ibxtoycat has some more information about the 1.17 update
ocean depth is changing too by the looks of it,
good but dangerous. lol
Would need an upgrade to Respiration, from 3 to 4 which doesn't exist yet, to make staying at the ocean floors less of a problem.
I very highly dislike the idea of deeper oceans as they reduce the amount of solid ground for caves, which already significantly reduce the amount of and underground interconnectivity due to the fact that caves do not generate if any part would intersect water, including entire vertical sections of ravines, so everything down to bedrock can fail to generate just because of a single water block at y=40 (near the deepest oceans in 1.6.4). This is one reason why I haven't explored that far under oceans in my first world - it just becomes difficult to find new caves to explore:
The flooded "caves" in 1.13 are even worse, making oceans a complete no-go zone. Of course, I don't play on newer versions so i don't really care but Mojang could at least fix cave generation so instead of not generating at all if they would intersect water they stop within a few blocks, as I've done in TMCW; I also made it so that the sand and gravel generated underwater does not generate over air, with sandstone and cobblestone placed instead, virtually eliminating cave-ins:
For comparison, this shows what happens with the vanilla cave generator (this is from the "Quark" mod), which is still noticeable even with vanilla-sized caves and is even listed as a bug on the bug tracker; fixing this was imperative in the early development of my own mods with giant caves:
If anything, 1.17 has prompted me to make caves even more ridiculously large, such as this cave with a volume of over a million blocks:
Near the center is a mineshaft, which helps show just how truly enormous this cave is:
Around 10% of the underground is now nothing but air, which is more than double that of 1.7-1.16, and most likely, 1.17 since they decided to double the ground depth instead of putting more content in the existing space; the overall volume is also more than double that of 1.6.4 since there are 7 additional layers between sea level and lava level, and 37% higher than TMCWv4, which was already nearly double that of 1.7:
This includes many of my other mods, including double/triple height terrain which made the ground 2-3 times deeper (these were made before TMCW so the fact the latter has vanilla ground depth may be surprising but I prefer a more horizontally-oriented underground, which also means that I can find more biomes since my exploration rate is a function of the volume of caves in an area):
As seen here, there are far more types of and variations of caves than 1.17 is adding, along with full-depth underground biomes where stone/dirt/gravel/1.8 stones are replaced with biome-specific blocks:
This is my idea of "underground biomes", where biome-specific blocks like sandstone go all the way down to bedrock:
I guess this is what a "lush cave" is?
The type of wood in mineshafts even varies based on the type of trees that generate in the most common biome near the center room (treeless biomes generally use oak but some use different wood types); you can also see that that all pieces, not just corridors, generate wooden platforms over air (mineshafts have been broken since 1.10 with missing pieces, especially where they are exposed to light, due to the light check added for mesa mineshafts also used for deeper mineshafts; my own mesa mineshafts are generated separately and check for blocks overhead instead):
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I forgot to say that I love that emeralds are super common in mountains. Now, I finally have an excuse to mine out mountains! This will help a lot in obtaining emeralds for trading.
Huh. They took out Candles, Bundles, and Sculk Sensors because they're not finished enough. I can see it for the latter two, but what's unfinished about candles?
It seems pretty plain that they're wrapping up the first part of Caves & Cliffs. I'm expecting pre-release soon, possibly in the next couple weeks.
It's not just the removal of recipes that makes me think so - they also made geodes a lot rarer. Definitely they're getting ready for release.
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While they did remove the items from the creative inventory, I do not see anything stating that they removed them completely, which implies that you could get them via commands or add the recipes back through a datapack.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
While they did remove the items from the creative inventory, I do not see anything stating that they removed them completely, which implies that you could get them via commands or add the recipes back through a datapack.
They don't directly increase the amount of space you get like a shulker box does, but they do increase the number of item types you can hold at once. Since dissimilar items can't currently stack, a single item is going to take up an entire slot, even though it's only worth a fraction (1/64) of a slot in actual storage space. This means that you can only hold up to 36 (27 inventory + 9 hotbar) unique item types at a time.
