It gets worse when you realize it took them over a year to add concrete and parrots
That's exactly what I mean. It's ludicrous how long it takes them to add the simplest things. I could understand the nether update taking a while with the biomes they did and the change to generation to make it all work properly, but come on, they can seriously do better with the mobs. Just hire a single modder and watch him do more (and better) work than the entire studio does in a year in one month.
All I can say is this game is going to get brutally murdered by Hytale. Maybe then they'll start taking this billion dollar IP seriously.
That's exactly what I mean. It's ludicrous how long it takes them to add the simplest things. I could understand the nether update taking a while with the biomes they did and the change to generation to make it all work properly, but come on, they can seriously do better with the mobs. Just hire a single modder and watch him do more (and better) work than the entire studio does in a year in one month.
All I can say is this game is going to get brutally murdered by Hytale. Maybe then they'll start taking this billion dollar IP seriously.
I heard from somewhere that they hired the developer of the Aether mod but I'm honestly not really sure if this really happened since nothing significant has changed in the game.But what do you think?(was that information even true?)
Can you give examples of the random stuff they're adding? And Minecraft was never meant to be an RPG. But Hytale is a blocky RPG game, so you can play that when it comes out, if that's happening any time soon.
They are barely adding any cosmetic items, you can prove me wrong by giving me some examples. and the newer mobs they're adding are making the game harder, hoglins do a ton of damage if you're playing on hard mode, and you can't do anything to avoid them like you can with piglins.
You aren't giving any examples of the cosmetic stuff they're adding.
Can you give some examples of the cosmetic items?
parrots, concrete, nether trees, terracotta, coral, etc. are the cosmetics. Pro tip on how to avoid hoglins: two blocks beneath you. Piglins are legit just retextured pigmen with maybe crossbows. That's the most of a new challenging that Mojang has added in quite a while. You're looking at this one update in a vacuum, not looking at the behavior Mojang seems to be going with--water zombies and bees are more what they're doing. I guess illagers, but they're really not that challenging if you know how to place blocks or are capable of sprinting. I'd also like to note that Mojang hasn't added a boss in years, even including that stupid guardian update rewarding you with an entire 8 gold blocks.
That's exactly what I mean. It's ludicrous how long it takes them to add the simplest things. I could understand the nether update taking a while with the biomes they did and the change to generation to make it all work properly, but come on, they can seriously do better with the mobs. Just hire a single modder and watch him do more (and better) work than the entire studio does in a year in one month.
All I can say is this game is going to get brutally murdered by Hytale. Maybe then they'll start taking this billion dollar IP seriously.
Some people see Minecraft as a sandbox game, and for them I think creative is more what they're looking for. Survival should be about surviving, it's in the name. Even the sandbox players have to see what I’m saying—you can build anything in Minecraft, but only in form, never in function. That’s needlessly restrictive, and who’s to say that pragmatic building is any less creative than cosmetic building?
parrots, concrete, nether trees, terracotta, coral, etc. are the cosmetics. Pro tip on how to avoid hoglins: two blocks beneath you. Piglins are legit just retextured pigmen with maybe crossbows. That's the most of a new challenging that Mojang has added in quite a while. You're looking at this one update in a vacuum, not looking at the behavior Mojang seems to be going with--water zombies and bees are more what they're doing. I guess illagers, but they're really not that challenging if you know how to place blocks or are capable of sprinting. I'd also like to note that Mojang hasn't added a boss in years, even including that stupid guardian update rewarding you with an entire 8 gold blocks.
Some people see Minecraft as a sandbox game, and for them I think creative is more what they're looking for. Survival should be about surviving, it's in the name. Even the sandbox players have to see what I’m saying—you can build anything in Minecraft, but only in form, never in function. That’s needlessly restrictive, and who’s to say that pragmatic building is any less creative than cosmetic building?
But some of the suggestions that have been made for survival mode are not very reasonable because then it gets in the way of activities players would rather spend on building and exploring, and why should they be limited to creative or peaceful mode just for that option? the better way to resolve this problem is by adding in a newer tier of survival so the current one doesn't become too restrictive for players who want the best of both worlds, i.e monster combat and resource gathering, and besides there are certain resources which can only be gained by killing monsters.
