Sorry about the production speed, but I am really busy right now.
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Feb 8, 2017Posted in: Minecraft Mods
A ancient legend on an ancient MITE server. (An armoured skeleton swinging a pickaxe came out of nowhere killing 3 or 4 people before dying to the battleaxe of AlphaEpic11).
The story was recorded on RoninPawn's live stream but somehow Pawn did not die to the skeleton.
I tried to re-create the scene using blender but...
I am still learning how to animate using blender.
Jan 22, 2017Posted in: Minecraft Mods
I don't get the point of earth elementals (including obsidian earth elementals) being in the end.
I mean, they can do nothing in the end. The normal ones (stones ones that spawn in caves) can... Murder under-geared players/players with no xp or an affective weapon to deal with them, they can destroy barrications made by the player and clear out the path for other melee mobs likes zombies and stalkers. Sometimes they can also push players off the edge and most importantly, just like everything else, they are hard to escape just like everything else in caves and they have no KB.
The nether rock ones can buff up a army of piggies and they are hard to escape because the nether is a giant cave. Most importantly, they can sometimes take a lava bath and set everything in the nether on fire.
The endstone ones can do nothing in the end. Players are rarely stupid enough to go near the edge when there is a dragon flying around. Players also rarely build anything in the end so there is no barrication to destroy, even if there were any, the dragon would have destroyed them all. Instead of being a part of a giant cave like nether, the end is a giant floating island floating above the void. There is plenty of room to run and earth elementals are too slow to chase after the players. Plus, even if they were to get a few hits on the player, it wouldn't matter because players in the end usually have heavy armor and around 10000 Notch apples and bottles of potion. Obsidian earth elementals can only spawn on the towers and were toooooo stupid to jump down.
but the end stone ones do look really really cool. They always remind me of the astronauts.
Jan 13, 2017Posted in: Minecraft Mods
You should never trust google translate.
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Jun 27, 2017Posted in: Minecraft Mods
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)
May 28, 2017Posted in: Minecraft Mods
MITE 1.6.4 R159 is now available.
- Experimental branch release (compatible with R158)
- Game state is saved at moment of player death
- Mitigated bug that causes foals to step into slab blocks
- Mobs are smarter about moving around cactus blocks
- Mobs only take damage from cactus blocks if they are standing on one, being pushed by another entity, or moving recklessly (quickly)
May 11, 2017Posted in: Minecraft Mods
MITE 1.6.4 R152 is now available.
- Continuation of experimental branch (compatible with R149 to R151)
- Tool benches now use shaped recipes
- Fixed "Damaged component" bug that prevented repairs on crafting table
- Leather armor can be repaired with string (in addition to sinew)
- Added ancient metal coins (500 XP), mithril coins (2500 XP), and adamantium coins (10000 XP)
- Added adamantium runestones
- Runegates made with adamantium runestones teleport players much further than those made with mithril runestones (8x)
Jan 21, 2017Posted in: Minecraft Mods
Most excellent work being done in the area of High Definition Textures for MITE.
The appearance of gold ore in The Nether marks an important step in bringing Deep Core mining to the Minecraft Universe!
Sep 28, 2016Posted in: Minecraft Mods
Pura: I don't think Avernite "burned out" -- he probably just realized he's now got a good "buffer" of unreleased releases. As for being bummed out by some people on his forum topic, I fear that is something that *anybody* with a public presence must endure and learn to "filter out" bad comments. Human nature means we tend to overemphasize and "overfocus" on the bad stuff. And there will always be bad comments.
Basically a little bit of this:
So yeah despite all my numerous and lengthy "criticisms", Avernite I REALLY want you to know that most of all
YOU TOTALLY ROCK, MAN!
I just don't play THAT game:
As for nanrensl... wow... and sigh... Because for someone as patient, as nice and as diplomatic as you to actually warn him officially like that, to me this means that he's gone wayyyy beyond what is acceptable and irredeemably deep into "The Dark Side(TM)". I wouldn't be surprised to learn that not only me and LudwigDeLarge, but several more people here have gone all "'Ignore User, The Ultimate Nuclear Solution" on him.
Btw a tip to anybody new on the MITE forum that wants to read ALL the posts: "Ignore User" on me ! That should bring the entire MITE forum down to only about 6 pages! At least, that is what PuraVidaServer told me, so I know that it must be true!
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