Anybody found one of those epic mushroom caves in the overworld yet, lol.
I'm quite sure the 1st MITE-topic-reading player to find one will definitely post about it here.
None did yet, which means one thing: Epic Mushrom Caves, just like Abandoned Mineshafts and Underworld Dungeons, are way too rare.
Maybe you overestimate the rate at which players discover stuff. Having a god's-eye developer view is definitely not the same as actually playing the mod.
I suggest you adjust the overall ROP (rate of progress) to balance things so that a fully completed game (from Day 1 with nothing to fully armor and weapons and tools in high magical quality adamantine) takes, let's say, no more than 3 real-life years of a typical player (equivalent to 1 year of a "stop playing MITE non-stop and get a life" player). No point in even adding a feature (such as Legendary Adamantine) if it takes 20 years of real-life to reach it, for it just ends up being exactly like showing a big slice of delicious cake to kids and saying they can't have it, ever.
Definitely play your own mod completely, from A to Z, more than only once or twice. If you can't fully complete the mod yourself in a reasonable time, and have to "restart", then it means that the overall ROP is too slow and/or grindy in the later game parts.
Also, please avoid world save incompatibility as much as possible, like the plague it really is. Better to have chunk boundary lines and let players still benefit from some worldgen feature that was done differently in an older release, than block everything. Changing the underworld world gen with the new mantle and core blocks is a perfect example of this. We didn't even reach the underworld yet, but now we're stuck at R170 because of that new save format break. If restarting becomes the norm every 9 real-life months, then let us reach a full suit of enchanted legendary Adamantine in 9 months too. Otherwise it's just adding slowdowns where none are actually needed. Speedbumps are useful to slow down traffic, but are useless on a road where 100% of the traffic is already made up of pedestrians only.
Maybe you could add in some hidden metrics that checks how many playtime hours vs rare features discovery your player base actually has. Please give us a chance to actually make some progress. Trust me, most players that "completed" the mod, will simply start over again. But never being able to reach that finish line, that sucks.
So basically, each and every player should discover SEVERAL (with several meaning: more than just a few) of each type of special feature structures in a typical year of playing. Not be blocked by a single super-rare one so much that even exploration itself turns into some form of grind too.
I think it would be better if ancient metal weren't so uber rare, but actually needed for mithril. i.e. you have to go through an entire ancient metal "era", before mithril even starts to make sense, Currently, Ancient Metal only servers to lengthen the already long enough iron age, then the "Ancient Metal Era" is finding a single ingot and then nearly immediately afterwards crafting a single Ancient Metal Tool Bench, and voilà, done with that metal ! Ancient Metal is merely a short-lived stepping stone to mithril. That metal almost feels like those useless no-uses deadweight items that some mods are fond of but only really serve to exist as intermediate steps in making a single crafting recipe multi-step instead of single-step, and aren't used anywhere else or even in other recipes. IMHO that is a bit sad tiny niche for a metal that should be a bit more of a thing showing a glorious ancient mysterious past.
MITE 1.6.4 R176 has been completed. This will be a funded release (30 CAD).
Changes
- Experimental branch release (compatible with R175)
- Fixed bug that allowed hoppers to transfer inappropriate items into ovens and furnaces
- Added new mob: Bone Lord
- Bone Lords can summon skeletons
- Bone Lords have an aura that frenzies and heals nearby skeletons
- Ancient Bone Lords are found in the Underworld
- Webs no longer slow falling blocks
- Adjustments made to desert terrain generation that allow caves and ravines to tunnel through sandstone and sand
Found a situation which admittedly won't show up too often. I had made a portal to the nether prior to you increasing the rate of dungeons in the Underworld. As you may recall when you did that I wiped out my Underworld Region and started again. As I knew that my first Nether portal sucked (it was on a small island above a lava sea) I moved a days distance away prior to digging down and forming a new portal to the Underworld and then continuing down to the Nether.
In exploring the Nether from my new portal I happened to find my original nether portal (oddly its only about 150 - 200 blocks from my new portal despite having travelled a days distance in the Overworld before digging down).
Anyway, I decided to have some fun with that and travelled back through my first Nether Portal knowing that the Underwolrd Portal no longer existed. I expected it to dig out a hole at bedrock in the Underworld and form the portal there but instead it just created it in an open area somewhere in the Underworld. Don't know if that is as expected?
By the way, with my 2nd Nether Portal I have not experienced the issue that Zumi had of returning from the Nether and ending up in the dark in the Underworld, I have always correctly returned to the Underworld Portal that I created. Same with my 1st Nether Portal and its corresponding Underworld Portal prior to wiping my Underworld Region files. I always returned to the correct spot in the Underworld.
MITE 1.6.4 R177 has been completed. It will be released along with R176.
