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    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from PuraVidaServer»

    Only spiders go for your chickens. If your water source is in a corner or on an edge of the coup then that can be the problem. Chickens hang out in there and spiders strike at them through the wall. Having the water in the center will solve that, but will cost you 100 xp per bucket to place. (CTRL click to place water in case you didn't know that one).

    This is not exactly correct.

    During Blood Moon, zombies will aggro everything, including chickens. Zombies with picaxes WILL dig to your animals.

    Also, your walls are made up of cobblestone walls, not 100% full cubic meter solid blocks. Sometimes, mobs can "glitch attack" through corners or "less-than-full-block" blocks.

    I suggest you make a second set of walls, about 8 blocks away and out from the first set of walls, to act as a "buffer zone". It might be kind of hard, what with your pen squeezed in between a tiny spot between extreme hills.

    One other thing which might be happening to your chickens: they might just be drowning. Try to give them only still water instead of flowing water, especially "downward falling" flowing water is bad for their health. Top create a still water "spring water" source, CTRL + RIGHT CLICK with a water bucket over a 1x1x1 empty air hole. That costs 100 XP per source. A 2x2 water area is enough for a chicken coop of that size. You just do the diagonal,. then dig out the remaining corners of the 2x2, so... that is 200 XPs. Which is a good XP "investment" instead of dealing with all the hassles of flowing water.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Yeah I second that, oldmansam!

    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    When cutting down normal-sized trees, each rank of Tree Felling feels like having 1 Rank of Unbreaking [i]and also[/i] 1 rank of Efficiency. Which sure is nice! However, there is a balancing factor here: it can be used only to cut down trees, not to cut down all wooden stuff. Efficiency Axe is however way more useful for everything else '"wood".

    So basically, if a player has access to a forested biome, and plays for a very long time or starts making big wooden builds, eventually even with his Tree Felling Axe he will have to move further and further away to get wood. Thus, at some point, players [i]will[/i] want sustainable tree farms. And in MITE, the [i]only[/i] way to have a sustainable tree farm is with giant Oak trees. Even giant Jungle trees, while they give more saplings than normal sized Jungle trees, they also need 4 times as many Saplings to regrow, so yeah, a sustainable tree farm is possible only giant Oak trees.

    And for giant Oak trees, Tree Felling ain't that great at all, because the only part of the giant tree that will benefit from Tree Felling is the central trunk part, which accounts for only a small fraction of the total wooden logs in the tree.

    And for all those players setting up away from densely forested areas, then yeah, they must have a tree farm, which means giant oak trees, so yeah for them Tree Felling is not that good either.

    So I suggest improving Tree Felling by making it work with giant oak trees too.

    When a Tree Felling tool is used, it will try to break blocks "recursively" until reaching the enchant level:

    STRUCTURE TreeFellingOffset[3]

    // This is only to define a 3-axis block offset. Such a structure probably already exists in the game.


    int X, Y, Z;


    VECTOR TreeFellingOffset D[17] =

    // This vector value of offsets is used describe the priority order according to the top-south-east rule.

    // This is a slight variant of the vanilla's south-east rule in order to account for 3D directions instead of only 2D.

    // This vector is used to determine which neighbouring blocks get checked first and in what order.

    // All the 1 block displacements away from a central block in a 3x3 volume are listed.

    // However, I keep a TreeFelling rule: bonus broken wooden logs must be above or sideways, but never "downward".

    // This means that in a 3x3x3 volume, there are only 17 ways to move 1 block away from the central block.


    // Orthogonal 1 block displacements:




    // 0,-1,0,



    // Diagonal along only 2 axises block displacements:









    // 0,-1,1,

    // 1,-1,0,

    // 0,-1,-1,

    // -1,-1,0,

    // Diagonal along all 3 axises block displacements:





    // 1,-1,1,

    // -1,-1,1,

    // 1,-1,-1,

    // -1,-1,-1


    And modifying the woodcutting code:

    IF ( ToolHasTreeFellingEnchant == FALSE )


    - Break the wooden log block but without removing tool durability immediately;




    // Tool has TreeFelling!

    // Important: Don't break the wooden log block immediately! The recursive function will take care of it.

    integer L = TheEnchantLevel +1; // The +1 allows the recusrive function to also break the "initially targeted" block.

    CALL DoTreeFelling ( X, Y, Z, &L, WoodType ); // which is a recursive function, using "pointer address reference " to L.


    // ENDIF check if TreeFelling:

    - Finish by adjusting the durablity on the tool;

    FUNCTION DoTreeFelling( X, Y Z, *P, WoodType)

    // P is a pointer to the integer value containing the "remaining levels" of enchantment still usable to break logs.


    Block B = GetBlock ( X, Y, Z );

    IF ( B.Type == WOODENLOG AND B.Subtype = WoodType )


    // Found a valid wooden log block!

    - Break the wooden log block "for free", without lowering tool's durability;

    *P = *P - 1; // Decrease value of remaining enchant level by 1 using the pointer.

    // Check if there are remaining TreeFelling levels:

    IF ( *P > 0 )


    // Ok, still some TreeFelling remaining levels: Check all neighbouring blocks.

    // Priority following top-south-east rule, stopping early if there are no more remaining enchant levels.

    // Basically, checking upwards first, then in all directions except any of the directions that go down.

    integer I = 0;

    WHILE ( ( *P > 0 ) AND ( I<17 ) ) DO // checking in all directions


    CALL DoTreeFelling( X+D[I].X, Y+D[I].Y, Z+D[I].Z, P, WoodType );

    I = I +1;

    } // EndWhile checking in all directions

    } // EndIf remaining enchant levels.

    } // EndIf Found a valid woodlog block

    } // EndFunction

    This simple recursive function will prioritize "going up" and, for normal sized trees, and will work in exactly the same way as before for normal sized trees. But for giant oak trees, the algorithm will be able to "follow" the sideways-going wooden log "branches", even diagonally, as long as they touch by at least a tiny corner.