We need more functional blocks, such as my gravity block suggestion I made in a different thread.
But there' a difference between adding in functional blocks and adding in unnecessary restrictions in game design.
But some of the suggestions that have been made for survival mode are not very reasonable because then it gets in the way of activities players would rather spend on building and exploring, and why should they be limited to creative or peaceful mode just for that option? the better way to resolve this problem is by adding in a newer tier of survival so the current one doesn't become too restrictive for players who want the best of both worlds, i.e monster combat and resource gathering, and besides there are certain resources which can only be gained by killing monsters.
We need more functional blocks, such as my gravity block suggestion I made in a different thread.
But there' a difference between adding in functional blocks and adding in unnecessary restrictions in game design.
1: two game modes is already what I’m suggesting
2: I don’t think we need more blocks, I think we need better interaction between the world and those blocks—updates to villages, massively expanded raids, perhaps a few new blocks or mobs to incentivize building castles, dynamic job systems in villages, and more.
my point: even though you CAN build a skyscraper in your world, there’s no mechanical reason to build anything more advanced than a dirt shack.
2: I don’t think we need more blocks, I think we need better interaction between the world and those blocks—updates to villages, massively expanded raids, perhaps a few new blocks or mobs to incentivize building castles, dynamic job systems in villages, and more.
my point: even though you CAN build a skyscraper in your world, there’s no mechanical reason to build anything more advanced than a dirt shack.
We need more uses for factory builds, some people like myself like building them, (like my stone factory using pistons, redstone, lava and water) but with limited options for automation and machinery there isn't much point to them. And some builds literally involve AFK farming which almost always use some bug or design oversight in the game if not a mod, rather than an intended game mechanic.
I don't feel pistons is enough machinery for the game, Minecraft could be so much more if we were able to use redstone contraptions to automate construction of blocks legitimately, but with some complexity and hard to find materials involved so it wouldn't be unbalanced.
We can't even build functional conveyor belts because almost none of the blocks are affected by gravity unless they are dropped items.
You could build a solar power plant technically in Minecraft using daylight sensors, but what is the point? if you're sending a redstone signal you still need repeaters to be able to send it over a long distance, so power plants are a waste of resources.
I'm very disappointed that a lot of the things we can build don't serve any useful purpose in the game, they're mostly for show.
Why should redstone repeaters even be necessary with a power plant? even the building aspect of the game needs major changes to make it more satisfying.
We need more uses for factory builds, some people like myself like building them, (like my stone factory using pistons, redstone, lava and water) but with limited options for automation and machinery there isn't much point to them. And some builds literally involve AFK farming which almost always use some bug or design oversight in the game if not a mod, rather than an intended game mechanic.
I don't feel pistons is enough machinery for the game, Minecraft could be so much more if we were able to use redstone contraptions to automate construction of blocks legitimately, but with some complexity and hard to find materials involved so it wouldn't be unbalanced.
We can't even build functional conveyor belts because almost none of the blocks are affected by gravity unless they are dropped items.
You could build a solar power plant technically in Minecraft using daylight sensors, but what is the point? if you're sending a redstone signal you still need repeaters to be able to send it over a long distance, so power plants are a waste of resources.
I'm very disappointed that a lot of the things we can build don't serve any useful purpose in the game, they're mostly for show.
Why should redstone repeaters even be necessary with a power plant? even the building aspect of the game needs major changes to make it more satisfying.
I really dislike redstone, it feels very primitive but also confusing. I think they need to make it a little simpler and add more stuff you can do with it.
I really dislike redstone, it feels very primitive but also confusing. I think they need to make it a little simpler and add more stuff you can do with it.
The introduction of copper ore would be nice so we can make long distance signals without the need of a repeater using copper. Also the problem with redstone is it is limited by simulation distance, this makes mine carts useless at a distance of say more than 64 blocks from you if your simulation distance is only 4. It makes mine carts with chests so unnecessarily inconvenient that it is almost not worth having them. There needs to be a separate simulation distance for mine carts and the maximum be based on how many mine carts are operating at once on the server.
