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On the whole, from what I've seen so far, 1.13. The only reason I've considered using the early build of 1.16 Java edition is so Bastions exist, along with Pigstep disc and Snout Banner which is a reward for conquering Piglin bases.
I've decided that this is the best option for a permanent Minecraft server, since this would block out potentially unwanted updates messing up plans for me and friends who play on my survival world. With the ore generation nerf I've lost trust in Mojang since they won't let go of their obsession with making the game more grindy and tedious, I care not for the newer cave systems since anything worth taking in them is too time consuming to collect in vast amounts, even something as superficial as deepslate, which despite taking longer to mine than stone, offers no benefit, no increased blast resistance, nothing, it's only there to add another pretty block for people to build with which to me isn't enough of a justification for what it does to gameplay.
I can tolerate most updates past 1.7, but as with all people my patience is very limited. Nether update at least offered something in return for the work they put you through and it's not like you had to be in the Nether all the time. Gold is more common in the Nether thanks to gold ore existing there, you can barter with Piglin and get Netherite from ancient debris, so despite the increased rarity of Nether fortresses, I can live with the changes, we got new biomes which is awesome and made the Nether a lot less bland, I may not like the Nether update as a whole, but it has redeeming qualities.
What they did in Caves and Cliffs is totally irredeemable though, seeing as ore generation got nerfed, you're basically working extra time for nothing, it doesn't get more lame than this. The entire point of the game goes out the window when you introduce a change that discourages people from strip mining, I'd understand it if they broke AFK resource farms with updates, but this is just ridiculous and makes no sense, even as a rebalancing decision, in the end it comes down to Mojang griefing your worlds just because they can, and because a small community out there asked them to do it for the sake of punishing people for amassing a lot of resources over time, if Mojang didn't want people collecting a lot of resources, why did they make the game have such a big open world with all that terrain filled with different ores to begin with?
Locking the game to Java edition 1.16 is the only way I could see myself and people who join my worlds escaping this nonsense.
It's unfortunate you can't do the same with bedrock edition, not without an unofficial method that may get you banned from Xbox Live.
In either case it's not really a question I can answer because the whole idea of updates is arbitrary. 1.14 is 1.13 with additions and changes. 1.15 is 1.14 with additions and changes. If I updated from 1.12 to 1.15 (which is what I did), then nothing in-between really matters - just the result of the game being played and what I decide to do with it.
If the question is what Minecraft features have been my favorite across the updates, then for me it's comparators, hoppers, and the other redstone stuff added in 1.5. Without those basic blocks and mechanics, so much of what I do in this game wouldn't be possible. Most things added since then have been welcome in my eyes, but some of the things changed have not (the redstone behavioral change in 1.16 being one of them, and then another change that disrupted comparator detection in hoppers sending a single item vertically).
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Personally I would say beta 1.7.3, but I wouldn't say that the game was ruined 1.8 and beyond. I think the game went in a different direction to what I would have liked.
Some reasons for why I prefer beta 1.7.3
- Good world terrain generation; I still believe it's better than 1.18; cliffs, overhangs, bright grass colour that depends on temperature/humidity and not biome, and the best feature of all, sand and gravel beaches
- nights are darker; also slight negative
- slow paced gameplay with no hunger and no sprinting. In it's current state (modern minecraft), hunger is a chore and adds no novel gameplay loops
- no cheaty enchantment options
- version with pistons
- no elytra; hehe change my mind
- dark blue water; tbh not fan of post 1.13 water colour and how transparent it is from the air/surface
Some things I miss in beta 1.7.3
- Nether is pointless, except glowstone
- limited biome types; but I like the biomes that exist
- limited redstone features
- very very limited block palette
Honestly, besides terrain generation and hunger, not much has changed pre and post 1.7.3. Minecraft is effectively still minecraft. New things have of course been added. But for the most part, the basic game mechanics are still the same and the wood,stone,iron,diamond progress has not changed since indev. In my opinion, I think tech mods are the best version of MC, but that wasn't the question
Also, I think the game has steadily been getting easier with each update. It's never been a hard game, but... I think it has gotten easier. Since 2010, I don't think difficulty has been a thing the developers have really cared for. Also, MC combat is fairly limited so not sure where difficulty can be added...
It's a poll, obviously, asking people which version of the game is their favorite. What part of that don't you understand? Do you not know what a poll is? Do you not know that the game has different versions?
In either case it's not really a question I can answer because the whole idea of updates is arbitrary.
No, not even remotely. Specific changes to the game happened in specific versions, not subject to anyone's opinion or interpretation. Like you can't go around claiming that 1.9 was the patch that added pistons to the game. Well you can, but you'd be objectively wrong and an idiot.
1.14 is 1.13 with additions and changes. 1.15 is 1.14 with additions and changes.
Wow, really? Each version is just the previous version, except for all of the changes that make it a different version? That is totally news to me. I think you should write a scientific paper on that profound insight. You could win a Nobel prize for your discovery that differences exist between different versions of things.