Changes
- Experimental branch release (compatible with R176)
- Coal blocks now provide heat level 2 (instead of 1)
- Sandstone blocks can be smelted into glass at heat level 2 or higher
- Skeletons with melee weapons will move into sunlight to reach an attack target
- Skeleton archer trajectory tweaked to help them hit targets near max range
- Bone Lords will not despawn once they have targetted a player
- Bone Lords can gradually recall troops if no targets are present
Frustrating. Been searching around the nether 1,000 of blocks in all directions and have not found one Fortress. Came across a large lava lake about 300-400 blocks wide and criss-crossed it on stone fence paths. Thought I would have to come across one in a lake that big. I don't think their frequency got reduced in MITE compared to Vanilla did they?
Frustrating. Been searching around the nether 1,000 of blocks in all directions and have not found one Fortress. Came across a large lava lake about 300-400 blocks wide and criss-crossed it on stone fence paths. Thought I would have to come across one in a lake that big. I don't think their frequency got reduced in MITE compared to Vanilla did they?
Probably bad luck. Their frequency should be the same as in vanilla.
avernite,is the biome size relevant in all dimensions, or only overworld?
because i think this may explain why pura didnt find any fortress:
according to official vanilla wiki, nether fortresses appear in strips along north-south axis every 200-400 blocks, not sure about distance between strips. best bet is to travel east-west.
finding east-west with a simple trick such as looking at textures which are always oriented the same way. i like to use farmland.
why are your over-lava paths made up of cobblestone walls?
any particular specific reason?
otherwise, slabs seem way cheaper:
6 blocks > 8 walls
6 blocks > 12 slabs
Other than having them at the start of the paths to prevent mobs from following me on.... no... your right. Probably would seem less scary as well (using slabs). However I set off around 65 TNT in the Underworld so I am a little overstocked on cobblestone at the moment, about 8 double chests of it.
Finally. Day 534 and with about 4,600 torches. Now to dig down to the bottom to setup a new nether portal. So glad that is over!
I'm quite sure the 1st MITE-topic-reading player to find one will definitely post about it here.
None did yet, which means one thing: Epic Mushrom Caves, just like Abandoned Mineshafts and Underworld Dungeons, are way too rare.
Maybe you overestimate the rate at which players discover stuff. Having a god's-eye developer view is definitely not the same as actually playing the mod.
I suggest you adjust the overall ROP (rate of progress) to balance things so that a fully completed game (from Day 1 with nothing to fully armor and weapons and tools in high magical quality adamantine) takes, let's say, no more than 3 real-life years of a typical player (equivalent to 1 year of a "stop playing MITE non-stop and get a life" player). No point in even adding a feature (such as Legendary Adamantine) if it takes 20 years of real-life to reach it, for it just ends up being exactly like showing a big slice of delicious cake to kids and saying they can't have it, ever.
Definitely play your own mod completely, from A to Z, more than only once or twice. If you can't fully complete the mod yourself in a reasonable time, and have to "restart", then it means that the overall ROP is too slow and/or grindy in the later game parts.
Also, please avoid world save incompatibility as much as possible, like the plague it really is. Better to have chunk boundary lines and let players still benefit from some worldgen feature that was done differently in an older release, than block everything. Changing the underworld world gen with the new mantle and core blocks is a perfect example of this. We didn't even reach the underworld yet, but now we're stuck at R170 because of that new save format break. If restarting becomes the norm every 9 real-life months, then let us reach a full suit of enchanted legendary Adamantine in 9 months too. Otherwise it's just adding slowdowns where none are actually needed. Speedbumps are useful to slow down traffic, but are useless on a road where 100% of the traffic is already made up of pedestrians only.
Maybe you could add in some hidden metrics that checks how many playtime hours vs rare features discovery your player base actually has. Please give us a chance to actually make some progress. Trust me, most players that "completed" the mod, will simply start over again. But never being able to reach that finish line, that sucks.
So basically, each and every player should discover SEVERAL (with several meaning: more than just a few) of each type of special feature structures in a typical year of playing. Not be blocked by a single super-rare one so much that even exploration itself turns into some form of grind too.
I think it would be better if ancient metal weren't so uber rare, but actually needed for mithril. i.e. you have to go through an entire ancient metal "era", before mithril even starts to make sense, Currently, Ancient Metal only servers to lengthen the already long enough iron age, then the "Ancient Metal Era" is finding a single ingot and then nearly immediately afterwards crafting a single Ancient Metal Tool Bench, and voilà, done with that metal ! Ancient Metal is merely a short-lived stepping stone to mithril. That metal almost feels like those useless no-uses deadweight items that some mods are fond of but only really serve to exist as intermediate steps in making a single crafting recipe multi-step instead of single-step, and aren't used anywhere else or even in other recipes. IMHO that is a bit sad tiny niche for a metal that should be a bit more of a thing showing a glorious ancient mysterious past.
bug[/i] fix[/i][/i]
In R175,funnel allows you to smelt Adamantium in your stone furnace!
p.s.MITE Chinese translation has been completed
Wow. R173 (which is incompatible with prior worlds) was only released 5 days ago and you have Adamantium already!
