• 0

    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from half_drop >>

    Perhaps MITEmod can adjust the degree of difficulty by calculating the survival time of a single player individually in the server .


    For example, when two players are near, the neighborhood is two times more difficult for a single player.This will allow the server to be more friendly to new players :)


    Actually, it would make the server harder for new players.

    Two new players log in the same day... each playing in the same neighborhood (but not necessarily as a team) and then suddenly the game would become twice harder for them ? Ouch !
    Posted in: Minecraft Mods
  • 0

    posted a message on Minecraft 1.12 Update Opinion Thread

    Herb understood what I meant.


    I like that british expression :-) but for boats, maybe it works for others, but for me it's a lot more "roundabouts" and next to no "swings". Previously, all I had to do to look around was just stop accelerating and look around and I could look around 360 degrees very easily. And when I wanted to go somewhere, pointing to it was stupidly easy. Sure, you can just press only the forward key, but that won't make you go where you want unless it just happened to be perfectly straight ahead, so now I've got 3 keys to deal with to try to go somewhere instead of only one, and "lining up" with the direction where I actually want to go is next to impossible because you constantly overshoot your turns. Now it's a limited field of view with controls that are disconnected from the actual view. i.e. "micromanage your arms movements to paddle" instead of a "character-overview type of control", just point and the character does what is necessary, no matter what that action (turn, acccelerate, whatever) may actually be". So they basically downgraded the efficiency of the interface by an entire indirection level. It's basically a boat UI done by people with zero idea what ergonomically designing an interface is all about.


    Having 2 or 3 digits required to be on the keyboard all at once is a real pain for me. As in: Literally. Same for "constantly needing to press more keys to adjust course". Wheras slightly moving a mouse is, ergonomically speaking, much less stress on the wrists. Especialyl considerign that the hand on the keyboard is not the same as the hand on the mouse, so the wrist stress is also spread out more evenly. So with a sprint toggle, instead of "hold an additionnal key down", you'd not even need to "hold" that extra key in order to sprint: your Steve would keep on trying to sprint no matter what happens. i.e. actually making the interface as painless and be as "not in the way" as possible, that is the only real way to go for any serious game design to go.


    Given that boating and spriting are 99% of my way to travel, these new user interface choices completely "killed" Minecraft for me. Luckyly, the launcher allows me to play the older versions. Better to pass on all the new blocks, than having severe wrist pains after only a mere hour of playing. Too bad the mod I play is the only one I know of that uses a toggle for sprinting. Is there a tiny mod out there to "turn sprint button into a toggle" ? That sure would help me a whole lot.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Minecraft 1.12 Update Opinion Thread

    Colors changes: all minor changes to me.


    New blocks: yay, always like having more decorative choices.


    Gameplay ergonomics: SIMPLY even more HORRIBLE than what they already were.


    The combat is more "balanced", true, but it simply not very simple & fun anymore. Basically, you have to constantly fall back when in battle. For a combat based game, ok, but for a mining & building game, it just detracts from the enjoyment. I'd have gone with slowing down a LOT the "swiping and then pulling back" movements for striking with sword or tools. Not having such a ridiculous "timer".


    But even worse are the boats. Instead of "being in control" and just targeting where YOU want to go, you have to actively "paddle" left and right. This would be similar to say playing say a puzzle game where instead of simply clicking the part of the screen with the item you want, you,d have to use arrow keys to slowly move the mouse to the item. Or an RPG where you have to alternate left and right to make your character walk. It is just very unwieldy, It just makes boats VERY imprecise to use, and the player,s attention moves away from "just being able to enjoy the scenery" and towards" click festival micromanagement.


    Carpal tunnel syndrome simply won the game. It seems Mojang doesn,t have an ergonomic gameplay user interface designer in there.


    I stopped playing the more recent versions because of this.


    Another example of bad User interface design:


    Vanilla: must double-tap then hold forward to sprint. Automatically stopping sprinting when you pass too close to anything or even sneeze.


    After only a couple hours playing, I usually get severe carpal tunnel syndrome pains in my wrist joint.


    MITE Minecraft Is Too Easy: sprint key is a TOGGLE. You want to sprint? You sprint. You want to walk? You walk. Simple enough. Must less strain in the


    Needing to micromanage EVERY movement your character must make = SIMULATION = BAD


    Simpler "Higher level" controls where the UI uses ther bare minimum to *GET" the *intention* of the player, and then works with that = GOOD.


    As another example, let's compare Parasite Eve controls vs Spiro the dragon controls:


    PE: left = rotate left, right = rotate right, forward = move forward. Can't move while turning. Can't move while shooting.