With bundles, you can stack dissimilar items, so it reduces that full slot back down to the 1/64 that it's actually worth. So you have more space to fit other item types. You can have a bundle in at least 35 of the 36 slots (you may need to leave one slot open so you can actually pick up the item), and you can fit 64 item types in each slot, assuming that they all take up exactly one unit of storage space. This means you can now fit 2240 (35 times 64) unique item types in your inventory at maximum. Since there are only about 700 unique items in-game, it is very feasible that you could hold at least one of every obtainable item in your inventory at once.
So, while it doesn't increase storage space directly, bundles do open a lot of room for storage expansion, making them similar to shulker boxes (though, in retrospect, perhaps not enough to complain about).
It's good to know that the maximum item stacks will likely be preserved, though I hope there will be an option to extract a specific item from the bag, rather than it being an all-or-nothing process (either all the items are in the bag, or the bag is empty).
I have an unrelated question. Is it possible that mob spawning rates will be reduced in lush caves (since they're more lit than other caves), or will the rates be rigged in that biome so that they remain consistent with the rest of the caves?
In a way they do increase inventory space, because think about it
Bundles let you merge 2 half stacks of different items into one storage unit, if stackable up to 64 times you can put two different items that are 32x in quantity.
If you tried storing these items the conventional or oldschool way, you'd be taking up 2 inventory slots every time.
I hope by the time the 1.17 update becomes part of the normal game and out of the snapshot phase, potions will be allowed.
If not, I can settle for the alternative result, bundles would still have a use for compressing general inventory items.
Putting away 44 spider eyes and 20 string and fitting them into one inventory slot is helpful.
My latest Minecraft video !! On a walk with Alison!! Link Removed
'Map version'? Huh?
Anyway, it will make map exploring and the world map more interesting, especially the spyglass.But 1.17 is only featuring part of the planned changes so far.
The poor man's version of the zoom feature added by Optifine and other mods? I don't see how, seeing that a significant percentage of players already use Optifine, and it is easy to increase the zoom if they want to offer the same zoom level; in fact, I've added a slider that lets you adjust the zoom level in my own mod, up to the same level as a spyglass (previously, I set it to 1/4 the normal FOV/4x zoom, which is close to what Optifine provides, except my version used a fixed zoom FOV regardless of the FOV setting; the Wiki says that spyglasses use 1/10 the FOV/10x zoom, which is the highest zoom I've added) but without needing to craft/carry an item or have the view obstructed by an overlay:
This was taken with FOV set to normal (70):
2x zoom (the lowest zoom setting that I've added:
4x zoom (the default and the same as my original zoom feature or Optifine at 70 FOV; I previously used a fixed zoom FOV of 17.5 or 25% of normal while Optifine's zoom FOV varies with the FOV setting, as mine also now does):
10x zoom (equivalent to spyglass):
There are even mods that let you zoom in much further (yes, I realize that Bedrock does not have real mods but that is why Java is superior; in fact, in Bedrock you can't even press F1 to hide the spyglass overlay, though hopefully they fix that, but then why even have it in the first place? I even completely removed the "vignette" that the game applies on Fancy for the clearest view at all times and to avoid the need to have to set graphics to Fast, then toggle individual settings to Fancy, or add a setting to toggle it).