More tomfoolery with data files, I'd wager.
MITE 1.6.4 R176 has been completed. This will be a funded release (30 CAD).
Changes
- Experimental branch release (compatible with R175)
- Fixed bug that allowed hoppers to transfer inappropriate items into ovens and furnaces
- Added new mob: Bone Lord
- Bone Lords can summon skeletons
- Bone Lords have an aura that frenzies and heals nearby skeletons
- Ancient Bone Lords are found in the Underworld
- Webs no longer slow falling blocks
- Adjustments made to desert terrain generation that allow caves and ravines to tunnel through sandstone and sand
Is there any way of seeing the mod's content without seeing it all in Survival?
Are Coal Blocks supposed to give Fuel Heat Level 1 smelts, like Wood and Charcoal, or FHL 2 smelts, like Coal?
I ask because we were going to smelt 80 stacks of Sand with 1 Coal Block, and the output was Sandstone instead of Glass.
So, was it a bug, or was it working as designed?
Found a situation which admittedly won't show up too often. I had made a portal to the nether prior to you increasing the rate of dungeons in the Underworld. As you may recall when you did that I wiped out my Underworld Region and started again. As I knew that my first Nether portal sucked (it was on a small island above a lava sea) I moved a days distance away prior to digging down and forming a new portal to the Underworld and then continuing down to the Nether.
In exploring the Nether from my new portal I happened to find my original nether portal (oddly its only about 150 - 200 blocks from my new portal despite having travelled a days distance in the Overworld before digging down).
Anyway, I decided to have some fun with that and travelled back through my first Nether Portal knowing that the Underwolrd Portal no longer existed. I expected it to dig out a hole at bedrock in the Underworld and form the portal there but instead it just created it in an open area somewhere in the Underworld. Don't know if that is as expected?
By the way, with my 2nd Nether Portal I have not experienced the issue that Zumi had of returning from the Nether and ending up in the dark in the Underworld, I have always correctly returned to the Underworld Portal that I created. Same with my 1st Nether Portal and its corresponding Underworld Portal prior to wiping my Underworld Region files. I always returned to the correct spot in the Underworld.
MITE 1.6.4 R177 has been completed. It will be released along with R176.
Changes
- Experimental branch release (compatible with R176)
- Coal blocks now provide heat level 2 (instead of 1)
- Sandstone blocks can be smelted into glass at heat level 2 or higher
- Skeletons with melee weapons will move into sunlight to reach an attack target
- Skeleton archer trajectory tweaked to help them hit targets near max range
- Bone Lords will not despawn once they have targetted a player
- Bone Lords can gradually recall troops if no targets are present
Frustrating. Been searching around the nether 1,000 of blocks in all directions and have not found one Fortress. Came across a large lava lake about 300-400 blocks wide and criss-crossed it on stone fence paths. Thought I would have to come across one in a lake that big. I don't think their frequency got reduced in MITE compared to Vanilla did they?
Probably bad luck. Their frequency should be the same as in vanilla.
Perhaps you can make it that ancient metal nuggets, Blaze rods and Nether wart sometimes fall out of trees in the forest just like apples do.
Hmm...that just gave me an idea for wood spiders.
WHAT!?! OH NO! What have I done?
Pura,
why are your over-lava paths made up of cobblestone walls?
any particular specific reason?
otherwise, slabs seem way cheaper:
6 blocks > 8 walls
6 blocks > 12 slabs
avernite,is the biome size relevant in all dimensions, or only overworld?
because i think this may explain why pura didnt find any fortress:
according to official vanilla wiki, nether fortresses appear in strips along north-south axis every 200-400 blocks, not sure about distance between strips. best bet is to travel east-west.
finding east-west with a simple trick such as looking at textures which are always oriented the same way. i like to use farmland.
Avernite,
on the topic of windfall,
which is basically getting rare random leaves blocks drops;
it would be cool to have something a bit similar:
Beach Flotsam
rare random "shore" blocks drops
spawning from ocean-surface-level sand with air above it and sand is adjacent to water and in a beach or ocean biome.
the drop appears on the sand block and very near the water.
in increasing order of rarity:
stick
sapling
plank
log
Other than having them at the start of the paths to prevent mobs from following me on.... no... your right. Probably would seem less scary as well (using slabs). However I set off around 65 TNT in the Underworld so I am a little overstocked on cobblestone at the moment, about 8 double chests of it.