Ouatcheur, I respectfully disagree with you. There is a chance that you are going about things the wrong way? Perhaps you need to adjust your tactics and your expectations?
Yes maybe I was using wrong tactics, still despite several rage quits I am coming back again and again. Still, it *IS* frustrating.
Seeds are totally worthless. You barely break even. I learned to mostly go for reeds now, only breaking grass "in the way". Also, reducing jumping. For killing animals, only I can push them against a 2-high wall corner then I place myself so that I can strike at a constant rythm. Ideally, a 2-high 3-wall dead-end is the best to kill them easily but that needs a lot of resource. Also, started to use creepers to break blocks to get sand and my first few sticks.
I do agree that the hint of making a pillbox shelter is now misleading. It was good advice at first, but a mob AI update renders them almost useless.
Agreed. Always died at most on night 2 until I used cactuc pillbox, then lasted until say 6 but by pure luck. If a zombie had a FRACTIOn of a second wait time between breaking the cactus (or sand or dirt) and THWEN moving forward, you could hopefully place two more blocks in their place. But it is impossible, garanteed death.
I think a small cave is a much better bet - saves time and resources. You need to be looking for a place to rest from the moment you spawn - and hopefully close to spawn until you get a bed.
This means you need mnot only skill but also lots of luck on several factors. You need tons of reeds, so a river is almost a must. You need to not end up against an ocean and say a desert biome or any other "low survivability' biome blocking your path, as just crossing one such biome means you lose all your accumulated food from SEVERAL previous days. etc. It feels more roguelike and like like primitive survival. In any case even it is is properly balanced, it is still a LOT of grinding and only diehards find that fun.
If you spend one entire day gathering food and only food, then you should not only cover your needs for that day, but also for one bonus day. Not for that day, plus a mere say 20% accumulation of food for a bonus day. If I transform 16 reeds into 16 sugar, the energy cost for that should not be 6 sugar but something more like 2 or 3. You should have some walking leeway, not have to maximize each step.
One thing I am wondering is how much energy everything gives or takes. Seeds give how much Saturation ? Walking one block, jumping,. etc, consume how many energy/saturation ? How much energy cost for Crafting ?
But most of all: does crafting make "noise" ? If yes then the night is a super boring step. It would be very bad design to force the player to DO NOTHING for half the game time. What about simply looking around, does that make noise too ? Seems the zombies aggro the player VERY easily.
I think the most crucial step is having a proper shelter that doesn't need too much in terms of resource and that won't be destroyed by zombie diggers. Still haven't found how to do that.
Can you give any specific tips or help ?
- Masochistic Frustrated Rage Quitter that Keeps Coming Back Anyway
What are the item despawn times for items dropped by mobs or from destroyed chests? It would be awesome if these were also a day. The scenarios I'm thinking of are when a zombie puts on your armour and weapons or creeper destroys a chest.
Currently only items that are dropped by a player remain for a full day and all others last as per vanilla. It could be made so that every dropped item persists for a full day. Actually, I think the whole system for despawning should be revamped at some point. Right now dropped items and other entities have a counter that gets incremented every tick they are loaded in game. I think it would be better if they had a set world time at which they are scheduled to disappear, that way it wouldn't matter if they were loaded or not.
Sorry for all the vitriol posts. I needed the get that out. Still, sorry. The important thing is that the mod author did a hell of a job and got the mod HE wanted and that HE likes it.
I'd just had wish the website gave a better description/warning of what awaits a player trying this mod, and promise not an increased survival experience, but a time management / optimization experience where each step and each action and even each second counts, and for a long while kind of a rogue-like experience where you know you will die a HUGE LOT and learn a little bit each time on what not to do.
Also, the pillbox recommended design in the "journal of hint"s is NOT survivable since zombies can dig through them easily.
If the mod had been called "Extra-Hard Minecraft", I'd have thought it excellent. Instead, I got frustrated because the mod, while goods for its true intent, isn't exactly what is "advertised". Maybe this mod should come with really major warnings of what to expect: lots of grinding just to survive, and progress only little by little. Which can be fun if it IS what you expect.
Anyway, sincere thanks for the quite unique experience (even if extremely frustrating LOTS of times). I managed to get real fun out of it despite all the moments of frustration. This is the 1st time ever I both hated and loved a mod.
My only qualm is that this mod doesn't really work with tech mods (as in, you can't even run them at the same time), but w/e.
