Here are more contents need to be put into lang file for translation. Though some of them are really very easy to understand. I still hope we can make it better. Thank you!
Here are more contents need to be put into lang file for translation. Though some of them are really very easy to understand. I still hope we can make it better. Thank you!
Good info, thank you.
Edit: Some of these should already have working translation keys:
container.crafting.needsBetterTools=Needs better tools
performance.powersaver=Power Saver
performance.balanced=Balanced
tile.dirt.name=Dirt
item.fishRaw=Raw Fish
item.fishCooked=Cooked Fish
I've added new translation keys for "Incompatible World", "Eat a more balanced diet...", the insulin resistance descriptions, "Game Menu", and "Durability:".
MITE 1.6.4 R189 has been completed. This will be a funded release (20 CAD).
Changes
- Experimental branch release (compatible with R188)
- Added fog weather events in Overworld
- Vine growth is limited to a random length based on xyz coords
- Speed modifiers (Potion of Swiftness/Slowness, Speed Enchantment, Paralyzation) affect climbing speed
- Paralyzed players can slowly climb out of water if they are horizontally collided with a solid block
- More translation keys added
Changes (R190)
- Main branch release (compatible with R187)
- Includes all changes from R189
Changes (R189)
- Experimental branch release (compatible with R188)
- Added fog weather events in Overworld
- Vine growth is limited to a random length based on xyz coords
- Speed modifiers (Potion of Swiftness/Slowness, Speed Enchantment, Paralyzation) affect climbing speed
- Paralyzed players can slowly climb out of water if they are horizontally collided with a solid block
- More translation keys added
Changes (R192)
- Experimental branch release (compatible with R189)
- Includes all changes from R191
Changes (R191)
- Main branch release (compatible with R190)
- Dead bushes, redstone torches, and wooden buttons can be burned as fuel in ovens and furnaces
- More translation keys added
Some types of items can be gotten quite easily, too fast compared to the need (XP or tier needed).
Some other items pile up and pile up no matter what and player eventually has nothing to do with them.
I am talking about those things that tend to pile up, but not much uses, such as mob drops.
Thus, here are a few ideas for a bit better balanced resources that are obtained nearer their more proper tier.
Paper:
Crafting: 3 Sugar Cane in a row to craft a single Paper item.
1 Book = 3 Leather (vertically and on the side) + 6 Paper
Enchanting Tables:
Enchanting Tables have 4 corners showing gems, right ?
So why not needing 4 gems in the recipe, instead of only 2 ?
(crafting recipe would have an extra gem on each side of the book ingredient)
Enchanting could also require more Bookcases:
Minor Enchantment Table would look at Bookcases in the normal 5x5x2 area, but counting up to 30 Bookcases.
Major Enchantment Table would look at Bookcases in a 9x9x3 area instead of 5x5x2, and counting up to 87 Bookcases.
See image.
As normal, any obstacle along the straight path (Brezenham line) between a bookcase
and the enchanting table would block that Bookcase from providing power.
Finally, Minor enchant Table could be made a prerequisite to the Major table,
simply by requiring "enchanted" diamonds (a diamond crafted with a bottle o'enchanting)
instead of normal diamonds in order to craft the major enchant table.
Bones:
I agree there are tons of useful uses for Bonemeal, yes. Still, at some point, Bones tend to accumulate anyway.
Crafting them 3x3 into Bone Blocks (reversible) would allow us to have another nice solid non-flammable building block.
Feathers:
Given that even a tiny chicken farm will produce WAY more feathers than what a player could ever use
EVEN if he fought ONLY with arrows, and disliked using the numerous Rusty Iron Arrows he gets
from killing skeletons (and that is even without a Looting enchanted weapon), and that feathers have
ZERO other uses, seriously chickens could give a HUGE LOT less feathers.
Maybe chickens could drop 2 kinds of feathers:
Feather and 'Down Feathers' (with item looking like 2 or 3 tiny curved soft feathers).
Only Feathers could be used craft arrows or Book & Quills.
Down Feathers would be crafted 3x3 to 1 Wool.
Still, overall, player should get no more Wool from this, than from crafting 2x2 Strings = 1 Wool.
Eggs:
Chickens are the easiest animal to farm. It needs the smallest area and requires a simple, early food.