The poor man's version of the zoom feature added by Optifine and other mods? I don't see how, seeing that a significant percentage of players already use Optifine, and it is easy to increase the zoom if they want to offer the same zoom level; in fact, I've added a slider that lets you adjust the zoom level in my own mod, up to the same level as a spyglass (previously, I set it to 1/4 the normal FOV/4x zoom, which is close to what Optifine provides, except my version used a fixed zoom FOV regardless of the FOV setting; the Wiki says that spyglasses use 1/10 the FOV/10x zoom, which is the highest zoom I've added) but without needing to craft/carry an item or have the view obstructed by an overlay:
This was taken with FOV set to normal (70):
2x zoom (the lowest zoom setting that I've added:
4x zoom (the default and the same as my original zoom feature or Optifine at 70 FOV; I previously used a fixed zoom FOV of 17.5 or 25% of normal while Optifine's zoom FOV varies with the FOV setting, as mine also now does):
10x zoom (equivalent to spyglass):
There are even mods that let you zoom in much further (yes, I realize that Bedrock does not have real mods but that is why Java is superior; in fact, in Bedrock you can't even press F1 to hide the spyglass overlay, though hopefully they fix that, but then why even have it in the first place? I even completely removed the "vignette" that the game applies on Fancy for the clearest view at all times and to avoid the need to have to set graphics to Fast, then toggle individual settings to Fancy, or add a setting to toggle it).
Bedrock edition users if playing vanilla survival will certainly not have access to these features (mods that add extra items), lest they forfeit achievements or risk being suspended for violating the Xbox Live terms of service if they somehow manage to bypass the restrictions on behavior packs.
Having the spyglass in the vanilla experience while not violating the Xbox Live TOS is a good thing.
And again having to use mods to get around limitations of the default game is questionable at best,
and often times people who use Optifine are mostly doing it for improving performance of the game, not for adding in extra items or zoom.
You shouldn't have to use mods to prevent a game from lag spiking in the first place, this is poor game design.
If Java edition were truly superior then the default game wouldn't be doing much worse in benchmarks compared to bedrock edition.
Java Minecraft has nostalgia value, but that's all it has going for it.
Many of the problems that existed in the game could have been avoided if the codebase were done in C++ from the start.
Then Mojang wouldn't have to develop for 2 separate versions of the game which undoubtedly spreads their resources thin or increases the amount of time it takes to release updates for each version. I'm not a programmer, but given the bugs bedrock edition is known to have, it's safe to say what doesn't help is them having to make patches for 2 versions instead of only 1.
thats a bit of an understatement. we have skins for free, maps for free, texture packs for free, way more servers and access to mods, while Bedrock is stuck with paid skins/maps/texture packs, only a few partnered servers and absolutely no mods.
(quote broke for some reason, im talking to Agtrigormortis)
thats a bit of an understatement. we have skins for free, maps for free, texture packs for free, way more servers and access to mods, while Bedrock is stuck with paid skins/maps/texture packs, only a few partnered servers and absolutely no mods.
(quote broke for some reason, im talking to Agtrigormortis)
Blame Microsoft for putting restrictions on the texture packs on bedrock edition. Free skins can be used on bedrock edition, but it is a bit of a pain to get free texture packs and shaders to work.
They purposely made it this way so people would be nickled and dimed on the marketplace.
So no LB Photorealism x256 texture pack for bedrock users.
It is because of their greed, that the potential of bedrock edition is being wasted.
Many of the problems that existed in the game could have been avoided if the codebase were done in C++ from the start.
