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

    Ha ! ^^
    Now THAT's a crazy high proportion of adamantium, wow !
    I have mined at least 20 blocks of iron, nearly enough of mithril for an anvil when I'll be able to craft an ancient metal bench, BUT adamantium findings so far : 0.0 ores. Do you do TNT branchmining ? Or is it when exploring deep cave systems only ?

    Also, about the region wiping thing.... I considered it when you mentioned it but... I just can't make myself wipe all these efforts :'-) In a way, I'm not even sure it would be the best choice, since I now have a large lit area from which to make exploration runs in any direction. I'll just hope for luck when generating the next areas.


    Yes, Puravida, I'd be curious about exactlywhat method you use to TNT mine Adamantine.

    - Overworld or Underworld?

    - Ratio of adamantine gotten by:
    A - "finding exposed Adamantine by normal cave mining then using TNT to get that vein"
    vs
    B - "using TNT in order to blast tunnels in order to reveal Adamantine".

    - At which depth, or depths, do you do this? Any particular "pattern"?

    - What is the TNT placement relative to the tunnel/player, and relative to the previously exploded TNT?

    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod
    Quote from Phoenix_209»

    I don't think there has to be "any" requirements, because if the player does not have a war hammer/pick, there is nothing they can get from those villages (mostly trash by any ways). Since none of the villagers were friendly, villages can nolonger provide shelters for players. Even if a player were to spawn in the middle of a village, they can get nothing out of it except for death.


    Just make sure no villages can generate at the player's spawn.


    As well, maybe villages with alive people only generates after the player has met some requirements.


    Please, no.

    The loot from the Blacksmith Chest is far from the most valuable early-game thing in a village. In fact, the earlier the game is, the better finding a village becomes. And when you can fight on your own terms, from the safety of a hidey-hole or even a simple pillar, zombies a good thing, not a bad thing.

    Imagine if there would be zero village requirements:

    Players could simply new-world-spam until finding one with a village near spawn. Or, if playing" legit", just explore a bit to find a village. Then leave the village in "unloaded-chunks freeze-time" and go there when ready.

    - Sticks + non-falling block +a quick 2-deep hole just outside the village, pulling the Villager Zombies to you = Easy XPs, excellent drops. Good odds of getting a veggie or at least something very nice.

    - Ready to be planted farm fields, without needing a hoe or mattock. Blighted veggies in the fields? Each Bone unblights a Veggie! Even killing a skeleton fully by hand and dying 5 times to do so becomes definitely worth it.

    - Tons of planks, stairs, and other planks stuff! Glass before Coal! Best of all, Torches on Day 1!

    - Lamposts: another way to say it's suddenly way easier to reach that 1st Bed.

    - Easy Gravel, enough to reach Pickaxe. Sure, you need to break them 1 extra time each, but dang, you'd have TONS of it.


    And I don't even count the benefits of the more special buildings here.


    Finding a village early on, but without any requirements, would be like winning the MITE Grand Prize Lottery.

    Even WITH the current requirements, it's still a big whopping treasure find.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    I think I found a bug, maybe?



    Steps:


    Try to repair a piece of Leather Armor that has say 6 Durability missing, with a stack of 3 to 5 Sinew.


    If you let the repair complete, 3 Sinew will be used up, leaving from 0 to 2, depending on how many you initially had in the stack.


    Instead, *during* the repair, Right-Click the stack of Sinew, so that there is half as much Sinew in the ingredients stack. Thus, 1 or 2 remaining.


    What I expected: output instantly adjusts, and repair completes anyway, but it is just a partial repair.


    What occurs instead: repair progress is lost and repair stops.



    Suggestions:


    - Anvil repairs aren't instantaneous anymore.


    - Repairs are done 1 sinew or nugget at a time. Badly damaged stuff thus takes a lot more work to repair! Repairs would be faster to compensate, so that when you repair only 1 sinew/nugget, it is faster than currently, but when you do repair almost all the durability, it's much longer instead.

    Experimental "Joie Volcanique" world update:


    Decided to remain at my same base as before, just went hunting further away and in an opposite direction I hadn't explored yet. Found tons of animals, so I was good.


    Day 42, and I reached Copper Anvil already! Alright!



    Question: Are pumpkins "cold tolerant" i.e. they do not grow slower in cold biomes ?

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

    Not a bad guess but.... it's not that, sorry. B)

    Ice Elemental, then ? That would explain the paler blue color.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    Didn't know there were Water Elementals!