I think infinite (or almost infinte) signal distance would help a lot, because it would allow for stuff like long-distance travel using ender pearl stasis chambers.
I think infinite (or almost infinte) signal distance would help a lot, because it would allow for stuff like long-distance travel using ender pearl stasis chambers.
I can understand the simulation distance having a limit, hardware is limited in capability so logically it makes sense to do.
But I still fee like certain things should operate much further out.
It doesn't make sense to load mob activity at over 128 blocks out from where 1 player is standing unless there is another player closer to that location.
But you'd have to have an absurd number of redstone contraptions running at the same time for it to be a problem on good hardware that met or exceeded the recommended system requirements.
Another thing that can help maintain good performance on a Minecraft server is to add in a cap on the total number of NPC's, albeit more lenient than the one that was on Xbox 360 version. Capping the max number of NPC's to around 250 by default, but be adjustable would be a good place to start imo.
Another thing that can help maintain good performance on a Minecraft server is to add in a cap on the total number of NPC's, albeit more lenient than the one that was on Xbox 360 version. Capping the max number of NPC's to around 250 by default, but be adjustable would be a good place to start imo.
Even singleplayer can easily exceed 250 mobs at a moderate render distance (e.g. 16 chunks, "moderate" since you can go up to 32, though this is the maximum for TMCW/older vanilla versions, and in any case probably the highest you'd actually want to play at unless you had a really good computer); for example, there are 281 passive mobs alone in this screenshot ("mob counts" on the left side, which are the server-side counts, not the "E:" value that the client/vanilla shows, which usually much less due to the fact the server only sends entities to the client if they are within 80 blocks of the player), and even this isn't the maximum that one might expect to find in 1089 chunks (each chunk has a 10% of a pack of up to 4 mobs during world generation; 1089 * 0.1 * 4 = 435), and this without any player builds or farms:
There are also a total of 377 mobs loaded, in addition to all the leaf blocks, which respond to random ticks (albeit only within a 15x15 chunk area regardless of render distance), yet the server-side tick time is less than 3 ms, or 6% of the maximum allowed time; the client-side tick time is only 0.66 ms (this factors into the frame time since TMCW does not have multithreaded rendering, unlike 1.8+, so excessive tick time will cause noticeable stuttering at 20 FPS). Memory usage, which is only 256 MB (and even that isn't the true live memory usage) is also almost entirely dominated by blocks in loaded chunks; entities don't actually use that much memory (though they do affect allocation rates; each pathfinding attempt creates many "PathPoint" objects which are discarded afterwards, which affects the amount of memory required for optimal performance; of course, modern versions can easily allocate 200 MB/s without too much going on because they are coded with no regard to minimizing allocation rates).
Fun fact: I had somebody PM me recently to tell me that my coding was **** (their exact words) but they evidently don't know that real-time applications like games need to be coded differently:
My first few game engine attempts had this problem. I would allocate new objects all the time, for everything. All position vectors were immutable, because separation of concerns, information hiding, encapsulation, that was all taught to me as good. It was taught that that is the correct way of making large, object oriented software systems. I was taught that I could just allocate new objects, let the old ones float away and get scooped up by the garbage collector....
...The techniques taught in programming classes are correct... for some applications. Even most applications in the world of software design, arguably. However, real-time applications are a niche area with completely different approaches and constraints. And video-games are basically real-time applications.
It seems like programming education needs to have more of a focus on real-time design, and how it differs from the "standard" software engineering approaches.
For comparison, this is what 1300 entities does to 1.16.1 on a much more powerful system, especially considering that 1.8 multithreaded mob AI, with many other things multithreaded since then, so their 16 core/thread CPU shouldn't have any issues with 3.5 times the entities (albeit 16 cores doesn't necessarily mean 4x the performance of a quad-core CPU, if anything, performance per thread goes down as the number of active cores increases due to bottlenecks in the CPU itself, plus boost clocks are generally based on total/active cores), yet server tick time is over 200 ms (4 times the allowed maximum); even accounting for the difference in mob counts 377 mobs would still give a tick of 60 ms (and why the main server tick thread be affected anyway if it is on a separate thread? Likewise, MC-123584 shouldn't be a thing as rendering is threaded; the biggest performance bottleneck in TMCW is chunk updates, where a 16x16x16 cube of leaves on Fancy takes 25 ms to render, of which 90% of the time is spent by OpenGL building the display list and only 10% in Java code (and they say that the game is slow because of Java):
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
Cosmetics have existed in the game since its early years, when it was first released on Xbox 360, the first console it was on. I'm sure people remember stone bricks as well as clay and regular bricks existing in the game back then.