And you get TONS of eggs from them just by walking in your chicken farm, even a small one,
WITHOUT actually needing to kill them, or needing give them tons of food
(like cows needing tall grass for milk). Also their eggs are a very versatile food that is part of, IMHO,
the best food in the game: Pumpkin Pie
Pumpkin Pie doesn't need bowls and thus is immune to being dropped in water;
Pumpkin Pie is immune to be be eaten by zombies too;
Pumpkin Pie whallops a great 96 food point per stack which also gives BOTH proteins and phytonutriments;
Pumpkin Pie is all made from stuff that can be gotten early on that won't easily get sick or ever Blight.
The ONLY more compact foods have drawbacks:
Pumpkin Seeds pack 192 food points per stack, but it takes a long time to fill up your hunger bar, and it gives zero nutriments.
Beef Stew is 132 Food Points, but it's a "vulnerable" "bowl food", that also require more complicated farming.
So yeah, Pumpkin Pie rules, thus Chickens rules.
Even a SMALL chicken farm can easily completely provide all the amount of food a player needs.
In fact, players don't even need to do any sheep, pig or cow farming, with Chickens they get the best !
Feathers, Manure, and tons of Proteins and Phytonutriments (who doesn't grow Pumpkins?)
IMHO Chickens should be the "first" animal to farm, yes, but not also the "be all end all best one", too.
Eggs could much less of a "super food". After all, a nice red juicy apples like in Minecraft weights at least 150 grams. Meanwhile a large egg weights in at around 60 grams, only 40% as much amount of food. Sure, an egg is more nutritious per gram, but it's nowhere near as much food, so why should it be such a godly food ? Plus, chickens give A TON of them. Compared to other animals, it's just way easier to start the farm and then get lots and lots of of food even with only a few chickens.
So I propose these changes:
- Eggs are worth only 1 Satiation + 2 Nutrition. Food with eggs in them are also adjusted correspondingly.
- Chickens lay eggs mostly around noon and only if they have had enough sunlight and did not get sick since sunup, and are ready to breed. Basically, like real-life chickens, their egg laying depends on having enough sunlight and enough concentration of sunlight. This means rainy days = no harvest, and you couldn't harvest anytime you wished in "a way too practical" way, like once when getting out of your house and then once again when coming back home at sundown. Arriving at sundown, some of the eggs would already have despawned. Arriving after sundown, most of them would have despawned. If that sounds too original yet complicated, just have chickens lay less eggs. Maybe check a "wild" tag: animals in the wild, that have never been touched by human hand, produce more than "tame" animals. Thus, you need say 4 chickens in an enclosure to output as many eggs as one wild chicken, for example. Thus, finding wild animals gives better odds of also finding their drops in a non-super-duper-rare way, but farming a few local animals won't suddenly make you get tons of the drops too easily.
- Animals, especially chickens, could need more living space, especially in order to actually be productive. Even without being sick, semi-crowded conditions would be sufficient to drastically lower their eggs / feathers / manure / milk / wool output. Animals might be not-sick thus killable for full drops, but that won't mean that they perfectly enjoy their lives and thus also provide the maximum "free drops" output. Animals should be nowhere near their maximum crowded space to even START being "productive", and have more than ample room to be at max productivity.
- Egg-based foods should require a bit more "work". Maybe make Pumpkin Pies stack only to 4, same as Bowls foods. After all, were ain't talking about Pumpkin Tarts or Pumpkin Mini-Pies here, but actual, and very filling, entire Pumpkin Pies.
- Pumpkin Pie (and Cake) should probably be made with Dough as an ingredient, instead of mere Flour.
Manure:
While a sheep is typically a hundred pounds, and a pig can go to more 200 pounds,
and a cow can be at or above 1300 pounds, a chicken is around only 2 to 4 pounds.
In real-life, in terms of droppings/manure, chickens output something like "less than 1/50 the amount of pigs".
Given how great chickens already are in the game,
I think that Chickens should simply NOT drop any Manure at all.
Players wanting to fertilize farmland should be forced to farm more types of animals
than the only first, easiest, most productive one.
Players shouldn't "get everything they need" with only one type of animal.
Making chickens not drop manure would help accomplish that.
Chickens are the easiest animal to farm. It needs the smallest area and requires a simple, early food.
And you get TONS of eggs from them just by walking in your chicken farm, even a small one,
Even a SMALL chicken farm can easily completely provide all the amount of food a player needs.