Well, your incessant hostility is quite unwarranted - in any case, I wasn't going to respond, but you completely missed the point of my post by instead just highlighting stuff that triggered you. So for the sake of others, let's explore the important part as it's worth exploring:
If I updated from 1.12 to 1.15 (which is what I did), then nothing in-between really matters - just the result of the game being played and what I decide to do with it.
Most things added since [1.5] have been welcome in my eyes, but some of the things changed have not (the redstone behavioral change in 1.16 being one of them, and then another change that disrupted comparator detection in hoppers sending a single item vertically).
Even though the 1.16 update was very positively received by most, it contains an unwarranted and annoying change to redstone behavior which breaks a lot of things in my world - this means that despite all the good things that 1.16 introduced, my subjective experience would not be focused on this but on the redstone change that directly impacts me. If that change happened to be in any other update, then regardless of anything else in that update, I would not be thrilled about it. As such, it is not enough to simply discuss the update itself - so yes, it is completely arbitrary because your question inquires our subjective opinions about what's in the update itself (as evidenced by your incredibly biased poll). I never played in 1.13, or 1.14, so I cannot offer any opinion about those versions directly, except that I like most of the stuff they introduced which I only explored in 1.15. For me to have updated three versions - I focus on the things I like and the things I do not. This lends to a far more nuanced discussion that has nothing to do with, for example, claiming that pistons were added in 1.9? I'm not sure the argument you're driving at there.
Likewise, 1.5 introduced very important blocks for me - but that doesn't mean I would prefer to play in 1.5 versus 1.12 for example, because I also really like the concrete blocks and observers, and plenty of other things added since 1.5. However, the redstone change in 1.16 is enough to keep me away from it, so despite the fact that I really like the new blackstone (and the update as a whole without this change is fine) - it will not be an enjoyable experience for me right now as I'd first have to deal with that pointless change. Mojang's pattern of consistently changing details that don't warrant changing is annoying, but it is this premise which makes it important to dissect the features of the game itself. FWIW I don't know exactly when they changed hopper comparator detection behavior, but it was somewhere between 1.12 and 1.15, and that breaks a lot of my things, too - so, this is another example of a detail that I guess went under the radar, but it's incredibly annoying because I only found out about it by troubleshooting my contraptions which required this mechanic, that were now broken.
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Well, your incessant hostility is quite unwarranted - in any case, I wasn't going to respond, but you completely missed the point of my post by instead just highlighting stuff that triggered you. So for the sake of others, let's explore the important part as it's worth exploring:
Even though the 1.16 update was very positively received by most, it contains an unwarranted and annoying change to redstone behavior which breaks a lot of things in my world - this means that despite all the good things that 1.16 introduced, my subjective experience would not be focused on this but on the redstone change that directly impacts me. If that change happened to be in any other update, then regardless of anything else in that update, I would not be thrilled about it. As such, it is not enough to simply discuss the update itself - so yes, it is completely arbitrary because your question inquires our subjective opinions about what's in the update itself (as evidenced by your incredibly biased poll). I never played in 1.13, or 1.14, so I cannot offer any opinion about those versions directly, except that I like most of the stuff they introduced which I only explored in 1.15. For me to have updated three versions - I focus on the things I like and the things I do not. This lends to a far more nuanced discussion that has nothing to do with, for example, claiming that pistons were added in 1.9? I'm not sure the argument you're driving at there.
Likewise, 1.5 introduced very important blocks for me - but that doesn't mean I would prefer to play in 1.5 versus 1.12 for example, because I also really like the concrete blocks and observers, and plenty of other things added since 1.5. However, the redstone change in 1.16 is enough to keep me away from it, so despite the fact that I really like the new blackstone (and the update as a whole without this change is fine) - it will not be an enjoyable experience for me right now as I'd first have to deal with that pointless change. Mojang's pattern of consistently changing details that don't warrant changing is annoying, but it is this premise which makes it important to dissect the features of the game itself. FWIW I don't know exactly when they changed hopper comparator detection behavior, but it was somewhere between 1.12 and 1.15, and that breaks a lot of my things, too - so, this is another example of a detail that I guess went under the radar, but it's incredibly annoying because I only found out about it by troubleshooting my contraptions which required this mechanic, that were now broken.
It's going to annoy people when changes to the game go beyond just fixing glitches, and breaking contraptions they put so much time into building, or changing a mechanic they were so reliant on to get a project finished. While I can see merit in removing AFK resource farms, Mojang seldom offers a better alternative, and they not only made Iron Golem farms less practical than they were before, they also nerfed the abundance of Iron ore, which apparently not even being able to fortune raw Iron is enough to compensate for, as any time you use Fortune it's based on chance, your extra resources per ore are never guaranteed.
How is this even remotely fair on the community? even worse is if you want the new decoration blocks from the updates, you don't really have the option to opt out even if you're playing on normal or easy difficulty modes.
