call it the "Really Abandoned Mine". It would be found in the extreme hills and only on sheer cliffs. Basically a standard 3 x 3 horizontal mineshaft about 9 or so blocks deep into the cliff. It would have the standard support structure of 3 wood blocks on 2 fence posts with the first support located 1 or 2 blocks in from the cliff face so that it would be clearly visible to someone looking at the cliff. It would be located 10 or so blocks up from the ground so anyone wanting to get to it would have to pillar up to reach it. It can have only one or two sets of supports so that someone that raids it would get 6 blocks of wood and 8 fence posts at max (if it had 2 of them). It might have one torch on the back support structure or none. It would be somewhat rare but not too rare. It would not indicate the location of a real abandoned mine.
It would be worthless to anyone who has progressed well into the Flint Ax area but would be a glorious find for someone with nothing. Although they still need 10 blocks of sand or gravel to reach it. They might be able to make a home out of it if they can light it up and get some sort of stair way going up to it.
Maybe no torches in it so that there might be mobs in it when first go to it? Having it lit up might also make it to visible in the early part of the evening when a newbie might still be making their way back to their hole in the ground.
IMHO it isn't limited to spiders too: being on a large flat ice area seems to be totally devoid of mobs. But I saw only spiders under the ice. And lots of them everywhere -- those 2 images are actually 2 different groups.
I guess the mistitling of my screenshots has been confusing :'-) "first" and "second" are unfortunately swapped in the captions.
...so no cellar for now, no, but maybe later ?
Now that you mention it, I admit I wasn't exactly rushing on the mushroom challenge part of my new world ^^ I've not actively searched for caves specifically, or just some small ones, namely when I happened to spot some ore vein near the entrance. But in these hills, I got so many open air veins on cliffs that cave lurking hasn't been necessary so far.
And to finish on a "sad" note, I'm "tired of winning" these challenges. "Bigly". *
( * we need more orange face smileys X'D )
Ah, so you are indeed playing a new R139 world but simply haven't gone exploring very far yet. I thought maybe you had gone back to Le Château Zumi entirely for your recent plays.
I don't get the point of earth elementals (including obsidian earth elementals) being in the end.
I mean, they can do nothing in the end. The normal ones (stones ones that spawn in caves) can... Murder under-geared players/players with no xp or an affective weapon to deal with them, they can destroy barrications made by the player and clear out the path for other melee mobs likes zombies and stalkers. Sometimes they can also push players off the edge and most importantly, just like everything else, they are hard to escape just like everything else in caves and they have no KB.
The nether rock ones can buff up a army of piggies and they are hard to escape because the nether is a giant cave. Most importantly, they can sometimes take a lava bath and set everything in the nether on fire.
The endstone ones can do nothing in the end. Players are rarely stupid enough to go near the edge when there is a dragon flying around. Players also rarely build anything in the end so there is no barrication to destroy, even if there were any, the dragon would have destroyed them all. Instead of being a part of a giant cave like nether, the end is a giant floating island floating above the void. There is plenty of room to run and earth elementals are too slow to chase after the players. Plus, even if they were to get a few hits on the player, it wouldn't matter because players in the end usually have heavy armor and around 10000 Notch apples and bottles of potion. Obsidian earth elementals can only spawn on the towers and were toooooo stupid to jump down.
but the end stone ones do look really really cool. They always remind me of the astronauts.
As long as they look cool, that's the main thing.
The crystals are more difficult to break in R141, you have to use a special item and arrows won't do it, IIRC. So you'll have to get up to the top of each tower. Earth elementals are also much stronger in R141, so the obsidian ones will have a role to play, and the end stone ones will be looking just as good as ever.
All those thousands of Chinese players could have raving mad fun in the Tournament of Wonders.
Guangzhou vs Shanghai vs Chongqing vs Beijing vs Hangzhou!
Hey Pura, we should try doing the contest together? We get to play together so rarely these days! And it's more fun playing as a team anyway.