    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Giant Oak Tree Farming Trick:

    In MITE, making a tree farm is much harder than in vanilla: you tend to not get enough saplings to replant !

    So, what’s a tree farmer to do? Well, you simply farm giant Oak trees, which give more Saplings (because they have more Leaves blocks)!


    Plant a Sapling. Place a 5 blocks tall pillar of blocks (sand, gravel, etc.) next to it. Don't use Dirt or Leaves blocks, because trees will grow around those.

    At random infrequent intervals, each sapling tries to grow into a tree of a random size. Your pillar is an obstacle preventing normal oaks trees from growing, but not taller giant trees. This means you will wait a lot longer for your saplings to grow, but you'll only get giant trees!

    Plant your Saplings a solid 20 blocks apart. This avoid giant trees from overlapping, which would reduce your total Saplings output. You don't want that!

    Make sure you use use Gravel to pillar up instead of Sand or Dirt. That way, your gravel does "double-duty" serving as pillaring-up blocks and doing flint/nuggets "grinding".

    Extra Tree Farming Tricks:

    A single giant Oak tree can give as much wood as 12 normal Oak trees. However, since you will gave to wait a long time for the trees to grow, and you might initially get unlucky with random Leaves drop, I recommend you plant more than one, but you probably won't need many.

    Bring enough food and Gravel, and leave lots of empty slots in your inventory to store the Logs.

    Having a couple chests at the tree farm can help you store excess inventory or Wood Logs much quicker than having to make multiple trips back home. Having a crafting table can also be useful, as in the afternoon, while you wait for the Leaves drops to fall, you can use the time to convert some Logs into Planks and/or Sticks.

    Remember that a nice big giant Oak tree can require 6 or more Flint Axes and usually 2 days of "work" to complete.

    Make sure your tree farm is sufficiently far from your other farms. At night, Wood Spiders can spawn in Leaves blocks, and these pests are really annoying. If you worry about Wood Spiders, make all your base immune to Wood Spiders by making every outside wall have an outside "lip" of slabs at the top of the wall (at least at 3 blocks of elevation). While normally 1 Cobblestone Slab every 2 blocks is enough to block Spiders, giving off a nice "little castle wall" look, Wood Spiders are smaller and can sometimes fit in 1x1 openings, so you might want to make your lip of slabs completely continuous.

    Make sure you start cutting your tree as early in the day as possible, and stop cutting soon after noon. This gives enough time for Leaves to decay.

    Bring Shears so that you can quickly cut through Leaves in your way.

    To save even more time, you can even opt to dig a shallow 1x2 tunnel right under the grass so that you can go straight from your base to your tree farm even when it's still dark outside. In the same way you can wait until the last second before getting back from your tree farm.

    You can also cut the bottom part of the tree trunk in advance. That way, the day that you decide to cut the giant tree, you won't waste any time with the bottom part. I call this "preparing" a tree. Basically, once you're in the afternoon, while you wait for the Leaves to drop, you can "prepare" the next giant tree for later.

    While metallic Axes work faster, with all the gravel you'll break, use your Flint to make tons of Flint Axes. In the long run, this will save you even more metal.

    And most of all, remember to climb back down every few minutes and grab the Leaves drops before they despawn.

    Don't use a BattleAxe to farm trees. It's useful to save up one slot, when your inventory space is at a premium while your need to actually use a sword or an axe are both low, but it's a waste of metal otherwise.

    Tree Felling enchanted Axes are nice, but are mostly useful only to cut down logs only vertically, and only the Logs blocks above the broken block, so mainly useful only for the bottom half of giant trees. An Efficiency enchanted Axe is the way to go.

    Tree Farming At Night:

    If you want to be able to cut wood all night long, a simple wall won't cut it. You need to address 2 things: Skeleton Archers, and Wood Spiders.

    - For Skeletons Archers, you need to light up and wall off the area around your trees. 1 block high of cobblestone wall is enough, if the wall is far enough so that you can work without getting shot at. This is about 50 blocks away. Yeah, those Skeletons Archers have a really good range! If you worry about not having enough Coal to light up such a big area, just use a single Coal block to smelt 20 stacks of Wood Logs into 5 stacks of Charcoal. With such a distance, normal Spiders will also be far enough to not come to bother you.

    However, mobs can sometimes roam around a lot. So if you want to make extra sure that roaming normal Spiders won't come into aggro range, you should just make a 2-high cobblestone wall with a lip of Cobblestone Slabs (inverted slabs, at 3rd block of height, "floating" 1 block above the wall and 1 block outside of the wall). Such a taller wall probably can be only 40 blocks away from your trees in order to correctly block the Skeletons' Arrows.

    - For Wood Spiders, you will have to light up the top parts of the giant trees (ideally by day) so that Wood Spiders won't spawn in the tree Leaves at night.

    The rules here are:

    > A Torch is light level 14;

    > Light levels drop by 1 per block of distance, but only orthogonally along either X, Y or Z, and never diagonally;

    > Wood Spiders like most mobs can spawn only at light level 7 or less, however they spawn on (in?) Leaves blocks;

    > Light does't penetrate through solid opaque blocks, it must "go" around them, so be careful of where the Logs are.

    Just think of the properly lit up safe area as this shape: , but with a "radius" of 6 blocks (instead of 4 blocks like in the image).

    Farming giant trees can be a hassle. Just see all the required "pillaring-up" as a way to get bonus nuggets from Gravel in a way that doesn't feel too much like "grinding". The alternative is to sometimes get bitten by a Wood Spider (taking damage), maybe falling down from some height (taking even more damage), while poisoned (taking still more damage). Even if that doesn't kill you, you'll waste nuggets repairing your armor. So do it the slower, safer, more profitable way, with Gravel.

    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Nice tutorial. For improved readability, try splitting your text with some white space so that it doesn’t look like a super-compact single huge brick wall of text.