We are told to suck it up regardless. I fail to see how this is justified simply with the additions of deepslate ore and their ore variants. Deepslate arguably offers no practical use over what stone already does, and despite taking longer to mine, it has the exact same blast resistance, which is just trash. So your mining takes extra time, and the game spits in your face for it, this is the issue I am having with updates, nerfing mechanics just cuz, and in the end we don't get a fun game. Just because somebody takes the time to do something efficiently doesn't automatically make them overpowered, and I don't believe nerfing or rebalancing should be determined solely on people's jealousy over what somebody else has managed to do in the game.
It's one thing for people to assert something is OP, but there's a much more serious discussion to be had about how it affects players altogether.
Rather than changing redstone functions, the game would've done better to make alternate versions of existing blocks and functionalities.
Also I'm sold on the beta 1.7 argument. I've played on some beta 1.6 servers and had a good time, albeit yeah the nether is quite dull.
They haven't really stuck to that philosophy though, they keep fiddling about with existing mechanics instead of just introducing new ones.
Stuff like this just confuses people at best, and bothers people at worst. It is true that Java edition allows you to lock the game to an older version, but in doing so you lose out on features like the one you alluded to earlier, a more boring looking Nether, you don't get the new biomes or the new decoration blocks like blackstone or basalt.
I don't believe it is acceptable that people should have to use a mod to correct this,
just as I believe it is inherently flawed that people are forced to use Optifine just to get Java edition to run smoothly on their PC's,
something you don't need to do on bedrock edition.
They haven't really stuck to that philosophy though, they keep fiddling about with existing mechanics instead of just introducing new ones.
Stuff like this just confuses people at best, and bothers people at worst. It is true that Java edition allows you to lock the game to an older version, but in doing so you lose out on features like the one you alluded to earlier, a more boring looking Nether, you don't get the new biomes or the new decoration blocks like blackstone or basalt.
I don't believe it is acceptable that people should have to use a mod to correct this,
just as I believe it is inherently flawed that people are forced to use Optifine just to get Java edition to run smoothly on their PC's,
something you don't need to do on bedrock edition.
There was never a philosophy because they never went through with that idea I suggested, about keeping old stuff and adding on new alongside it as an option/alternate version.
Mojang doesn't care if people don't like the 'take it or leave it' of updates, nor about confusion. I sense that you're expected to start your worlds and servers over from scratch with every major update. That attitude would explain the irreversible and inflexible nature of most changes past the betas (in beta versions, I know old stone-type wood slabs would carry over in function to newer versions rather than change to wood-type wood slabs, as an example).
It got rid of "real" singleplayer, and replaced it with a system where the game would spin up a multiplayer server that nobody but you could join, and it called that "singleplayer". This was considered a big deal by some people because the multiplayer code had some bugs that "real" singleplayer didn't, and this change introduced those bugs into the singleplayer experience.
I personally don't care but the guys at r/GoldenAgeMinecraft think it's important enough to use it as their cutoff point.
There was never a philosophy because they never went through with that idea I suggested, about keeping old stuff and adding on new alongside it as an option/alternate version.
Mojang doesn't care if people don't like the 'take it or leave it' of updates, nor about confusion. I sense that you're expected to start your worlds and servers over from scratch with every major update. That attitude would explain the irreversible and inflexible nature of most changes past the betas (in beta versions, I know old stone-type wood slabs would carry over in function to newer versions rather than change to wood-type wood slabs, as an example).
Mojang apparently doesn't wish to optimize their games properly either, or fix the bugs that exist in bedrock edition that AntVenom mentioned on more than one occasion where the physics of the farlands are completely broken, even to do this day there is no border system in bedrock edition, and it is still possible to fall into the Void if you go millions of blocks out because of this problem that hasn't been patched. Java edition still has the farlands, but the physics and world generation don't break nearly as much if you're less than 30 million blocks out from the center, Java already has the patch.
Java edition does have its plus sides like what you can do with it in the Launcher system as I've explained before allowing you to load up your favourite version of vanilla Minecraft, it just sucks that it has a toxic community that won't admit the flaws it has that are not present in bedrock edition. Planet Minecraft forum for example has people that make accusations that are completely off the wall whenever you mention that Java edition isn't perfect and when you make side by side benchmarks, bedrock edition is the clear winner by a wide margin, in many cases scoring double/2x or even quadruple/4x the frame rate. AntVenom's own benchmark showed that a higher render distance was used in bedrock edition when he got 100 average fps, if he had used the same render distance as he did in Java edition, 16 chunks instead of 56, he most likely would've got 240fps in bedrock edition.
One person commenting on Planet Minecraft even claimed I said consoles are better than PC, even though I said no such thing,
all I said was there was a reason bedrock edition got ported to consoles but not Java edition, my comment clearly made the implication that this version of the game didn't originate on console hardware. It's not rocket science to expect people to learn how to read, if they have problems with reading and writing why are they even commenting on a forum? dealing with people's wilful ignorance will probably be the death of me someday, but for the time being I am able to comment with you guys and have a pleasant conversation. TheMasterCaver is good to talk to as well and I do find it impressive that his mod has been able to squeeze so much more performance out of the game, even with the new materials he added to his own version.