    Very annoying and the UI is always getting "in the way" of what thep layer actually really wants to do. Sudden camera switch and Eve is now near top of screen and you want to turn to shoot at a monster on the left orf the screen? Gah, remember then to press to the right to shoot towards the left of screen then !


    Spyro: just just pick a direction and the game will make thel ittle dragon brake, accelerate, turn, breath fire, whatever, and all at once, in order to reach the desired and specificed vector of action.


    Super simple even a 5 years old gets it intuitively, players's brain is 100% on the game itself, not on the interface.


    UI should be as simplified and unobstructive as possible, almost "invisible".

    Posted in: Recent Updates and Snapshots
  • 1

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

    Thanks for fixing the server.


    But with zero animals around, starting can be a nightmare.


    A few ideas:


    - Current Day displayed along with the hour in the server selection screen.

    Because I logged in the morning but.. right during the storm day, right before a blood moon ! Can you say OUCH ?


    - Whenever a new player logs in for the first time, he enters not directly in the game, but in a kind of "waiting room" screen that is similar to the "death screen", but no red tint (or any other tint color for that matter). The player can wait there as long as he wants before actually logging in and starting playing. Player can turn the camera around, but not actually move (or even see himself). Basically, each player can be sure to start playing at a "right" time. Day 1 can be way too horrible otherwise. And it's way less boring to be able to look around a bit, than waiting for 6AM to come in the server select screen.


    - Whenever a new player actually start playing in the world for the first time (not the "waiting room" but actual play), but it is not the first player ever in that world, then a few animals will always immediately spawn near spawn, and maybe also a reasonable amount of tall grass will try to "grow back", no matter what time it is. Otherwise it's zero string + zero sinew = making the experimental branch TOO though to even be able to start properly!


    - Alternatively, if there are not enough animals around spawn anymore, then start player with a single Wooden Bowl.

    Posted in: Minecraft Mods
  • 6

    posted a message on Ambient Mobs

    For performance reasons, bugs should be rendered as mere tiny particles, not 3D models, and visible only when relatively close enough (same range as for seeing dropped items). They should be so tiny as to be just "generic bugs", not distinctive multi-pixels textures for all kinds of bugs from mosquitoes to bumblebees etc. Personally i have not much interest in adding such bugs. Birds and fishes seem much more interesting.


    Fireflies however seem very cool, but they pose another layer of complexity because they'd radiate light.


    They probably should work like this:


    - One pure-Air block becomes the "center", and that it the block emitting light.

    - The fireflies, maybe looking like yellow-white XP orbs, would roam about randomly in the 3x3x3 area that is centered on the light emitting central air block. The fireflies particles themselves just look bright, but don't actually radiate light. Sometimes the particles might roam a tiny bit further, but will quickly come back within the 3x3x3 area.

    - More rarely, the "lighted up center" block will move 1 block to another adjacent air block, and never more than 3 blocks away from the ground.

    - They could be slightly attracted to torches, tending to have their center stick right adjacent to a torch.

    - They disappear come morning.


    This would allow only a few simple particles to move reasonably without constant and numerous light levels updates.

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

    Atlernatively, you can also restore only the region file(s) at spawn instead of the whole thing.


    Note to Avernite: maybe add a command, only for multiplayer server admins, to display the current region file name. That would help fix these kind of issues on a per-region basis without revealing the exact XYZ coordinates.

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

    There was some kind of weird crater right at spawn, so yes maybe the region file containing the spawn area is corrupted.


    You can backup and rename player files in order to make some tests, even though I doubt it is the player files which are corrupt, it could lead to some insight. Ask the players where they were in the game world the FIRST time it happened. Then checking which region files are accessed (read access timestamp, not write/modify) most recently can help locate the problem. But it's probably safer and faster for you to just go back to a working backup rather than try to find each and every corrupted region file. However, going per region will prevent players that did not have problems from losing anything (if they are setup elsewhere).



    When I spawned, there was some weird looking square shaped "crater" right at spawn, as if a madman had been digging part of a chunk or two semi-randomly. So yeah maybe it got corrupted.

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

    Just updated to R192 and it works fine in solo play.


    About half an hour ago, I tried to login on New Avernia (mite.chronnis.com) for the 1st time.


    Played ok, gathering some seeds, for, what, about 1 minute? Then the server crashed and then I get "Can't Reach Server".


    http://downforeveryoneorjustme.com/mite.chronnis.com


    says that the website is working ok.


    So.... what should I do ?

    Posted in: Minecraft Mods
  • 1

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

    -How far apart do crops have to be to keep from getting blight? Is it the same for all crops? Even my precious pumpkins?