No, it is because of their absolutely awful programming practices, as has been explained countless times not just by myself but by others with knowledge of how the game and Java work (e.g. the creator of Optifine). How do you explain the difference between these two screenshots? Both are at the same settings yet one shows vastly worse performance and resource usage - up to a dozen times worse depending on the metric used - despite being in a far less demanding situation (like seriously, a mostly empty plains biome runs worse than a biome with gigantic cloud-height trees)? They also have a better CPU, despite being for a laptop and only 1.1 GHz:
Note that the "C:" value, which shows how many sections are being rendered to the screen, is 4 times higher but this significantly understates the difference in the amount of rendered geometry; a 16x16x16 section of solid level ground with the top exposed is 256 faces while the same volume of Fancy leaves is 24576 faces (a single "mega tree" averages 2500 leaves and there is one, sometimes two, per chunk, plus additional smaller trees and other vegetation). Tall grass does have 4 faces per block but even 100% coverage of double tall grass is only 2304 faces in total):
Also, this is a screenshot I took from back when I had a different computer, which is truly underpowered by today's standards; even when its hardware was released 15 years ago it was only low-mid end. Even with graphics set to Fast the game is still rendering far more than 1.16.5 is, and this is without any optimizations whatsoever to rendering, not even Optifine is installed (I only made my own replacement for it long after I got a new computer, mainly so I could freely modify the rendering system to add my own features without worrying about Optifine compatibility or missing its QOL features like zooming, better render distance fog, no void fog, or more control over graphical settings):
Likewise, others have made mods that give huge performance gains, even on the latest version (Optifine is a joke compared to them, and actually, I don't see it as an optimization mod at all given how bloated it has become with all of its "quality of life" features - would you believe that the download for the current version is more than 3 times the size of TMCW? In fact, the entire modded 1.6.4 jar with TMCW is smaller - yes, an entire working game! Of course, vanilla itself has suffered from the same issue, mostly not due to real content):
This is perhaps the most insane one yet, claiming to ultimately achieve render distances of a hundred thousand blocks (that's 6250 chunks!) on hardware that is far below the current system requirements - in fact, 1.17 won't even be able to run at all on the integrated GPU in an i5-2520M since it doesn't support the required OpenGL version (then again, what do you expect from decade-old hardware? Most users replace their computers long before then):
the end goal is to get a 100k render distance working smoothly with integrated graphics on an i5-2520M (which is absolutely garbage) source: am dev of said mod
It does appear to be rendering simulated terrain but at such extreme distances you can't tell the difference; the entire point is that by using "level of detail" rendering you can vastly extend the render distance by reducing detail further out; in fact 100000 block render distance would require terabytes of RAM even if each block only used a single byte, several times this in practice, so this is really the only way to achieve such extreme render distances.
The biggest issue with Java by far is the need for garbage collection, which requires writing code that minimizes object allocation and memory usage if you want the most stable performance, as well as the fact that it can't automatically allocate memory as needed. Worse, it seems that "just let the garbage collector deal with it" is being taught as proper programming practice:
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.
Fun fact: the only memory that TMCW allocates during world generation is the creation of new chunk objects, plus a few minor features which are rarely generated, such as desert wells; everything else is instantiated once and reused. Despite this there are less "live" objects (this is also important as the GC takes longer to sift through more objects, and often cited as a reason why retaining and reusing objects is bad) since e.g. all ores are generated with a single instance (vanilla allocates separate objects for every type of ore for every biome, which would need over a thousand objects for the number of ores and biomes in TMCW, conversely, modders often write code that allocates a new object for every vein placed. This only needs very small code changes, e.g. passing in the block ID and vein size to a method instead of to an object constructor). Of course, the majority of object creation in newer versions is due to the use of "blockpos" and "blockstate" objects, which may be small but are used by the millions per tick/frame.
Some of the standard Java libraries are also quite slow due to being designed to be consistent across all platforms, such as mathematical operations, where using a lookup table/approximation function can be far faster than using its built in "Math" functions (less accurate? yes, but that isn't important for what the game uses them for), or its built-in RNG, which is not only very slow due to being designed to be accessed by multiple threads at once (which is not used a single time in the game) but doesn't offer enough state; my own full 64 but RNG is 5-15 times faster and enables every single seed to be unique (a bigger issue is how broken the algorithms used to calculate per-chunk seeds are but that has nothing to do with the language, and indeed, Bedrock has many such "broken" seeds as well).
Also, why was Minecraft coded in Java in the first place? It was started by Notch as a fun hobby; they never expected it to ever amount to much and even ended up selling out because they could no longer handle the pressure after how big it became. Bedrock came long after, starting as a highly optimized and stripped-down version for the very limited hardware on mobile phones, especially a decade ago. Even now Bedrock still suffers from compromises made to optimize performance, such as very restricted mob spawning - Bedrock only spawns up to 4 passive mobs per 9x9 chunk area while Java spawns a pack of 4 in 10% of chunks during world generation, averaging 32 mobs within the same area, and they never despawn, unlike on Bedrock, so hundreds or even thousands can be loaded on higher render distances (Java's passive mob cap of 10 is to encourage players to breed animals instead of just killing everything in sight). Bedrock also defaults to a random tick speed of 1 while Java is 3, meaning that crops and other things grow 3 times faster on Java (to put this into perspective, on Java crops grow faster on dry farmland than they do on hydrated farmland in Bedrock).