Yes, sometimes I may say things that are not on topic to a thread and I should make my own threads more often,
However there's a difference between having a general discussion with someone, even about a game, and saying things that do nothing productive and just aggravate people. Derailing a topic for the sake of trolling is definitely something forum moderators need to clamp down on in my opinion.
Well yes, when you take something originally written in Java and rewrite it in a real language like C++, you're going to get much more efficient use of CPU cycles.
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416 stone 296 stone slab (150 blocks) 149 stone stairs (228 blocks)
Well yes, when you take something originally written in Java and rewrite it in a real language like C++, you're going to get much more efficient use of CPU cycles.
Which makes it a real head scratcher that this game wasn't coded in C++ from the start when many of the other popular games already use it. I get that Java edition is easier to mod, but is this really a justification for how inefficient it is with people's hardware? It's weird that someone like Notch would want to use an interpreter code as a base for the game. Far less people would be complaining about lag spikes if the game had been using real machine code from the beginning. AntVenom has system specs that far exceed the recommended for the game, and Java edition still barely manages 60fps on his with a 32 chunks render distance and that's with Optifine, if he hadn't been using Optifine, lag spikes would have been a major problem for him, as it has been for the rest of us. I use a Haswell i7 build with 16gb of RAM currently with an Nvidia GTX 1660, and I still have problems with Java edition unless I am willing to crank down the render distance settings to a garbage 16, which is terrible considering my own machine exceeds the system requirements of the game.
My favorite is obviously 1.6.4, the last version that I've ever really played on, even more than 8 years after its release - there are people who say they like some older version and may even play on it but they have played in newer versions, but not in my case. The main reason is world generation; for one reason or another (no official mention was ever made; in fact, the changelog for 1.7 doesn't even mention any changes) they significantly reduced the size and density of cave systems in 1.7, including regional variation (as the "size" variable had a much smaller range now, while individual cave systems were made twice as common, partly offsetting the decrease in size), along with making mineshafts and dungeons much rarer. The changes to biomes also means that unless you are lucky or use a specific seed you likely won't find much variety within the areas I typically explore over the lifetime of a world; a single level 4 map, a 2048x2048 area, takes about 5-6 months of intensive daily playing to explore, and this area can easily be a single climate zone (example for the area I explored in one world as it would appear in 1.7+; there are no hot or cold biomes, even over a larger area I subsequently explored).
Also, performance does play a big part in why I never updated to newer versions, so it is relevant to the topic (Java Edition is not slow because it runs on an "interpreted" language; Java only used interpretation back in like the 90s and now uses just-in-time compilation to native code; but because the developers at Mojang are totally incompetent (the real issue with Java is that it depends on a garbage collector; modern versions may allocate hundreds of megabytes per second, while 1.6.4 only allocates 10-20 when generating terrain, 1-2 when standing still, even lower in my own modded versions (that's one GC cycle every 1 1/2 minutes with only 100 MB cleaned up); 1.17 can only dream of using that little resources). This is also one reason why I prefer 1.6.4, as mentioned in a thread I made to explain why I still play on it; it is simply so much more lightweight and this was especially true on an older computer I had, which suffered crippling performance issues with 1.8, and is one reason why I never updated to newer versions:
What happens when the game allocates 200 MB memory every second and discards them immediately?
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers. Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
One specific example of how much performance has regressed in newer versions; the biome generation code in 1.13 should NOT be that much slower just because of some new ocean biomes - my own mod's biome generation is much more complex but around 5 times faster than even 1.12!:
Between 18w05a (the latest currently working version) and 18w06a - 18w15a, we get a 7x slowdown: not that great, but acceptable. With 18w16a, we get another x5 slowdown, for a total of x35
(if you want to talk more about what makes Java Edition slow make another thread)
The simplicity of the code (see second quote above) also makes it much easier to mod; the modding tool that I use (Mod Coder Pack) hasn't even been updated past 1.12 and it is much more complicated to make Forge/modloader-based mods, especially of the sort I make (heavily focused on modifying existing content, not just adding new things), and less features overall makes it easier to add more content.
Note that I currently do not strictly play vanilla, even on my first world, for which I use my own modded client which adds a few features, such as storage blocks for rails, cobwebs, and (mossy) cobblestone, but it is still very much 1.6.4, even in my more modded worlds I play pretty much the same way as I would in vanilla; the only real difference in TMCWv4 (and TMCWv5 whenever I finish it and start a world on it) is that I bred villagers to get Mending, my version of which is functionally identical to renaming in vanilla so afterwards I repaired items in the exact same manner, and I used mined resources for repairs instead of trading for diamond gear, but either way I don't need mined diamonds since I use "amethyst" gear, which is equivalent to diamond in vanilla.
