Explorer's maps -- the ones used to find woodland mansions -- always have a dot, as far as I know... but ordinary maps only have the dot if you are close enough to the area. They will show the dot along an edge or in a corner if you are off the map, but still close enough. The wiki claims the map marker will simply be smaller if you are more than 320 blocks per zoom level from the center of the map, but I have made many, many maps and gotten lost when I went too far away from the map area.
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Sep 13, 2017Posted in: Discussion
I kind of doubt that. The Better Together Update doesn't offer anything unique except for three things:
- Behavior Packs
- The Market Place
- playing crossplatform
Behavior packs really aren't a selling point yet, except as a component of custom maps in the Market Place. And the Market Place, as endless, bitter threads have reminded us, sells things. No one is going to pay extra for the ability to spend more money.
That leaves crossplatform play, which is only a selling point when there's lots of people to play with. It's actually a selling point to make the cross-platform game available for free to those buying the more expensive Java version, because it encourages more people to get involved in cross-platform play.
What they are more likely to do is to raise the price of the Java version a little, to cover the cost of both products.
Sep 4, 2017Talysman posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
I play both (but way more Java at the moment,) so I'll give a shot at answering.
It's primarily performance at the moment... but some of the performance boost comes from the fact that Bedrock, in particular the Windows 10 edition, is designed to run on phones. A decent computer says "Oh man, this is easy to run!" But the downside is that part of that boost is achieved through lower spawn rates and entity drops.
Take my position. I'm on Windows 7 (yes, I'm outdated partly on complacency but I am not ready to move to Windows 10 and prefer 7), so I can't use it without changing my entire environment anyway, no? I also have a massive world I play that I've spent over 5 years on and am so heavily invested in, it's more that I play Minecraft almost entirely this one world. I'm guessing that can't be converted?
It can't be converted right now. For one, Bedrock does not yet have all the blocks and items that Java has. For another, the map format (file structure) is different. Bedrock does not support NBT.
The upcoming Better Together Update is adding a lot of missing items, like banners and armor stands. Not sure if it's adding every missing entity, block, and item, but subjectively, it looks like it will catch up a lot.
Mojang announced that there would be converters for previous console versions. There's been a rumor that there's going to be a Java/Bedrock world converter, based on some screenshot, but not sure if that's true or not. If so, you would still lose some features. I don't understand all the details of redstone, since I don't use it much, but I understand there are differences in the way redstone works in both versions, like (I believe) no quasi-connectivity in Bedrock. So some redstone devices are not going to work or may need to be redesigned. Mob traps are not going to work the same, if only because of the reduced spawn rates, and the drop rates are lower, too.
I'm partial to a specific texture pack too, as well as my ability to freely edit it. Can I do that, or am I limited to a curated selection? I want anti-aliasing (and I mean real, multisample/supersample antialiasing, not this silly blurry FXAA stuff) and massive render distances. Yes, call me spoiled, but I want them. I like choosing my own skin and freely at my will. I honestly don't care that largely for most mods, but I do use one (changes visuals only, not gameplay). I'd lose that too, right?
I haven't explored all the technical details on what graphics are supported, because my vision isn't so sharp, anyways. But texture packs are easy to edit in Bedrock, and might even be identical or close in format to Java texture packs. I mean, I've never edited a Java texture pack, but I've edited a Bedrock one. It doesn't seem that hard.
I think some people have already ported their texture packs to Bedrock. Certainly, there are free texture packs available. In theory, you could get them from anywhere and just double-click the .mcpack file to install it into W10e.
Maximum render distance in Bedrock is 16 chunks at the moment, unfortunately. But I'm not part of the beta, so I don't know if this is increased in the BTU.
I use the same skin on both Java and Bedrock. The difference is that, when the skin servers are down, Java reverts to the Steve/Alex skin, while Bedrock stores your skin locally.
I rarely use mods on Java and have never used them on Bedrock, so I don't know the differences or what's available. I'm pretty certain the mods are not cross-compatible... You can't just copy a Java mod over to your W10e directory and get it to work. There may be some mods that have been recreated in Bedrock. One sort-of example is that the upcoming "Super Duper Graphics Update" or whatever it's called is basically just shaders and dynamic torch lighting, plus support for high-def textures. Basically, Optifine without all the features of Optifine. And as far as I know, that costs extra.
So, I'd say it's not worth it for you to switch to the Bedrock version, but if at some point you have to switch to Windows 10 for some other reason, the switch won't be too bad. I wouldn't tell you to give up the Java version, though, even if you can create a partial Bedrock conversion of your world.
