Ah so does this mean the mod has totally 100% forked away from 1.6.4 ? i.e. if you copy MITE world back into the vanilla save folder, it can't be opened in 1.6.4 anymore, and if you copy a 1.6.4 world in the MITE save folder, MITE won't open it anymore. Is is like that ?
Yep, that's correct. The new format is unreadable by vanilla and old versions of MITE, and the previously used "standard" format is unreadable by newer versions of MITE (R105+).
After playing the Spelunker Mod MITE seems easy in comparison, gotta step your game up, Avernite.
I kid. If Spelunker's difficulty crossed paths with MITE's mechanics I'd cry myself to sleep and hope I never wake up.
It did lead me to an idea that seems like a fitting mechanic within MITE though.
Hitting your head on hard surfaces without a helmet on hurts you; While falling blocks landing on your head without a helmet on results in death.
This would give helmets a priority in the early game since caving without one would be more dangerous than it normally is. It would force you to be more careful in low ceiling areas (and preferably avoid having them all together) as well as make cave ins even more dangerous, without a helmet there would be no crawling out of the rubble with only minor injuries.
It would be a punishing mechanic but not one that can't be circumvented with natural progression or by simply being really careful or creative.. which I feel fits perfectly into MITE's style.. then again maybe my masochistic mentality has just warped me and I'm official crazy, in which case you can ignore me.
Insta-kill is probably too extreme, but I agree only 1 or 2 damage for getting a lot of blocks fall on your head is definitely not enough. It is very easy just to jump out of the way. It is staying there and suffocating that is dangerous, not the initial blocks dropping on you.
I'd find some way to determine how "strongly" the player is hit, and deal total damage accordingly.
In that case, helmets could offer not total protection, but a "pre-division" (half?) of the damage, and then normal armor calculation, including the helmet of course, woud apply normally.
I'd also add veins of cracked smooth stone blocks, all tendril-lke (same as gravel veins). Cracked smooth stone falls but only if it gets a block update and the update is a "sufficient vibration" (such as explosions or breaking a block). Digging straight up or straight down would become WAY more dangerous. Braking it yields normal cobblestone, unless using Silk Touch in which case you get cracked (smooth) stone. Creeper explosions would also crack some of the smooth stone in their explosion radius, and immediately trigger their fall.
I'd also add pockets of noxious gas. Kind of like snowparticles, only greenish more transparent and NOT falling ("moving" a bit though). It would deal low poison, but only while inside the gas plus 5 seconds.Thus going through quickly = 2 damage.
There would also be compressed poison blocks: 1x1x1 blocks of green air. If they get next to an fragile block (Air, torch, flower, etc. - anything crushed by a falling block), they "explode" breaking the fragile block and releasing a cloud of poison gas. You'd detect these by the particles they emit AND the sound they make as you are breaking the adjacent block (a "pshhh" sound would be added, starting inaudible and increasing in volume as you are breaking the block - Efficiency tools can easily become double-edged swords in this regard, and the particles would also go from none and slow to several and fast).
There could be, deeper, more types of gase (and compressed gas pockets): red gas - highly flammable (explosive) - even a torch will make it go boom. Black gas would causes withering. Etc.
Milk could not just cure all effects "on the spot", but also grant some temporary "immunity vs poison" effect too.
Jumping and hitting head against a hard ceiling could deal 1 damage when without a helmet, but I would not go with more than that.
Falling down should IMHO deal damage sooner. Currently I can pillar up a whopping 5 blocks and land on thin-snow covered grass for zero damage. In vanilla, you take damage starting at 4 blocks, but in MITE it should start sooner, ESPECIALLY when falling on a hard surface. Could take into account player facing and speed. Say, falling sideways or backwards or when spriting is "uncontrolled" fall, vs falling at forward normal speed movement is "controlled" fall. Uncontrolled fall, even 2 blocks (hard surface) = 1 damage.
When player is standing in a light level zero block, then all other light level 0 blocks are rendered 100% black. Even jacking up monitor contrast would not help - no "going mining for gravel underground with only a few seeds nude and with no torches".
The reason I suggested such a harsh penalty is that it would become trivialized pretty quickly anyway, unless you were reckless. Although it doesn't necessarily HAVE to be death, just glad someone else agrees that the risk is far too avoidable and hardly even dangerous in the first place. It's something that I know I personally never worry about currently.