    Maybe they are so rare because they can spawn at the surface? In that case, maybe make them spawn a bit less rarely in still water deeper underground (in all those underwater ponds).


    Their texture seems rather flat and uniform. Maybe making it look a bit more "wavey" ? Crests of the wave texture the same "paler" blue, other parts true vanilla water blue, and the parts "deepest" between the waves of the texture being full on deep marine blue ?


    Even better: give the mob directly the still water texture, identical with it's animation showing on all exposed sides of the mob, but going on much faster than it is going on still water blocks. They'd be freaky! :-)

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

    A new record !


    I reached Copper Pickaxe in the Experimental Branch World in only *25* days ! (well, almost 24 days, actually, because it was approximatively 1 AM in the night going from Day 24 to Day 25.


    Seed name is "Joie Volcanique" (without the "" characteters). Spawn in Icy Plains with some Taiga Forest a way south-east.


    My 1st base a couple hundred blocks east of spawn right under the right side of a large ice lake that I decided to use for 1st my shelter. But as I dug the first sand I found... a gravel vein! A nearly vertical one, so yeah I could hide deep enough to avoid zombie problems. Very lucky and nice.


    2nd base was south of spawn, further away (a good 600 blocks I think), in a short tunnel that got very slopey quickly. 1st image shows me on the tiny entrance area before it gets quite steep (but fortunately not totally vertical). With a couple noisy neighbours blocking the exit lol.


    Eventually I explored it, it was 2 long tunnels holding 2 copper ore veins. And several silverfish eggs ouch.


    I found another copper ore veins a short way east, in a big hole, exposed to the sky. Also found some silver and copper elsewhere but forgot to jot down where it was doh.


    Needless to say, despite a few deaths, I got a lucky spawn area. Experimental Branch requires a lot more grinding than normal main branch, so I was sure it would take me at least 40 days. 24 days is my new record in these latest releases. The last time I reached Copper Pick before 1st Blood Moon was like, since forever.


    Given that I already hunted down everything in almost every direction, my next step is to grab the local ores I know of, then grab some clay and make bricks slabs, then line back up with spawn and relocate in a natural hole about 500 blocks east, roofing it with slabs, so that I have a big shelter area, and the taiga forest not too far away. That way getting wood will be much less of a hassle. The more hunting to really stock up and prepare for a truly long exploration expeditions in order to find a hotter biome to start farming in.


    All in all, a very good start, a good game to date.

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

    I second that.


    Avernite did a lot of later-game features such as new dimensions and epic stuff. All very nice. I especially love the crafting benches.


    I hope that next he gives some of his attention to the very early game and make the "nomadic era" become truly "nomadic" instead of "better stick not far from spawn because you'll probably die several times anyway". I think that less grind at each step, but with more steps, would help make the mod more enjoyable. Same for having more variety of things to do early on, instead of just the search for food and gravel.



    My wishlist for a more detailed early game experience:


    - Complete takeover of the experimental branch muhahahah! :-)


    - Flint shears.


    - Primitive Respawn. A primitive "not as good as, but available right on Day 1" way to set player respawn point.


    - Primitive Bed. A primitive "not as good as, but available right on Day 1" way to skip nights between 9pm and 6am.


    - Primitive Oven: A Campfire.


    - 30 minutes Day-Night cycle. More time actually playing, less time wasted on simple movement overhead.


    - Not resting enough (sleeping or resting awake in a bed) would cause Sleep Deprivation: no natural regeneration, -15% penalty on movement, crafting speed, block breaking speed, aiming precision, and attack damage. Not a huge penalty, but enough to be annoying. Basically, most players would want to sleep almost every night. It would also encourage having at least 1x3 hidey holes soonish, instead of simply 1x1 affairs.


    - Sticks aren't super cheap compared to crafting weapons (they'd break more often, while early wooden weapons wouldn't break so swiftly).


    - Not losing XPs when using automated ovens or furnaces. Simplest would probably be to make an "XP orbs" item that doesn't stack but uses the "Durability" value to indicate amount of XPs stored, up to some "maximum" per item, and store those "XP items" right along with the smelted things in the output chest, fusing them automatically as needed (so that one stack of cooked meat doesn't use up 17 item slots in the output chest, 1 for the meat and 16 for each of the XP orbs drops). When picked up, they'd just instantly convert back to floating XP orbs.


    - All Furnaces would count for important progress and none can be skipped.


    - Each type of flower has some minor special use that is usable relatively early game in addition to simply being a dye.