Sep 3, 2017Talysman posted a message on So there's good news, and then REALLY concerning news...Posted in: Discussion
I think it all boils down to money. I think the minority with the "keep it like it was in 2010" mindset want all the goodies they're used to remain free. They really don't care if the java edition goes away or not, as long as resource packs, worlds, etc. of the Bedrock editions are free. The idea of paying even a few bucks (even if it's worth it) brings screams of Doom and Gloom to the "2010" crowd, but the "2017" crowd gets that and to them, it's "normal". I've seen hundreds of posts about the virtues of the java version and every one of them always play the Free Card.
Like new cars (or anything else nowadays), you want options, you have to pay for them. You have to for every other game, why do you think MC should be any different?
Cause Mojang has spoiled the 2010ers, that's why. It's all about getting free stuff.
The 2010ers have enjoyed the "old" MC and it's way of doing things for 7 years now, and still can for the foreseeable future. What's the problem? They should be rejoicing that "their" edition isn't going away and that "their" goodies will still be free. Why should they care what happens in the Bedrock editions?
Sorry guys, but it's 2017 now. (Some of) MC is changing, evolving- as it should.
I don't even think complaining about the lack of free stuff is valid. Because there is no lack of free stuff. If you bought/buy Java MC, you get MC W10e (Bedrock) for free. And there are free add-ons and maps available, even in the marketplace, but you don't even have to use the marketplace. You've lost nothing.
I think a lot of the complaints are from people who like having things to complain about. That's why they complain about something that hasn't happened and hasn't even been announced as a plan for the future. That's why they complain even even when people point out things aren't as dire as they believe. That's why they complain when people like TheMasterCaver point out you will still be able to play Minecraft even if Microsoft removes all the Java versions, as long as you've archived your preferred version(s). They don't care about Minecraft. They care about complaining.
Sep 1, 2017Posted in: Recent Updates and Snapshots
Several YouTube Minecrafters went to Mojang for a Creators Summit this past month, including docm77. In his vlog for Day 2 (near the end, don't remember time stamp,) Grum tells him the modding API (for Java) should be done around Christmas.
Another YouTube Minecrafter, slicedlime, was hired by Mojang this year. In several of his livestreams, where he answers some questions people ask in chat while he's doing some challenge, he stated he was hired to work on the modding API for Bedrock (MCPE.) He hasn't mentioned any due date, though.
Aug 29, 2017Talysman posted a message on 1.13 (probably) news and updates (source: Twitter @jeb)Posted in: Recent Updates and Snapshots
In Docm77's Mojang Creator's Summit videos (Day 2,) he is talking to Grum about the modding API and is told that it will be finished by Christmas. That, combined with the comment about the first snapshots, suggests they are planning a December or January release for 1.13.
Aug 16, 2017Posted in: Survival Mode
Jack o'lanterns are an interesting idea, but really too resource and inventory intensive to be useful as a primary means of cave lighting.
The main place where it might be useful is when you enter open areas where you need to light up a large space and the multiple torches would be confusing. But I have another way of handling this. I use the torches-on-one side approach (the left, for me, so that they are on the right when I leave.) But I'm not too strict about it, because where the torches are doesn't matter until I get to a three-way or multi-way intersection. Then, I mark the passage that is the way back with two torches, side by side if it's a horizontal passage, one above the other if it's above (or below.)
Another alternative: grab four pieces of andesite, diorite, or granite, turn it into the polished variety, and either build a pillar and put a torch on the side that leads back, or build an upside-down L-shape pointing in the right direction. I also use polished stone to quickly mark an interesting route when I'm busing doing something else first and want to come back and find it. Polished stone is not used in any of the naturally-generated underground structures (dungeons, mineshafts, strongholds,) so it stands out, even without a torch, as something you built.
Aug 11, 2017Posted in: Survival Mode
Yeah, more experience with caving is going to help a lot. Also, more experience dealing with mobs helps. You've got to know what their typical behaviors are, and get some practice dealing with them. For example, use an ax against individual monsters, use a sword against groups, especially zombies. Learn to jump right before swinging your ax, to get that critical hit damage going. Run from monsters you can't deal with just yet, especially creepers, but also run or at least hide around the corner when dealing with skeletons, until you get a shield. Wait until you have a bow before dealing with creepers.
Don't look at endermen. Just don't even bother trying to fight them, until you're ready to fight them. When you hear the vwoop, keep your head down.
