I must say I'm a bit curious about which technique or trick you used to do it?
I just bypassed a bit of code. It's purpose was to expose rock in some areas to give more variety to the landscape, so there's a tradeoff in disabling it. I might implement a replacement in the future.
Wait, you mean you completely turned off the flat exposed stone areas? I thought you just made the flat exposed stone just stop having the "zits" effect.
I love those flat exposed stone areas. They serve as nice landmarks, a strong local hint that nearby terrain has shallow dirt, and sometimes they also have nice exposed gravel or ores. So losing this terrain feature would be a truly sad thing. Better to have some pockmarks, than losing the entire thing, IMHO.
If that is what you did, you didn't address the pockmarks effect at all. Just got rid of all exposed stone, which is
a different thing altogether. It's like having a kid with zits, killing off the kid, and then saying you found the cure for the zits. Errr, noooo? lol!
Edit: I suppose the total average exposed area remains about the same as before and these three "quite big areas of exposed stone" are just examples in order to better display the anti-pockmarks code, right? If not, unless the overall frequency of that terrain feature is also higher, I wouldn't be the one to complain because more exposed stone means more early easy gravel and ores lol.
Edit #2: What would be even cooler is if you could make the exposed stone reach all the way to "full flatness" with the ground itself, instead of only up to "1 deeper than the grass".
I am on Day 138 and not managed to plant a single veggie yet (despite having 2 Carrots and 3 Onions in Chests) because dang who wants to plant in ICY PLAINS!? Things grow super slow so Nothing will have grown before the next blood moon, so this 100% sure to be a mega loser harvest vs the super special blood moon blight, right?
Still searching for another biome but this icy terrain is HUGE. I am planting mini-bases here and there as I search further and further away (several thousand blocks now), but I am not planting veggies lol. 2nd Anvil already, but no crops veggie planted. At least I got 50 pumpkins planted or so, but none still harvested, for it grows THAT slowly!
Weirdest of all is that almost every night, the overall % ratio of zombie villager to normal zombies seems rather high. Sometimes even 100% !
Aren't these guys supposed to be relatively rare ?
Yes, I tested the item duping glitch, but on a something not important. Not outright cheated that way, except that one time, to satisfy my curiosity about what anti-cheating mechanics Avernite actually implemented, than anything else. I have zero interest in bypassing the mod's rules, at all. What would even be the point of playing, otherwise? Overinflating my ego by making a public server and putting my player name in huge Gold blocks letters in a similarly huge item-duped city near spawn? Not the kind of thing I find impressive anyway.
Now, a nice build, made 100% legit, now THAT is impressive.
The most cheating I do semi-regularly is restarting our server so me and my nephew can skip the night without the disconnection penalty. Mainly because he asks me to and because it's 'his' game (I start that world only when we're together), and I want to be a nice uncle. But I tell him that he's cheating almost everytime, so much so that it's become kind of a running gag for us by now lol.
On the anti-cheater scale, I guess I'm way up there, dancing with the angels, all on the same needle pin right along with Avernite himself lol.
Anyway my post was about the problem that Zombie villagers seem to generate at a super-high frequency. No idea why.
Donations Update: Thank you to Armagedon100 for his donation of $26 CAD.
This completes funding for R166.
MITE 1.6.4 R166 is now available. The main branch has also been updated (R167).
- Experimental branch release (compatible with R165)
- Added worms
- Worms can be eaten raw or cooked
- Raw worms can be placed in hotbar to double fishing catch rate
- Grass blocks in non-freezing biomes have a chance of dropping a worm when harvested, and this chance is increased when block is exposed to rain
- Fixed bug that allowed player to craft coins when not having sufficient experience
- Fixed bug that sometimes prevented mobs from navigating around obstacles
- Furnaces will spit out XP orbs when dropping smelted items into a hopper
Isn't the Nether totally reachable relatively early on, as soon as you have 1 Flint & Steel, 1 Bucket, and mined the 10 Obsidian ?
I know I wouldn't go into the Nether carrying anything valuable with me. Definitely not Mithril! Running naked at level 0 with some food and some torches, maybe a very disposable rusty iron pickaxe, in order to try to randomly find a Nether Fortress, though? Definitely! Then it's only a matter of getting 1 Blaze Rod and 1 Nether Wart and you're pretty much set for most of the Brewing and can forget the Nether.
My favorite: Extended Swiftness Potion. At some point there ain't a lot you can do with the abundant redstone anyway, and sugar is really cheap (I can always craft it while going in the kitchen to make myself a sandwich or something). Sacrificing 1 item slot to get a 30% speed boost for nearly an entire day, that can be a relatively good deal. Most of the others however either cost way too much (same effect as in vanilla, but with much rarer resources = way too costly) or are good for just one fight only. Given that in MITE most fights are actually EASIER than in vanilla (less sword strikes are needed to kill a foe), this makes these potions's value much lower than the low value they already have.