    Pumpkins are immune to blight so you can plant them as compact as you like, just make sure each stem has it's own '+' shaped area for where it's fruit will land, without overlapping, because the stem has chances to die at each attempt to grow the fruit: Planting in nice rows with 1 stem every 2 blocks would mean each stem has on average only 3/4 the normal odds of actually growing while the stems still die at the same rate. In other words, you'd lose 1/4.


    Blight has been changed a lot:

    - Blight has been reduced in both odds of "catching" and odds of "spreading" (about half of what it was before, I think);

    - Crops that are planted in a line grow faster;

    - Blight is not specific to each crop type anymore, and can spread to, and from, all types of crops (but still only wheat and the 3 veggies);

    - Crops remain blighted only a short time before actually dying;

    - Blood Moons will cause super-mega-blight, ruining almost your entire field.


    Basically, you should plant crops in rows, but put not make each row touch each other row. Yes, you will get SOME Blight, but it will remain a reasonable amount.


    Since the growth rate also gets the standard vanilla bonus for amount of "being surrounded by farmland", the ideal "farmlands" are like this:


    - Early farms: WHEAT: 3 wide and very long non-manured farmland field, plant only in the middle row. The other rows remain empty. If you are" super" early, and thus don't have lots of metal, you can convert only the central row to farmland at first, but your wheat will grow half as fast. Most important, check your farm often. FIRST FEW VEGGIES: 3 wide and very long, single row, same as wheat, but plant veggies completely isolated from each other (i.e. surrounded by empty farmland). Plant right after a blood moon and MANURE only the spots with the veggies. If you are right after a blood moon and the next special moon is a blue moon, or you are starting to have LOTS of veggies, then you can plant like wheat, in complete rows.


    - Later big farms: Find a nice really big and very shallow lake (only 1 deep ideally). Put down stripes of farmland fields: each 7 wide, as long as you can, with only 1 line of water in between each stripe. Put wooden slabs ABOVE the water, and around he stripes. Each stripe is good for 3 rows of wheat or veggies.



    -Does anyone have tips for a good mushroom farm?


    Brown mushrooms are easy: anywhere in any underground tunnels and caves. They grow even better than in vanilla for some reason.


    Red mushrooms need a lot more work but typically you'd need to have access to a forest or swamp biome.


    - Early red shrooms farm: plant 1 or 2 red shroom under each tree, always to the same '"side" of the trunk, let's say "north" or "away from shelter". You simply don't harvest those. When trees are in a compact bunch, you plant only 1, and when tres are more widely separated, you plant 2, on opposite sides of the trunk.


    - Later shrooms farm: terraform flatten a wide area. Plant trees every 5 blocks, keeping only normal trees and cutting down again giant trees (and their extraneous leaves) and replant sapling until you get a nice canopy. Plant 2 red shrooms under each tree on both sides of the trunk.


    If there aren't a lot of trees around, you'd have to get more creative. For example, build a huge roof of snow blocks with a hole every 4 blocks and a Leaves block placed in the hole. The important thing to know is that red shrooms will grow only in a very small range of light levels.



    -How big should chicken farms be these days? anything I should be on the look out for, other than making a glass ceiling?


    Well, I have a tiny chicken farm with 10 chickens in it and it already provides lots of eggs, but bigger is better. I all depends on what kind of food you want. A 20x20 farm sure is more than big enough to give enough eggs for 1 player to stop worrying about food.


    But with chickens the real trick is to start SUPER TINY AND SUPER EARLY and then expand later.


    - Securing chickens: find a spot with flowing water. You'll need to use blocks to be able to be able to turn on/off the water flow, then you dig a 2 deep hole, push a chicken in there, then put a slab on top of the chicken, then let the water flow above that. During blood moons, zombie go aggro even against chickens, so that water flow makes sure they won't dig to the chicken. The chicken WILL get sick, but that is easily fixed: just let it out and feed it enough seeds and water bowls.


    - Primitive "only until the next blood moon" chicken farm: place 4 slabs on ground 1 block apart from each other. Dig 2 deep the 5x5 area under the slabs. Plant a couple Tall Grass (obtained by breaking Grass blocks that are right Tall Grass) in order to speed up grass propagation. Add chickens.


    - Pre-pickaxe early chicken farm: Away from trees (because wood spiders). Find a tiny 2-deep pond. Put rows of slabs at ground level every 2 blocks to prevent spiders from getting in. If you're low on wood, pillar up gravel to be able to put slabs every 2 blocks instead (each slab completely floating isolated from the other slabs), that will double up as your gravel grinding. Square off the pond and use the dirt to make the center of the pond only 1 deep and fill up the rest in order to give the chickens some flat area on which grass will grow for them to feed. 6+ blocks away from the pond, fence it all off (square shape) and put enough torches around. Add 2+ chickens. Later, you can expand if you wish but remember always fence or wall off 6 blocks away from the animals enclosures, otherwise zombies will eat all your animals at next blood moon.