>> About your spider problem, keep this in mind: (these hints are valid for everybody that is why I moved my answer to the main topic):
- Mobs spawn and then they ROAM
- Mobs can sometimes spawn underwater, unless it is say 4 deep or something.
So when going AFK, it is really very important to be even further away not only from shore but from anywhere the ocean might be "shallow".
>> Getting your stuff back ain't all that impossible either:
The spider is guarding your stuff, right, and the stuff is deep underwater, but your old boat clearly indicates where your equipment still is, so it's not l that hard to find it back. All you need to do is bring 1 new boat and a couple fences and maybe a couple blocks.
First, use the new boat to attract the spider well away from the spot with your loot. Then swim down to the bottom, and create an "air bubble" using the fences. Unless the stuff fell in a sea ravine or something, usually ocean is just deep enough to swim down or up but not both, but an air bubble "fence trick" solves that. Then you just grab all your stuff. You can take all the time in the world to prepare too as stuff don't despawn until 20 minutes of actually loaded chunk time. Despite the seemingly major setback you had, that is (usually) still WAY faster than restarting from scratch.
About your comment on trying lots of world seeds and getting always the same type of biome start. This is unfortunately a little bit normal. This is because the number of biomes we have in MITE is so dang low. I would love to see more variety in common biomes, or at least making sure each and every biome is a valid "spawn start survivable" (like I suggested before to improve oceans and deserts). My dream of course would be for MITE to be on extremely friendly terms with the Biomes O Plenty mob lol.
VERY EVIL IDEAS:
- Air bubbles last, let's say, 50% longer,. however, the maximum number of air bubbles that a player has is equal to his maximum number of hearts for his level. Thus, low level players will hold their breath only for a much shorter time (lasting not even half as long as currently), while high level players will last enough to be able to plunge down and fully back up even in middle of an ocean (lasting 50% more than currently), as long as the ocean isn't super-deep there. Also, "catching up one's breath back" would be happening far less quickly, let's say 1 full second per air bubble, with +/- 2% to that speed per player level.
- Heck, that could even be tied in to an entire new layer of "exhaustion management"' where all actions "exhaust" the player's breath. So things like jumping and sprinting would slowly wear down your breath. Breaking blocks by hand could be particularly tiresome. A few activities could be neutral" (no breath loss, but no gain either), and "easy" activities would allow regaining breath faster than you expend it, with fully resting in a bed being the best to catch your breath back up quickly. Being too exhausted would not damage the player, just that, as soon as you reach your last air bubble, all tiresome activities get "slow downed" to a "neutral" level of activity (i.e slower block breaking, slower sprinting, less high jumps with a slight movement pause before jumping, etc.). Crafting also would be considered more or less "tiresome" depending on the hardness of what is worked on. And of course, when you have only 1 air bubble left because "too out of breath from work", then falling underwater - or even trying to escape or deal with mobs that are suddenly appearing- would become that much more dangerous!
- All blocks get a specific categories of "immovability":
a. Most solid blocks just stay in place no matter what.
b. Some blocks require being "supported" in order not only to be placed but to avoid falling. No blocks requiring support would be able to "stay up" when you remove the support. When an unsupported block falls, it falls as a block, if possible, unless there is no actual block for it in which case it drops as an item. For example Pumpkins would be adjusted like that, and if support is removed they would fall like sand. Since pumpkins are fragile maybe if they fall far enough they "break" instead (maybe getting Pumpkin Seeds?).
c. Some blocks are "solid" enough to resist being immersed, some not. The behavior is, again, consistent: if the block resist immersion, then it can be placed underwater. If it doesn't it can't be placed underwater and any new water displaces it. Most of all, ALL "partial" blocks that resist immersion, are called "waterizable" blocks, and get a "duplicate block" with the same behavior, but the "air" space is fully water-filled. If there are 2+ real water blocks around a "waterizable" block, it flips to ait's "waterized twin version, and vice-versa when there is no more water (zero) around, a water-twin turns back into the "dry" version. For lava-resistant blocks blocks such as cobble walls, an extra "twin" is added for when the liquid is lava.