In fact, players don't even need to do any sheep, pig or cow farming, with Chickens they get the best !
Feathers, Manure, and tons of Proteins and Phytonutriments (who doesn't grow Pumpkins?)
IMHO Chickens should be the "first" animal to farm, yes, but not also the "be all end all best one", too.
This doesn't meet your "Chickens should be the "first" animal to farm, yes" stipulation but he could make that chickens are bred using onions! (and pigs with only carrots not mushrooms)
I had FULLY lit up some extreme "epic" caves, lit up everywhere, ready to *finally* get the ores. And yet some bats spawned, came at me when I was pillaring up to get the ores in the ceiling, and then, wham, tiny bat = BIG knockback anyway = dead and 35 levels down the drain. So Fun ! (not !)
Just what are the exact spawning conditions for vampire bats and dire bats ?
Because if they can spawn in "empty air", at *any* elevation (instead of only initially at ground level), then it means there is *absolutely nothing* that the player can do to secure an area. Nothing! Well, building tall pillars everywhere to place tons of torches to fill up the entire cave volume might work, but come on, that would just be ridiculous. I'm all for challenging situations, as long as the player can do something reasonable about it. But situations that you can't do anything about, that's punishing, not challenging. Losing because of a mistake you made = ok, learning experience = FUN ! But losing because there is absolutely nothing you could have done to prevent it = NOT so fun !
IMHO, an area should be able to be fully "securable", without going to extremely ridiculous lengths to do so. Lighting up the floor should be enough, no matter which mob we're talking about. So all flying mobs should spawn near the ground first, THEN fly upwards.
Think about it this way: Imagine if all mobs spawned anyway, no matter the torches or the light level. It just wouldn't be in any way fair, at all. Then I think that flying mobs should just follow the exact same "fair challenge" logic. Otherwise they're' just broken.
(Really praying for Avernite to fix this!)
EDIT: Dang, I there was ONE spot that wasn't lit up. So, fully lit area = absolutely zero mobs, right ?
I just wanted to remind anyone who is interested.
New Avernia map reset tomorrow Sept 1 at 1600 CDT.
Information: http://mite.chronnis.com
I've also advertised on reddit to maybe get some more players.
Now, that's funny: Earth Elemental came at me but ignored the lava pond, and now he's stuck there !
He looks like some kind of Magma Slime lol
Avernite,
Here are more contents need to be put into lang file for translation. Though some of them are really very easy to understand. I still hope we can make it better. Thank you!
Good info, thank you.
Edit: Some of these should already have working translation keys:
container.crafting.needsBetterTools=Needs better tools
performance.powersaver=Power Saver
performance.balanced=Balanced
tile.dirt.name=Dirt
item.fishRaw=Raw Fish
item.fishCooked=Cooked Fish
I've added new translation keys for "Incompatible World", "Eat a more balanced diet...", the insulin resistance descriptions, "Game Menu", and "Durability:".
Avernite, please don't add magma cubes to the overworld, please...
All the rest of us are overworked and underpaid so why not magma cubes too.
This is why I don't like auto-correction.
MITE 1.6.4 R189 has been completed. This will be a funded release (20 CAD).
Changes
- Experimental branch release (compatible with R188)
- Added fog weather events in Overworld
- Vine growth is limited to a random length based on xyz coords
- Speed modifiers (Potion of Swiftness/Slowness, Speed Enchantment, Paralyzation) affect climbing speed
- Paralyzed players can slowly climb out of water if they are horizontally collided with a solid block
- More translation keys added
MITE 1.6.4 R190 has been completed. This will be released with R189.
Changes
- Main branch release (compatible with R187)
- Includes all changes from R189
Donations Update: Thank you to half_drop for his donation of $20 CAD.
This completes funding for R189 and R190.
***
MITE 1.6.4 R189 and R190 are now available.
Changes (R190)
- Main branch release (compatible with R187)
- Includes all changes from R189
Changes (R189)
- Experimental branch release (compatible with R188)
- Added fog weather events in Overworld
- Vine growth is limited to a random length based on xyz coords
- Speed modifiers (Potion of Swiftness/Slowness, Speed Enchantment, Paralyzation) affect climbing speed
- Paralyzed players can slowly climb out of water if they are horizontally collided with a solid block
- More translation keys added
Bug fix:
If a player's level is too high,the displayed number then goes wrong
Very strange
MITE 1.6.4 R191 and R192 are now available.