Perhaps we could have more aesthetic blocks serve a useful purpose in the game, some more nigh indestructible blocks with the same blast resistance as obsidian but require diamond or netherite pickaxes to mine. Having more of these blocks would be nice for people who design battle arenas to fight monsters in. Actually I'd prefer monster arenas instead of XP farms as it is a more fun way to get XP and loot from mobs.
Also they need to make mob spawners immune to Creeper explosions. I can understand not being able to pick them up and move them to the location of our choosing, but why are they vulnerable to Creeper blasts? that's pathetic if you ask my opinion, such a rare item shouldn't be so easy to destroy.
Neglecting all of the people who see Minecraft as a game, as a modding engine like Skyrim, as a platform for servers, as an RPG, as a conquest challenge, all to suit the building community (as Mojang has done and as you are suggesting) is not an option.
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
Can I add that you sound like an entitled child when you say that building is so important and imply that it’s neglected when the game gets dozens of new building blocks with each update, but we’ve only gotten one ore in the last ~8 years.
I apologize if I sound toxic or frustrated, but don't act like the building community has been the one getting neglected. The pvp community has to deal with the worst combat system in the world, the server scene is a mess and has been for years, mods are a nightmare because each minor patch seems to completely rewrite the game's code and make them unusable, not to mention the disaster of cross-platform play, or the fact that Mojang hasn't added a new boss or even a miniboss since 1.8. I could go on and on.
Mojang doesn't seem to care about any community EXCEPT the building community, because while you got ancient debris, basalt, blackstone, netherite blocks, chains, chiseled nether bricks, cracked nether bricks, both kinds of fungi, nylium, planks, roots, stems, crying obsidian, gilded blackstone, hyphae, lodestone, nether gold ore, nether sprouts, quartz bricks, shroomlights, soul campfires, soul fire, soul lanterns, soul torches, soul soil, targets, twisting vines, warped wart block, and weeping vines in THIS UPDATE ALONE, we got retextured pigmen and nether pigs.
So don't complain about how the building community is so sad and ;-; when you got 35 new blocks this update while we got basically one hostile mob.
Neglecting all of the people who see Minecraft as a game, as a modding engine like Skyrim, as a platform for servers, as an RPG, as a conquest challenge, all to suit the building community (as Mojang has done and as you are suggesting) is not an option.
Can I add that you sound like an entitled child when you say that building is so important and imply that it’s neglected when the game gets dozens of new building blocks with each update, but we’ve only gotten one ore in the last ~8 years
There are also people who play on anarchy servers who think Minecraft should be designed as a free for all and to not allow players to hide their gear in ender chests, leaving them vulnerable to theft from other advanced players. If Mojang had listened to those people then this isn't any better than pandering to builders only.
With players being able to access other players items in ender chests this is like removing whitelists and other anti grief methods from the game from people who don't want a free for all.
We need more world options even in bedrock edition, and not just limit them to gamerule settings, but actual legit survival with the achievement system active at all times.
This way the survival experience is customized, and players can choose to disable newer features if it is not to their liking.
Letting Mojang shoehorn unwanted changes down our throats is not helping us or making the game better.
Both you and Whitelight have made the suggestion of introducing a different game mode for this reason.
This is the direction Mojang needs to take, this will put people's minds at ease and the game can be improved massively from this point forward.
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
Also when did I say that this is "the only right opinion"? I by no means said that, I'm trying to let a lot of voices who feel neglected and left behind by Mojang be heard.
There are also people who play on anarchy servers who think Minecraft should be designed as a free for all and to not allow players to hide their gear in ender chests, leaving them vulnerable to theft from other advanced players. If Mojang had listened to those people then this isn't any better than pandering to builders only.