Or just make the 3D matrix have a bit more bits per block specifically to handle whatever is "filling" the airspace in the block (water, lava, poisonous gas, etc.).
Wooden blocks next to lava aren't just affected by the normal odds of catching fire, which can take a long time to occur and require air space next to the block, but may actually become fire blocks at any time, and that occurs much faster.
d. Then the last category is blocks that break at the touch of water, and can't be placed underwater either. Signs should probably fall in this category. For Signs it would be cool if they could keep their data (breaking them gives a non-stacking item, and the info tooltip shows it's text), cratable into a blank sign again (a quick recipe), and more easily edited (can insert characters without removing entire end of lines, sneak + right-click to edit an already placed sign).
- Instead of a tiny water puddle voiding all falling damage, falling in water reduces damage, water-depth and falling height dependent.
- Dirt could get split into 2 types:
Dirt -- This is basically equivalent to low-quality ground with lots of tiny stones in it. It uses current dirt texture. Can't be turned into farmland, but supports naturally generated Tall grass, flowers, etc.
Recipe: 1 Dirt + 1 Manure + 1 Leaves (any) + 1 Bonemeal = 1 Soil (however it is an excruciantingly slow recipe)
Dirt slowly turns into Grass blocks, but much more slower than currently (about 4 times slower than current Dirt-to-Grass speed). The texture is also progressive (doesn't switch straight from Dirt to Grass, but has several "steps" where the grass progressively fill up the texture pixels).
Soil -- a much darker dirt block, and the only block that can be turned into farmland.
Soil has it's own "with Tall Grass" version. Breaking that block drops Soil, not Dirt. Grass fills up over soil at the current Dirt-to-Grass speed.
Soil is found in patches here and there where the land is particularly "fertile", and ONLY in the topmost-ground-layer, and never in a slope, and water must be nearby, otherwise you get the dirt-based grass block instead. Thus, it is quite hard to see where Soil is located because it s always covered in grass, of the same grass color as the grass-on-dirt block, and you can also almost never naturally see the darker soil side texture either. How "fertile, lush and wet" a biome is means more Soil patches. Thus, from best to worst:
Jungle, Swamp, River, Forest, Extreme Hills (but only in the shallow and flat parts), Taiga, Plains, Ocean, Icy Plains, Desert.
Note that Soil is NEVER super-rare. Randomly digging in the grass in a Jungle should reveal some Soil without too much of a hassle.
There is however a big hint: flowers tend to grow a lot more where there is Soil. So a "denser" flower patch of a single flower type is good hint that there is Soil there. This helps make finding soil in open biomes with easy line of soil not too hard. the "extra odds of getting flowers" also apply when using Bonemeal on Grass blocks.
- Quicksand and Mud.
Natural hazards. Despite being non-liquid blocks (hey don't spread), the player "sinks" in them, much faster in quicksand than in mud. The deeper the player is, the slower he moves sideways. The player cannot sink more than a half-block in mud, so that block is more of an annoyance than a true death trap. Quicksand looks nearly the same as normal sand but not quite exactly the same color. Mud has a distinctive texture. Breaking Quicksand gives normal Sand unless using Silk Touch. Smelting Quicksand gives normal Sand. Smelting Mud Balls (4 to a block) gives Clay Balls (4 at a time).
Mud is quite common where there is shallow water like ponds and often near Clay too. Animals and mobs tend to instinctively avoid walking on such natural hazards blocks.
Quicksand has no uses apart from being a natural hazard, but a resourceful and intelligent player could in theory use it to make a mob trap.