Changes (R192)
- Experimental branch release (compatible with R189)
- Includes all changes from R191
Changes (R191)
- Main branch release (compatible with R190)
- Dead bushes, redstone torches, and wooden buttons can be burned as fuel in ovens and furnaces
- More translation keys added
Bug found:
Extended Maps (any map with scaling higher than 1:1) will snap to the
wrong world grid coordinates, making "lining up" those maps an almost impossible task.
See text in attached images.
Sorry for the typos especially in last image, I was typing a bit fast.
In the last image, the player displayed position on the map
should be at the left of the map, not near the center, so that the new map "lines up"
with the previous map. From these images it is obvious that the new map
lines up not with a 512x512 grid, but with the closest 128x128 grid square:
Please note how the maps *DO* line up, but only "vertically".
Proposed solution:
- Crafting a new Blank Map item will instead craft a Tiny Blank Map item (item name is changed).
The tooltip shows the 1:1 Scaling line of text.
- Zooming a map could now be doable only on Blank Maps with these Crafting Recipes:
1 Tiny Blank Map surrounded by 8 Paper = 1 Small Blank Map (with tooltip's line of text: 1:2 Scaling)
1 Small Blank Map surrounded by 8 Paper = 1 Medium Blank Map (with tooltip's line of text: 1:4 Scaling)
1 Medium Blank Map surrounded by 8 Paper = 1 Large Blank Map (with tooltip's line of text: 1:8 Scaling)
1 Large Blank Map surrounded by 8 Paper = 1 Huge Blank Map (with tooltip's line of text: 1:16 Scaling)
Tiny, Small, Medium, Large and Huge Blank Maps do not stack together.
- Zooming can be done only on a Blank Map.
The keyword "Expanded Map" is dropped, instead using appropriate prefix: Tiny, Small, Medium, Large, or Huge,
both for Blank Maps and for activated Maps.
Since an already activated Map cannot be zoomed,
only Blank Maps, then Maps need to be activated only once each.
- Activating a map snaps the map to the appropriate world grid size:
Tiny Blank Map --> snaps to 128x128 grid --> activating outputs a Tiny Map item (with tooltip's line of text: 1:1 Scaling)
Small Blank Map --> snaps to 256x256 grid --> activating outputs a Small Map item (with tooltip's line of text: 1:2 Scaling)
Medium Blank Map --> snaps to 512x512 grid --> activating outputs a Medium Map item (with tooltip's line of text: 1:4 Scaling)
Large Blank Map --> snaps to 1024x1024 grid --> activating outputs a Large Map item (with tooltip's line of text: 1:8 Scaling)
Huge Blank Map --> snaps to 2048x2048 grid --> activating outputs a Huge Map item (with tooltip's line of text: 1:16 Scaling)
For example, if I am standing at coordinate X=24,Z=36 and activate a Huge Blank Map,
then 0,0 aka "world center" will be in the top left corner of my map (because Z increase when going south),
and I will thus be displayed very near that corner, and that map will cover
coordinates going from XZ 0,0 to 2043,2043.
- Copying a Map is still done by having an activated Map + 1 to 8 Blank Maps in the crafting grid
Yes, this means more paper needed for making copies of maps. However I see really no problem here.
Once a player starts making maps, he's doesn't need as much sugar anymore,
and thus he's soon going to stock up on more and more paper anyway.
For magic books, his bottleneck is never going to be Paper anyway, but XPs.
For maps, once he's got those he wants, that's it, and then no more need for Paper.
So making map copies costlier just ends up slightly delaying getting all
those Maps that the player needs. No biggie there.
Heck, paper is so easy to get, and getting XP to make magic
takes so long to accumulate, please see my next idea in the next post !
Some types of items can be gotten quite easily, too fast compared to the need (XP or tier needed).
Some other items pile up and pile up no matter what and player eventually has nothing to do with them.
I am talking about those things that tend to pile up, but not much uses, such as mob drops.
Thus, here are a few ideas for a bit better balanced resources that are obtained nearer their more proper tier.
Paper:
Crafting: 3 Sugar Cane in a row to craft a single Paper item.
1 Book = 3 Leather (vertically and on the side) + 6 Paper
Enchanting Tables:
Enchanting Tables have 4 corners showing gems, right ?