Of course, I've also fixed many bugs, including one that would have a major impact on my first world given how large it is (this could be easily prevented by using 1.6.2 instead, which is safe to downgrade to since all it did was add saving of structure data, the very cause of this issue; as mentioned above, they can be considered the same version). Other bugs I fixed include bugs that still affect newer versions (e.g. faulty smooth lighting, no true darkness) so there is no benefit to updating (in fact, some have worsened over the years, despite multiple code rewrites).
Personally I would say beta 1.7.3, but I wouldn't say that the game was ruined 1.8 and beyond. I think the game went in a different direction to what I would have liked.
Some reasons for why I prefer beta 1.7.3
- Good world terrain generation; I still believe it's better than 1.18; cliffs, overhangs, bright grass colour that depends on temperature/humidity and not biome, and the best feature of all, sand and gravel beaches
- nights are darker; also slight negative
- slow paced gameplay with no hunger and no sprinting. In it's current state (modern minecraft), hunger is a chore and adds no novel gameplay loops
- no cheaty enchantment options
- version with pistons
- no elytra; hehe change my mind
- dark blue water; tbh not fan of post 1.13 water colour and how transparent it is from the air/surface
Some things I miss in beta 1.7.3
- Nether is pointless, except glowstone
- limited biome types; but I like the biomes that exist
- limited redstone features
- very very limited block palette
Honestly, besides terrain generation and hunger, not much has changed pre and post 1.7.3. Minecraft is effectively still minecraft. New things have of course been added. But for the most part, the basic game mechanics are still the same and the wood,stone,iron,diamond progress has not changed since indev. In my opinion, I think tech mods are the best version of MC, but that wasn't the question
Also, I think the game has steadily been getting easier with each update. It's never been a hard game, but... I think it has gotten easier. Since 2010, I don't think difficulty has been a thing the developers have really cared for. Also, MC combat is fairly limited so not sure where difficulty can be added...
Some very good points here. The world generation is perfectly balanced, like all things should be (reference intended) pre 1.18 is is just boring terrain. The extreme hills are tiny little slopes compared to 1.18. I feel like 1.18 is too much. Beta terrain generation is an obvious favorite for old school players like me.
What the hell are you talking about saying that they ruined terrain with 1.7? They made terrain much better. 1.6.4 had bland terrain and as you went further and further, the world would be just ocean. I hated terrain until 1.7 when it became bearable.
Which version of Minecraft do you consider to be the best without mods?
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
This poll is incredibly biased.
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On the whole, from what I've seen so far, 1.13. The only reason I've considered using the early build of 1.16 Java edition is so Bastions exist, along with Pigstep disc and Snout Banner which is a reward for conquering Piglin bases.
I've decided that this is the best option for a permanent Minecraft server, since this would block out potentially unwanted updates messing up plans for me and friends who play on my survival world. With the ore generation nerf I've lost trust in Mojang since they won't let go of their obsession with making the game more grindy and tedious, I care not for the newer cave systems since anything worth taking in them is too time consuming to collect in vast amounts, even something as superficial as deepslate, which despite taking longer to mine than stone, offers no benefit, no increased blast resistance, nothing, it's only there to add another pretty block for people to build with which to me isn't enough of a justification for what it does to gameplay.
I can tolerate most updates past 1.7, but as with all people my patience is very limited. Nether update at least offered something in return for the work they put you through and it's not like you had to be in the Nether all the time. Gold is more common in the Nether thanks to gold ore existing there, you can barter with Piglin and get Netherite from ancient debris, so despite the increased rarity of Nether fortresses, I can live with the changes, we got new biomes which is awesome and made the Nether a lot less bland, I may not like the Nether update as a whole, but it has redeeming qualities.
What they did in Caves and Cliffs is totally irredeemable though, seeing as ore generation got nerfed, you're basically working extra time for nothing, it doesn't get more lame than this. The entire point of the game goes out the window when you introduce a change that discourages people from strip mining, I'd understand it if they broke AFK resource farms with updates, but this is just ridiculous and makes no sense, even as a rebalancing decision, in the end it comes down to Mojang griefing your worlds just because they can, and because a small community out there asked them to do it for the sake of punishing people for amassing a lot of resources over time, if Mojang didn't want people collecting a lot of resources, why did they make the game have such a big open world with all that terrain filled with different ores to begin with?
Locking the game to Java edition 1.16 is the only way I could see myself and people who join my worlds escaping this nonsense.
It's unfortunate you can't do the same with bedrock edition, not without an unofficial method that may get you banned from Xbox Live.
LMAO what is that poll?
In either case it's not really a question I can answer because the whole idea of updates is arbitrary. 1.14 is 1.13 with additions and changes. 1.15 is 1.14 with additions and changes. If I updated from 1.12 to 1.15 (which is what I did), then nothing in-between really matters - just the result of the game being played and what I decide to do with it.
