Ok I am going to start this by saying, I am a veteran of this game; I just have a few annoyances with the newest updates.
1. I have a problem with rare resources being so common in buried treasure and ship wrecks.
2. I don't like how there is so many different crafting tables now. With the fletching table, the cartographers table, and smithing table; now you have to have three new tables instead of one. The three tables takes up space, and I really don't want to have more than one table.
3. The loading time is so slow.
4. I don't like the character customisation. Now they are asking you to spend on the in game money, to make your character look cool.
5. I know this is cliche, however CAN WE PLEASE GET A CAVE UPDATE.
6. Can the piglings, please, STAY, zombie pigman!
7. I have a bit of an annoyance now with microsoft owning mojang; they are the ones who bought in the semi bad updates
8. Can the developer please stop doing so many different types of walls, steps, stairs etc.
* Side note: not all parts of the new updates are bad, just some of them.
Hope you don't mind my rant, however better to get it off my chest; you never know, some others may feel the same way.
Ok I am going to start this by saying, I am a veteran of this game; I just have a few annoyances with the newest updates.
1. I have a problem with rare resources being so common in buried treasure and ship wrecks.
2. I don't like how there is so many different crafting tables now. With the fletching table, the cartographers table, and smithing table; now you have to have three new tables instead of one. The three tables takes up space, and I really don't want to have more than one table.
3. The loading time is so slow.
4. I don't like the character customisation. Now they are asking you to spend on the in game money, to make your character look cool.
5. I know this is cliche, however CAN WE PLEASE GET A CAVE UPDATE.
6. Can the piglings, please, STAY, zombie pigman!
7. I have a bit of an annoyance now with microsoft owning mojang; they are the ones who bought in the semi bad updates
8. Can the developer please stop doing so many different types of walls, steps, stairs etc.
* Side note: not all parts of the new updates are bad, just some of them.
Hope you don't mind my rant, however better to get it off my chest; you never know, some others may feel the same way.
-ironboy2019
I give this to you. Indeed there's way too much rare resources on those chests.
I don't mind them. I usually build them to be part of my base walls, ceilings or floors anyways, so like I said, they don't bother me.
If you would have SSD, then the loading time wouldn't be slow. But I guess you don't have SSD then? You're using console version of Bedrock, aren't you?
You're talking about bedrock edition stuff here. This is Java Edition area. So, this is wrong area to whine about that (but indeed, whole character customizer thing is stupid idea).
Hold your horses. We don't even know what we're getting after 1.16 for sure, it's completely possible, that we're going to get cave update.
For gazillionth time: Zombie Pigmen aren't going to be replaced with Piglins. They're 2 different mobs. Zombie Pigmen will still be there, even though they're going to be renamed as "zombified piglin", but they're still same mob.
Nah. Microsoft STILL doesn't add anything to the game. It's still Mojang, that's handling what's coming to the game. Microsoft is only paying the developers salaries now.
Ah. Nope. Players actually wanted more walls and stairs from pretty much every single block there is. And Mojang delivered.
If you would have SSD, then the loading time wouldn't be slow. But I guess you don't have SSD then? You're using console version of Bedrock, aren't you?
I don't have a SSD and 1.6.4 loads almost right away; in fact, the one time I ran it 1.13 took longer to reload an existing world (which was still in the OS filesystem cache) than 1.6.4 takes to start up and generate a new world - together - this includes modded, with hundreds of new textures to load (and while I've greatly optimized a lot of the game I have not done anything to loading, which can't really be optimized much anyway):
Client log:
2020-01-09 15:36:15 [CLIENT] [INFO] Setting user: TheMasterCaver
2020-01-09 15:36:15 [CLIENT] [INFO] (Session ID is null)
2020-01-09 15:36:15 [CLIENT] [INFO] LWJGL Version: 2.9.0
2020-01-09 15:36:16 [CLIENT] [INFO] Reloading ResourceManager: Default, ModTextures
2020-01-09 15:36:17 [CLIENT] [SEVERE] Realms: Server not available!
Server log (time elapsed from client output was spent on title/world creation screen):
2020-01-09 15:36:38 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
2020-01-09 15:36:38 [SERVER] [INFO] Generating keypair
2020-01-09 15:36:38 [SERVER] [INFO] Converting map!
2020-01-09 15:36:38 [SERVER] [INFO] Scanning folders...
2020-01-09 15:36:38 [SERVER] [INFO] Total conversion count is 0
2020-01-09 15:36:38 [SERVER] [INFO] Preparing start region for level 0
2020-01-09 15:36:39 [SERVER] [INFO] Preparing spawn area: 23%
2020-01-09 15:36:40 [SERVER] [INFO] Preparing spawn area: 68%
2020-01-09 15:36:41 [SERVER] [INFO] TheMasterCaver[/127.0.0.1:0] logged in with entity id 141902 at (-87.5, 64.0, 245.5)
2020-01-09 15:36:41 [SERVER] [INFO] TheMasterCaver joined the game
That's a total of 4 seconds to load the game and load a new world; reloading an existing world, even from a cold start (i.e. no possibility of the OS caching files in memory; this can make a big difference as seen when I compile in MCP, which takes over twice as long the first time) is so fast that the game never shows the progress ("preparing spawn area %", which is updated once per second). And no, this is absolutely not because the game is bigger or there are more things to load - it is slower all-around (TMCW's world generation is about 50% faster than vanilla 1.6.4 despite being more complex overall than 1.15 - of course, this means in terms of things like decorations, caves, and biome layout, not code complexity; "an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers" - a lot of the load time and memory overhead of 1.8+ is all the block models which must be constructed on load and are stored in an extremely inefficient manner, whereas they are hard-coded in 1.6.4 and reused heavily (all "cube" blocks use the same code; blocks like stairs simply call the "cube" rendering code 2-3 times with a few extra lines of code to set the bounds of each part; blocks like grass and flowers all use a "crossed squares" method, and so on. 1.13 apparently did the same thing to world generation as 1.8 did to rendering).