So why not needing 4 gems in the recipe, instead of only 2 ?
(crafting recipe would have an extra gem on each side of the book ingredient)
Enchanting could also require more Bookcases:
Minor Enchantment Table would look at Bookcases in the normal 5x5x2 area, but counting up to 30 Bookcases.
Major Enchantment Table would look at Bookcases in a 9x9x3 area instead of 5x5x2, and counting up to 87 Bookcases.
See image.
As normal, any obstacle along the straight path (Brezenham line) between a bookcase
and the enchanting table would block that Bookcase from providing power.
Finally, Minor enchant Table could be made a prerequisite to the Major table,
simply by requiring "enchanted" diamonds (a diamond crafted with a bottle o'enchanting)
instead of normal diamonds in order to craft the major enchant table.
Bones:
I agree there are tons of useful uses for Bonemeal, yes. Still, at some point, Bones tend to accumulate anyway.
Crafting them 3x3 into Bone Blocks (reversible) would allow us to have another nice solid non-flammable building block.
Feathers:
Given that even a tiny chicken farm will produce WAY more feathers than what a player could ever use
EVEN if he fought ONLY with arrows, and disliked using the numerous Rusty Iron Arrows he gets
from killing skeletons (and that is even without a Looting enchanted weapon), and that feathers have
ZERO other uses, seriously chickens could give a HUGE LOT less feathers.
Maybe chickens could drop 2 kinds of feathers:
Feather and 'Down Feathers' (with item looking like 2 or 3 tiny curved soft feathers).
Only Feathers could be used craft arrows or Book & Quills.
Down Feathers would be crafted 3x3 to 1 Wool.
Still, overall, player should get no more Wool from this, than from crafting 2x2 Strings = 1 Wool.
Eggs:
Chickens are the easiest animal to farm. It needs the smallest area and requires a simple, early food.
And you get TONS of eggs from them just by walking in your chicken farm, even a small one,
WITHOUT actually needing to kill them, or needing give them tons of food
(like cows needing tall grass for milk). Also their eggs are a very versatile food that is part of, IMHO,
the best food in the game: Pumpkin Pie
Pumpkin Pie doesn't need bowls and thus is immune to being dropped in water;
Pumpkin Pie is immune to be be eaten by zombies too;
Pumpkin Pie whallops a great 96 food point per stack which also gives BOTH proteins and phytonutriments;
Pumpkin Pie is all made from stuff that can be gotten early on that won't easily get sick or ever Blight.
The ONLY more compact foods have drawbacks:
Pumpkin Seeds pack 192 food points per stack, but it takes a long time to fill up your hunger bar, and it gives zero nutriments.
Beef Stew is 132 Food Points, but it's a "vulnerable" "bowl food", that also require more complicated farming.
So yeah, Pumpkin Pie rules, thus Chickens rules.
Even a SMALL chicken farm can easily completely provide all the amount of food a player needs.
In fact, players don't even need to do any sheep, pig or cow farming, with Chickens they get the best !
Feathers, Manure, and tons of Proteins and Phytonutriments (who doesn't grow Pumpkins?)
IMHO Chickens should be the "first" animal to farm, yes, but not also the "be all end all best one", too.
Eggs could much less of a "super food". After all, a nice red juicy apples like in Minecraft weights at least 150 grams. Meanwhile a large egg weights in at around 60 grams, only 40% as much amount of food. Sure, an egg is more nutritious per gram, but it's nowhere near as much food, so why should it be such a godly food ? Plus, chickens give A TON of them. Compared to other animals, it's just way easier to start the farm and then get lots and lots of of food even with only a few chickens.
So I propose these changes:
- Eggs are worth only 1 Satiation + 2 Nutrition. Food with eggs in them are also adjusted correspondingly.
- Chickens lay eggs mostly around noon and only if they have had enough sunlight and did not get sick since sunup, and are ready to breed. Basically, like real-life chickens, their egg laying depends on having enough sunlight and enough concentration of sunlight. This means rainy days = no harvest, and you couldn't harvest anytime you wished in "a way too practical" way, like once when getting out of your house and then once again when coming back home at sundown. Arriving at sundown, some of the eggs would already have despawned. Arriving after sundown, most of them would have despawned. If that sounds too original yet complicated, just have chickens lay less eggs. Maybe check a "wild" tag: animals in the wild, that have never been touched by human hand, produce more than "tame" animals. Thus, you need say 4 chickens in an enclosure to output as many eggs as one wild chicken, for example. Thus, finding wild animals gives better odds of also finding their drops in a non-super-duper-rare way, but farming a few local animals won't suddenly make you get tons of the drops too easily.