A bucket of water can push mobs away from you, in a pinch. Especially endermen. A bucket of lava, if you have practice, can be used as a weapon.
Remember, Minecraft is a building game. Consider placing blocks to defend yourself! If there is a spider ahead, place blocks to make a one-block wide opening before fighting the spider. Spiders can't fit through it. Before dealing with endermen, place blocks above you to get the ceiling height down to two blocks, so they can't get to you. When you are in a ravine, place blocks above your head to keep things from landing on you. Place blocks in general to make barriers to duck behind when skeletons shoot you, or just to break the line of sight and make the mobs forget about you. Place a bunch of blocks to seal off a tunnel full of mobs ahead, then make a one-high gap near their feet so you can hit them without them even seeing you. If it's a huge cave and there are no spiders, skeletons or endermen, pillar up 3 blocks so the zombies can't reach you. Break blocks to make two-deep trenches and cut off pursuit.
The biggest piece of advice is to just always be aware of your surroundings, and avoid going into areas where you might be unexpectedly attacked or surrounded. Avoid mobs where possible, lure them one by one into areas where you can deal with them safely, keep your back to the wall or towards otherwise safe areas, and pay attention to the sounds.
Aug 7, 2017Posted in: Discussion
Well, I think YOUR reasoning is wrong!
Or rather, that the entire idea that you could use reason to decide whether someone's preferences are right or wrong is ridiculous. They tried different play modes and found they liked one better. As did you. Are you saying that they actually DON'T like building in survival better than building in creative? That they don't feel the feelings they feel?
Granted, at the end, you say something about people enjoying different things. But given that, I'm not really sure why you set up strawman explanations for why people like to build in survival, just so you could tear those reasons down as being nonsensical.
If you want reasons you can understand better, here are some:
(1) In survival mode, gathering resources is more than just putting blocks in your inventory. It's more like a puzzle: Where are the resources? How do I get to them? Which can I take now, with my limiting space to carry stuff? Where was that vein I saw earlier, but couldn't collect because I didn't have room?
This is probably the main focus of people building in survival mode on peaceful difficulty. They like solving the puzzle.
(2) Since survival mode is not just about getting resources, but getting to resources, you have to go through caves, forests, jungles, or other biomes. If you like exploring, you get that enjoyment while you are trying to get those blocks.
(3) For those who play on harder difficulties, there are mobs to deal with. Although you claim players don't like to be killed by mobs, the truth is that players do like to be almost killed by mobs, but manage to escape. It's a sense of accomplishment.
(4) There's also the element of surprise. Sometimes, people don't want to know what is going to happen. They want to go into caves, not knowing what they will find, or whether they will make it out alive. For these people, even dying to a mob can be fun, if it was a crazy, unexpected death. Sure, they may complain about the unfairness of the game spawning eight creepers in one area, but half the fun is complaining about the unfairness of how you died.
(5) Surprise is also linked to the element of immersion. For people who like playing as if they are really in this alien wilderness, trying to survive and build some basic comforts, creative mode is just not going to cut it.
What it all really boils down to is: does the fun for you come from the thing you made, or the experiences you had? If the former is more important, you'll probably stick to creative mode. If the latter is more important, you'll prefer survival, with whatever tweaks seem necessary to get the experiences you want.
Aug 5, 2017Posted in: Recent Updates and Snapshots
Don't know if you have been noticing all of the things Mojang have been doing using JSON files, but the game is slowly becoming incredibly customizable. You can already do custom achievements, with custom crafting recipes coming soon. They will keep expanding this format, and you will have a resource pack based Plugin system before you know it.
The official page about Add-Ons for pocket edition/W10e suggested that those features would be available on all versions of Minecraft, but I've heard conflicting opinions. I was hoping that they'd start adding behavior packs in 1.13, since they were doing a heavy code overhaul already, but I suspect we won't see anything like that for a couple more versions.
One of the Mojang developers has stated publicly (like, in the last couple months) that he is working on a C# plugin system, which will be available on Bedrock first. So that may be coming sooner than we think.
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Aug 5, 2017Posted in: Suggestions
LiteLoader has kept up pretty well, and VoxelMap wasn't very far behind. Other mods come and go. Optfine isn't up yet, but I expect it to be within days. https://www.spigotmc.org/wiki/spigot-1-12-plugin-compatibility-list/ shows the current state of plugins for Spigot. Spigot, by the way, was 1.12.1 within hours of the Official MC update.