With players being able to access other players items in ender chests this is like removing whitelists and other anti grief methods from the game from people who don't want a free for all.
We need more world options even in bedrock edition, and not just limit them to gamerule settings, but actual legit survival with the achievement system active at all times.
This way the survival experience is customized, and players can choose to disable newer features if it is not to their liking.
Letting Mojang shoehorn unwanted changes down our throats is not helping us or making the game better.
Both you and Whitelight have made the suggestion of introducing a different game mode for this reason.
This is the direction Mojang needs to take, this will put people's minds at ease and the game can be improved massively from this point forward.
Yes, thank you. I respect the hell out of the building community, and people like Grian are magicians to me, but who's to say that any one community is more important than another? And I'd argue that Minecraft's "simplicity" is an illusion that people use to try to prevent changes from happening. Mumbo Jumbo build a walking house, what's so simple about that? This is like tailoring all updates around pvp and never adding new blocks. It's absurd.
Can I add that you sound like an entitled child when you say that building is so important and imply that it’s neglected when the game gets dozens of new building blocks with each update, but we’ve only gotten one ore in the last ~8 years.
Sure, go right ahead and insult me if it makes you feel better. Sticks and stones and whatnot. But don't put words in my mouth. I never said or implied that building is neglected. I merely disagreed with your comment that blocks are "meaningless cosmetic items".
By the way, Minecraft is still in the top ten list of the most popular computer games in 2020, so Mojang is doing something right.
Sure, go right ahead and insult me if it makes you feel better. Sticks and stones and whatnot. But don't put words in my mouth. I never said or implied that building is neglected. I merely disagreed with your comment that blocks are "meaningless cosmetic items".
By the way, Minecraft is still in the top ten list of the most popular computer games in 2020, so Mojang is doing something right.
But a more advanced version of their survival mode is needed to satisfy even more players, hence why I suggested very hard mode or a Survival Elite.
While I wouldn't play it, I know there are some people are asking for it to be done because they do want a much bigger challenge from survival, far more than what even hardcore mode currently offers.
and some changes should become a world option so that those changes don't end up hindering the experience of everyone else who for one reason or another prefer the game to remain the same as it is now. Enchantments for example, should become a world option, if people want a challenge they could choose to disable those.
adding in seasons for specific biomes could become a world option, and forced only if the new very hard difficulty (if it ever gets added) is enabled.
Ark Survival Evolved offers far more world options and even lets you customize the length of the day and night cycle in terms of real time.
There's no excuse why Minecraft cannot do the same.
Sandboxes are supposed to let you play the game with your set of rules of play, not just building/creating things.
I've seen Minecraft be top of the charts many times on Nintendo eshop
it is now currently in the top 3 on UK charts, but this doesn't automatically mean it is flawless,
there is much improvement to be made and popularity alone isn't a good enough measure on game quality.
We could have more features that cater to combat/survival fanatics as well as builders.
1: some did progress a little, but the recent updates in particular have not.
2: adding a Terraria update to Minecraft all at once would be overwhelming.
That's exactly what I mean. It's ludicrous how long it takes them to add the simplest things. I could understand the nether update taking a while with the biomes they did and the change to generation to make it all work properly, but come on, they can seriously do better with the mobs. Just hire a single modder and watch him do more (and better) work than the entire studio does in a year in one month.
All I can say is this game is going to get brutally murdered by Hytale. Maybe then they'll start taking this billion dollar IP seriously.
I heard from somewhere that they hired the developer of the Aether mod but I'm honestly not really sure if this really happened since nothing significant has changed in the game.But what do you think?(was that information even true?)
parrots, concrete, nether trees, terracotta, coral, etc. are the cosmetics. Pro tip on how to avoid hoglins: two blocks beneath you. Piglins are legit just retextured pigmen with maybe crossbows. That's the most of a new challenging that Mojang has added in quite a while. You're looking at this one update in a vacuum, not looking at the behavior Mojang seems to be going with--water zombies and bees are more what they're doing. I guess illagers, but they're really not that challenging if you know how to place blocks or are capable of sprinting. I'd also like to note that Mojang hasn't added a boss in years, even including that stupid guardian update rewarding you with an entire 8 gold blocks.