I prefer Java to Bedrock because it feels smoother control wise and vision wise, but I don't like mods or plugins or custom skins etc either, game is complicated and confusing enough as it is, and breaks down plenty without additional cogs in the system that can go boop!.
Honestly I'm beginning to doubt more and more the ability of Microsoft to make not bad updates, like don't get me wrong, updates from the last 3 years have been pretty awful, but this is just the cherry on the cake... wow
I prefer Java to Bedrock because it feels smoother control wise and vision wise, but I don't like mods or plugins or custom skins etc either, game is complicated and confusing enough as it is, and breaks down plenty without additional cogs in the system that can go boop!.
either way we still get to build up our fictional worlds, a utopia even or at least a sanctuary of our own imagination.
Unfortunately sanctuaries are just that, a figment of our imagination. We do dream of those but they don't exist because no place is going to protect us from crime, injury, illness or death forever.
But Minecraft either Java or bedrock edition allows us to build a city of our own dreams.
I'd like my friends could be on my bedrock server more often but work hours and family life is more important so I have to accept that.
This doesn't matter to you if you're playing in single player, but on a multiplayer server while it is fun to play with friends they can't be on 24/7.
I very highly dislike the idea of deeper oceans as they reduce the amount of solid ground for caves, which already significantly reduce the amount of and underground interconnectivity due to the fact that caves do not generate if any part would intersect water, including entire vertical sections of ravines, so everything down to bedrock can fail to generate just because of a single water block at y=40 (near the deepest oceans in 1.6.4). This is one reason why I haven't explored that far under oceans in my first world - it just becomes difficult to find new caves to explore:
The flooded "caves" in 1.13 are even worse, making oceans a complete no-go zone. Of course, I don't play on newer versions so i don't really care but Mojang could at least fix cave generation so instead of not generating at all if they would intersect water they stop within a few blocks, as I've done in TMCW; I also made it so that the sand and gravel generated underwater does not generate over air, with sandstone and cobblestone placed instead, virtually eliminating cave-ins:
For comparison, this shows what happens with the vanilla cave generator (this is from the "Quark" mod), which is still noticeable even with vanilla-sized caves and is even listed as a bug on the bug tracker; fixing this was imperative in the early development of my own mods with giant caves:
https://www.reddit.com/r/feedthebeast/comments/7sgvvf/i_think_i_found_a_good_spot_to_build_my_base/
If anything, 1.17 has prompted me to make caves even more ridiculously large, such as this cave with a volume of over a million blocks:
Near the center is a mineshaft, which helps show just how truly enormous this cave is:
Around 10% of the underground is now nothing but air, which is more than double that of 1.7-1.16, and most likely, 1.17 since they decided to double the ground depth instead of putting more content in the existing space; the overall volume is also more than double that of 1.6.4 since there are 7 additional layers between sea level and lava level, and 37% higher than TMCWv4, which was already nearly double that of 1.7:
This includes many of my other mods, including double/triple height terrain which made the ground 2-3 times deeper (these were made before TMCW so the fact the latter has vanilla ground depth may be surprising but I prefer a more horizontally-oriented underground, which also means that I can find more biomes since my exploration rate is a function of the volume of caves in an area):
As seen here, there are far more types of and variations of caves than 1.17 is adding, along with full-depth underground biomes where stone/dirt/gravel/1.8 stones are replaced with biome-specific blocks:
This is my idea of "underground biomes", where biome-specific blocks like sandstone go all the way down to bedrock:
I guess this is what a "lush cave" is?