    Your tutorial is ok for R104. Since then, the mod has changed a lot. Even in R104, the way you plant pumpkins and melons is not ideal. For stem-based crops, the stem part has odds of dying every time the crops part reaches maturity, and if the crop reaches maturity it will grow in one of the 4 random directions, and if there is an obstacle there, then that growth step just fails (but the stem might die anyway). In other words : each stem should have empty dedicated dirt spaces all for itself in all 4 directions. But your rows of stems give free space only in 2 directions. While the way you do it is simpler, doesn’t it end up slowing down the growth AND needing more reseeding in the long run?

    As for the wheat and veggies, you could plant in a much more compact fashion. Instead of 1 row every 2 blocks (which gives 50% farming density) with the wheat and veggies in a 1 wide by 4 long repeating pattern, try 8 wide stripes of farmland every 9 blocks of width (which gives 88.8% farming density), with the wheat and veggies filling the farmland in a 2x2 repeating pattern. More compact farms mean less walking around and thus less energy and time spent farming. Also, cover that water with slabs. Thus, no need anyway to go drop into the water in order to grab all the crops that will fall there upon harvesting.

    Also, while melon is excellent in R104, in the newer releases eating too much melon is a surefire way to catch IR (Insulin Resistance), which is a minor, but sometimes annoying, negative effect. Melon becomes some kind of occasionnal treat, not a staple food anymore.

    You are right that chickens and cows are sufficient. Chickens are more important than cows, in fact. Personally I like to make TONS of pumpkins. Early on, Pumpkin Soup helps getting out of Malnutrition. Later on, you can make Pumpkin Pie which is basically one of the top 3 foods.

    Don’t count off sheep too easily. Not everybody sets up in a desert, and cacti can only be planted in deserts. But just carrying shears is enough to get ample string from cobwebs and shearing sheep during exploration, so yeah it is less important. Also, in the more recent releases, sick animals don’t drop their drops, so cows are a much bigger hassle, making pigs, which can eat carrots or even simple brown mushrooms, not all that bad to breed. Personally, I make a chicken farm ASAP and then any other animals much, much later on.

    Recent releases seriously dropped the amount of ores. Gone are the days you reach mithril anvil and a chestfull of iron « merely » on day 690 lol. Nowadays, you have to play even more intelligently. Avoiding useless fights (which endup costing you nuggets for repairs and also needing the next anvil quicker) and making full use of all types of metals you can get your hands on and also trying to make higher quality items (starting with those that you use the most) becomes more important, otherwise you will eventually just deplete your local mines, having to go further and further away for more metal.

    You really need silver or enchanted weapons to go deep, as some monsters are immune to normal weapons. Always carry at least a magical bow. Since Mineshafts are quite rare, it should not be a recommendation of needintg to find one before trying to reach the lava layer.

    In the recent releases, even Coal is rarer, so you do need to avoid wasting it. The number of Shadows and Invisible Stalkers ruining your torches is low enough that it is not worth it to spend almost twice as many torches to light up the tunnels. Better to use gravel or whatever to put temporary walls to seal off still-dark areas.

    I use water to destroy lava ASAP, not « after lighting it up », but as I progress directly. The risk of a mob appearing to kick you into lava is low, but the longer you leave the lava there, the bigger these odds are. Losing 2/3 of your XPs when dying sucks. But losing all your metal gear some of which might be better than Average quality, that sucks way more. If there are other dark tunnels, I just stay well away from lava aned even block the paths leading to lava with gravel, and then do those non-lava dark tunnels first. It all boils down to minimizing exposure to risks as much as possible.

    Cheese isn’t the best use for Milk. Brown Mushroosm grow super easily, and it’s faster to harvest 4 Milk + 8 Brown Mushrooms then craft 4 Cream of Mushroom Soup (32 food points), than to craft a single Cheese ite (only 6 food points). I also bring Chicken Soup. 2 Stacks of Cheese = 192 food points, for 96 proteins but zero phytonutriments. But crafting 32 cheese takes forever, too. And in recent releases, you have to make sure the cows are well fed, so it’s a bit of a bonemealing hassle every time. Meanwhile, 2 Stacks of Chicken Soup = 160 food points (almost as much food value), for 80 proteins AND ALSO 80 Phytonutriments, and it is so much more easily collected and crafted. And chickens are easy to breed. I jhust also bring some Veggie Soup too. In the tunnels, sometimes it is important to be able to eat _quickly_. Eating 1 Chicken Soup is faster than eating 3 Cheese!

    Your counsel about sound and immediately fleeing to get to a better fighting position at the very instant you hear a monster, is a solid tip. Always fight monsters on your own terms, never when on the defensive. Also, remember that in more recent releases, there is a very strong mob, the Revenant, which sounds _exactly_ like a normal zombie.

    Tip for killing tiny Grey Oozes that suddenly pop up : Don’t stick too close to the wall when digging, this will give you a second to be able to flee before the ooze slides to you. Then just shoot an arrow from any magical bow. You don’t even eed to fully charge the bow : tiny slimes have 1 health only.

    Tip for killing Silverfishes : First, flee, then shoot. Then come to where it hatched and use y6our warhammer to « test » all the blocks around where the silverfish hatched. If you seem to be digging « faster than normal », it means there is also a silverfish inside that stone block. By sword or bow, you slowly get rid of them all. It’s better to fully get rid of a silverfish « vein », on your own terms, than risk to see the remaining silverfishes popping out right next to you at the worst possible moment later on, while you are already too busy with some other problem.

    I suggest you try R196. It’s a whole different monster. Or just come to knoxx’s public server (http://mite.chronnis.com/)!


    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Disconnection penalty should be at least a full minute, not a mere 30 seconds.

    Every time my PC overheats or there is a power outage, ***even if my PC is an i7 with as SDD*** (thus, boots relatively fast) I can't reconnect fast enough and thus I get the disconnect penalty.

    In other words, this 30 seconds delay, which is intended to allow player to reconnect because of an unintended disconnection, is useless.

    Maybe give us as more reasonable 1 to 2 minutes delay, but make it so that disconnecting without a bed means player metabolism "uses up" 2 minutes worth of food?