I especially agree with the the falling damage suggestion as well. 2 blocks on a hard surface is completely reasonable, it'd make careful movement far more important and encourage soft material floors (or padding?) around bases or frequently visited areas just in case. You definitely shouldn't be able to sprint and jump around haphazardly.
I do like your other ideas as well though. I've thought about gases before after that one mod of them cropped up.. mining could definitely use some excitement outside of whacking at mobs occasionally.
Personally, my dream-wish would be to combine Biomes ' Plenty features (all those magnificient biomes, trees and plants) with MITE.
Imagine that: great survival AND great exploration !
So many ideas this week !
Maybe earthquakes with a quake frequency going from never to somewhat rare, depending on the "general volcanic activity level" of the area maybe ? Those would have random "earthquake strength" and duration, both overall per earthquake, and per tick within the earthquake. Say, one quake might be one long low rumble, another a series of three quick "jig-sawing" quakes with a pause between each, and a 4th final big jolt. etc. At some intensity, movement starts getting impaired a bit. super-quakes would be even rarer and make player get knockbacked this or that way for a few seconds. Sneaking would be like trying to hold onto whatever nearby, and would greatly reduce or void earthquake effects on player. Standing right besides cliffs during an earthquake could be quite dangerous !
Depending on each jolt's strength, random blocks within some radius around player (very local otherwise the world would get ruined by itself without player intervention) would be "affected" by the quake. If the jolt is strong enouh, it could even crack smooth stone (rare - and if it happens, the crack can either be a single block, or a more serious jolt might cause an entire "fissure" to spread at some block speed each tick for a few ticks - and a recent such "fissure" usually becomes the focal point for more spreading with further earthquake jolts, until the fissure "stops for good").
Or it could also "joggle" a gravity block - a random side is picked and if that side is Air AND has Air underneath that Air, then the block is pushed to that side. Steep cliffs would lose a few dirt blocks from top which would tend to pile up at bottom of cliff. When a block is joggled and the joggle is a success, then the fall will propagate to ANY other gravity block besides it. When a falling block falls on a gravity block, it should also cause block update that trigger THAT block to fall, if able to. Say, a block falls on a natural sand bridge archway, the archway also drops, same as if one of the sand from the archway was mined.
Cracked smooth stone could also trigger their fall during earhtquakes. In any case, even in the most volcanic areas, quakes should be quite rare, and most of them should be minor things. Big quakes would be followed in the days before by several minor quakes, and mega-quakes, but first several minor quakes then a few major quakes interspersed with minor ones, starting one week before the mega-quake. Non-volcanic areas should only have rare minor quakes. yes, lava-layer would be more dangerous, too.
In any case, damage to buildings should be kept to a minimum even for cobble and cracked stone, while Bricks and Wood should totally resist the vibrations. A couple broken broken windows maybe ? Zero damage on minor quakes, a couple minor things affected by a major quake, and for mega-quakes (rarer than blue moons), then ok, some amount of repairs may seriously need to be done, but not a LOT of it - even if the player's building is huge. Anything made of wood or "special' blocks are never unaffected so fences trees torches crops etc. don't get "uprooted". Wood is the "flexible" material. But a dirt pillar ? Quite the fair game for being "joggled" ! Ah and yes, all animals start panicking before a major or a mega quake, too, and panic a little bit during minor quakes (but calm down very fast, unless the minor quake is only a prelude to a later majorquake in which case, normal panic cooldown time).
In any case, limit damage to what is not too far from player (say, 32 blocks horizontally and 16 blocks vertically) so during an earthquake a player could enter a specially built "safe tunnel" to move away from his most fragile builds, greatly limiting the damage (if any).
All water surfaces could become "frothing" during an eartquake. Merely a water block texture swap. Forget fishing and boats would get much harder to control (depending on quake severity). Lava would also "froth" and throw more particles and some would be bigger (looking like fire charges but all bright yellow) and those deal 1 damage to whatever they hit (plus odds of catching fire). Also, much more fire elementals spawned than normal. Finally, standing right next to lava during a big quake, player that forget to sneak away might get burned. In any case, the water or lava blocks themselves - source AND flowing - are not joggled around (can you imagine the processing added - lots of lag at every earthquake would not be good).
The main danger would be things falling on player head while underground. Here, the one "most useless" animal becomes the best ally: The Pig. After all, all other have much nicer drops or can be used for building with wool or for advanced food recipes - while not needing any special veggie. the ig only has good food output and can be ridden only for a quck and short laugh (because of the horrible, horrible controls) or a special achievement!