Even issues which have been around for a long time become far worse after 1.8 and 1.13 due to code changes (this is simply because the game re-renders an entire 16x16x16 cube of blocks whenever a block update occurs):
I noticed in 1.12.x that getBlockState (in World, Chunk, and ChunkCache) accounted for substantial amount of CPU overhead. I developed a block state cache (write-through direct-mapped cache using a specially tuned hash to map from coordinates to cache entries), which made a HUGE difference. That plus a BlockPos neighbor cache literally doubled Minecraft performance for the test cases we tried. The laggiest one was TT's jungle tree farm. In Vanilla 1.12.2, it starts out at about 18TPS, although after some JIT-ing, it rises to about 35TPS (based on the reciprocal of the time spend not sleeping between ticks). These caches increase it to about 70TPS.
In 1.13, I knew that getBlockState was going to get more expensive, at lease because of the extra liquid layer, but I had my concerns about block numbers being fully abstracted (the flattening and all that). This was a performance problem for 1.12.x. It's going to be really serious in 1.13.
My own rewrites have done the exact opposite - even a 16x16x16 cube of fences only produces minor lag spikes as I made fences literally 40 times faster (with smooth lighting, much less without); Fancy leaves are about 4 times faster, and so on, all because of optimizations to how the game accesses data in the chunk cache, as well as computing smooth lighting just once for complex blocks like fences, instead of for each sub-block (and no, for 1.8+ using a cache for BlockPos/BlockState is not a proper solution as it will still be slower as you now need to manage the cache - removing them altogether is).
Ok I am going to start this by saying, I am a veteran of this game; I just have a few annoyances with the newest updates.
1. I have a problem with rare resources being so common in buried treasure and ship wrecks.
2. I don't like how there is so many different crafting tables now. With the fletching table, the cartographers table, and smithing table; now you have to have three new tables instead of one. The three tables takes up space, and I really don't want to have more than one table.
3. The loading time is so slow.
4. I don't like the character customisation. Now they are asking you to spend on the in game money, to make your character look cool.
5. I know this is cliche, however CAN WE PLEASE GET A CAVE UPDATE.
6. Can the piglings, please, STAY, zombie pigman!
7. I have a bit of an annoyance now with microsoft owning mojang; they are the ones who bought in the semi bad updates
8. Can the developer please stop doing so many different types of walls, steps, stairs etc.
* Side note: not all parts of the new updates are bad, just some of them.
Hope you don't mind my rant, however better to get it off my chest; you never know, some others may feel the same way.
-ironboy2019
I don't have a SSD and 1.6.4 loads almost right away; in fact, the one time I ran it 1.13 took longer to reload an existing world (which was still in the OS filesystem cache) than 1.6.4 takes to start up and generate a new world - together - this includes modded, with hundreds of new textures to load (and while I've greatly optimized a lot of the game I have not done anything to loading, which can't really be optimized much anyway):
That's a total of 4 seconds to load the game and load a new world; reloading an existing world, even from a cold start (i.e. no possibility of the OS caching files in memory; this can make a big difference as seen when I compile in MCP, which takes over twice as long the first time) is so fast that the game never shows the progress ("preparing spawn area %", which is updated once per second). And no, this is absolutely not because the game is bigger or there are more things to load - it is slower all-around (TMCW's world generation is about 50% faster than vanilla 1.6.4 despite being more complex overall than 1.15 - of course, this means in terms of things like decorations, caves, and biome layout, not code complexity; "an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers" - a lot of the load time and memory overhead of 1.8+ is all the block models which must be constructed on load and are stored in an extremely inefficient manner, whereas they are hard-coded in 1.6.4 and reused heavily (all "cube" blocks use the same code; blocks like stairs simply call the "cube" rendering code 2-3 times with a few extra lines of code to set the bounds of each part; blocks like grass and flowers all use a "crossed squares" method, and so on. 1.13 apparently did the same thing to world generation as 1.8 did to rendering).
Even issues which have been around for a long time become far worse after 1.8 and 1.13 due to code changes (this is simply because the game re-renders an entire 16x16x16 cube of blocks whenever a block update occurs):
My own rewrites have done the exact opposite - even a 16x16x16 cube of fences only produces minor lag spikes as I made fences literally 40 times faster (with smooth lighting, much less without); Fancy leaves are about 4 times faster, and so on, all because of optimizations to how the game accesses data in the chunk cache, as well as computing smooth lighting just once for complex blocks like fences, instead of for each sub-block (and no, for 1.8+ using a cache for BlockPos/BlockState is not a proper solution as it will still be slower as you now need to manage the cache - removing them altogether is).
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?
feedback.minecraft.net