The type of wood in mineshafts even varies based on the type of trees that generate in the most common biome near the center room (treeless biomes generally use oak but some use different wood types); you can also see that that all pieces, not just corridors, generate wooden platforms over air (mineshafts have been broken since 1.10 with missing pieces, especially where they are exposed to light, due to the light check added for mesa mineshafts also used for deeper mineshafts; my own mesa mineshafts are generated separately and check for blocks overhead instead):
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 forgot to say that I love that emeralds are super common in mountains. Now, I finally have an excuse to mine out mountains! This will help a lot in obtaining emeralds for trading.
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Huh. They took out Candles, Bundles, and Sculk Sensors because they're not finished enough. I can see it for the latter two, but what's unfinished about candles?
It seems pretty plain that they're wrapping up the first part of Caves & Cliffs. I'm expecting pre-release soon, possibly in the next couple weeks.
It's not just the removal of recipes that makes me think so - they also made geodes a lot rarer. Definitely they're getting ready for release.
That's because people keep asking for the next release instead waiting for more 6 months for the full release.
So Mojang decided to remove few contents instead release 1.17 with full glitches to please them.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
While they did remove the items from the creative inventory, I do not see anything stating that they removed them completely, which implies that you could get them via commands or add the recipes back through a datapack.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
with full glitches, lol
Sneaky
In a way they do increase inventory space, because think about it
Bundles let you merge 2 half stacks of different items into one storage unit, if stackable up to 64 times you can put two different items that are 32x in quantity.
If you tried storing these items the conventional or oldschool way, you'd be taking up 2 inventory slots every time.
I hope by the time the 1.17 update becomes part of the normal game and out of the snapshot phase, potions will be allowed.
If not, I can settle for the alternative result, bundles would still have a use for compressing general inventory items.
Putting away 44 spider eyes and 20 string and fitting them into one inventory slot is helpful.
I'm always running out of space so I support that ^.
It does still endlessly bother me that unused tools and potions of the same kind can't be stacked but oh well. One must add *some* challenge.
Yeah, we can use shulker boxes for the potions and bundles for recyclable trash, it's a win win.
Both have solved the inventory space problem in their own way.
Great-o. Now we just have to get shulker boxes.
Without a doubt version 1.17 will revolutionize the map version with new mechanics! I have read several articles and it seems fine!
Greetings!!
------------------------------------------------------------------------------------------------------------------------------
Palancoxp0
My latest Minecraft video !! On a walk with Alison!! Link Removed
Palancoxp0
My latest Minecraft video !! On a walk with Alison!! Link Removed
'Map version'? Huh?
Anyway, it will make map exploring and the world map more interesting, especially the spyglass.But 1.17 is only featuring part of the planned changes so far.
The poor man's version of the zoom feature added by Optifine and other mods? I don't see how, seeing that a significant percentage of players already use Optifine, and it is easy to increase the zoom if they want to offer the same zoom level; in fact, I've added a slider that lets you adjust the zoom level in my own mod, up to the same level as a spyglass (previously, I set it to 1/4 the normal FOV/4x zoom, which is close to what Optifine provides, except my version used a fixed zoom FOV regardless of the FOV setting; the Wiki says that spyglasses use 1/10 the FOV/10x zoom, which is the highest zoom I've added) but without needing to craft/carry an item or have the view obstructed by an overlay:
This was taken with FOV set to normal (70):
2x zoom (the lowest zoom setting that I've added:
4x zoom (the default and the same as my original zoom feature or Optifine at 70 FOV; I previously used a fixed zoom FOV of 17.5 or 25% of normal while Optifine's zoom FOV varies with the FOV setting, as mine also now does):
10x zoom (equivalent to spyglass):
There are even mods that let you zoom in much further (yes, I realize that Bedrock does not have real mods but that is why Java is superior; in fact, in Bedrock you can't even press F1 to hide the spyglass overlay, though hopefully they fix that, but then why even have it in the first place? I even completely removed the "vignette" that the game applies on Fancy for the clearest view at all times and to avoid the need to have to set graphics to Fast, then toggle individual settings to Fancy, or add a setting to toggle it).