Pigs would seem to "predict" earthquakes well in advance, and start making nervous sounds and move away from cliffs. They would be the only animals that do NOT panic before or during quakes, they'd just look and sound more nervous instead. During earthquakes, they also seem to be able to know in advance which blocks will fall because of a quake, and quickly move out from under those spots AND tend to look straight at those spots when near them or near where they will fall (essentially, the game engine "predetermines" when and where eartquake stuff happens, pigs can access that data to react immediately, and then later on the game makes the warthwuake stuff happen, making the pigs seem kind of "clairvoyant").
Ah yeah attempting to breed animals should work ONLY in idea circumstances. Panicking animals shoul not eat stuff ! 8-)
Falling blocks falling in water should cause a big splash. Empty bowl/bucket gets filled. Player gets knockbacked a bit. Might cause being thrown out of boat (but boat stays ok). Yeah minor I know but...
Falling blocks falling in LAVA would also cause a splash. LOTS more dangerous ! Being splashed by lava = catching fire.
In any case, the splash radius should be quite small. Only 1 block radius.
Maybe a new item !
Cage Crafting Recipe:
Row #1: 3 Slabs (any wood)
Row #2: Iron Bars, Tripwire Hook, Iron Bars
Row #3: 3 Slabs (any wood)
The Cage is a solid obstacle. Breakable by hand, but many tools (Axe, Battleaxe, Pickaxe or Warhammer) allow breaking it faster.
Appearance: similar to chest in shape. With oak wood planks texture for top and bottom, and the "trapped chest" chest lock, but with iron bars on all sides,
Right-click with Seeds or Carrots to put it inside the opened (empty) Cage. Breaking the cage frees the content.
Only 1 small animal can fit inside: Chicken or Pig. Ocelots and cats are too smart to get trapped. animal gets attracted to the food inside, but only if first standing VERY near the cage for several seconds. When going inside, they eat the food and get trapped (the top "closes"). Then they panic for a while. Kid NPC villagers like to free trapped animals, though.
Right-clicking the Cage with a trapped animal, opens it, freeing the animal. Only Zombies with pickaxe or warhammer can attack a Cage with an animal inside, and do that only for animals they would normally run after. If they "break" it, the Cage is destroyed (and the animal is freed). There is a small delay before the animal realizes it is free, so a quick player can easily use a lead on the animal before it escapes. A zombie usually has enough time to strike the animal a couple times, too.
A bit more variety in the animal mobs. Instead of "1 animal per group", make less groups, but have many groups be of more than one animal. And rarely, you get an entire herd.
i.e. say I walk for 1 hour straight north. Currently: I'll meet tons of amimals, rather frequently, one by one by one. But with this suggestion, I'd meet the same number of animals, total, but less often, more widely spaced apart, but they will be in herds of say 1-4 animals
Animals in the pack (Odds)
1 (55%)
2 (25%)
3 (10%)
4 (5%)
Also, herds themselves would tend to follow such a random distribution pattern so that if you look at say entire big regions, you have some areas with lots of packs of animal X or Y, and others (sometimes rarely even for over a thousand blocks) with only a few or even none (thus, forcing a lot of exploration). I definitely would not have lots of areas with more than 2 types of animals ! But if you go at a scale much smaller i.e. player sight, thenwithin a region where the distribution says it has lots of animals, the actual distribution of the animal packs themselves would not be "more or less even because each chunk within that area has about the same random chances", but the packs themselves would also tend to spawn in the same more concentrated spots, leaving some emptiness between these.
So you get "bigger herds" made up of 1-4 family units. Of course, solitary animals too. And herds of 1 family unit only.
Basically, when traveling, instead of a constant stream of discovery of new single animals, when you find animals, usually there would be more of the same kind, but you may have to travel a lot more to find them.
Overall I think MITE has a bit too much animals anyway. The problem isn't finding them. It's just that the day is so dang short AND the usual methods to lead animals don't work well at all (through food or leads) and unless the animals where right near your base, you just can't bring them home safely. Zombies will eat all of them up on the 1st night that comes, and asking player to build a secured fenced area every 300 blocks is extreme. If the day-night cycle was say 30 minutes instead of 20, it would already make a bit difference on the player's exploration range and ability to bring back animals.
This item works just like Cactus Green. This way you can have green even if you have no desert at all around. However, it is a bit costly: you spend a non-renewable rare lapis instead of just cooking a cactus ! Good tradeoff I think.
