• 1

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

    Hi guys ! Long time no see !


    PuraVidaServer, you evil beast ! You started a new world from scratch without me... again !!!

    Weren't we supposed to play on a new server world "From Day 1" together ?


    As for wasting 18 mithril on trying to enchant stuff...

    I agree that there should be *some* form of player-control for enchanting stuff.

    Maybe "rare magical reagents" (diamonds?) in a new enchanting table item slot?

    (basically anything to make you mine and explore the map, instead of shearing sheep while safe at home.)


    Still, no need to be "cheaty", because there is a built-in way to do it: Disenchant the item !

    With your 200+ sheep "wool factory", the bottleneck is the metal, much more than the XPs.


    Also, Vampiric is, hands down, THE BEST enchantment.

    Very rare to get, but priceless. Especially combined with Sharpness.

    With EVERY strike you make, gain back a fraction of the damage you dealt.

    A small fraction, but a very non-negligible fraction.

    From nearly dead, kill off 4 or 5 enemies and you're now back to full.


    Alternate way to heal relatively fast: Every 10 seconds lying in a bed (doing nothing) heals back 1 hp.

    I use that time to go make myself a sandwich or something.


    So, with only the Ender Dragon and the Wither left to "do", and the Adamantine stage to "just begun"

    (and not enough mithril for everything for 2 players yet), me and my nephew we kinda stopped that world.

    He has to return to intensive studies, while also working. So there's that.

    Also, I kinda used the "item duplication" trick to turn a single adamantine ingot and coins into tons of blocks and XPs.

    So that kinda felt "ok, big party now, game over!"


    So I started a few solo games.

    Currently in a swamp spawn with 2 with huts nearby (not all that near, I'm not cursed lol),

    with plains, jungle, forest, and ocean, not all that far off.

    Lemme tell you, farming in a swamp is a *real* challenge.

    Even if you get lucky enough to have a spot without a constant stream of green slimes

    (which destroy biological stuff merely by sliming over them... let's say, your crops),

    swamps have TONS of blight. At least 4 times more than the Plains biome.


    And when it spreads in swamps, it spread easily to 2 blocks away.

    So you instead have to put your crops on rows 1 and 4, else you get twice as much blight since it

    skips to both rows. So, you never get the full "fully surrounded by farmland" speed bonus.

    Even then it still blights tons. I still get a positive farming output, sure, but only about half as much as expected.

    Was planning to go attack the witches for their veggies,

    but I got lucky and got both potato and carrot from zombies.

    Still living in a "two entrances" near-surface natural tunnel near spawn,

    with 2 other secondary bases around, and one huge mining complex a bit away.


    I am strongly thinking about moving out to the Plains, as soon as I find a good spot with a big mining network.




    In any case, I'm ready to start a 2-player world whenever you are !

    Posted in: Minecraft Mods
  • 1

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

    Great news everyone !


    My and my nephew, we think we finally found out how to fight off those dreaded Phase Spiders.


    Not deeply tested yet, but, twice in a row, while slowly lighting up the Underworld with Glowstone, we had to flee from Phase Spiders, using our usual poorly-performing-but-best-available-mediocre-tactic:


    "Retreating while swinging one's sword madly for that less than 1% chance of luckily killing it, then try to find a tiny hole in a corner to have as much walls as possible around you while the Phase Spider sees you as little as possible, and pray and hope that you kill it before it kills you."


    While this occurred:


    While retreating, we jumped into a 2-blocks-deep Underworld lake. Then the Phase Spiders followed, jumping in the water and swimming after us. And then they got very quickly killed both times !


    Then we realized that, apparently (it's only a solid theory to date, though), Phase Spiders, while they *CAN* and will instantly teleport when standing in water (early on, we had tried using Water Buckets against them enough times to know that), still need to have their feet on the ground to do so. So trying to splash them or their path with a water bucket always proved futile, as they moved away instantly, then came back with a vengeance.


    However, when not walking, but actually *swimming* in deeper water (don't know if 1 block deep is enough, but in 2 blocks deep they are definitively swimming, not walking with their legs against bottom), then it seems that they *CANNOT* teleport away !


    We have to test it a bit more to be sure it works perfectly all the time, but dang, we finally seem to have an effective tactic against them ! Just flee to sufficiently deep water (or bucket-create your own if you have lots of XP to spare), and voilà, easy kill !