My favorite parts;
- You get health and hunger bars based on xp level <- This is such a fantastic idea
- MASSIVELY more difficult mobs
- You can't punch your way through mountains
I do have some suggestions and ideas. I'm not saying you have to do any of them, but w/e, discussions and suggestions are probably always good, I think.
- Add string to flint tool recipes. Because try cutting down a tree with a rock balanced on the end of a stick is why.
- Weaker Iron, add steel. Reduce strength of iron gear [iron is not much better than copper, has a lower armor rating than vanilla, can't mine redstone or diamond etc]. Add tool tier: Steel. Steel is crafted by smelting iron in a special smelter or something (smelter would require difficult-ish to obtain nether stuffs, like nether quartz and magma cream) Iron can make buckets, pistons, all kinds of things, but tools are like faster and more durable stone tools (no redstone, diamonds etc). The tool tier is replaced with steel, which is superior to iron in every way, and required in some recipes in place of iron (rail stuff etc).
- Tin and Bronze, where Bronze is made from tin and copper. Bronze itself is slightly better than iron, but not as good as steel. It's like an intermediary tier - similar to iron, but faster, more durable, same mining level etc. Armor would have the same rating as iron, but more durability, and swords would do more damage. If this is done, it would be really cool to make iron [and steel] armor slow the player down significantly when worn as well. Bronze would not have this effect, adding a very interesting dynamic to the combat system, where in terms of strength, it's the same as iron, but functionally, perhaps even more useful than steel.
- Tweak Nether Furnace recipe. Require nether bricks and optionally magma cream to make it. Netherrack furnaces just feel kind of... cheap, and it already requires a nether fortress for the blaze stuff, so you may as well make the furnace expensive as well.
Just got on the server for the first time and got anxiety ridden very quickly. Currently shaking in a hole until the storm passesDo you see what I see???
I think that Jungles make this way easier. Just use vines to reach a higher branch at night. Plus the masses of chocolate after you set up a decent reed farm...
Another thing about this mod that amazes me;
I never thought I would be happy to see a creeper. Ever.
You can still build pillbox-shelters as long as they are high enough so that zombies won't reach you (2 layers above surrounding ground + the pillbox). More difficult to make but it's worth it.
I find that the best way to make a pillbox is to use a small tree. Use a stack of dirt to get up there, then just remove leaves to make a space to stand.
Secondly: mobs can't jump. This means you can say, make a pillar, and use it as a stepping stone to get into your house, since the mobs will just get to it, walk off, then try again, over and over.
Finally, mobs die when the sun comes up only if there are no blocks above them, meaning: try not to leave covered spaces with line of sight on the area around your house. Some skeletons can kill you with one arrow at the start, and the last thing you want is to have one nesting under your feet.
I guess it's also worth noting that after you get a hatchet, things get so much easier. What this means is that it's time to break all the gravel you can find, and at night, place and break the gravel that didn't become flint/copper.
I've been starting a mine close to the house I have set up, the intention being to make it well lit to prevent enemies from spawning. I've gone quite deep and covered a bit of ground with side tunnels and coiling the tunnel on the way down. As yet I still have not encountered ore of any kind, not even coal. Has it been programmed so that ore will only spawn on exposed rock, so that it is easier to find without mining through a lot of rock? Essentially, am I wasting my time mining into the dense rock and would be better off trying to brave the more dangerous caverns etc?
I've been starting a mine close to the house I have set up, the intention being to make it well lit to prevent enemies from spawning. I've gone quite deep and covered a bit of ground with side tunnels and coiling the tunnel on the way down. As yet I still have not encountered ore of any kind, not even coal. Has it been programmed so that ore will only spawn on exposed rock, so that it is easier to find without mining through a lot of rock? Essentially, am I wasting my time mining into the dense rock and would be better off trying to brave the more dangerous caverns etc?
Ore veins become larger and more frequent as you descend into the earth. They are not limited to rock surfaces but their rarity makes blind mining pretty much unfeasible. It's easiest to find ores in areas with lots of exposed rock faces such as extreme hills, mountains and large caverns.
***
Made good progress on the server last night. We've got a cobblestone furnace and torches now. Lots of wood gathered from a nearby swamp too. There's a number of chasms in the area that are begging exploration and it's tempting to make some ladders.
Haven't died yet, but I did have a couple of near-falls. One time I was set aflame by a burning zombie and logged out, taking the disconnection penalty. The other time I was bitten by a wood spider when I emerged from my cave in the morning. I ran for it and the poison cleared my system before my health ran out.