    Medicinal, curative, small bonuses, whatever.


    - Please make Malnourishment give some penalty OTHER than making you even more hungry. That just ends up adding insult to injury. If you're malnourished in real-life, then your body falls into some kind of "economy mode" and shuts down a little bit it's own metabolic rate. It doesn't turn you into an "must-suddenly-eat-like-an-ogre" state! That kind of mechanic just screws up the early game balance too much.



    Examples and ideas:


    - Respawn Spire:


    Those 4x4 wide by 10 high structures come pregenerated randomly at the surface of the ground, but only within 4000 blocks of spawn. Each region contains about 1 such structure. They are basically a smooth stone natural formation that looks like a tall pointy spire. A player can often climb all the way to the top easily, as all the jumps needed by the structure itself are straightforward and simple.


    If a player is standing at or sufficiently near the top, and by jumping from there he falls to his death, then from now on he will respawn in a random location near the structure, with the same imprecision as when respawning at world spawn, but with only one half of a heart each time.

    - Primitive Bed:


    This is the very first bed. Looks like a normal bed shape, except the sides aren't transparent, and it's less high, basically for the sides 2 pixel of Tall Grass texture over 3 pixels of Sand texture.


    2x2 recipe, 2 Tall Grass above 2 Sand. Allows skipping the night from 9 pm to 6 am. No natural regeneration, and food consumption is simulated. Doesn't set respawn point. Can't get "well rested" achievement.


    One use only, and always breaks when waking up, dropping 1 Tall Grass and 1 Sand. Better make sure you ate your fill before going to bed!


    - Leaf Bed:


    3x3 recipe. 3 Leaves blocks over 3 Sand. No natural regeneration, food consumption simulated. Doesn't set respawn point. Can't get "well rested" achievement. Multiple uses (Does't break all the time like primitive bed).


    Despite their limitations, the Primitive bed and even more so the Leaf Bed are still useful later on to use in secondary bases as a sleepover points without having to forcibly reset one's respawn point.


    - Normal Bed: Better quality of resting. Resets respawn point. If "well rested", provides an early-morning activity bonus effect. Nothing major, just a little nice touch that works as an incentive.


    - Furnaces steps:


    Basically, the FHL (Fuel Heat Levels) would be in line with real-life values:


    0 > Cooking

    1 > Charcoal

    2 > Bricks and "Heating Up" Stone

    3 > Melting Stones and Metals


    Smelting doesn't start automatically: player places the items and the fuel, and then start the fire by using a fire-making tool on the campfire/oven/furnace.


    Campfire (FHL 0, small items):


    COOKING MEAT ERA


    2x2 recipe: 4 Sticks. Has the normal furnace interface. FHL 0 is basically only meat items and "drying" simple stuff.


    2 Sticks + Sinew (or String) + Tall Grass (shapeless) = 1 Firestarter. Can't start any smelting without a source of fire !

    Has only 8 uses, and doesn't start a fire instantly like Flint & Steel, and doesn't work in the rain.

    Using it makes the bow shooting sound at a lower volume, making a kind of "back and forth" whoosing noise, repeatedly, before the fire finally appears AFTER A RANDOM WHILE, anywhere from 2 to 10 seconds. The player must hold on the right mouse button down the whole time, otherwise the attempt fails (with no Durability wasted).


    It is better to cook meat in larger batches, as this cuts down on the resources used per each smelt.


    Clay Oven (FHL 1, small items):


    COOKING CHARCOAL ERA


    Clay blocks (the one found in environment) would be renamed to Wet Clay.

    Clay block looks like Wet Clay, but grayer/less blue i.e. "drier".


    Clay Ball renamed to Wet Clay Ball. Clay Ball item is added, looking like Clay but grayer/less blue i.e. "drier".

    2x2 Wet Clay Balls = 1 Wet Clay. 2x2 (dry) Clay Balls = 1 (dry) Clay.


    Smelting 1 Wet Clay Ball at FHL 0 gives one (dry) Clay Ball.

    Smelting 1 Wet Clay at FHL 0 gives one (dry) Clay (requires a "quadruple smelt")

    The Small Clay Oven would require the "dry" Clay to be crafted, and be of the "dry" Clay color, not made of the basic Wet Clay.

    Thus, Campfire era is essential to reach the Small Clay Oven era.


    Buttons can be smelted to make 1 Charcoal Bit each. 2x2 Charcoal Bits = 1 Charcoal.