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?
Bedrock edition users if playing vanilla survival will certainly not have access to these features (mods that add extra items), lest they forfeit achievements or risk being suspended for violating the Xbox Live terms of service if they somehow manage to bypass the restrictions on behavior packs.
Having the spyglass in the vanilla experience while not violating the Xbox Live TOS is a good thing.
And again having to use mods to get around limitations of the default game is questionable at best,
and often times people who use Optifine are mostly doing it for improving performance of the game, not for adding in extra items or zoom.
You shouldn't have to use mods to prevent a game from lag spiking in the first place, this is poor game design.
If Java edition were truly superior then the default game wouldn't be doing much worse in benchmarks compared to bedrock edition.
Java Minecraft has nostalgia value, but that's all it has going for it.
Many of the problems that existed in the game could have been avoided if the codebase were done in C++ from the start.
Then Mojang wouldn't have to develop for 2 separate versions of the game which undoubtedly spreads their resources thin or increases the amount of time it takes to release updates for each version. I'm not a programmer, but given the bugs bedrock edition is known to have, it's safe to say what doesn't help is them having to make patches for 2 versions instead of only 1.
thats a bit of an understatement. we have skins for free, maps for free, texture packs for free, way more servers and access to mods, while Bedrock is stuck with paid skins/maps/texture packs, only a few partnered servers and absolutely no mods.
(quote broke for some reason, im talking to Agtrigormortis)
what is happening?
what what what
it seems like Sarium, the God of Chaos returned....
oh no
Blame Microsoft for putting restrictions on the texture packs on bedrock edition. Free skins can be used on bedrock edition, but it is a bit of a pain to get free texture packs and shaders to work.
They purposely made it this way so people would be nickled and dimed on the marketplace.
So no LB Photorealism x256 texture pack for bedrock users.
It is because of their greed, that the potential of bedrock edition is being wasted.
No, it is because of their absolutely awful programming practices, as has been explained countless times not just by myself but by others with knowledge of how the game and Java work (e.g. the creator of Optifine). How do you explain the difference between these two screenshots? Both are at the same settings yet one shows vastly worse performance and resource usage - up to a dozen times worse depending on the metric used - despite being in a far less demanding situation (like seriously, a mostly empty plains biome runs worse than a biome with gigantic cloud-height trees)? They also have a better CPU, despite being for a laptop and only 1.1 GHz:
https://www.minecraftforum.net/forums/support/java-edition-support/3086489-minecraft-garbage-collector-pauses-being-extremely
Also, this is a screenshot I took from back when I had a different computer, which is truly underpowered by today's standards; even when its hardware was released 15 years ago it was only low-mid end. Even with graphics set to Fast the game is still rendering far more than 1.16.5 is, and this is without any optimizations whatsoever to rendering, not even Optifine is installed (I only made my own replacement for it long after I got a new computer, mainly so I could freely modify the rendering system to add my own features without worrying about Optifine compatibility or missing its QOL features like zooming, better render distance fog, no void fog, or more control over graphical settings):
Likewise, others have made mods that give huge performance gains, even on the latest version (Optifine is a joke compared to them, and actually, I don't see it as an optimization mod at all given how bloated it has become with all of its "quality of life" features - would you believe that the download for the current version is more than 3 times the size of TMCW? In fact, the entire modded 1.6.4 jar with TMCW is smaller - yes, an entire working game! Of course, vanilla itself has suffered from the same issue, mostly not due to real content):
https://www.curseforge.com/minecraft/mc-mods/sodium
This is perhaps the most insane one yet, claiming to ultimately achieve render distances of a hundred thousand blocks (that's 6250 chunks!) on hardware that is far below the current system requirements - in fact, 1.17 won't even be able to run at all on the integrated GPU in an i5-2520M since it doesn't support the required OpenGL version (then again, what do you expect from decade-old hardware? Most users replace their computers long before then):
It does appear to be rendering simulated terrain but at such extreme distances you can't tell the difference; the entire point is that by using "level of detail" rendering you can vastly extend the render distance by reducing detail further out; in fact 100000 block render distance would require terabytes of RAM even if each block only used a single byte, several times this in practice, so this is really the only way to achieve such extreme render distances.