    Oh Yes Good Work Captain ! L:-)



    =====================================================


    We also *finally* found a Dungeon in the Underworld! After placing down tons and tons of Glowstone around.


    Yeah, costly Glowstone. Because the Underworld has lots of: Invisible Stalkers, Shadows, and also all kinds of Slimes, which will *ALL* destroy your placed torches. So, yup, 200+ sheeps, tons and tons of wool shearing, for trading with villagers, for XP, to trade back buying Glowstone.


    Dang Dungeon didn't have any chest, though. AAAAARGH !!!!



    =====================================================


    Thoughest enemy, according to the level of "Fear For Our Lives" that they induce in us: Bone Lords !


    Still no "trick" to effectively fight them off and kill them before they super rapidly swamp us with half a dozen Long Deads.


    Anybody knows how to fight them ? (apart from wearing Protection IV Adamantine Armor, of course).

    Posted in: Minecraft Mods
  • 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
  • 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
  • 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
  • 1

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

    I found an Endurance II magic book.


    What does that effect do ???


    EDIT:


    Ok found it:


    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294284-minecraft-is-too-easy-mite-mod?page=289#c5829


    - Added new torso armor enchantment: Endurance (20% hunger cost reduction per level for harvesting, block placing, attacking, throwing, tilling earth, and drawing bows)


    Basically, "hunger from doing any actual work" by opposition to "hunger from merely moving around" or "hunger from basal metabolism", right?

    Posted in: Minecraft Mods
  • 1

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

    Avernite, the following UI improvement would be very simple to add and yet greatly appreciated:


    Whenever in-hand item slot gets emptied for any reason whatsoever (tool broke, ate last food item in stack, quaffed potion, thrown last snowball, placed last block in stack, etc.), then items cannot be picked up in that slot until the earliest of the following 2 conditions:


    #1 - Player switches to another "currently in hand hotbar item slot";


    #2 - The end of the "player can right-click to replace in-hand stack with similar item stack" delay timer is reached (even if player doesn't have any replacement stack available).


    This would be in addition to the normal "can't immediately pick up recently dropped items" rule.


    EXCEPTION: if the item is of the same type as what was in the slot, then it is immediately picked up (it is, after all, a "replacement stack" for that slot, so no need to wait in that specific case.)


    Also, a just picked-up item couldn't immediately be placed back in the environment. The delay would be the same as the delay for being unable to pick up a "just dropped" item.



    This would prevent placing blocks by mistake while the player is actually trying to do something else!


    For example, you just reached the iron age and you're trying to right-click on a horse to try to tame it and you happen to pick up a golden apple or a bow or an iron block that a friend is throwing at you at the same time, and instead of climbing the horse, you end up wasting the golden apple or shooting the horse or placing the iron block instead.


    Ok, that example is very, very rare and unlucky. What occurs all the time however is placing back a wooden log block that you just broke with the last durability of your Flint Axe, while you were trying to replace your Flint Axe with another one that you were carrying in inventory.


    Thanks!

    Posted in: Minecraft Mods
  • 3

    posted a message on Little stone

    While I think having big-as-stone-button little individual cobblestones around could look nice, I think your approach, putting lots of them everywhere, would just make the world look way too cluttered.


    1/5 odds is a LOT. Think of a chessboard and put dimes on 13 of the 64 squares. No imagine the minecraft word looking everywhere like that. That's way too crowded!


    I suggest instead having occasionnal patches of stones here and there. A bit like pumpkin patches: maybe 2 to 4 times as common as pumpkin patches (and also both at the surface and in the underground), with each patch being from 1 to 16 individual stones, spread out over say a 12x12 area.


    This would make the world look a little bit more varied. While in vanilla the use would be severely limited (because anyone one can go from nothing to full stone tools in minutes), mods that put more emphasis on survival and a slower rate of progress would benefit greatly from these stones. Also, decorative uses.


    I'd make them small flat and square, to differentiate from the "pushable" redstone buttons.


    Support, except for the frequency. Should be relatively low odds of having a reasonably-sized patch of stones per chunk, with most chunks not having any, instead of dozens upon dozens of stones per each and every chunk.

    Posted in: Suggestions
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