    Thus, Torches become available relatively early on, if one is willing to pay for the extra fuel needed.


    Note that FHL 1 is required to smelt wood into Charcoal, but Charcoal itself gives out FHL 2.


    Sandstone Oven (FHL 2, small items):


    COOKING BRICKS ERA


    Recipe = 4 Sandstone.


    Breaking 1 Sand drops 4 Sand Lumps instead of 1 Sand. These can be crafted back really quickly into 1 Sand.

    New Ore: Chalk. 1 Chalk drops into 4 Chalk bits, craftable back 2x2 Chalk bits = 1 Chalk block.


    Chalk could be used to draw from a limited set of very simple symbols. Right-clicking with a Chalk Bit in hand on a smooth Stone surface on a side that is exposed to an Air block, the exact positioning of the click determines if the drawing is an "X" (clicked near the center) or is an arrow pointing in one of 8 possible directions (if clicked nearer the middle of a side or corner). If more than one use per Chalk Bit is wanted, maybe 2 Chalk Bits can be crafted together into a Chalk Stick tool, which would have some Durability, or Chalk could work like attacking with sticks: working as long as it doesn't break.


    1 Sand Lump + 1 Water bowl (you get the empty bowl back) + 1 Wet Clay Ball + 1 Chalk Bit = 1 Wet Sandstone Lump.

    1 Sand + 1 Water Bucket (you get the empty bucket back) + 1 Wet Clay + 1 Chalk Piece = 1 Wet Sandstone.


    Smelting 1 Wet Sandstone Lump at FHL 1 (small item) gives 1 Sandstone Brick. 2x2 Sandstone Bricks = 1 Sandstone.

    Smelting 1 Wet Sandstone directly gives 1 Wet Sandstone.


    Cooking Bricks require Charcoal (FHL 2), wood is just not hot enough (FHL 0).


    Hardened Clay Oven (FHL 2, large items):


    COOKING MORE EFFICIENTLY ERA


    The recipe require 3 Bricks Blocks at the bottom row. Each brick item would require it's own smelt step (not 4 at once).


    First oven to accept large fuel items.


    Stone Furnace (FHL 3, large items):


    COOKING METAL ERA


    Recipe would require 3 Smooth Stone for the bottom row.



    So basically, the player would have to to go through all the ovens/furnaces and couldn't skip any.


    Muhahaha! Evil Grin(tm)

    Posted in: Minecraft Mods
  • 1

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

    I'd really like to see shears exist as a flint tool.


    IMHO shearing sheep is something really primitive, that ought to be available well before the metal era. It would offer a 2nd path to making your first bed on those maps that don't have enough sheep around.


    Early-mid game is where shears need to see the most use (making beds, cutting leaves blocks before you have ample axes to not bother anymore), so it would be cool to offer the "tough choice" of having to choose between shears vs more wood instead.

    Posted in: Minecraft Mods
  • 0

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

    Bug found:


    When a zombie grabs a pumpkin to put on his head, it should grab a single pumpkin, not the whole stack of pumpkin.


    - - -


    Game balance :


    When zombies grab meat, they destroy only a single meat at a time, with a delay between each. They do not destroy all the stacks of meat that they touch all at once in a single instant.


    Similarly, slimes should destroy items they touch progressively, instead of all at once instantly. Especially the most common Green Slimes. Maybe faster than a zombie eating through stacks of meat, but NOT everything gone instantly. The rate of destroying items should probably scale with the type of slime. A big slime does more damage, sure, but supposedly that is because it's more massive and just slams you harder, not because it has a different type of a somehow weirdly stronger pepsin/acid than the smaller slimes. So the Ochre Jelly would deal it's item damage twice as fast than a Green Slime, while a Crimson Blob would be 3 times faster than the green slimes. A bigger slime however can be said to have more of the acid, so it could can affect more than one stack at once, but not all the stacks it touches. Basically, as it dissolves some stuff, it's acid gets "used up" and it must "produce more". If there are too many items to dissolve at once, this dilutes it's acid too much and it's acid loses it's full potency until it generates more. Thus, a both a delay and a limit to how much stuff it can destroy.


    Even later on, having an acid-based slime destroy everything in one touch is way too drastic. Player probably has VERY precious items by them, that he worked a lot to make. So I'd stick for "At every X seconds interval, 1/2/4 random touched stacks (according to slime size) each have 1 item in them either destroyed or taking Y amount of damage (depending on whether item has durability or not)".