Edit: There was a also a third incident in which I lost my bearings after an ill-advised, late-in-the-day tree planting expedition. Stumbling through the darkness I found my way into a small mushroom cave where I waited out the night. When morning came I began to dig my way out and this caused a large section of dirt above me to collapse and I nearly got snuffed.
I died twice today when I was working at the base East of the spawn point and a fully armoured skeleton with club ambushed me. It came from the large overhang nearby, accompanied by two zombies. Only the second attempt to recover my items and to slay the skeleton from the safety of the wall was successful. So I'm back to level one but at least retrieved all my stuff.
So long as no nuggets were lost, that's the main thing I've been pretty lucky in that world so far.
Speaking of that "world" I think it should have a name. Do any of you have suggestions? Something that sounds good and is original would be ideal.
One thing I am wondering is how much energy everything gives or takes. Seeds give how much Saturation ? Walking one block, jumping,. etc, consume how many energy/saturation ? How much energy cost for Crafting ?
Two actions that are expensive in terms of food consumption are jumping and attacking. Something you can try is measuring your attacks against other entities; time your swings so that your target turns red each time you hit it. An entity is invulnerable for a short period after it takes damage and if you strike at it during this time your energy is wasted. Swinging wildly burns through your hunger bar (but can be hard to avoid in panic situations). Here are some relative hunger costs:
Attacking: 30 food units
Jumping: 20 food units
Jumping while sprinting: 80 food units
The hunger cost of placing a block is equal to its hardness (as per wiki). I'm not sure what the cost of breaking a block is without digging into the code deeper and but it's calculated on a per-hit basis. I can probably come up with some figures for uninterrupted block breaks at some point.
How about something like "Arduum" (Latin for difficult, demanding)?
That's a splendid name. I'm sold on it
I've started a new forum thread specifically for discussion about the world of Arduum here. Screenshots and accountings from players are most welcomed.
Been playing for awhile now, and somehow when i crafted bone meal, it glitched and i was given a bone meal that doesn't expire after use, it was quite exploitable as i could spam on grass and be awarded tons of flowers so i could make salads, I am unsure how this occurred but i'm positive it happened and will keep you updated on how it happens so you can fix it.
Can anyone give me some tips with the first night? I've been playing for a few days, but never make it past the first night.
I've tired the pillbox method, cave method, tree method, jungle tree method but nothing works; wood spiders get through leaves, zombies break the sand/dirt pillbox.
I disapprove of any mod that aims to make Minecraft, a game that's hard enough as it is, any harder. I will never use this mod as long as I live and breath. That's just my opinion though.
more than making MC harder, this wants to make Minecraft more realistic
Not really no. Lots of things in MITE are WAYYYY harder than a real-life survival experience would be.
Example 1: primitive tools. Put any random guy wearing a shirt and jeans in a forest with no hope of being rescued, and unless that guy is a total moron, within less than an hour odds are very good that, unless he's a total moron, he will already have managed to break a few branches and used a random stone broken to a sharp edge (by throwing it against another random stone) to make it pointy.
It is the hunting part which will be harder, as animals as way rarer and more well hidden and fearful and cautious in real-life and approaching an animal requires much stealth skills. Hunting alone is WAY harder than being two at it (one hunter makes noises, making some animals flee towardsz the other hunter).
Example 2: Making Fire.
Getting branches to make fire from ANY forest is easy. If it's latter summer or beginning of autumn and hasn't rained recently, it is a real piece of cake. It is starting the fire wih is the harder part but in dry climate just rub two sticks together. One extra hour for our random guy, on his first day.
Example 3: Dying from hunger
That random guys will last at least 2 days even if active, unless he's totally out of shape. In MITE you will die from starvation in less than a day even if you stay in one place doing nothing.
MITE: Way harder than MC, sure. But definitely not realistic.
For example, here is an excerpt from the Journal that is relevant to sticks:
He spent the entire morning making his way ever-westward, happening upon more ponds and sugar canes, which he dutifully harvested. He even found a few sticks here and there, lying on the ground near trunks of trees.
This journal gives totally misleading "hints".