    Posted in: Minecraft Mods
  • 0

    posted a message on New Game Mode: Constructive Mode

    I agree there are at least two types of niche players: those that really like their automatic farming, and those that don’t and who almost feel like it is a form of cheat. Well, plus the much greater mass of most players, those that simply do not care either way. So, for argumentation’s sake, let’s just boil all of it down to a single issue between “auto-farming lovers” and “auto-farming haters”. Let’s just act as if both sides have very valid arguments, and we want to cater to both of their very different playstyles.

    Personally, I am a big fan of “strong game balance”: I don't mind some “designed” amount of automatic farming, but only as long as there is some kind of “tradeoff” involved, where the benefits are not several orders of magnitude above the "plain" way of doing it. Which is at the core of the problem here: a relatively tiny effort/work/time/resources of initial investment in order to build the farm will pay off incredibly well, enormously incredibly well, in fact, and effortlessly, and forever, you get tons and tons of resources (in an almost brain-dead fashion, too). If the player had to do it all by himself, stroke of genius and all that, maybe that could be something. But 99.9999% of the time the player’s only merit is using google Search to find a “howto make that farm youtube video”. Zero merit here. So in the end that just leads to a very bad game balance, and almost by design, too.

    And this is exactly the current case in Minecraft: automatic farming is so incredibly better than normal playing, that it becomes the “norm” on multiplayer servers, almost by obligation. Some of the “auto-farming-haters” side of players even feel that using these builds is almost akin to “cheating”. Again, because the cost/benefit ratio of using such tactic is so much disproportionately out of whack with “normal” play. A non-auto-farming player can’t even HOPE to be able to compete in any reasonable fashion, at all. So, no, players can’t just “play the way they want”. Not unless they are willing to shoot themselves in the foot (and in the brains too), or accept being always subpar compared to these farming lovers, no matter how hard they try. There are next to no vanilla servers for such players, in fact, unless strongly enforced by special plugins and by server admins, there are none. Most of all, these auto-farms are sooooo powerful (compared to normal play) that they just end up just taking some of the “survival” aspects out of the game.

    Basically, your stated goal seems to be to want to have a "Survival mode but without too much automatic farming." Seems like such a nice idea, and, to me, like finally a breath of fresh air! But then you stumble strongly right afterwards: you then proceed to try to split that into two gamemodes, and the "new" gamemode with these idols blocks makes farming not only even easier but also much more dull: just a plain stupid “placing-down of single special blocks in super-compact fashion anywhere”, and always the same simple way for all the types of resources, instead of learning the intricacies of each way to auto-farm, many of which require special setup and/or environments. Heck, your way even completely bypasses the need for the true “automation tool” almost by definition: no redstone needed anymore! Basically strongly nerfing a core game feature. Not a good approach, at all.

    You have to realize that the current survival gamemode already contains lots of “almost or straight out too powerful already” automatic farming, so it does NOT need a buff with these weird idols which make the “task” of auto-farming even more “easy, flexible, and powerful”. As long as cheats are enabled, the command “/gamemode” is there so players can switch between gamemodes, so…these idols would work really weird then, as they change the way the world itself behaves, instead of how the player interacts with the world. Heck, you even add the possibility to easily farm previously almost-or-completely-impossible-to-farm resources, such as lapis lazuli.

    When you finally reach your main initially stated goal, the nerfs on ways to auto-farm stuff, you only talk about a few farm types, sometimes in a weird fashion aka for example the idea that witches need to be turned into minibossses, which doesn't even have any relation to your stated goal. Or you add really weird rules like making putting down lots of idols affect all the mobs in the world by giving them extra hearts. New players coming to an old server, thus without auto-farms yet, but tons of idols around, would get extremely penalized. Auto-farm loving players would get ticked off as suddenly you place limits on how much autofarming they can build, while farmer haters would still see tons of overpowered farms around, basically going with a “worst of both worlds” approach. And also another problem with this: a single player fully going “let’s put down as many idols I can” could basically even come to grief a server. And so on and so on, you just constantly deviate from your stated goal in weird ways, all of it forming a very inconsistent package.

    So I'd rather we have something like this instead:

    The "auto-farming lovers " side of players still would get their Survival mode, 100% unchanged. They don't need a weirdly named "Constructive" mode. Just what does it “construct”, actually? Nothing! If anything, it de-builds by overly simplifying stuff! Current autofarms are so much more constructed than these “just need to plonk down a single block” of these idols things!

    Current Survival mode *already* is where tons of super-powerful auto-farming *already* exists. No need to buff auto-farming one bit with these “simpler to use, anywhere” idols, which all work the same exact stupid way and require only 1 brain cell to use, instead of, at the very least, having to follow some instructions from a youtube “How to make XYZ farm” video. Which isn’t all that much better, really.

    So, my conclusion: for the “auto-farming lovers” side of players in this “issue”:

    No need to change anything!

    Really. I mean it.

    Then there is the side of the “auto-farming haters”. Some might even feel it is almost some kind of cheat and that they are almost “forced” to play that way. For example, some servers say they are “pure survival with focus on survival and rewarding players for nice builds”. Seems classic enough. Then the autofarmers make such incredible builds (because they end up with whoop tons of resources) that the “bar” for what is considered a “good build” almost invisibly tends to get much higher, almost forcing the “normal play” players to ALSO make autofarms in order to gain any recognition for their builds on this “supposedly all about pure survival” server. And this exact kind of story happens way too much, everywhere. This is mainly because the auto-farming tactic is not only “slightly” better than grinding or doing normal play, but it is orders of magnitudes better. So yeah the focus of the game becomes one of automation instead of “pure survival”. In survival servers, yes, they can still play the way they want… they just can’t play the way they want in an environment where they feel they aren’t constantly pressured to play the automatic farm way and shooting themselves in the foot compared to the rest of the farm-using players on the server.

    Since the changes apply to the world, not to the player, it would be some kind of **gamerule**, set by the server admin (affecting all players equally), and not a **gamemode** (which is per player).