    - - -


    I started my second Experimental Branch World, and reached 1 almost stack each of Leather, Sticks, Raw Porkchops, Raw Lambchops, Raw Steak, Dandelions, Pumpkins, Seeds, and had been desperately searching for gravel for days on end and I'm still on Day 16 without a single chip or nugget yet. Completely insane lol.


    Then a slime got me. Dying from a slime is already bad enough, but losing almost all progress except a few Dirt stacks, that is is way, way off kilter.


    I think that for the early game, already true in the main branch now, but even more so in the experimental branch, currently this feels more like '"Hardcore Mode" than anything else. The player just CAN'T afford to die, not even ONCE. This was fine way back when we were in let's say R48, because MITE was much easier back then. Player typically reached Bed & Chest relatively early on. A couple hours of playing and voilà, we were good to go and back on tracks !


    But this definitely is not the case anymore.


    So honestly the early game needs some tweaking. I am fine with early game lasting longer, in fact it is the best part of the mod IMHO. But the penalties for death should apply in a reasonable way that takes into account the fact that the player will have to play in that early mode for a long, long time. Not a couple hours, but quite possibly 10 or more hours. Early game should NOT count as "hardcore mode" where the player basically falls into a play style where he has to play as if he has only a single life and never dies or else he loses everything. Unless the player deliberately chose Hardcore Mode, then losing everything from a single death might be ok in a game when less than an hour of play takes you right back there, but not when it takes 10+ hours.


    So the early game MUST be tweaked to allow multiple deaths while minimizing the risks of losing multi-hours of progress in a single step.


    Swamp biomes means it is a certainty to eventually meet Green Slimes. Several time, way before getting a bed or chest. This is a 100% certainty. So please don't let slimes remain such infinite black holes!


    Thus, in addition to making sure a single "can spawn in or reach the overworld surface" mob can't completely ruin the early game in a single death,

    I'd really like to see a way to set the player respawn point before getting a bed. Otherwise the player is really stuck at spawn, and I'd really like to see some mechanic that actually encourages the nomadic early gameplay, instead of uber-penalizing the player for it, like the Primitive Bed and/or Respawn Altar I talked about way earlier.



    - - -


    Tips & Tricks:


    Have you ever fallen to your death and lost all progress because as you dug a hole under a tree, suddenly the ground gives way to a cave-in and you fall into a deep dark ravine full of monsters? I got lucky, I fell in toe-deep water. This allowed me to survive exactly one second longer as, for some reason, the spot I fell in already had 2 zombies, 1 revenant, and an earth elemental. Probably because it's a spot where all the mobs end up as they get pushed by the water current. Talk about bad luck lol! Suffice it to say, I didn't last long and completely lost my full 12 days of progress in my very first experimental world. This event made me think about a trick:


    Select a Grass block that has Tall Grass on it. Break the grass block from the side. You'll get the Tall Grass! Then, as you dig a hole, place Tall Grass to quickly convert Dirt blocks into Grass blocks. This will allow you to go down while giving you a solid platform, without risks that further dirt-digging will cause you to fall into a ravine or cave that is right below.


    Given how deep it was, and how full of mobs that spot was, and right within chunk loading distance of spawn too, getting my stuff back would prove next to impossible to do before the 20 minutes time limit. Well, I suppose I could just leave spawn quickly, basically starting over from scratch but with a nearly depleted spawn area (thus, worse than starting from scratch), and rebuild everything up to the same level until I could come back with tons more soft blocks to try going down, get my stuff without dying again, and pillar back up. Yeah, right. Easier to simply restart so I just abandoned that world as a failure.


    Not that I got much better luck in the second world lol.

    Posted in: Minecraft Mods
  • 0

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

    Maybe the "only 10000+ blocks away from spawn" rule applies not only to Temples, and pyramids, but also to dungeons ?

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

    The reference folder is generated from in-game data every time the game starts. It always has. StewieDarthVader is playing an old version of MITE so maybe that accounts for the confusion.

    Then please replace my "would" with an "is" ! Chapeau !

    Having the reference files located in separate per-release subfolders would probably be "overkill cake icing" anyway.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Is Too Easy (MITE) Mod

    The underworld seems like such a ... drab place !


    Most of the time, half the player's screen shows only pure featureless black.


    Maybe spice it up a bit to show the true "epicness" of these caves ?



    Glowing Moss


    Non-solid block with same hitbox as a Vine. i.e. It occupies all the sides it's block that have solid support.