    -Do buckets place source blocks now, or are they still temporary flows? Is there another way to manage source blocks?


    Control + Right-click a Water or Lava Bucket + 100 XPs = place water/lava source block. Not sure but I think you must target a pure-air block.

    Otherwise the liquid flow is temporary. WAY simpler than before.


    Earlier I suggested two things:


    - This 100 XPs kind of thing turned into a bucket enchantment, because because able to place sources anywhere and anyway you want is a huge bonus.


    - Water spreading naturally if there are 3 sources blocks at the same level, even diagonally. Would allow Castle Moats and Water Roads, but always starting from existing water, without needing bajillions XPs.


    But that is only dreaming :-)




    -Is a swamp, once the trees are cleared out to cut down on wood spiders, a good biome for farming? Is there a better one? or do biomes not make a big difference in crop growth now?


    Biomes definitely make a big difference.


    Things grow super slow in Cold biomes.


    The wetter a biome is, the more blight it has, too, but that is much more secondary since blight was cut down during the moonth, but is beyind extreme at blood moon, so time to grow, and thus biome temperature, really is the only factor you should look at.


    - Very Cold: Taiga, Icy Plains,

    - Cold: Extreme Hills, and near Rivers, Ocean (including shores).

    - Temperate: Plains, Forests.

    - Hot: Swamps, Jungles.

    - Very Hot: Deserts.


    Swamps are an early farming nightmare for one very simple reason: Slimes ! These guys will destroy tons and tons of your crops. Basically, you're forced to properly wall off everything. Early on, that is a massive investment in resources, right at a time when you don't have many blocks or food or good tools to work with.


    IMHO the best biome for growing crops is desert. Hot = fast crops growth (not pumpkins though), and Dry = less blight. However, it can be lots of work to "import" all the needed dirt from elsewhere. However, desert lakes are often "perfectly" shallow, only 1 deep, so it's easier to make stripes of irrigated farmland. Bonus: it doesn't rain in deserts - rain is so annoying. Not much wood around, but you can use cactus to make "external walls".


    However, desert is more for when you set yourself up properly at a final spot (ideally, you take possession of an NPC village and wall it off), than for an early farm.


    So Plains is probably the best biome to start farming early. Tons of seeds around in order to grow wheat very easily.

    Posted in: Minecraft Mods
  • 0

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

    I have to say that I am a bit curious about the following:


    We have seen Avernite post some world maps showing players by region. Nice.


    What I'm curious about now is, how many players there are not by world region but by... MITE Release ?


    For example, how many players still play the older releases such as say... R104 ? I know my private world is stuck at R170, so that is mainly what I play nowadays, albeit the new public server is attractive.


    This kind of data would also help see the Main Branch vs Experimental Branch adoption rates, and see if one is massively more played than the other (like, 95% or more of all MITE players), or if they both have solid player bases. Most players that I've seen seem to prefer to play the "harder" Experimenal Branch, but my data set is, well, tiny, maybe even baised. So that kind of "all players" data could tell us if it's time to get back to only one branch again or not ?


    IMHO, in any case, both of the branches have been there for quite a while now, and since neither of those branches seem to be "temporary", maybe it could be a good idea to fuse both of these branches into a new single branch combining both, the exac5t functionality to be used differing by some world-gen mode flag.


    For example, to make things very simple, in the create world options screen, maybe the "Difficulty" setting could be between 2 choices:


    - "Extreme" (using "main branch" functionality) or

    - "More Extreme" (using "experimental branch" functionality).


    After all, the 2 branches differ only by 2 things:

    - Some (all?) of the basic flint tools recipes (aka "needing string or sinew to attach tool blade to tool handle")

    - And the nature of the crafting furniture (a single crafting Table to craft them all vs Tool Benches according to material type).


    In the long run, such a merge would probably end up being easier to maintain for Avernite, rather than having two completely separate code branches and having to add each and every new change to both branches all the time.

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

    Me and my nephew we also had trouble with the old launcher. We switched to the TITAN launcher.


    Maybe a link to a copy of the executable of the old launcher could be added in the PuraVidaServer files web page ?

    Posted in: Minecraft Mods
  • 0

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

    I'll stick with my full Masterwork Protection V Adamantium armor world! :P

    Please tell me how you manage to earn so much XPs! I kinda really need it right now lol!
    Posted in: Minecraft Mods
  • 0

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

    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 ?

    Posted in: Minecraft Mods
  • 0

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

    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

    Posted in: Minecraft Mods
  • 0

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

    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.

    Posted in: Minecraft Mods
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