- Animals, especially chickens, could need more living space, especially in order to actually be productive. Even without being sick, semi-crowded conditions would be sufficient to drastically lower their eggs / feathers / manure / milk / wool output. Animals might be not-sick thus killable for full drops, but that won't mean that they perfectly enjoy their lives and thus also provide the maximum "free drops" output. Animals should be nowhere near their maximum crowded space to even START being "productive", and have more than ample room to be at max productivity.
- Egg-based foods should require a bit more "work". Maybe make Pumpkin Pies stack only to 4, same as Bowls foods. After all, were ain't talking about Pumpkin Tarts or Pumpkin Mini-Pies here, but actual, and very filling, entire Pumpkin Pies.
- Pumpkin Pie (and Cake) should probably be made with Dough as an ingredient, instead of mere Flour.
Manure:
While a sheep is typically a hundred pounds, and a pig can go to more 200 pounds,
and a cow can be at or above 1300 pounds, a chicken is around only 2 to 4 pounds.
In real-life, in terms of droppings/manure, chickens output something like "less than 1/50 the amount of pigs".
Given how great chickens already are in the game,
I think that Chickens should simply NOT drop any Manure at all.
Players wanting to fertilize farmland should be forced to farm more types of animals
than the only first, easiest, most productive one.
Players shouldn't "get everything they need" with only one type of animal.
Making chickens not drop manure would help accomplish that.
This doesn't meet your "Chickens should be the "first" animal to farm, yes" stipulation but he could make that chickens are bred using onions! (and pigs with only carrots not mushrooms)
Chickens are usually the first because they're so dang easy to breed and require a much smaller setup and also much less maintenance.
The fact that they ALSO provide the most food points is just icing on the cake. A really big cake. With three feet thick of cake icing, that is. :-)
I am not sure pushing ALL animal farming to only "after" players reach metal era is such a superb idea, though.
To get a good "playtest feel" for it, why don't you restart from scratch and wait until you have veggies before starting farming animals lol ?
After all we all know how much you love the early pre-metal tier, right ? ;P
Chickens are not easy to keep. They are very small and weak
Pigs, by contrast, seem like a good choice
But a pig is not easily killed by a dagger even in a pigsty
In contrast, killing chickens is much easier (and can be exchanged for emeralds)
I'll stick with my full Masterwork Protection V Adamantium armor world!
I had FULLY lit up some extreme "epic" caves, lit up everywhere, ready to *finally* get the ores. And yet some bats spawned, came at me when I was pillaring up to get the ores in the ceiling, and then, wham, tiny bat = BIG knockback anyway = dead and 35 levels down the drain. So Fun ! (not !)
Just what are the exact spawning conditions for vampire bats and dire bats ?
Because if they can spawn in "empty air", at *any* elevation (instead of only initially at ground level), then it means there is *absolutely nothing* that the player can do to secure an area. Nothing! Well, building tall pillars everywhere to place tons of torches to fill up the entire cave volume might work, but come on, that would just be ridiculous. I'm all for challenging situations, as long as the player can do something reasonable about it. But situations that you can't do anything about, that's punishing, not challenging. Losing because of a mistake you made = ok, learning experience = FUN ! But losing because there is absolutely nothing you could have done to prevent it = NOT so fun !
IMHO, an area should be able to be fully "securable", without going to extremely ridiculous lengths to do so. Lighting up the floor should be enough, no matter which mob we're talking about. So all flying mobs should spawn near the ground first, THEN fly upwards.
Think about it this way: Imagine if all mobs spawned anyway, no matter the torches or the light level. It just wouldn't be in any way fair, at all. Then I think that flying mobs should just follow the exact same "fair challenge" logic. Otherwise they're' just broken.
(Really praying for Avernite to fix this!)
EDIT: Dang, I there was ONE spot that wasn't lit up. So, fully lit area = absolutely zero mobs, right ?
Please tell me how you manage to earn so much XPs! I kinda really need it right now lol!