The biggest issue with Java by far is the need for garbage collection, which requires writing code that minimizes object allocation and memory usage if you want the most stable performance, as well as the fact that it can't automatically allocate memory as needed. Worse, it seems that "just let the garbage collector deal with it" is being taught as proper programming practice:
Fun fact: the only memory that TMCW allocates during world generation is the creation of new chunk objects, plus a few minor features which are rarely generated, such as desert wells; everything else is instantiated once and reused. Despite this there are less "live" objects (this is also important as the GC takes longer to sift through more objects, and often cited as a reason why retaining and reusing objects is bad) since e.g. all ores are generated with a single instance (vanilla allocates separate objects for every type of ore for every biome, which would need over a thousand objects for the number of ores and biomes in TMCW, conversely, modders often write code that allocates a new object for every vein placed. This only needs very small code changes, e.g. passing in the block ID and vein size to a method instead of to an object constructor). Of course, the majority of object creation in newer versions is due to the use of "blockpos" and "blockstate" objects, which may be small but are used by the millions per tick/frame.
Some of the standard Java libraries are also quite slow due to being designed to be consistent across all platforms, such as mathematical operations, where using a lookup table/approximation function can be far faster than using its built in "Math" functions (less accurate? yes, but that isn't important for what the game uses them for), or its built-in RNG, which is not only very slow due to being designed to be accessed by multiple threads at once (which is not used a single time in the game) but doesn't offer enough state; my own full 64 but RNG is 5-15 times faster and enables every single seed to be unique (a bigger issue is how broken the algorithms used to calculate per-chunk seeds are but that has nothing to do with the language, and indeed, Bedrock has many such "broken" seeds as well).
Also, why was Minecraft coded in Java in the first place? It was started by Notch as a fun hobby; they never expected it to ever amount to much and even ended up selling out because they could no longer handle the pressure after how big it became. Bedrock came long after, starting as a highly optimized and stripped-down version for the very limited hardware on mobile phones, especially a decade ago. Even now Bedrock still suffers from compromises made to optimize performance, such as very restricted mob spawning - Bedrock only spawns up to 4 passive mobs per 9x9 chunk area while Java spawns a pack of 4 in 10% of chunks during world generation, averaging 32 mobs within the same area, and they never despawn, unlike on Bedrock, so hundreds or even thousands can be loaded on higher render distances (Java's passive mob cap of 10 is to encourage players to breed animals instead of just killing everything in sight). Bedrock also defaults to a random tick speed of 1 while Java is 3, meaning that crops and other things grow 3 times faster on Java (to put this into perspective, on Java crops grow faster on dry farmland than they do on hydrated farmland in Bedrock).
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 prefer Java to Bedrock because it feels smoother control wise and vision wise, but I don't like mods or plugins or custom skins etc either, game is complicated and confusing enough as it is, and breaks down plenty without additional cogs in the system that can go boop!.
Honestly I'm beginning to doubt more and more the ability of Microsoft to make not bad updates, like don't get me wrong, updates from the last 3 years have been pretty awful, but this is just the cherry on the cake... wow
either way we still get to build up our fictional worlds, a utopia even or at least a sanctuary of our own imagination.
Unfortunately sanctuaries are just that, a figment of our imagination. We do dream of those but they don't exist because no place is going to protect us from crime, injury, illness or death forever.
But Minecraft either Java or bedrock edition allows us to build a city of our own dreams.
I'd like my friends could be on my bedrock server more often but work hours and family life is more important so I have to accept that.
This doesn't matter to you if you're playing in single player, but on a multiplayer server while it is fun to play with friends they can't be on 24/7.