It appears as if Mojang is incorporating "mods" in the form of data-packs, .mcfunction calls, the editable .json loot tables, recipes, and achievements you dismissed. I expect feature parity in the future where those same data-packs will work on both Minecraft JE and Minecraft. Developers can have one "mod" format in data-packs that will work across "all the everything" and make Minecraft a game platform as much as a game. Microsoft isn't going to "fork" the code. In fact, I believe Microsoft is going to continue heavily investing in Minecraft JE explicitly to avoid a code fork so they can maintain control over the direction of Minecraft JE as well as ownership of the Minecraft Intellectual Property, which is fair. They paid for it, they own it, and it is entirely appropriate Microsoft have a return on their investment. Forking the code is forking Minecraft control and its IP without someone cutting checks. I don't know what planet you live on, but "ain't gonna happen." And, in my opinion, it SHOULD NOT happen. Microsoft cut a check. That's how the world works. Get over it.
Beyond that, Minecraft is just getting started. The changes we are seeing "under the hood" with performance and upcoming data-packs are going to allow "add better stuff" without the pain of Java hacks and divergent API's (Forge vs. LiteLoader vs. Bukkit vs. Spigot vs. Sponge). Once data-packs define the standard, it should have much better forward compatibility, something "mods" are sorely lacking. And the complaint about obfustication doesn't wash. The tools for mapping the obfustication come out quickly enough. Refer to Spigot and LiteLoader turn-around. The real problem you have is with developers getting bored and no longer maintaining their projects. Dude developed "Great Freakin' Mod" while he was a kid screwing around with Java in high-school. Now that he's in college with a part-time job and a girlfriend, he doesn't have time to diddle with "Great Freakin' Mod" anymore to update it, and that's fair. Other people continue to develop the mod if the source is open, and if the source isn't open, the mod is replaced or forgotten with a new generation of people. That's how life works.
I don't think the OP really watches the development side of things with Spigot and plugins as well as LiteLoader. Developers are happily developing. Logdotzip features quite a few powerful "command block/ .mcfunction" additions to the game. Upset because kids scratching out Java become adults who no longer have time for screwing around and updating that 1.7.2 stuff they wrote five years ago? You're a programmer, you rewrite it for current. Want a "complete rewrite"? You want Minecraft Bedrock written in C++. Oh, but you want access to mods? Then you must be in support of data-packs and moving hard-coded game values and workings into .JSON. Oh, that's right, you don't care for .JSON. Then what you *REALLY* want is for one of the alternatives on the list at https://opensource.com/alternatives/minecraft to make it "big-time" like Minecraft has. And if that's the case, shouldn't you really be throwing your time and passion into one of THOSE alternatives instead of being on the "Minecraft today suxx0rs" bandwagon? Don't like Minecraft today because the financial and bureaucratic realities of Mojang don't suit you? If reality isn't to your liking, you can always go OpenSource with a Minecraft alternative. My God, OpenSource. Some of the most expensive software I've ever experienced.
Aug 5, 2017Posted in: Suggestions
I think Minecraft is reaching it's peak. The vanilla game itself has never been more customizable as it is now. And if the rumors are correct things will get even more flexible in 1.13 where we'll be able to customize our own crafting recipes as well as smelting procedures as well.
As to your modding community... Now, I only play modded Minecraft quite casually so my experiences are obviously a little limited. Still.. When 1.12 came out I was pretty surprised to see how fast mods got updated for 1.12 support. Stuff like JEI, RFTools (and the rest of the family), Iron Chest and even mods which some people proclaimed to be half-dead like Extra Utilities.
Have you ever wondered why are mods staying 1.7 or 1.6? Simple, updating is hell because obfuscation is changed every SINGLE update and modders have to adapt if they are not using 'official' Forge API-s (reflection, NMS, etc.)
So why do other high-end mods like RFTools, RFDimensions, ... heck, know what => Curse Forge mod list for MC 1.12. 55 pages of mods. Out of a total of 412 pages (for all versions). There are also plenty of mods which do upgrade.
And also, I was like: "What a nice update, 1.12 will probably bring some interesting additions! Okay, let's check the changelog. Retextured clay blocks called as terracotta/concrete, a JSON achievement system? Don't be kidding...."
They are getting obsessed with JSON, but in reality, it heavily restricts modding as we can do that they allow specifically.
You're highly underestimating the advancement system. And you also forgot mentioning of functions, as well as the (visible) preparations for custom recipes in 1.13. Just look at the Minecraft 1.12 jarfile itself, you'll find 400+ recipe files in there.
1. A vanilla 'fork' based on an older version, with more useful additions, and more balanced content, maybe possibly integrating mods in the long run.