If the question is what Minecraft features have been my favorite across the updates, then for me it's comparators, hoppers, and the other redstone stuff added in 1.5. Without those basic blocks and mechanics, so much of what I do in this game wouldn't be possible. Most things added since then have been welcome in my eyes, but some of the things changed have not (the redstone behavioral change in 1.16 being one of them, and then another change that disrupted comparator detection in hoppers sending a single item vertically).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Personally I would say beta 1.7.3, but I wouldn't say that the game was ruined 1.8 and beyond. I think the game went in a different direction to what I would have liked.
Some reasons for why I prefer beta 1.7.3
- Good world terrain generation; I still believe it's better than 1.18; cliffs, overhangs, bright grass colour that depends on temperature/humidity and not biome, and the best feature of all, sand and gravel beaches
- nights are darker; also slight negative
- slow paced gameplay with no hunger and no sprinting. In it's current state (modern minecraft), hunger is a chore and adds no novel gameplay loops
- no cheaty enchantment options
- version with pistons
- no elytra; hehe change my mind
- dark blue water; tbh not fan of post 1.13 water colour and how transparent it is from the air/surface
Some things I miss in beta 1.7.3
- Nether is pointless, except glowstone
- limited biome types; but I like the biomes that exist
- limited redstone features
- very very limited block palette
Honestly, besides terrain generation and hunger, not much has changed pre and post 1.7.3. Minecraft is effectively still minecraft. New things have of course been added. But for the most part, the basic game mechanics are still the same and the wood,stone,iron,diamond progress has not changed since indev. In my opinion, I think tech mods are the best version of MC, but that wasn't the question
Also, I think the game has steadily been getting easier with each update. It's never been a hard game, but... I think it has gotten easier. Since 2010, I don't think difficulty has been a thing the developers have really cared for. Also, MC combat is fairly limited so not sure where difficulty can be added...
It's a poll, obviously, asking people which version of the game is their favorite. What part of that don't you understand? Do you not know what a poll is? Do you not know that the game has different versions?
No, not even remotely. Specific changes to the game happened in specific versions, not subject to anyone's opinion or interpretation. Like you can't go around claiming that 1.9 was the patch that added pistons to the game. Well you can, but you'd be objectively wrong and an idiot.
Wow, really? Each version is just the previous version, except for all of the changes that make it a different version? That is totally news to me. I think you should write a scientific paper on that profound insight. You could win a Nobel prize for your discovery that differences exist between different versions of things.
Jesus Christ.
That is definitely NOT the question, which you could have figured out for yourself by looking at the poll options.
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
Well, your incessant hostility is quite unwarranted - in any case, I wasn't going to respond, but you completely missed the point of my post by instead just highlighting stuff that triggered you. So for the sake of others, let's explore the important part as it's worth exploring:
Even though the 1.16 update was very positively received by most, it contains an unwarranted and annoying change to redstone behavior which breaks a lot of things in my world - this means that despite all the good things that 1.16 introduced, my subjective experience would not be focused on this but on the redstone change that directly impacts me. If that change happened to be in any other update, then regardless of anything else in that update, I would not be thrilled about it. As such, it is not enough to simply discuss the update itself - so yes, it is completely arbitrary because your question inquires our subjective opinions about what's in the update itself (as evidenced by your incredibly biased poll). I never played in 1.13, or 1.14, so I cannot offer any opinion about those versions directly, except that I like most of the stuff they introduced which I only explored in 1.15. For me to have updated three versions - I focus on the things I like and the things I do not. This lends to a far more nuanced discussion that has nothing to do with, for example, claiming that pistons were added in 1.9? I'm not sure the argument you're driving at there.
Likewise, 1.5 introduced very important blocks for me - but that doesn't mean I would prefer to play in 1.5 versus 1.12 for example, because I also really like the concrete blocks and observers, and plenty of other things added since 1.5. However, the redstone change in 1.16 is enough to keep me away from it, so despite the fact that I really like the new blackstone (and the update as a whole without this change is fine) - it will not be an enjoyable experience for me right now as I'd first have to deal with that pointless change. Mojang's pattern of consistently changing details that don't warrant changing is annoying, but it is this premise which makes it important to dissect the features of the game itself. FWIW I don't know exactly when they changed hopper comparator detection behavior, but it was somewhere between 1.12 and 1.15, and that breaks a lot of my things, too - so, this is another example of a detail that I guess went under the radar, but it's incredibly annoying because I only found out about it by troubleshooting my contraptions which required this mechanic, that were now broken.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
It's going to annoy people when changes to the game go beyond just fixing glitches, and breaking contraptions they put so much time into building, or changing a mechanic they were so reliant on to get a project finished. While I can see merit in removing AFK resource farms, Mojang seldom offers a better alternative, and they not only made Iron Golem farms less practical than they were before, they also nerfed the abundance of Iron ore, which apparently not even being able to fortune raw Iron is enough to compensate for, as any time you use Fortune it's based on chance, your extra resources per ore are never guaranteed.