1 Orange Dye + 1 Ink Sack = 2 Brown Dye
This items works just like Cocoa Beans, except you can't plant it on a jungle tree (it is only a dye). By the way this recipe is how you get Cocoa beans in vanilla Pocket Edition. Getting brown through cocoa beans is more reliable than hunting squids.
Also, Manure could be used directly as an alternate brown dye. Yick !
Do they simply disappear or do they die ? Are the adults healthy when you brred them ? Baby animals now inherit the health state of the worst of their parents. If Avernite added a "too sick animals die" feature, then yah that could be a problem.
Personally, I wouldn't even make adults able to breed when they look sick.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/20/2015
Posts:
48
Member Details
For some reason mite crashes when I launch it.
white screen with an error. Seems to be a common error one to two,years ago. I changed nothing and it just started to happen. Roninpawn trouble shot my install and got the same errors. Thanks pawn you have great computer and programming skills.
for now I can't play online and am getting worried about my farms not being maintained on the mite,I goes server
Ooh! Avernite. If you go riffling through the Pyramid generation code, I've always thought -- since the MiTE 'Migos plummed the depths of our first pyramid -- that it would be cool if there were a few torches gen'd down there to lessen the chance of mobs spawning and blowing up the loot.
Ooh! Avernite. If you go riffling through the Pyramid generation code, I've always thought -- since the MiTE 'Migos plummed the depths of our first pyramid -- that it would be cool if there were a few torches gen'd down there to lessen the chance of mobs spawning and blowing up the loot.
Random idea quota met!
Yeah I messed up with that in Pura Vida. Stayed the night too close to the pyramid and something must have spawned down there. So is that something that should be corrected by Avernite or is that just one of the many ways that MITE can ruin your day?.....
Avernite, I have found a bug in a world generated in R114. I was gonna to loot the pyramid and I found no chests there. I was not blown up.
It may be that it is was looted prior to you getting there by some poor sap who didn't even have a pickaxe yet to knock up the plate and recover the TNT........Like me for instance.....on the MITE Migos server!
Is there any method to fix my enchanted mithril bow, Because it is so good that I use 5 levels to make it superb quality with strength level 5, recovery 4. HELP!!!
Yep, that's correct. The new format is unreadable by vanilla and old versions of MITE, and the previously used "standard" format is unreadable by newer versions of MITE (R105+).
Insta-kill is probably too extreme, but I agree only 1 or 2 damage for getting a lot of blocks fall on your head is definitely not enough. It is very easy just to jump out of the way. It is staying there and suffocating that is dangerous, not the initial blocks dropping on you.
I'd find some way to determine how "strongly" the player is hit, and deal total damage accordingly.
In that case, helmets could offer not total protection, but a "pre-division" (half?) of the damage, and then normal armor calculation, including the helmet of course, woud apply normally.
I'd also add veins of cracked smooth stone blocks, all tendril-lke (same as gravel veins). Cracked smooth stone falls but only if it gets a block update and the update is a "sufficient vibration" (such as explosions or breaking a block). Digging straight up or straight down would become WAY more dangerous. Braking it yields normal cobblestone, unless using Silk Touch in which case you get cracked (smooth) stone. Creeper explosions would also crack some of the smooth stone in their explosion radius, and immediately trigger their fall.
I'd also add pockets of noxious gas. Kind of like snowparticles, only greenish more transparent and NOT falling ("moving" a bit though). It would deal low poison, but only while inside the gas plus 5 seconds.Thus going through quickly = 2 damage.
There would also be compressed poison blocks: 1x1x1 blocks of green air. If they get next to an fragile block (Air, torch, flower, etc. - anything crushed by a falling block), they "explode" breaking the fragile block and releasing a cloud of poison gas. You'd detect these by the particles they emit AND the sound they make as you are breaking the adjacent block (a "pshhh" sound would be added, starting inaudible and increasing in volume as you are breaking the block - Efficiency tools can easily become double-edged swords in this regard, and the particles would also go from none and slow to several and fast).
There could be, deeper, more types of gase (and compressed gas pockets): red gas - highly flammable (explosive) - even a torch will make it go boom. Black gas would causes withering. Etc.
Milk could not just cure all effects "on the spot", but also grant some temporary "immunity vs poison" effect too.
Jumping and hitting head against a hard ceiling could deal 1 damage when without a helmet, but I would not go with more than that.