    Tiny to small patches here and there, common enough, but the patches can generate only in an Air block with a solid block above it and at least 3 air blocks below it. thus, when there is some of it on a vertical wall, it's always near a ceiling or outcropping.


    Generates light level 6.


    This moss doesn't grow and requires Silk Touch Shears to be harvested.


    Some areas have higher density of patches, other areas less so.


    Basically, this light source allows the player to see the grandeur of the Underworld, instead of half the player's screen always only showing total featureless blackness. Since it is mostly on the roof, it won't reduce the amount of monsters that are spawning in the Underworld.




    Or maybe show "Underworld Spirits" instead:


    If an area above the player DOES show "featureless blackness", then the simple black is instead replaced by a mostly-black, but showing slowly moving ghost-faces. The Underworld is where dead spirits dwell !

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

    Yeah, making an Enchant Table ASAP and putting a cheap enchant on a sword really pays off.


    Before magic sword: Those random Tiny Gray Oozes that sometimes pop out straight from a wall are somewhat of a medium annoyance. You basically have to move away. Rarely, if you mismanaged your mining position or panic too much, you might even die.


    After magic sword: Very minor nuisance. You basically only lose the time to switch to your sword and then back to your pickaxe.


    With magic pickaxe or warhammer, you won't even need to switch, so that mob will barely register as a threat on your radar.


    However, running backwards without knowing exactly what is in "front" of you, that can be VERY dangerous! Don't even think about trying this when you're on a high ledge lol.

    Posted in: Minecraft Mods
  • 0

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

    I can't comment a lot on the new features as life got super-busy for me and didn't have a lot of time to play anything.



    Please update Post #1:


    - Respect web conventions: underlines are only for links. Use something else to highlight section names.


    - Repair the 2 broken image links (top, recipes).


    - Download section should name link to PuraVidaServer's "MITE files for download" topic correctly instead of as if it is a website that doesn't exist.



    Having complete & error-free reference files, no matter which release is played, would be nice:


    When game starts it checks if a sub-folder named /MITE/reference/RXXX/ exists, where XXX is the release number being played. If not, then RXXX gets created and is filled with all the reference text files automatically, using the actual in-game data. That would solve mysterious puzzles like just how StewieDarthVader managed to make a magical high quality item for seemingly less than half the XP cost ! :-)


    Maybe also auto-generate the MITE recipes too, in a "reference/RXXX/recipes/" sub-sub-folder that would contain 1 PNG file per recipe. Put your Windows File Manager in Extra Large Icons view, and voilà, all the recipes easily seen, with all the items automatically sorted in alphabetical order.

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

    Quote from StewieDarthVader: (snip) ... was at level 42, so I made a superb quality mithril sword (32,000 durability) and enchanted it with a high level enchantment, which gave the sword Sharpness 4. Unfortunately, these two actions sent me from level 42 down to level 7 ... (snip)


    AFAIK, unless the XP system got changed more or less recently:


    Level XPs TOTAL

    1 20 20

    2 30 50

    3 40 90

    4 50 140

    5 60 200

    6 70 270

    7 80 350

    8 90 440

    9 100 540

    10 110 650

    11 120 770

    12 130 900

    13 140 1040

    14 150 1190

    15 160 1350

    16 170 1520

    17 180 1700

    18 190 1890

    19 200 2090

    20 210 2300

    21 220 2520

    22 230 2750

    23 240 2990

    24 250 3240

    25 260 3500

    26 270 3770

    27 280 4050

    28 290 4340

    29 300 4640

    30 310 4950

    31 320 5270

    32 330 5600

    33 340 5940

    34 350 6290

    35 360 6650

    36 370 7020

    37 380 7400

    38 390 7790

    39 400 8190

    40 410 8600

    41 420 9020

    42 430 9450

    43 440 9890

    44 450 10340

    45 460 10800

    46 470 11270

    47 480 11750

    48 490 12240

    49 500 12740

    50 510 13250


    Sooooo... Level 42 minus Level 7, that can be anywhere from 9009 to 9541 XPs.


    And according to "C:\Users\[username]\AppData\Roaming\.minecraft\MITE\reference\item_xp_reqs.txt":


    Item[1030] Mithril Sword: Fine=5130, Excellent=10260, Superb=20520, Masterwork=41040, Legendary=82080


    And that is not even including the cost of the enchantment itself.


    The math don't seem to add up ???


    Either XPs to level-up somehow went way higher, or the item_xp_reqs.txt values are way off ?


    Confused.

    Posted in: Minecraft Mods
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