Read the italicized text again. What do you assume this means, from that sentence only ? That within 2 days of travel, you will find a few sticks near trees. Let's be conservative ad say it means only 2 sticks. But from playing the game, in 20 games each on average where I lasted from 1 to 7 days, I NEVER found a stick just lying on the ground. So yeah, Developer Journal is definitely not representative at all of what happens in the mod. The journal could have said instead that the adventurer got lucky and evade a few creeper just in time while near trees and thus got a few sticks that way.
Also, the Developer Journal uses the pillbox design, which doesn't work anymore because zombies can dig. I thing it is pretty harsh to give such a ""bad hint" lol.
There is a Tree Felling enchantment for axes and battle axes that harvests multiple logs at a time.
I am wondering just hew ths echantment works exactly.
If it works like TreeCapacitor (which I somehow doubt), then this is definitely wayyy overpowered, ESPECIALLY for a mod supposed to make things super-hard.
I hope it works like this instead: The block you are breaking breaks, and the NEXT wood block of the exact same type "behind" it (in the direction the player is looking. determined by the crosshair), that is revealed now that the previous has dropped as an entity floating item, also has a chance to drop without spending the tool's durability. Say there are 5 ranks, just saame as with Efficiency, then the odds could be say 20% per rank. While slower than Efficiency, it is the savings you get on your axe's durability that is the main benefit. Kind of a "cross" between Efficiency and Unbreaking, for axes only, but wrapped up in a single enchantment. But it also needs a bit more skill to use it properly (if there is no other woodlog block behind the one you are braking, then you're just wasting your enchantment on that action). If it is always better in all ways than Efficiency then I don't really see the point of adding this enchantment, as it would not balanced at all.
Can anybody confirm just how that enchant works ? Has ANYBODY reached a point where he can legitimately make enchants lol ?
Yes maybe I was using wrong tactics, still despite several rage quits I am coming back again and again. Still, it *IS* frustrating.
Seeds are totally worthless. You barely break even. I learned to mostly go for reeds now, only breaking grass "in the way". Also, reducing jumping. For killing animals, only I can push them against a 2-high wall corner then I place myself so that I can strike at a constant rythm. Ideally, a 2-high 3-wall dead-end is the best to kill them easily but that needs a lot of resource. Also, started to use creepers to break blocks to get sand and my first few sticks.
Agreed. Always died at most on night 2 until I used cactuc pillbox, then lasted until say 6 but by pure luck. If a zombie had a FRACTIOn of a second wait time between breaking the cactus (or sand or dirt) and THWEN moving forward, you could hopefully place two more blocks in their place. But it is impossible, garanteed death.
This means you need mnot only skill but also lots of luck on several factors. You need tons of reeds, so a river is almost a must. You need to not end up against an ocean and say a desert biome or any other "low survivability' biome blocking your path, as just crossing one such biome means you lose all your accumulated food from SEVERAL previous days. etc. It feels more roguelike and like like primitive survival. In any case even it is is properly balanced, it is still a LOT of grinding and only diehards find that fun.
If you spend one entire day gathering food and only food, then you should not only cover your needs for that day, but also for one bonus day. Not for that day, plus a mere say 20% accumulation of food for a bonus day. If I transform 16 reeds into 16 sugar, the energy cost for that should not be 6 sugar but something more like 2 or 3. You should have some walking leeway, not have to maximize each step.
One thing I am wondering is how much energy everything gives or takes. Seeds give how much Saturation ? Walking one block, jumping,. etc, consume how many energy/saturation ? How much energy cost for Crafting ?
But most of all: does crafting make "noise" ? If yes then the night is a super boring step. It would be very bad design to force the player to DO NOTHING for half the game time. What about simply looking around, does that make noise too ? Seems the zombies aggro the player VERY easily.
I think the most crucial step is having a proper shelter that doesn't need too much in terms of resource and that won't be destroyed by zombie diggers. Still haven't found how to do that.
Can you give any specific tips or help ?
- Masochistic Frustrated Rage Quitter that Keeps Coming Back Anyway
Currently only items that are dropped by a player remain for a full day and all others last as per vanilla. It could be made so that every dropped item persists for a full day. Actually, I think the whole system for despawning should be revamped at some point. Right now dropped items and other entities have a counter that gets incremented every tick they are loaded in game. I think it would be better if they had a set world time at which they are scheduled to disappear, that way it wouldn't matter if they were loaded or not.
I'd just had wish the website gave a better description/warning of what awaits a player trying this mod, and promise not an increased survival experience, but a time management / optimization experience where each step and each action and even each second counts, and for a long while kind of a rogue-like experience where you know you will die a HUGE LOT and learn a little bit each time on what not to do.