Falling down should IMHO deal damage sooner. Currently I can pillar up a whopping 5 blocks and land on thin-snow covered grass for zero damage. In vanilla, you take damage starting at 4 blocks, but in MITE it should start sooner, ESPECIALLY when falling on a hard surface. Could take into account player facing and speed. Say, falling sideways or backwards or when spriting is "uncontrolled" fall, vs falling at forward normal speed movement is "controlled" fall. Uncontrolled fall, even 2 blocks (hard surface) = 1 damage.
When player is standing in a light level zero block, then all other light level 0 blocks are rendered 100% black. Even jacking up monitor contrast would not help - no "going mining for gravel underground with only a few seeds nude and with no torches".
The reason I suggested such a harsh penalty is that it would become trivialized pretty quickly anyway, unless you were reckless. Although it doesn't necessarily HAVE to be death, just glad someone else agrees that the risk is far too avoidable and hardly even dangerous in the first place. It's something that I know I personally never worry about currently.
I especially agree with the the falling damage suggestion as well. 2 blocks on a hard surface is completely reasonable, it'd make careful movement far more important and encourage soft material floors (or padding?) around bases or frequently visited areas just in case. You definitely shouldn't be able to sprint and jump around haphazardly.
I do like your other ideas as well though. I've thought about gases before after that one mod of them cropped up.. mining could definitely use some excitement outside of whacking at mobs occasionally.
Personally, my dream-wish would be to combine Biomes ' Plenty features (all those magnificient biomes, trees and plants) with MITE.
Imagine that: great survival AND great exploration !
So many ideas this week !
Maybe earthquakes with a quake frequency going from never to somewhat rare, depending on the "general volcanic activity level" of the area maybe ? Those would have random "earthquake strength" and duration, both overall per earthquake, and per tick within the earthquake. Say, one quake might be one long low rumble, another a series of three quick "jig-sawing" quakes with a pause between each, and a 4th final big jolt. etc. At some intensity, movement starts getting impaired a bit. super-quakes would be even rarer and make player get knockbacked this or that way for a few seconds. Sneaking would be like trying to hold onto whatever nearby, and would greatly reduce or void earthquake effects on player. Standing right besides cliffs during an earthquake could be quite dangerous !
Depending on each jolt's strength, random blocks within some radius around player (very local otherwise the world would get ruined by itself without player intervention) would be "affected" by the quake. If the jolt is strong enouh, it could even crack smooth stone (rare - and if it happens, the crack can either be a single block, or a more serious jolt might cause an entire "fissure" to spread at some block speed each tick for a few ticks - and a recent such "fissure" usually becomes the focal point for more spreading with further earthquake jolts, until the fissure "stops for good").
Or it could also "joggle" a gravity block - a random side is picked and if that side is Air AND has Air underneath that Air, then the block is pushed to that side. Steep cliffs would lose a few dirt blocks from top which would tend to pile up at bottom of cliff. When a block is joggled and the joggle is a success, then the fall will propagate to ANY other gravity block besides it. When a falling block falls on a gravity block, it should also cause block update that trigger THAT block to fall, if able to. Say, a block falls on a natural sand bridge archway, the archway also drops, same as if one of the sand from the archway was mined.
Cracked smooth stone could also trigger their fall during earhtquakes. In any case, even in the most volcanic areas, quakes should be quite rare, and most of them should be minor things. Big quakes would be followed in the days before by several minor quakes, and mega-quakes, but first several minor quakes then a few major quakes interspersed with minor ones, starting one week before the mega-quake. Non-volcanic areas should only have rare minor quakes. yes, lava-layer would be more dangerous, too.
In any case, damage to buildings should be kept to a minimum even for cobble and cracked stone, while Bricks and Wood should totally resist the vibrations. A couple broken broken windows maybe ? Zero damage on minor quakes, a couple minor things affected by a major quake, and for mega-quakes (rarer than blue moons), then ok, some amount of repairs may seriously need to be done, but not a LOT of it - even if the player's building is huge. Anything made of wood or "special' blocks are never unaffected so fences trees torches crops etc. don't get "uprooted". Wood is the "flexible" material. But a dirt pillar ? Quite the fair game for being "joggled" ! Ah and yes, all animals start panicking before a major or a mega quake, too, and panic a little bit during minor quakes (but calm down very fast, unless the minor quake is only a prelude to a later majorquake in which case, normal panic cooldown time).