Mud Balls can be thrown same as snowball (zero damage, even against fire based creatures, basically only knockback and aggroing the monster) and can also be crafted into "armor" of sorts. Each type of mud "armor" piece is simply called "Mud" (not vest or boots or whatever, just "Mud"). Same recipe as armor, using Mud Balls instead. Zero protection value. Durability is only 1/2 the total number of ingredient materials, rounded down (thus, 2 for head and feet slot, 3 for legs slot, and 4 for chest slot). Removing a mud "armor" piece immediately turns it into an in-hand stack of half the "armor" remaining durability in number of Mud Balls, rounded down. Going underwater relatively quickly destroys the "armor" in a few seconds. Rain also randomly damages the armor (no damage or knockback) but the process is slower (the armor might last a minute. Maybe). If mud "armor" is in inventory and player is exposed to water, the armor won't be damaged, as the "armor pieces" represents more an amount of already wet mud that is going to be put on the body, and than actual piece of "armor".
Mud "armor" however has a couple interesting uses:
First, stealth. All mobs aggro sight range is slightly lowered against players covered in mud. This is way more effective against living mobs that detect the player by their "heat" or "smell" such as insects such as spiders and plant-like mobs like creepers, but not those with better vision, like wolves, or that have some kind of "lifesense" like undead. This mob aggro sight range reduction works only when the mob wasn't already aggro in the first place. In a storm, putting on a mud armor (and keeping out of the rain as much as possible) might just allow the player to remain undetected and thus survive the onslaught of spiders and creepers.
Second, the more the body is covered in mud, the less the player takes fire/lava damage (depend on number of armor slots, with <50% durability left counting as fractional units of mud slots, then normalized to 100% protection with all 4 slots at least at 50% durability left), and is also immune to catching on fire (100% if all 4 slots with 50%+ mud "armor" durability, otherwise appropriately lower chances). However, fire and lava will deal damage to the mud "armor" instead, so the protection probably won't last for long. It is however sufficient for a low-level full-health player with full undamaged "mud" armor to take a quick dip into lava and survive. A short dip, though. The protection against the damage is recomputed for every single point of damage taken, so if the damage if big enough to reduce mud "armor" pieces durability enough, the player will start taking damage. The same % of damage protection also applies to lightning damage (but good luck testing that). Explosion damage is NOT reduced even if it is a "fire" based creature (like a Red Creeper).
- New dangerous plants! Found in occasionnal patches.
Arctium is bush-like and known for it's cacti-like little flowers that ***** and stick to clothing and stuff. Not a very pleasant plant to walk through as all the flowers "grab" onto you, and removing the seeds take forever. In-game it could simply slow down the player some (30% slowdown), with very low odds of dealing 1 damage (in which case the plant also gets destroyed). Well adapted to cold environments.
Poison Ivy: Will inflict a very slight poison effect. Often found anywhere in all kinds of forested areas, but can also grow in thick patches in plains.
Puffballs: A yellow-pale-gray mushroom that looks like a "ball" and "blows up" in a very small radius when you step on it. While it deals only 1 damage, it will mostly knockback the player a bit, which can lead to a deadly fall if player was next to some pitfall. Or lands on another puffball (as they tend to be in patches). It can be harvested with Silk Touch, but can't be eaten. They prefer shadowy and grassy areas near trees, but a red version, Puffbombs, can exist deep underground, always on gravel and near lava (thus, relatively rare), or anywhere in the nether (often in large patches that can really pose a navigation problem). Puffbombs blow up a bit more strongly (2 damage instead of 1), but in a fiery explosion (player takes fire damage and has some low odds of catching on fire). Puffballs and Puffbombs slowly grow and reproduce like mushrooms do.
Stranglevines: Like vines but much darker, a deep green-brown color. These do not grow (i.e. spread) horizontally at all, but will grow downward. They slow down player movement a lot more than normal vines (even when riding a boat or a horse). They also slowly suffocate him for as long as he stays inside the Stranglevines block. Best way to deal with them is to break them with shears or knifes, as that is much faster than trying to move away once caught. They tend to favor wet and hot environments, but contrary to normal vines they can exist in cold environments too (but much more rarely). Stranglevines do not attack animals or monsters, only players.
Best approach to deal with all of these plants is to just walk around and avoid them. Running blindly can be quite dangerous.
Creepers (or any "plant" based monster) are never negatively affected by special plant effects (even normal vines).