How is this even remotely fair on the community? even worse is if you want the new decoration blocks from the updates, you don't really have the option to opt out even if you're playing on normal or easy difficulty modes.
We are told to suck it up regardless. I fail to see how this is justified simply with the additions of deepslate ore and their ore variants. Deepslate arguably offers no practical use over what stone already does, and despite taking longer to mine, it has the exact same blast resistance, which is just trash. So your mining takes extra time, and the game spits in your face for it, this is the issue I am having with updates, nerfing mechanics just cuz, and in the end we don't get a fun game. Just because somebody takes the time to do something efficiently doesn't automatically make them overpowered, and I don't believe nerfing or rebalancing should be determined solely on people's jealousy over what somebody else has managed to do in the game.
It's one thing for people to assert something is OP, but there's a much more serious discussion to be had about how it affects players altogether.
What did 1.3 change??
Anyway I like 1.12 the most because it has my favourite seed.
Rather than changing redstone functions, the game would've done better to make alternate versions of existing blocks and functionalities.
Also I'm sold on the beta 1.7 argument. I've played on some beta 1.6 servers and had a good time, albeit yeah the nether is quite dull.
They haven't really stuck to that philosophy though, they keep fiddling about with existing mechanics instead of just introducing new ones.
Stuff like this just confuses people at best, and bothers people at worst. It is true that Java edition allows you to lock the game to an older version, but in doing so you lose out on features like the one you alluded to earlier, a more boring looking Nether, you don't get the new biomes or the new decoration blocks like blackstone or basalt.
I don't believe it is acceptable that people should have to use a mod to correct this,
just as I believe it is inherently flawed that people are forced to use Optifine just to get Java edition to run smoothly on their PC's,
something you don't need to do on bedrock edition.
There was never a philosophy because they never went through with that idea I suggested, about keeping old stuff and adding on new alongside it as an option/alternate version.
Mojang doesn't care if people don't like the 'take it or leave it' of updates, nor about confusion. I sense that you're expected to start your worlds and servers over from scratch with every major update. That attitude would explain the irreversible and inflexible nature of most changes past the betas (in beta versions, I know old stone-type wood slabs would carry over in function to newer versions rather than change to wood-type wood slabs, as an example).
I don't have an argument. I had an extremely simple question that everyone understood except you.
It got rid of "real" singleplayer, and replaced it with a system where the game would spin up a multiplayer server that nobody but you could join, and it called that "singleplayer". This was considered a big deal by some people because the multiplayer code had some bugs that "real" singleplayer didn't, and this change introduced those bugs into the singleplayer experience.
I personally don't care but the guys at r/GoldenAgeMinecraft think it's important enough to use it as their cutoff point.
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
Mojang apparently doesn't wish to optimize their games properly either, or fix the bugs that exist in bedrock edition that AntVenom mentioned on more than one occasion where the physics of the farlands are completely broken, even to do this day there is no border system in bedrock edition, and it is still possible to fall into the Void if you go millions of blocks out because of this problem that hasn't been patched. Java edition still has the farlands, but the physics and world generation don't break nearly as much if you're less than 30 million blocks out from the center, Java already has the patch.
Java edition does have its plus sides like what you can do with it in the Launcher system as I've explained before allowing you to load up your favourite version of vanilla Minecraft, it just sucks that it has a toxic community that won't admit the flaws it has that are not present in bedrock edition. Planet Minecraft forum for example has people that make accusations that are completely off the wall whenever you mention that Java edition isn't perfect and when you make side by side benchmarks, bedrock edition is the clear winner by a wide margin, in many cases scoring double/2x or even quadruple/4x the frame rate. AntVenom's own benchmark showed that a higher render distance was used in bedrock edition when he got 100 average fps, if he had used the same render distance as he did in Java edition, 16 chunks instead of 56, he most likely would've got 240fps in bedrock edition.
One person commenting on Planet Minecraft even claimed I said consoles are better than PC, even though I said no such thing,
all I said was there was a reason bedrock edition got ported to consoles but not Java edition, my comment clearly made the implication that this version of the game didn't originate on console hardware. It's not rocket science to expect people to learn how to read, if they have problems with reading and writing why are they even commenting on a forum? dealing with people's wilful ignorance will probably be the death of me someday, but for the time being I am able to comment with you guys and have a pleasant conversation. TheMasterCaver is good to talk to as well and I do find it impressive that his mod has been able to squeeze so much more performance out of the game, even with the new materials he added to his own version.
Yes, sometimes I may say things that are not on topic to a thread and I should make my own threads more often,
However there's a difference between having a general discussion with someone, even about a game, and saying things that do nothing productive and just aggravate people. Derailing a topic for the sake of trolling is definitely something forum moderators need to clamp down on in my opinion.
https://www.planetminecraft.com/forums/bedrock/discussion/minecraft-java-fanatics-645773/
Well yes, when you take something originally written in Java and rewrite it in a real language like C++, you're going to get much more efficient use of CPU cycles.