In any case, limit damage to what is not too far from player (say, 32 blocks horizontally and 16 blocks vertically) so during an earthquake a player could enter a specially built "safe tunnel" to move away from his most fragile builds, greatly limiting the damage (if any).
All water surfaces could become "frothing" during an eartquake. Merely a water block texture swap. Forget fishing and boats would get much harder to control (depending on quake severity). Lava would also "froth" and throw more particles and some would be bigger (looking like fire charges but all bright yellow) and those deal 1 damage to whatever they hit (plus odds of catching fire). Also, much more fire elementals spawned than normal. Finally, standing right next to lava during a big quake, player that forget to sneak away might get burned. In any case, the water or lava blocks themselves - source AND flowing - are not joggled around (can you imagine the processing added - lots of lag at every earthquake would not be good).
The main danger would be things falling on player head while underground. Here, the one "most useless" animal becomes the best ally: The Pig. After all, all other have much nicer drops or can be used for building with wool or for advanced food recipes - while not needing any special veggie. the ig only has good food output and can be ridden only for a quck and short laugh (because of the horrible, horrible controls) or a special achievement!
Pigs would seem to "predict" earthquakes well in advance, and start making nervous sounds and move away from cliffs. They would be the only animals that do NOT panic before or during quakes, they'd just look and sound more nervous instead. During earthquakes, they also seem to be able to know in advance which blocks will fall because of a quake, and quickly move out from under those spots AND tend to look straight at those spots when near them or near where they will fall (essentially, the game engine "predetermines" when and where eartquake stuff happens, pigs can access that data to react immediately, and then later on the game makes the warthwuake stuff happen, making the pigs seem kind of "clairvoyant").
Ah yeah attempting to breed animals should work ONLY in idea circumstances. Panicking animals shoul not eat stuff ! 8-)
Falling blocks falling in water should cause a big splash. Empty bowl/bucket gets filled. Player gets knockbacked a bit. Might cause being thrown out of boat (but boat stays ok). Yeah minor I know but...
Falling blocks falling in LAVA would also cause a splash. LOTS more dangerous ! Being splashed by lava = catching fire.
In any case, the splash radius should be quite small. Only 1 block radius.
Maybe a new item !
Cage Crafting Recipe:
Row #1: 3 Slabs (any wood)
Row #2: Iron Bars, Tripwire Hook, Iron Bars
Row #3: 3 Slabs (any wood)
The Cage is a solid obstacle. Breakable by hand, but many tools (Axe, Battleaxe, Pickaxe or Warhammer) allow breaking it faster.
Appearance: similar to chest in shape. With oak wood planks texture for top and bottom, and the "trapped chest" chest lock, but with iron bars on all sides,
Right-click with Seeds or Carrots to put it inside the opened (empty) Cage. Breaking the cage frees the content.
Only 1 small animal can fit inside: Chicken or Pig. Ocelots and cats are too smart to get trapped. animal gets attracted to the food inside, but only if first standing VERY near the cage for several seconds. When going inside, they eat the food and get trapped (the top "closes"). Then they panic for a while. Kid NPC villagers like to free trapped animals, though.
Right-clicking the Cage with a trapped animal, opens it, freeing the animal. Only Zombies with pickaxe or warhammer can attack a Cage with an animal inside, and do that only for animals they would normally run after. If they "break" it, the Cage is destroyed (and the animal is freed). There is a small delay before the animal realizes it is free, so a quick player can easily use a lead on the animal before it escapes. A zombie usually has enough time to strike the animal a couple times, too.
Suggestion:
A bit more variety in the animal mobs. Instead of "1 animal per group", make less groups, but have many groups be of more than one animal. And rarely, you get an entire herd.
i.e. say I walk for 1 hour straight north. Currently: I'll meet tons of amimals, rather frequently, one by one by one. But with this suggestion, I'd meet the same number of animals, total, but less often, more widely spaced apart, but they will be in herds of say 1-4 animals
Animals in the pack (Odds)
1 (55%)
2 (25%)
3 (10%)
4 (5%)
Also, herds themselves would tend to follow such a random distribution pattern so that if you look at say entire big regions, you have some areas with lots of packs of animal X or Y, and others (sometimes rarely even for over a thousand blocks) with only a few or even none (thus, forcing a lot of exploration). I definitely would not have lots of areas with more than 2 types of animals ! But if you go at a scale much smaller i.e. player sight, thenwithin a region where the distribution says it has lots of animals, the actual distribution of the animal packs themselves would not be "more or less even because each chunk within that area has about the same random chances", but the packs themselves would also tend to spawn in the same more concentrated spots, leaving some emptiness between these.