Also, the pillbox recommended design in the "journal of hint"s is NOT survivable since zombies can dig through them easily.
If the mod had been called "Extra-Hard Minecraft", I'd have thought it excellent. Instead, I got frustrated because the mod, while goods for its true intent, isn't exactly what is "advertised". Maybe this mod should come with really major warnings of what to expect: lots of grinding just to survive, and progress only little by little. Which can be fun if it IS what you expect.
Anyway, sincere thanks for the quite unique experience (even if extremely frustrating LOTS of times). I managed to get real fun out of it despite all the moments of frustration. This is the 1st time ever I both hated and loved a mod.
My favorite parts;
- You get health and hunger bars based on xp level <- This is such a fantastic idea
- MASSIVELY more difficult mobs
- You can't punch your way through mountains
I do have some suggestions and ideas. I'm not saying you have to do any of them, but w/e, discussions and suggestions are probably always good, I think.
- Add string to flint tool recipes.
Because try cutting down a tree with a rock balanced on the end of a stick is why.
- Weaker Iron, add steel. Reduce strength of iron gear [iron is not much better than copper, has a lower armor rating than vanilla, can't mine redstone or diamond etc]. Add tool tier: Steel. Steel is crafted by smelting iron in a special smelter or something (smelter would require difficult-ish to obtain nether stuffs, like nether quartz and magma cream)
Iron can make buckets, pistons, all kinds of things, but tools are like faster and more durable stone tools (no redstone, diamonds etc). The tool tier is replaced with steel, which is superior to iron in every way, and required in some recipes in place of iron (rail stuff etc).
- Tin and Bronze, where Bronze is made from tin and copper. Bronze itself is slightly better than iron, but not as good as steel.
It's like an intermediary tier - similar to iron, but faster, more durable, same mining level etc. Armor would have the same rating as iron, but more durability, and swords would do more damage. If this is done, it would be really cool to make iron [and steel] armor slow the player down significantly when worn as well. Bronze would not have this effect, adding a very interesting dynamic to the combat system, where in terms of strength, it's the same as iron, but functionally, perhaps even more useful than steel.
- Tweak Nether Furnace recipe. Require nether bricks and optionally magma cream to make it.
Netherrack furnaces just feel kind of... cheap, and it already requires a nether fortress for the blaze stuff, so you may as well make the furnace expensive as well.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
0x336699
Oh boy c:
One bone each!
*Quickly builds shelter and burrows under tree*
Everything is gonna be okay!
Always great when the food delivers itself!
I can tell I'm gonna have a lot of fun on here
Another thing about this mod that amazes me;
I never thought I would be happy to see a creeper. Ever.
EDIT: Question; are there villages?
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I find that the best way to make a pillbox is to use a small tree. Use a stack of dirt to get up there, then just remove leaves to make a space to stand.
Secondly: mobs can't jump. This means you can say, make a pillar, and use it as a stepping stone to get into your house, since the mobs will just get to it, walk off, then try again, over and over.
Finally, mobs die when the sun comes up only if there are no blocks above them, meaning: try not to leave covered spaces with line of sight on the area around your house. Some skeletons can kill you with one arrow at the start, and the last thing you want is to have one nesting under your feet.
I guess it's also worth noting that after you get a hatchet, things get so much easier. What this means is that it's time to break all the gravel you can find, and at night, place and break the gravel that didn't become flint/copper.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Both of you should be able to join now.
Ore veins become larger and more frequent as you descend into the earth. They are not limited to rock surfaces but their rarity makes blind mining pretty much unfeasible. It's easiest to find ores in areas with lots of exposed rock faces such as extreme hills, mountains and large caverns.
***
Made good progress on the server last night. We've got a cobblestone furnace and torches now. Lots of wood gathered from a nearby swamp too. There's a number of chasms in the area that are begging exploration and it's tempting to make some ladders.
Haven't died yet, but I did have a couple of near-falls. One time I was set aflame by a burning zombie and logged out, taking the disconnection penalty. The other time I was bitten by a wood spider when I emerged from my cave in the morning. I ran for it and the poison cleared my system before my health ran out.
Edit: There was a also a third incident in which I lost my bearings after an ill-advised, late-in-the-day tree planting expedition. Stumbling through the darkness I found my way into a small mushroom cave where I waited out the night. When morning came I began to dig my way out and this caused a large section of dirt above me to collapse and I nearly got snuffed.