416 stone
296 stone slab (150 blocks)
149 stone stairs (228 blocks)
794 total stone
1082 blackstone
174 blackstone slab (87 blocks)
52 blackstone stairs (78 blocks)
1247 total blackstone
(not counting drawbridges and portcullises)
Which makes it a real head scratcher that this game wasn't coded in C++ from the start when many of the other popular games already use it. I get that Java edition is easier to mod, but is this really a justification for how inefficient it is with people's hardware? It's weird that someone like Notch would want to use an interpreter code as a base for the game. Far less people would be complaining about lag spikes if the game had been using real machine code from the beginning. AntVenom has system specs that far exceed the recommended for the game, and Java edition still barely manages 60fps on his with a 32 chunks render distance and that's with Optifine, if he hadn't been using Optifine, lag spikes would have been a major problem for him, as it has been for the rest of us. I use a Haswell i7 build with 16gb of RAM currently with an Nvidia GTX 1660, and I still have problems with Java edition unless I am willing to crank down the render distance settings to a garbage 16, which is terrible considering my own machine exceeds the system requirements of the game.
My favorite is obviously 1.6.4, the last version that I've ever really played on, even more than 8 years after its release - there are people who say they like some older version and may even play on it but they have played in newer versions, but not in my case. The main reason is world generation; for one reason or another (no official mention was ever made; in fact, the changelog for 1.7 doesn't even mention any changes) they significantly reduced the size and density of cave systems in 1.7, including regional variation (as the "size" variable had a much smaller range now, while individual cave systems were made twice as common, partly offsetting the decrease in size), along with making mineshafts and dungeons much rarer. The changes to biomes also means that unless you are lucky or use a specific seed you likely won't find much variety within the areas I typically explore over the lifetime of a world; a single level 4 map, a 2048x2048 area, takes about 5-6 months of intensive daily playing to explore, and this area can easily be a single climate zone (example for the area I explored in one world as it would appear in 1.7+; there are no hot or cold biomes, even over a larger area I subsequently explored).
Also, performance does play a big part in why I never updated to newer versions, so it is relevant to the topic (Java Edition is not slow because it runs on an "interpreted" language; Java only used interpretation back in like the 90s and now uses just-in-time compilation to native code; but because the developers at Mojang are totally incompetent (the real issue with Java is that it depends on a garbage collector; modern versions may allocate hundreds of megabytes per second, while 1.6.4 only allocates 10-20 when generating terrain, 1-2 when standing still, even lower in my own modded versions (that's one GC cycle every 1 1/2 minutes with only 100 MB cleaned up); 1.17 can only dream of using that little resources). This is also one reason why I prefer 1.6.4, as mentioned in a thread I made to explain why I still play on it; it is simply so much more lightweight and this was especially true on an older computer I had, which suffered crippling performance issues with 1.8, and is one reason why I never updated to newer versions:
(if you want to talk more about what makes Java Edition slow make another thread)
The simplicity of the code (see second quote above) also makes it much easier to mod; the modding tool that I use (Mod Coder Pack) hasn't even been updated past 1.12 and it is much more complicated to make Forge/modloader-based mods, especially of the sort I make (heavily focused on modifying existing content, not just adding new things), and less features overall makes it easier to add more content.
Note that I currently do not strictly play vanilla, even on my first world, for which I use my own modded client which adds a few features, such as storage blocks for rails, cobwebs, and (mossy) cobblestone, but it is still very much 1.6.4, even in my more modded worlds I play pretty much the same way as I would in vanilla; the only real difference in TMCWv4 (and TMCWv5 whenever I finish it and start a world on it) is that I bred villagers to get Mending, my version of which is functionally identical to renaming in vanilla so afterwards I repaired items in the exact same manner, and I used mined resources for repairs instead of trading for diamond gear, but either way I don't need mined diamonds since I use "amethyst" gear, which is equivalent to diamond in vanilla.
Of course, I've also fixed many bugs, including one that would have a major impact on my first world given how large it is (this could be easily prevented by using 1.6.2 instead, which is safe to downgrade to since all it did was add saving of structure data, the very cause of this issue; as mentioned above, they can be considered the same version). Other bugs I fixed include bugs that still affect newer versions (e.g. faulty smooth lighting, no true darkness) so there is no benefit to updating (in fact, some have worsened over the years, despite multiple code rewrites).
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?
This poll is very biased towards older versions but I'm personally gonna have to go with Beta 1.7.3 (coz of the far lands nothing else)
Some very good points here. The world generation is perfectly balanced, like all things should be (reference intended) pre 1.18 is is just boring terrain. The extreme hills are tiny little slopes compared to 1.18. I feel like 1.18 is too much. Beta terrain generation is an obvious favorite for old school players like me.
What the hell are you talking about saying that they ruined terrain with 1.7? They made terrain much better. 1.6.4 had bland terrain and as you went further and further, the world would be just ocean. I hated terrain until 1.7 when it became bearable.