    And this gamerule would be all about changing the behavior of auto-farming, that and ONLY that, **not** about adding new special blocks or drastically changing the user interface or modifying a mob, all just for one special and frankly quite limited in extend gamemode there to solve only a minor issue.

    For example a gamerule “/automation on” ”/automation off” with default being “on” = as in current Survival. Or it could also have a range of values such as “full, limited, none”, or even a range of number, depends on how much granularity Mojang would want for this. I’d keep it very simple.

    Then autofarming-related game elements would simply be changed to be “nerfed” when the gamerule is changed from the default “full’” value, reducing the benefits of autofarming to only “somewhat” better than normal play, acting more like a leverage to player’s actions instead of magic-AFK-free-resources, with the actual gamerule value determining just by how much it is better. Only slightly better? Clearly better? Wayyyy better? Incredibly “it’s a must” better?

    _Some_ of the changes could simply be applied directly to current Survival instead of affected by the game rule, particularly things where Mojang feels are more due to exploiting bugs or a lack of foresight of how things combine together, than actual “valid” ways to fully benefit from the game’s various mechanics (instead of drilling through weak points).

    Mob-based farming:

    This is mostly the main “culprit” to address, as it affects most automated farms.

    Drops (both XPs and items):

    The game would check the “Real” Damage to a mob. If you deal 10 damage to a mob with 1 health left, only 1 point is seen as “Real” damage, the 9 remaining points are simply “Overkill” damage. This could then be totaled according to 2 types: “by direct player action or expenditure of actual player resources” vs “by the environment or something that could in theory deal damage forever without adding any more resources except time”.

    Examples of direct player resources spent: Sword strike, bow shot, TNTexplosion, etc. Examples of “environmental”damager: fire, lava, cactus, falling, drowning, suffocation, etc.

    The gamerule would make it so a killed mob’ odds of dropping stuff could be not 100% all the time but instead limited according to this formula (or something similar):

    With X = RealDamage/MobUndamagedHealth.

    MinThreshold = let’s say 35% and MaxThreshold = let’s say 70%.

    If X <= MinThreshold: odds of drops = 0%. If X>= MaxThreshold: odds of drops = 100%

    If X between both thresholds: odds of drops = ( X – MinThreshold ) / ( MaxThreshold – MinThreshold )

    In other words: the odds of drops start at 0% until the player himself dealt a sufficient amount of damage for the kill to even start counting as a “player kill”, then the odds of drops grow linearly until they hit 100% at the point the player has dealt “sufficient” % of damage in a “survival” way for the kill to count as having been fully done by the player even though some damage is environmental.

    Essentially, auto-mob-grinding would STILL work, but nowhere near as strongly as before. The player would still need to “be there” and do a solid fraction of the work himself. The “grinder” would be there just to help him around, NOT replace him entirely (or almost entirely). Most farming setups would become about giving a slight multiplier to the player, but not get 10x or more times the hourly output by simply going AFK for hours or doing something else entirely altogether, getting as many drops as needed for free. Note that I also count XP as a drop, too, not just items.

    This would effectively cut down the power of most auto-farming, all in one “blow”. Not eliminate them: they would still be very useful, but they would just not be the “be-all, end-all” solution for getting resources on multiplayer servers that would choose to turn that gamerule to less than its maximum default autofarming value. Player with proper auto-farms could, for example, maybe triple their hourly output.

    For “finer grain detail”, the actual MinDropsOdds and MaxDropOdds Thresholds themselves could be gamerules (but maybe that is going too far), but personally I a very simple approach would work better for most of these more “pure survival, low automation” servers.

    Other types of farming - FISHING:

    Fishing: Several solution here. When holding a fishing rod and right-clicking on a block that DOES not “throw” the line, the line ALSO gets fully retracted immediately no matter wich block type it is (thus fully stopping this kind of farming). Basically, by default the line throw WILL fail unless the hit block specifically says fishing is ok (instead of “the line will work ok only for those blocks which say so otherwise behavior is a bit undefined”). Personally I’d go with that full-stop of fish farming as this kind of farm really feels more like exploiting a mere bug, than proper use of the game mechanics, and the advantages potentially gained can be HUGE (aka lots of free magic books).

    Or another way: a fishing rod had odds of taking durability damage each time (with odds enough that even with Mending, the rod will eventually snap away despite any incoming XP).

    Other types of farming - Villager crops farms:

    Again, several ways to address it. Villager could simply stop instantly rushing to harvest/grab/replant veggies, maybe just do it at a STRONGLY reduced rate, or any other trick that makes the player fully or partially unable to “exploit” this infinite food source.

    However, “nerfing” this one type of farm automation isn’t all that much important, at least to me: food is so incredibly stupidly abundant and so easy to get, this kind of farm is done more to satisfy curiosity than to have tons of food more than … the tons of food the player already has anyway. It’s not like in say the Minecraft Is Too Easy Mod, where (at least in the early mod’s tiers), food is so vitally critical that you might just DIE from starving DESPITE playing the mod “well” lol. In vanilla Minecraft, in mere minutes you can have a full set of at least stone tools and enough food to last you scores of days of playing. It almost feels like this kind of farming is done more for curiosity’s sake than to get a true benefit.

    Other types of farming - Automatic chicken farms:

    Fully disabled gamerule value: Only eggs actually thrown by a player have a chance of splitting into baby chickens. While for only getting a partially disabled gamerule value: well, the “min/max mob drops thresholds” described above would work with any mob, not just with hostile mobs, so that is kinda already covered.

    Other types of farming – Villagers / Iron Golems farming:

    Villagers could count as “breeding” the iron golems. In other words: once a villager has successfully been used to “generate” a golem, ther villager can’t do so anymore before some cooldown, same as when you can’t breed two cows more than once every 5 minutes.

    The “count villagers for doors” volume and the “villager breeding ” volume mismatch could be also be fixed.