I seriously fail to see the need. And pardon me for playing the devils advocate here, but didn't you just mention a while ago that Minecraft was getting worse and they only added unnecessary fluff? Now, I could be picking up your comment in the wrong way here, but it almost sounds to me as if you're proposing that they add the "fluff" into older versions of Minecraft.
If you didn't mean this then: what more useful additions do you mean? Because useful is quite in the eye of the beholder.
2. Rewrite the whole thing. That would be more painful, but that way we can get rid of the wrong design decisions made by Notch.
They're somewhat doing that. Now, this is a little bit of speculation on my part but... When I look at how they're planning to take the /execute command apart on 1.13 I'm convinced that part of that process is code optimizing. In other words: rewriting of certain routines to make them better.
See, there's something I'm missing in your post... You tell us how it's all bad and how it can be better, but you don't give much details. As mentioned earlier: "add better stuff" is much to broad for me: be specific. What better stuff?
Aug 4, 2017VolcanoBomber458 posted a message on The ONE and ONLY other thing Mojang/Microsoft need to add to Minecraft...Posted in: Suggestions
Colored stairs aren't a priority. If I remember a post from a few months back, the game only has three IDs left. So adding even one of these would lower the game to only 2 left.
Also consider that 1.12 was a massive builder's update, with new color schemes and colored blocks. 1.13 is supposed to be a very technical update, including adding more IDs, which would allow for colored stairs to happen.
Going beyond even that, several other things should happen before colored stairs; things such as:
- More IDs
- Better settings, and more controllable
- Possible lag fixes
- Proper mob despawning under a 10-chunk radius
- Other game-breaking bug fixes
- Minor bug fixes
TL;DR: Add more IDs and fix big bugs first, then add colorful stairs.
Aug 4, 2017Posted in: Recent Updates and Snapshots
I think that every update that has come out so far made it better. The combat update? I love it, for two reasons. Number one, it is much more realistic. How in the world, do you explain, just stabbing someone with a sword 20 times a second? Nonsense! And number two, it is much easier to PVP, and for once, it doesn't matter who has a better auto-clicker or more finger muscle. One thing that I don't like however, is that I think the updates are coming out too fast. I would like some time to enjoy 1.12, before 1.13 comes out. I am playing a lot of survival, and if 1.13 just comes out, all of a sudden my 1.12 world is dead.
Aug 2, 2017Posted in: Recent Updates and Snapshots
Minecraft is the sum of all updates then and now - not a single, static, idolised version from the past.
The theme of the game has certainly evolved, especially throughout the release since 2012, and it's perfectly reasonable to prefer what it used to be (nostalgically or otherwise). What used to be a very simple game has now become more accessible to people on further platforms and to all ages, it's become more user-friendly and been given a lot more content. This is change, and I hasten to add that Minecraft wouldn't be where it is today without it.
Jul 30, 2017Posted in: Discussion
I agree with everything you said. And I think you will very much enjoy the newer versions, when you decide to take the plunge. There doesn't seem a significant performance difference in the latest few versions. Woodland mansions and the new mobs are cool, shulker boxes are incredibly useful. 1.12 has interesting new blocks to play with.
I am optimistic that 1.13 will actually improve performance. And that brings me to a final thought... to me, the "best" update is always the next one.
Jul 27, 2017ShelLuser posted a message on Annoying instruction upper right. How get rid of it?Posted in: Recent Updates and Snapshots
Well, although I do agree that Mojang could have added both a 'announceAdvancements' (exists) and a 'announceRecipes' (doesn't exist) gamerule right away it's also fair to say that it wouldn't be the first time when a new feature got more improved over time. For example: first we got spectator mode but only at a later version was f3-n introduced (switches between creative & spectator).
Still... If you are in single player then there is a way to get rid of all the recipe announcements:
/recipe give @p *
Jul 23, 2017Posted in: Survival Mode
Nope. It's the sad reality of the current terrain generation.
Since 1.7(or whatever version it was) the temperature system was implemented. Which means hot biomes and cold biomes won't spawn next to each other. This often results in seeing little biome variety in the world, short of traveling several thousands of blocks. I've seen worlds that are 3,000 blocks of desert/ocean in all directions, or cases where the biome you spawn in goes on in a never ending chain for over 10,000 blocks in a particular direction. What you are describing is not out of the ordinary.
Jungles are uncommon, if you are unlucky, you may not have one anywhere even close to your location. If you don't mind spoiling the surprise of finding new biomes, use Amidst to look at your world or post your seed here.
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