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    posted a message on It's so ironic that villagers have been made so much worse by this update that they're no longer worth dealing with.

    For me personally... Old villagers: 4 out of 10. New villagers: 8 out of 10. And I expect that score to go up significantly with the 1.14.4 snapshot, which looks to fix some major bugs. :)


    I should mention that I started a new world in 1.14.3. I understand that somebody coming from 1.13- might be frustrated, but personally, I have never understood the logic of upgrading existing worlds to new major updates. Keep them in their old versions, and when you want to play with new versions, start a new world. It ALWAYS works out better that way. That's not unique to the 1.14 update.


    Here's why I love the new system (or will, when the bugs of 1.14.3 get worked out):


    First, a bit about how I like to play the game: I like farms. I like automation, but I'm also ok with doing things manually. I like playing singleplayer survival, mostly in Peaceful mode, and mostly cheatless. I like it when resources require some work (at least initially), but I don't like it when they're not renewable (it's just a pet peeve of mine). And I don't like wasting anything. Literally, ANYTHING (dirt, seeds, etc.). So this update seems custom tailored to make me celebrate. :)


    1) Iron farms are actually quite a bit simpler, and can be used for trading as well. I've got a nice, simple iron farm (developed by Avomance). It works fine for my needs. (I should mention that there were some issues with the Avomance farm, but that's because a) I initially built it NOT up in the air, which was a mistake, and b.) there are villager breeding bugs in 1.14.3 that it appears will be fixed in 1.14.4, that I cheated a bit to get around). And, like I said, it doubles as a trading farm (it's got 16 farmers, and 4 armorers, all in a single, easily-accessible space).


    If you need a TangoTek-level huge iron farm that yields a double-chest of iron blocks an hour... the fact that they don't exist YET doesn't necessarily mean they can't exist EVER. They do take a lot of time and work for somebody to invent.


    2) While trading is currently too limited, in terms of the number of trades a villager can make before having to refresh (another thing that looks to be fixed in 1.14.4), I do like the new system, where they can, and need to, refresh their trades twice a day. In the old system, even with trading multiple things at a time, there was always a risk of all useful trades getting locked, and then they were locked forever. The fact that trades are locked for, at most, a day, is a major plus.


    3) In general, the trades are SO much more useful now! Previously, the only diamond gear I could get from trading were breastplates, swords, axes, and picks (and I always had to get 2 to combine to remove the enchantments... more on that later). Now, I can get diamond everything from trading, which means less worry about wasting nonrenewable diamonds. Fish (from my fish farm - yes, I do automatic fishing - please no hate :) ) don't go to waste anymore. If I wanted to, I could sell beetroot (previously a totally useless vegetable, especially on Peaceful). I can sell beef now, which in Peaceful, is an unwanted byproduct of getting leather (it was always a pet peeve of mine that, in older versions, butchers bought everything EXCEPT beef). The list goes on and on. And that's not even counting wandering villagers, which sometimes sell coral (an otherwise nonrenewable resource).


    4) I love that I can basically dictate a villager's profession, instead of just having to accept that my village is overrun with shepherds and butchers. :P And not only that, but I can also dictate the villager's trades (at least on the first level).


    5) Not exactly a change with the villagers themselves, but I love love love love LOVE the new job site blocks, especially the grindstone and composter! No more having to waste excess seeds, poppies, and saplings... now they can be put to good use. No more having to buy two enchanted tools to turn into one unenchanted tool... now I can just stick one in the grindstone to remove the junk enchantment. No more having to throw out junk enchanted books and excess bows and fishing rods from fishing... now they can be turned into xp(!!!) and reused. Enchanted books become regular books (which can then either be traded or become bookshelves), bows can be combined to make repaired bows and used in dispensers (since string is difficult in Peaceful), and rods can be used as fuel. Love it, love it, love it. :)


    6) Minor point, but just in general, I like the fact that villagers work on a schedule now. Makes them seem less like machines and more like actual people.


    So, yeah. Overall, a very positive change. :)

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Small Suggestions
    Quote from nTrud3r»

    Yeah. Saddles were kinda intended to be a rare thing, only rewarded to brave warriors and explorers.


    And patient fishermen. :) I have a double-chest of them in my other world.

    Posted in: Suggestions
  • 1

    posted a message on Small Suggestions

    with 1-2 blocks missing so they don't pull in players coming from the overworld--portals which when finished and lit will take the player to a place of interest in the overworld, such as a dungeon.


    That would require coordinating the locations of nether fortresses with the locations of dungeons in the Overworld. Other than that, sounds like a cool idea.

    Posted in: Suggestions
  • 2

    posted a message on Some part of Minecraft is dead.

    Just reading the original post... it looks like the OP is suffering from ennui. Ennui that's being blamed on the game or on other players, instead of on natural human psychology.


    It sounds like you're bored and exhausted with Minecraft. Speaking from vast experience, that's just something that happens when you immerse yourself in the same thing for a very long time. It will happen to me too, eventually... it just hasn't yet because I only started playing about 3 months ago. It would happen with anything you immerse yourself in for a long time. Time to find something else. Or at least, as Azayleea mentioned, take a break from it.

    Posted in: Discussion
  • 1

    posted a message on Make packed ice farmable

    ...not craftable... farmable.


    So, I realize that packed ice is difficult to obtain and that's on purpose, and that's fine. It's valuable; it should be hard to obtain. But this leads to a major problem in that, in making it difficult to obtain, it's also not renewable, which means that we have to destroy entire biomes in order to get packed ice in any quantity. :(


    So I was wondering if it might be possible to have it both ways - have packed ice be difficult to obtain, and you still have to find an ice spikes biome, but still have it be a renewable (if a bit painstaking) resource.


    I'm thinking... have a technique where you put a packed ice block on top of a regular ice block, and one Minecraft day later, you have two packed ice blocks (one on top of the other)? So you'd need packed ice to start with (still need to find an ice spikes biome), AND an ice farm, AND patience? But, on the plus side, it would be renewable. :)


    [Edit June 16:

    Thanks for the support (of the premise, at least!) :) Those who expressed reservations about the execution are probably right... in retrospect, perhaps it would be better (more accurate to reality, as well as more practical in the game) to have it work more like: put packed ice on top of a snow block, and (maybe) have that snow block be on top of another packed ice. Wait a minecraft day, and you have two (or three, if it required two packed ice to start) packed ice, all piled up on top of each other? Packed ice comes more from snow IRL anyway, and this way it would be farmable in any biome that also supports snow farming (but, again, it would require packed ice to start with). That may be a better way?]

    Posted in: Suggestions
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