So long as no nuggets were lost, that's the main thing I've been pretty lucky in that world so far.
Speaking of that "world" I think it should have a name. Do any of you have suggestions? Something that sounds good and is original would be ideal.
Two actions that are expensive in terms of food consumption are jumping and attacking. Something you can try is measuring your attacks against other entities; time your swings so that your target turns red each time you hit it. An entity is invulnerable for a short period after it takes damage and if you strike at it during this time your energy is wasted. Swinging wildly burns through your hunger bar (but can be hard to avoid in panic situations). Here are some relative hunger costs:
Attacking: 30 food units
Jumping: 20 food units
Jumping while sprinting: 80 food units
The hunger cost of placing a block is equal to its hardness (as per wiki). I'm not sure what the cost of breaking a block is without digging into the code deeper and but it's calculated on a per-hit basis. I can probably come up with some figures for uninterrupted block breaks at some point.
Yes they appear after you've collected every vegetable, made an iron pickaxe, and atleast 2 ingame months have passed
That's a splendid name. I'm sold on it
I've started a new forum thread specifically for discussion about the world of Arduum here. Screenshots and accountings from players are most welcomed.
I've tired the pillbox method, cave method, tree method, jungle tree method but nothing works; wood spiders get through leaves, zombies break the sand/dirt pillbox.
Lol good one there !
As if Minecraft was hard, too funny !
Not really no. Lots of things in MITE are WAYYYY harder than a real-life survival experience would be.
Example 1: primitive tools. Put any random guy wearing a shirt and jeans in a forest with no hope of being rescued, and unless that guy is a total moron, within less than an hour odds are very good that, unless he's a total moron, he will already have managed to break a few branches and used a random stone broken to a sharp edge (by throwing it against another random stone) to make it pointy.
It is the hunting part which will be harder, as animals as way rarer and more well hidden and fearful and cautious in real-life and approaching an animal requires much stealth skills. Hunting alone is WAY harder than being two at it (one hunter makes noises, making some animals flee towardsz the other hunter).
Example 2: Making Fire.
Getting branches to make fire from ANY forest is easy. If it's latter summer or beginning of autumn and hasn't rained recently, it is a real piece of cake. It is starting the fire wih is the harder part but in dry climate just rub two sticks together. One extra hour for our random guy, on his first day.
Example 3: Dying from hunger
That random guys will last at least 2 days even if active, unless he's totally out of shape. In MITE you will die from starvation in less than a day even if you stay in one place doing nothing.
MITE: Way harder than MC, sure. But definitely not realistic.
I actually disagree on that one and I thin this is one of the things this mod did perfecty right.
This journal gives totally misleading "hints".
Read the italicized text again. What do you assume this means, from that sentence only ? That within 2 days of travel, you will find a few sticks near trees. Let's be conservative ad say it means only 2 sticks. But from playing the game, in 20 games each on average where I lasted from 1 to 7 days, I NEVER found a stick just lying on the ground. So yeah, Developer Journal is definitely not representative at all of what happens in the mod. The journal could have said instead that the adventurer got lucky and evade a few creeper just in time while near trees and thus got a few sticks that way.
Also, the Developer Journal uses the pillbox design, which doesn't work anymore because zombies can dig. I thing it is pretty harsh to give such a ""bad hint" lol.
I am wondering just hew ths echantment works exactly.
If it works like TreeCapacitor (which I somehow doubt), then this is definitely wayyy overpowered, ESPECIALLY for a mod supposed to make things super-hard.
I hope it works like this instead: The block you are breaking breaks, and the NEXT wood block of the exact same type "behind" it (in the direction the player is looking. determined by the crosshair), that is revealed now that the previous has dropped as an entity floating item, also has a chance to drop without spending the tool's durability. Say there are 5 ranks, just saame as with Efficiency, then the odds could be say 20% per rank. While slower than Efficiency, it is the savings you get on your axe's durability that is the main benefit. Kind of a "cross" between Efficiency and Unbreaking, for axes only, but wrapped up in a single enchantment. But it also needs a bit more skill to use it properly (if there is no other woodlog block behind the one you are braking, then you're just wasting your enchantment on that action). If it is always better in all ways than Efficiency then I don't really see the point of adding this enchantment, as it would not balanced at all.
Can anybody confirm just how that enchant works ? Has ANYBODY reached a point where he can legitimately make enchants lol ?