Some people see Minecraft as a sandbox game, and for them I think creative is more what they're looking for. Survival should be about surviving, it's in the name. Even the sandbox players have to see what I’m saying—you can build anything in Minecraft, but only in form, never in function. That’s needlessly restrictive, and who’s to say that pragmatic building is any less creative than cosmetic building?
But some of the suggestions that have been made for survival mode are not very reasonable because then it gets in the way of activities players would rather spend on building and exploring, and why should they be limited to creative or peaceful mode just for that option? the better way to resolve this problem is by adding in a newer tier of survival so the current one doesn't become too restrictive for players who want the best of both worlds, i.e monster combat and resource gathering, and besides there are certain resources which can only be gained by killing monsters.
We need more functional blocks, such as my gravity block suggestion I made in a different thread.
But there' a difference between adding in functional blocks and adding in unnecessary restrictions in game design.
1: two game modes is already what I’m suggesting
2: I don’t think we need more blocks, I think we need better interaction between the world and those blocks—updates to villages, massively expanded raids, perhaps a few new blocks or mobs to incentivize building castles, dynamic job systems in villages, and more.
my point: even though you CAN build a skyscraper in your world, there’s no mechanical reason to build anything more advanced than a dirt shack.
We need more uses for factory builds, some people like myself like building them, (like my stone factory using pistons, redstone, lava and water) but with limited options for automation and machinery there isn't much point to them. And some builds literally involve AFK farming which almost always use some bug or design oversight in the game if not a mod, rather than an intended game mechanic.
I don't feel pistons is enough machinery for the game, Minecraft could be so much more if we were able to use redstone contraptions to automate construction of blocks legitimately, but with some complexity and hard to find materials involved so it wouldn't be unbalanced.
We can't even build functional conveyor belts because almost none of the blocks are affected by gravity unless they are dropped items.
You could build a solar power plant technically in Minecraft using daylight sensors, but what is the point? if you're sending a redstone signal you still need repeaters to be able to send it over a long distance, so power plants are a waste of resources.
I'm very disappointed that a lot of the things we can build don't serve any useful purpose in the game, they're mostly for show.
Why should redstone repeaters even be necessary with a power plant? even the building aspect of the game needs major changes to make it more satisfying.
I really dislike redstone, it feels very primitive but also confusing. I think they need to make it a little simpler and add more stuff you can do with it.
The introduction of copper ore would be nice so we can make long distance signals without the need of a repeater using copper. Also the problem with redstone is it is limited by simulation distance, this makes mine carts useless at a distance of say more than 64 blocks from you if your simulation distance is only 4. It makes mine carts with chests so unnecessarily inconvenient that it is almost not worth having them. There needs to be a separate simulation distance for mine carts and the maximum be based on how many mine carts are operating at once on the server.
I think infinite (or almost infinte) signal distance would help a lot, because it would allow for stuff like long-distance travel using ender pearl stasis chambers.
I can understand the simulation distance having a limit, hardware is limited in capability so logically it makes sense to do.
But I still fee like certain things should operate much further out.
It doesn't make sense to load mob activity at over 128 blocks out from where 1 player is standing unless there is another player closer to that location.
But you'd have to have an absurd number of redstone contraptions running at the same time for it to be a problem on good hardware that met or exceeded the recommended system requirements.
Another thing that can help maintain good performance on a Minecraft server is to add in a cap on the total number of NPC's, albeit more lenient than the one that was on Xbox 360 version. Capping the max number of NPC's to around 250 by default, but be adjustable would be a good place to start imo.