So you get "bigger herds" made up of 1-4 family units. Of course, solitary animals too. And herds of 1 family unit only.
Basically, when traveling, instead of a constant stream of discovery of new single animals, when you find animals, usually there would be more of the same kind, but you may have to travel a lot more to find them.
Overall I think MITE has a bit too much animals anyway. The problem isn't finding them. It's just that the day is so dang short AND the usual methods to lead animals don't work well at all (through food or leads) and unless the animals where right near your base, you just can't bring them home safely. Zombies will eat all of them up on the 1st night that comes, and asking player to build a secured fenced area every 300 blocks is extreme. If the day-night cycle was say 30 minutes instead of 20, it would already make a bit difference on the player's exploration range and ability to bring back animals.
Suggestion:
New dye recipes :
1 Lapis Lazuli + 1 Yellow Dye = 2 Green Dye
This item works just like Cactus Green. This way you can have green even if you have no desert at all around. However, it is a bit costly: you spend a non-renewable rare lapis instead of just cooking a cactus ! Good tradeoff I think.
1 Orange Dye + 1 Ink Sack = 2 Brown Dye
This items works just like Cocoa Beans, except you can't plant it on a jungle tree (it is only a dye). By the way this recipe is how you get Cocoa beans in vanilla Pocket Edition. Getting brown through cocoa beans is more reliable than hunting squids.
Also, Manure could be used directly as an alternate brown dye. Yick !
Suggestion:
Don't take a look at this page, it'll make MITE harder. By harder I mean the older versions will look easy compared to the new.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Raising animals on a mite multiplayer server does not work as the incentive for others to kill them us to high.
guess fishing is the way to go yo get meats and dairy
farmer rex
Do they simply disappear or do they die ? Are the adults healthy when you brred them ? Baby animals now inherit the health state of the worst of their parents. If Avernite added a "too sick animals die" feature, then yah that could be a problem.
Personally, I wouldn't even make adults able to breed when they look sick.
We found our animals rhey fell into a singLe wide two deep hole and all looked hidden
rex
thou some were slauterd by vandals a few days ago
Just a private joke. Haven't played that one.
Just wanted to say IM BACK! And better than ever!
For some reason mite crashes when I launch it.
white screen with an error. Seems to be a common error one to two,years ago. I changed nothing and it just started to happen. Roninpawn trouble shot my install and got the same errors. Thanks pawn you have great computer and programming skills.
for now I can't play online and am getting worried about my farms not being maintained on the mite,I goes server
rex
Do you know what is required for an animal to survive? If no: It needs water and food (grass).
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Check the official MITE wiki :
Simply Google :
MITE Minecraft Is Too Easy wiki
Animals need food, water, sunlight, and roaming space.
Note that an animal's "stay healthy" food is not the same thing as it's "breeding mood" food.
Stay-Healthy foods:
Chickens eat from Grass blocks (the "grassy dirt" blocks) without turning it into a normal dirt block.
Sheep eat from Grass block (turning them into Dirt blocks), and eat tall Grass too (ravenously!).
Pigs and cows eat only Tall Grass.
Breeding foods:
Same as in vanilla.
has anyone every got this enchantment before? "Tree Felling enchantment "
on the Mite Migos server we need this but don't know how many times we have to try to get it
and yes I know it only works on Axes and battleaxes
Ooh! Avernite. If you go riffling through the Pyramid generation code, I've always thought -- since the MiTE 'Migos plummed the depths of our first pyramid -- that it would be cool if there were a few torches gen'd down there to lessen the chance of mobs spawning and blowing up the loot.
Random idea quota met!
Yeah I messed up with that in Pura Vida. Stayed the night too close to the pyramid and something must have spawned down there. So is that something that should be corrected by Avernite or is that just one of the many ways that MITE can ruin your day?.....
Up to the mod maker to decide.....
It may be that it is was looted prior to you getting there by some poor sap who didn't even have a pickaxe yet to knock up the plate and recover the TNT........Like me for instance.....on the MITE Migos server!
Hello everybody, I have a question?
Is there any method to fix my enchanted mithril bow, Because it is so good that I use 5 levels to make it superb quality with strength level 5, recovery 4. HELP!!!