    Other types of farming - Smooth Stone (Cobblestone) farming:

    Well, the player still needs to break the blocks, doesn’t he? So this kind of farming isn’t super-mega-powerful better than plain stone mining by “orders of magnitude”. Maybe by a factor of 2 or 3? Which would seem reasonable if only that kind of farm wasn’t so dang easy to make lol.

    It only gives these advantages/disadvantages:

    - Advantage: no need to move at all to retarget each block to be broken;

    - Advantage: getting the cobblestone right besides your furnaces = much less movement overhead or dealing with a full inventory;

    - Advantage: doesn’t damage the environment;

    - Disadvantage:No odds of finding ores such as diamonds.

    The main problem here is simply that a player can just go AFK with a mouse or driver that forces his Steve to break blocks nonstop while the player isn’t even there. Maybe the server could detects players going AFK when the auto-farming gamerule is set to its “low” value. AFK detection (player remains in the same small area doing the same input over and over) could simply be something added straight into the game itself, instead of needing a plugin. The technology should be something akin to a reCAPTCHA (something that analyses the input to see if it comes” from a human”), instead of the relatively easy to bypass these days ”Is the mouse getting clicked a lot?” or "is there zero input?"

    Another way to limit AFK: Have Steve need at least SOME amount of food even when he is standing idle. No more “overnight” AFK farming. Also make loaded chunks just stop producing anything of value (crops growth, mob drops, etc.) when the only nearby players are in the death screen or observer modes.


    Basically, most servers would remain with the default gamerule value: full on, with only the “worst” aspects of the worst exploits taken care of for all players. Then a server’s admins could decide that they want “extra” emphasis on their server being “all about survival and player actually doing stuff instead of pure automation” by switching the /automation gamerule to its less strong value. In such an environment, auto-farming would still be possible, and it would still be better than the player “doing it normally”, but it would not completely overshadow the normal non-automated way of playing.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft Is Too Easy (MITE) Mod

    Dang, those blue phase spiders sure are bad -- cubed !

    Sure they are rare, but meeting them is more akin to guaranteed death than anything else. I met phase spiders twice, total. Died twice, too. Despite level 15 and reasonable armor.

    EVEN when the player is *perfectly* lined up with their path of attack, odds are good that they will teleport away instantly and thus the player will simply miss his own counterattack. Combined with needing to hit them several times, those guys simply become extremely dangerous!

    Would it be possible for their teleportation to take at least a fraction of a second to occur, instead of "instantly after they bite"? Like the spider mob flashes to indicate that it's going to teleport away, so you still get a small window of attack or something. Otherwise, it feels a bit similar to back when Silverfishes gave zero warning and just popped out of stone in order to attack the player instantly, which ended up being automatic damage to the player without capacity to counter in any way. IMHO, there should always be some kind of tactic that the player can use to face off every challenge, instead of "nothing you can do but take lots of damage or even just die".

    It's not as if there was some magic or tool that the player could equip that prevented their teleportation or something to turn these encounters more into a "challenge, find the proper way to fight those guys" rather than a straight punitive "there is next to nothing you can do but spam-click the sword and rely on luck" in order to beat these encounters.

    A teleporting mob means there is absolutely zero defense that the player can use, as they can just ignore all solid blocks. If the player ALSO can't attack them, except by relying on pure luck, then that mob is just a bad one.

    Please improve them somehow, for they still look (and are) kinda cool.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod


    Chat window shown above the other GUIs (like main inventory), instead of behind them?

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod

    How far from their copper vein can Copperspine veins exist? Never seem to be able to find their copper ore! The actual distance should probably be smaller, in fact very small, as otherwise there is not much point in having a "hint mob" around ore. Think about it: if a typical copperspine vein is 4 adjacent random blocks, and the distance to the ore is 3 blocks, this means digging through about 50 stacks of cobblestone before finding the ore. Even if the distance was only 1 block, that is still up to a full 6 stacks of cobblestone just to dig around to find 1 vein of copper.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod

    The old "too many java.lang.NullPointerException" server list bug again:


    I'll delete the public server folder to reset when you say it's ok to do so.

    Avernite, would it be possible to add Knoxx/Chronnis's public server (and only that server in thel ist, since its the only official mite public server we have for now) in the public server default list ?

    Knoxx, please send Avernite an image that is representative of the server (ideally, some point of view straight from spawn), along with a short single paragraph description. The image needs to be 427x240 pixels. You also can choose a "background color" representing the "server".

    The following would be an example of the full html paragraph that would then be added in the public_servers.txt file of a next release.

    server_address=###.###.###.###:25565|world_name=New Avernia|start_date=Late Summer 2017|description=This is the MITE official public server./Spawn in the Extreme Hills,/then explore around to find forest and more!/ThenTextLine4/UpToTextLine5|website=mite.chronnis.com|image_url=http://minecraft-is-too-easy.com/public_servers/New_Avernia.png|theme_color=FF00FF|backdrop_opacity=0.4

    It would make your server more well known.


    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from Avernite»

    MITE 1.6.4 R193 is now available.

    - Experimental branch release (compatible with R192)
    - Fixed bug that caused negative level stat to be displayed for high level players in multiplayer games
    - Fixed bug that caused hoppers to dispense infinite XP orbs
    - Chicken manure and feather production rates halved
    - Bats have an extra spawning restriction that prevents them from spawning above lighted areas
    - Blood moon crop blighting is now disabled on dedicated servers

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from Avernite»

    Disabling blood moon blight on dedicated servers would be an easy fix for the problem, yeah. How about re-enabling time forwarding on dedicated servers instead? That appeals to me a bit more because it would bring it more inline with SinglePlayer.

    Having Single Player & Multiplayer offer the same gameplay is good.

    However, in this case here of Time Forwarding, such a simple solution just won't work. Here's simply what would happen:

    - "Gee whiz. unless I play for 10 hours straight in a row, when I log back in today after having played yesterday, a blood moon (or two) occurred already, and all my crops have super mega ultra blighted !"

    It would just become 100% impossible to have crops.