Even singleplayer can easily exceed 250 mobs at a moderate render distance (e.g. 16 chunks, "moderate" since you can go up to 32, though this is the maximum for TMCW/older vanilla versions, and in any case probably the highest you'd actually want to play at unless you had a really good computer); for example, there are 281 passive mobs alone in this screenshot ("mob counts" on the left side, which are the server-side counts, not the "E:" value that the client/vanilla shows, which usually much less due to the fact the server only sends entities to the client if they are within 80 blocks of the player), and even this isn't the maximum that one might expect to find in 1089 chunks (each chunk has a 10% of a pack of up to 4 mobs during world generation; 1089 * 0.1 * 4 = 435), and this without any player builds or farms:
There are also a total of 377 mobs loaded, in addition to all the leaf blocks, which respond to random ticks (albeit only within a 15x15 chunk area regardless of render distance), yet the server-side tick time is less than 3 ms, or 6% of the maximum allowed time; the client-side tick time is only 0.66 ms (this factors into the frame time since TMCW does not have multithreaded rendering, unlike 1.8+, so excessive tick time will cause noticeable stuttering at 20 FPS). Memory usage, which is only 256 MB (and even that isn't the true live memory usage) is also almost entirely dominated by blocks in loaded chunks; entities don't actually use that much memory (though they do affect allocation rates; each pathfinding attempt creates many "PathPoint" objects which are discarded afterwards, which affects the amount of memory required for optimal performance; of course, modern versions can easily allocate 200 MB/s without too much going on because they are coded with no regard to minimizing allocation rates).
Fun fact: I had somebody PM me recently to tell me that my coding was **** (their exact words) but they evidently don't know that real-time applications like games need to be coded differently:
For comparison, this is what 1300 entities does to 1.16.1 on a much more powerful system, especially considering that 1.8 multithreaded mob AI, with many other things multithreaded since then, so their 16 core/thread CPU shouldn't have any issues with 3.5 times the entities (albeit 16 cores doesn't necessarily mean 4x the performance of a quad-core CPU, if anything, performance per thread goes down as the number of active cores increases due to bottlenecks in the CPU itself, plus boost clocks are generally based on total/active cores), yet server tick time is over 200 ms (4 times the allowed maximum); even accounting for the difference in mob counts 377 mobs would still give a tick of 60 ms (and why the main server tick thread be affected anyway if it is on a separate thread? Likewise, MC-123584 shouldn't be a thing as rendering is threaded; the biggest performance bottleneck in TMCW is chunk updates, where a 16x16x16 cube of leaves on Fancy takes 25 ms to render, of which 90% of the time is spent by OpenGL building the display list and only 10% in Java code (and they say that the game is slow because of Java):
https://www.minecraftforum.net/forums/support/java-edition-support/3031642-allocated-ram-not-working
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
Cosmetics have existed in the game since its early years, when it was first released on Xbox 360, the first console it was on. I'm sure people remember stone bricks as well as clay and regular bricks existing in the game back then.
Perhaps we could have more aesthetic blocks serve a useful purpose in the game, some more nigh indestructible blocks with the same blast resistance as obsidian but require diamond or netherite pickaxes to mine. Having more of these blocks would be nice for people who design battle arenas to fight monsters in. Actually I'd prefer monster arenas instead of XP farms as it is a more fun way to get XP and loot from mobs.
Also they need to make mob spawners immune to Creeper explosions. I can understand not being able to pick them up and move them to the location of our choosing, but why are they vulnerable to Creeper blasts? that's pathetic if you ask my opinion, such a rare item shouldn't be so easy to destroy.
Neglecting all of the people who see Minecraft as a game, as a modding engine like Skyrim, as a platform for servers, as an RPG, as a conquest challenge, all to suit the building community (as Mojang has done and as you are suggesting) is not an option.
Can I add that you sound like an entitled child when you say that building is so important and imply that it’s neglected when the game gets dozens of new building blocks with each update, but we’ve only gotten one ore in the last ~8 years.
I apologize if I sound toxic or frustrated, but don't act like the building community has been the one getting neglected. The pvp community has to deal with the worst combat system in the world, the server scene is a mess and has been for years, mods are a nightmare because each minor patch seems to completely rewrite the game's code and make them unusable, not to mention the disaster of cross-platform play, or the fact that Mojang hasn't added a new boss or even a miniboss since 1.8. I could go on and on.