That does sound dangerous. Every breath you spend fighting is one less breath you have to run away!
Exactly! But such exhaustion, even at low levels, should be relatively slow and minor, not something that makes you need to constantly stop to catch your breath, which would just end up an annoying "game flow breaking" mechanic.
Basically, it should mainly be the "grinding tons of gravel by hand" and "breaking stone with a tool" actions which really seem to require "pauses to catch your breath". I'd be a bit more generous with fighting, but grinding in a mob killer all night long should definitely make the player slowly run out of attacks (forcing him to swing at much less less fast rate). Thus, having wespons that deal more than 1 damage at a time becomes more interesting. I think striking 20 times with a stick in hit-and-run spriting and jumping tactic in order to kill a single Creeper should be just about enough to reach "out of breath".
Using an Anvil could also cause some amount of exhaustion. However, I wouldn't have it linear with durability i.e. working mithril is already taking much longer than iron, so it can be assumed that the "exertion" intensity of effort per tick itself isn't really 4 times bigger! Maybe go with a few easy to remember categories of action types instead of a "linear with hardness/durability".
Edited my previous long post with a couple new ideas. You might want to read it again (or not). Sorry.
I like this idea of exploding mushrooms. You could pick them and throw them at mobs.
Hi Avernite I had an idea for a (IMHO) kind of cool looking visual. I would call it the "Really Abandoned Mine". It would be found in the extreme hills and only on sheer cliffs. Basically a standard 3 x 3 horizontal mineshaft about 9 or so blocks deep into the cliff. It would have the standard support structure of 3 wood blocks on 2 fence posts with the first support located 1 or 2 blocks in from the cliff face so that it would be clearly visible to someone looking at the cliff. It would be located 10 or so blocks up from the ground so anyone wanting to get to it would have to pillar up to reach it. It can have only one or two sets of supports so that someone that raids it would get 6 blocks of wood and 8 fence posts at max (if it had 2 of them). It might have one torch on the back support structure or none. It would be somewhat rare but not too rare. It would not indicate the location of a real abandoned mine.
It would be worthless to anyone who has progressed well into the Flint Ax area but would be a glorious find for someone with nothing. Although they still need 10 blocks of sand or gravel to reach it. They might be able to make a home out of it if they can light it up and get some sort of stair way going up to it.
Maybe no torches in it so that there might be mobs in it when first go to it? Having it lit up might also make it to visible in the early part of the evening when a newbie might still be making their way back to their hole in the ground.
I remember these things. I remember them being plucked and "puffed" in peoples' faces.
Maybe in addition to using puffballs as artillery, players could launch a complement of naturally occurring Stinkhorn Missles!!
Last edited by ScopeCreeper: In utero
That diamond sword hurts my eyes.
I think I found a bug:
See images.
Shouldn't they spawn ABOVE the ice instead of under it?
Thanks for finding those 8 bugs, Ouatcheur
Wow, good play on words!
IMHO it isn't limited to spiders too: being on a large flat ice area seems to be totally devoid of mobs. But I saw only spiders under the ice. And lots of them everywhere -- those 2 images are actually 2 different groups.
Here's another update from the Stats Department for the weekend of Jan 21-22 (48 hour period):
Looks like somebody's playing MITE on a boat way out in the Atlantic Ocean. Oh wait, that must be you PuraVidaServer
Thanks Phoenix. That's the idea. Since I don't even have a Copper Pickaxe in my current world that was beyond my abilities to produce!
Of course I didn't even think of using Vanilla. How do you run Vanilla anyway, lol.
Well if you do feel free to post some screenshots in the How Far Have You Gotten While Playing MITE thread. It hasn't had an update in a long while
Nice. Let someone else find the epic caves and see if it's worth starting a new world for them, haha.
Why is Greenland so messed up looking? It's way bigger than that irl!
Last edited by ScopeCreeper: In utero
Ah, so you are indeed playing a new R139 world but simply haven't gone exploring very far yet. I thought maybe you had gone back to Le Château Zumi entirely for your recent plays.