    I'm currently designing an algorithm that I call "ITF" (Improved Time Forwarding) that is designed to allow a "fairer" Time Forwarding without taxing the server's CPU too much. Basically, it applies Time Forwarding accumulation in a number of regions around each player, using a few "tricks" to reduce CPU load by orders of magnitude.

    I'll post it when it's ready. My only question is: how many open file handles at the same time can java easily support? That will determine which one of 2 versions of the algorithm I'll have to aim for.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod


    Leashed-to-fence-posts animals get freed when logging back in, instead of staying attached to their fence-post.

    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft Is Too Easy (MITE) Mod

    About what PuraVidaServer said on the time forwarding mechanic and Blight, I've been thinking about this a lot, too.

    Presently (MITE R192), Blight is like this:

    - During the normal days of a “32 days season”, there is a very low amount of Blight;

    - Blighted crops don’t last long before actually dying (typically only a couple days!);

    - During Blood Moon days, there is an insane amount of Blight and even more crops deaths;

    - Time forwarding occurs only in single player.

    The original goal of the latest batch of blight changes was to prevent player from having to feel too pressured to “do crops farm rounds” every couple days in order to avoid crops losses. i.e. it was too much “overhead”. You couldn’t do a big mining trip or a building project without being constantly interrupted by the “need” to do farm rounds again. However, this had a few probably unintended consequences.

    First, it does not really address the underlying mechanic of the actual problem: players are still quite strongly encouraged to “do their rounds” of their farm often in order to minimize Blight propagation and crops losses. Less than before, true, so some players can just “accept to live” with the now a bit more tolerable losses, especially once the farm reaches a really big size. But it’s basically the exact same mechanic, just half of what it was before, so the underlying issues remains the same. Players still have to keep their farm rounds at the forefront of their mind at all time and still can’t do extended mining or building sessions. The” overhead hassle” is still "high", it's simply just not as "extreme" anymore.

    Second, it removes variety of choices in which biome to set up in. Previously, player had to take into account both the biome temperature (faster crops growth) _AND_ the biome humidity (more Blight). But now, _ONLY_ biome temperature count! The “during the normal days of the season”, the amount of Blight is low enough that Biome Humidity is not that huge of a factor anymore. And during a “Blood Moon”, the amount of Blight is so huge that, again, Biome humidity doesn’t really count. But most of all, the Blood Moon crop losses are so huge, that the Biome Temperature, ergo the "crops base growth speed", becomes the single extremely dominant factor here. Basically, the player wants almost all crops to reach maturity before the Blood Moon, so crops growth speed is at a huge premium. So until everything is manured, establishing your farm ANYWHERE but in an at least temperate or, much better, a hot biome, is really asking for trouble. Thus colder biomes (taiga, icy plains, and even extreme hills) and technical biomes (rivers, ocean islands, ocean shores) become "bad farming places". In other words, players lose half of the (already tiny number of) biomes choices to choose from to set up into. In multiplayer, they can’t even set up their houses in a nice biome that they like the "look" of, and then farm a little bit elsewhere, because there is zero time forwarding. Presently, the only criterion is almost "find a desert next to somewhere that has lots of easy to get dirt, and make your farm there". But it would be better if most biomes were quite viable instead.

    Third, it just makes the single player game a VERY different experience from the multiplayer experience. In single player, once you have a farm, going to do a very long trip of exploration away from home is a bad idea and you will lose much more crops (if not all if you cross the Blood Moon limit), while in multiplayer your entire farm will remain perfectly pristine and "frozen in time for as long as you are away". In solo, you can have dedicated secondary farms here and there to grow say blueberries in a forest, cocoa pods and jungle trees in a jungle, and so on. That is impossible in multiplayer. Or you just want to place your house only 300 blocks away up that extreme hill which has such a super nice view, while your farm is nicely only 300 blocks away growing around that big lake in the middle of the nearby desert. But in multiplayer, that won't work, and you are really, really confined, and you have to put EVERYTHING, not just your crops farm but all your animals too, in the very limited radius of “loaded chunks” around you and thus around your shelter, which end up limiting setup spots choices a lot. In single player, you really have to manage the occurrences of Blood Moons. In Multiplayer, you just log out and wait 10 minutes for it to pass "safely". In single player, you have a real 32 days of playtime to harvest until the next blood moon. In multiplayer, the only way you can do that is by playing in unhealthy duration gaming sessions that do cover non-stop those entire 32 days, which requires non-stop playing for 8 to 10.66 hours almost uninterruptedly, depending on how many night skipping occurs. But people have real lives!

    So I really think that we should look at what are the actual true goals here, and _THEN_ decide upon mechanics that _DO_ follow those goals and actually truly encourage players to play the intended way along these goals.

    So, addressing these goals:

    #1 – Same overall experience whether it is single or multi player

    This means a completely new time forwarding mechanic that applies equally in both modes and in a fair way that avoid obvious exploits. I’ll talk about that later in a separate post.

    #2 – Reasonable Farming Overhead

    This means that the player should “do the rounds” of his farms at a reasonable frequency, without feeling ripped off by Blight. Basically, making blight much less dependent on so many frequent farming rounds.

    IMHO having to do your rounds 4 times per season should be more than enough: planting, and from 1 to 3 times to control Blight.

    This means the following mechanics changes:

    - A lot more time available to unblight crops before they die. A player doing his rounds every 8 days should face off only a tiny minimal amount of dead crops, seeing them still blighted instead. The extra “surviving Blighted crop” time means Blight spreading speed should be lowered by the same factor.

    - Currently unless you check your farms nearly every day, about ¾ or more of the blighted crops come from Blight spreading to the next crop in the row, instead of random Blight. So a much bigger percentage of the Blighting should be not dependent on the player leaving the field alone for short vs long periods: This means even less Blight propagation speed, but compensated by more of the Blight being “fully random”.