Mojang doesn't seem to care about any community EXCEPT the building community, because while you got ancient debris, basalt, blackstone, netherite blocks, chains, chiseled nether bricks, cracked nether bricks, both kinds of fungi, nylium, planks, roots, stems, crying obsidian, gilded blackstone, hyphae, lodestone, nether gold ore, nether sprouts, quartz bricks, shroomlights, soul campfires, soul fire, soul lanterns, soul torches, soul soil, targets, twisting vines, warped wart block, and weeping vines in THIS UPDATE ALONE, we got retextured pigmen and nether pigs.
So don't complain about how the building community is so sad and ;-; when you got 35 new blocks this update while we got basically one hostile mob.
There are also people who play on anarchy servers who think Minecraft should be designed as a free for all and to not allow players to hide their gear in ender chests, leaving them vulnerable to theft from other advanced players. If Mojang had listened to those people then this isn't any better than pandering to builders only.
With players being able to access other players items in ender chests this is like removing whitelists and other anti grief methods from the game from people who don't want a free for all.
We need more world options even in bedrock edition, and not just limit them to gamerule settings, but actual legit survival with the achievement system active at all times.
This way the survival experience is customized, and players can choose to disable newer features if it is not to their liking.
Letting Mojang shoehorn unwanted changes down our throats is not helping us or making the game better.
Both you and Whitelight have made the suggestion of introducing a different game mode for this reason.
This is the direction Mojang needs to take, this will put people's minds at ease and the game can be improved massively from this point forward.
https://feedback.minecraft.net/hc/en-us/community/posts/360061095232-End-Keys-Opening-Ender-Chests-?page=1#community_comment_360012342551
Also when did I say that this is "the only right opinion"? I by no means said that, I'm trying to let a lot of voices who feel neglected and left behind by Mojang be heard.
Yes, thank you. I respect the hell out of the building community, and people like Grian are magicians to me, but who's to say that any one community is more important than another? And I'd argue that Minecraft's "simplicity" is an illusion that people use to try to prevent changes from happening. Mumbo Jumbo build a walking house, what's so simple about that? This is like tailoring all updates around pvp and never adding new blocks. It's absurd.
The modding community deserve respect too
I don't know who the creator of the Twilight Forest mod is, but I would say he (or she) is a genius.
and I hope he (or she) gets hired to put that dimension in vanilla Minecraft someday.
Also about the builder community here are some of my favourites from them
an old build, Beetlejuice rollercoaster
Also there is the Ghostbusters rollercoaster build
Nuropsych1 made both of these and they are impressive
I admit I haven't been keeping up with recent builds lately but these are some old ones I remember which I liked most.
Their mastery of redstone is more than anything I've ever done on my worlds.
Sure, go right ahead and insult me if it makes you feel better. Sticks and stones and whatnot. But don't put words in my mouth. I never said or implied that building is neglected. I merely disagreed with your comment that blocks are "meaningless cosmetic items".
By the way, Minecraft is still in the top ten list of the most popular computer games in 2020, so Mojang is doing something right.
But a more advanced version of their survival mode is needed to satisfy even more players, hence why I suggested very hard mode or a Survival Elite.
While I wouldn't play it, I know there are some people are asking for it to be done because they do want a much bigger challenge from survival, far more than what even hardcore mode currently offers.
and some changes should become a world option so that those changes don't end up hindering the experience of everyone else who for one reason or another prefer the game to remain the same as it is now. Enchantments for example, should become a world option, if people want a challenge they could choose to disable those.
adding in seasons for specific biomes could become a world option, and forced only if the new very hard difficulty (if it ever gets added) is enabled.
Ark Survival Evolved offers far more world options and even lets you customize the length of the day and night cycle in terms of real time.
There's no excuse why Minecraft cannot do the same.
Sandboxes are supposed to let you play the game with your set of rules of play, not just building/creating things.
I've seen Minecraft be top of the charts many times on Nintendo eshop
it is now currently in the top 3 on UK charts, but this doesn't automatically mean it is flawless,
there is much improvement to be made and popularity alone isn't a good enough measure on game quality.
We could have more features that cater to combat/survival fanatics as well as builders.
https://www.nintendo.co.uk/Official-UK-Store/Nintendo-eShop/Charts/Nintendo-eShop-charts-1396788.html