    - To preserve the “looks” of Blight occurring in “patches”, random Blight could “spawn” in patches. First off, a a single Plant catches Blight, and it immediately gets spread to say 0-3 others nearby crops in a 9x9 area, starting with those closest to the first one. This ends up with overall the same amount of Blight, but not a mechanic that forces the player to “check his farm” almost daily. Note that the bigger the initial Blight “patch”, the less. Also note that it is not an “area” fully becoming blighted, because that would be too dependent on how spread out the crops are. It is “all nearest crops in that area but only until reaching the randomly rolled number”. Thus, the amount of Blight is much less dependent on how "compact" their corps fields are.

    - It also needs more" time to react" to be available for players before being "forced" to do something about the Blight. Basically, once a crop is blighted, it would have a few "hidden growth stages". Thus, a "recently blighted" crop won't start actively spreading even more Blight until these "blighted ages" have been gone through. This creates a kind of "time buffer" in order for the player to react: without this, players are instead pushed too hard to do tons of farm rounds to avoid the extra loss from "blight spreading". Sure, some of the blighted crops will go through the required number of "steps" very fast, and thus a blighted crops could in theory start spreading more Blight very soonish, but overall the pressure will be much reduced: the player will instead feel that there is some time to react, so he doesn't need to go "every day", and can go on mining or whatever for a little while without feeling that he'll be extra-punished with even more blight losses because of that. Same thing for Blight death: the odds of the crop dying could start occuring only until a later stage, with a 100% chance of crop death at the last blight stage.

    #3 – Planting crops in rows

    Because crops die so fast, players are too strongly encouraged to harvest any mature crop “soon and often”. This means the farm field gets harvested and _QUICKLY_ becomes “not really crops in rows anymore”, losing the crops growth bonus right there more and more as the season advances. In other words: planting crops in nice rows isn’t all that much important in the first place, especially in the second half of each “Blood Moon”.

    If planting crops in rows is actually important, then it should be important for the entire month, and there should be a way to have this being a viable approach during the entire season, not just in the early month. This means a way to keep your crops healthy during the entire season, and _THEN_ harvest, without feeling extra cheated.


    Instead of:

    Plant, then repeat a lot of “unblight and harvest” steps.

    Basically checking at most every 4 days.

    We would instead have:

    Plant, unblight, followed by a tiny number of unblight steps (1 to 3), and THEN have a nice bountiful harvest.

    So the following mechanics could work well:

    - Once a crop reaches full maturity, it becomes much more resistant to Blight spreading (but maybe not the random Blight);

    - The odds of Blight depend linearly on the farming bonus. Crops in isolated farmland blocks would thus catch blight a lot more than crops surrounded by 8 farmland. Crops alongside the “border” of a farm field are typically surrounded by 5 farmland blocks instead of 8, and thus would have some more blight but not outrageously. Ideal farm fields would alternate crops rows with empty stripes of farmland.

    - The odds of Blight would ALSO depends on whether the crop in “in a crop row” or not. Crops at the “end of a row” would still count as being in the row, provided the row is at least 3 long.

    Basically, players would be much more encouraged to LEAVE their mature crops there and keep their farm field rows “full” until the end of the season, spending bonemeal to cure those crops that Blight, or replanting to keep the row whole, until the end of the season, and then make on big harvest. Plant, keep healthy, then harvest.

    The player choices would be between “minimal” upkeep (one single middle of the season unblighting and replacing a few dead crops), “normal” upkeep (unblighting twice about every 10 days to save on bonemeal because of blight spreading and get a lot less dead crops), and “extreme” upkeep (every 8 days: even more bonemeal saved, with next to no blight spreading, and dead crops only very rarely).

    #4 – Keeping most Biomes as valid setup choices

    Both Temperature and Humidity should be important.

    Let’s say there are these “biome metrics levels”:

    - Temperature: Cold, Cool, Temperate, Warm, Hot (desert, underworld), Inferno (Nether).

    - Humidity: Wet, Damp, Normal, Dry, Arid, Dessicating (Nether).

    Each crop could have both minimum and maximum temperature and humidity ranges in which to “ideally” grow, and "tolerance" for being outside the ideal range. Every step “away” from this range, the crop should grow slower AND have a bit more chance to Blight and also, when already Blighted, would go from Blighted to dead faster too, all according to it's tolerance (so some crops could not endure well at all being outside their favorite temperature and humidity). Thus some crops would be simply be more biome tolerant than others. Some crops would grow BETTER in cold or wet biomes than in hot or arid ones, etc.

    Biome-specific crops (and trees) should be avoided. Plant anything, anywhere! This is important if only for decorative purposes. However, there is a difference between planting, and having an efficient farming out of it! For example, trees outside their biome could grow very slowly, and naturally-generated tree leaves that are broken outside their biome could have reduced drop rates. Again, all according to the min-max temperature-humidity ranges and the "per step of deviation" tolerance. So yeah you could a jungle tree and grow cocoa pods on it in an Icy Plain. If would just take next to forever, and the Jungle Leaves and Cocoa Pod drops would be so low as to make such clearly unviable as a farm, but ok for decorative reasons. Other crops could be quite resistant, "if you are only slightly outside the range, you can still farm ok, and will see a small bonus for having the "perfect" biome for that specific crop, neither too big of a bonus or penalty.

    For blueberries, I suggest the following: Outside forests, blueberries require their grass block to be adjacent to gravel to grow. The more gravel, the better. with a full circle of gravel, it's nearly as good as in a forest.

    Having each crop gets it's own ideal climate range and tolerance specifications would also adding new biomes without redoing an every increasing size table of "crop vs biome growth times".

    Because yeah, having only oceans, plains, forest, taiga, icy plains, swamp, jungles, and deserts = only 8 biomes, 2 of which are impossible to survive at spawn unless moving to another biome, is very small, especially in a mod that says "early on your should live nomadically". I'd just copy some of the new features of recent vanilla versions. It's much more interesting to explore with a bit more varied biomes.

    All of the above constructive criticism being said, I really think that Avernite made some incredibly good additions and changes all along and that the mod is really standing out at a very good position in the "overall list of superb mods" category. :-) My hat off to you ! :-)

    Posted in: Minecraft Mods
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