Well, there's no reasonable way for Mojang to keep up with potential thousands of mod makers, so granted mods constitute a larger quantity of new content. That's true for most popular games though, and it doesn't mean Mojang isn't still adding a ton of stuff.
I just hope 1.13 doesn't ruin all the great 1.12 seeds I've found in the last two months.
As far as mods go, I would never consider playing on any recent (since 1.6) version without mods, and either way, I've more or less gone off to make my "own" version of the game (at this point I think of TMCW as much more than just a mod based on 1.6.4, and certainly, you'd never suspect it was based on that version - I've even changed the window title), with exactly the content that I want; for example, an underground update is a popular request but I'm not one of those asking for it because I've done it myself, and whatever Mojang does probably wouldn't fit my tastes for the size/frequency/etc of cave systems and underground features (I've made numerous mods with various changes to them, even the depth of the ground, but in the end near-1.6 generation in general is what I prefer).
I do not expect Mojang to add in customization for these either, at least not the kind that I want (and code changes in 1.13 now makes it impossible to perfectly replicate pre-1.7 cave generation by simply changing a few numbers; they even changed from 1.12.2, which I'd consider enough to start a new world even if the surface did not change - and this change was entirely unnecessary (they changed the chance of caves in a chunk from nextInt(7) == 0 to nextFloat() < 0.142857F, which give the same chance but nextFloat() pulls different bits from the RNG, and also changed the order of several RNG values. Even 1.7 slightly changed ravines by changing a loop which sets the variability of ravine walls (ledges) from 0-127 to 0-255, presumably since terrain could now reach y=255 but ravines don't come even close to y=127, and this changes the RNG sequence for the rest of the ravine after the first 128 iterations; as with caves the chance of a ravine was changed from nextInt(50) == 0 to nextFloat() < 0.02F in 1.13 so they are also completely different now).
Likewise, there has been little effort to address the issues with biome generation since 1.7; the most you can do to change it is to change the biome size or make a single biome world, and for terrain, changing all biomes at once (e.g. bigger mountains = messed-up plains and ocean); how about making it generate like this, amplified by making new features ridiculously rare to the point where they added special maps to help you find them (I've never explored more than about 3000 blocks from spawn in any world, and that world has over 3400 hours of playtime; other worlds are half that distance or less and even my second longest played world is less than a single level 4 map in explored area, at the rate of about 100 chunks per play session for a playstyle that is based around exploration (underground). Even with the biome generation in TMCW I've still never found a couple biomes added in the first version, over 4 separate worlds).
I was referring to the discussion two other users were having about whether it was updates to the game or mods that kept it popular by saying both can be true. You really didn't say the same thing as that, but my post wasn't directed in reply to yours. Sorry for confusion.
But that sort of thing (regular updates) is what makes Minecraft still afloat. Since its inception, Mojang has done many, many updates. If you look back at 1.0 it looks like an entirely different version (that's why some people complaining about 1.10). Mods are nice, the community is getting more mature (looking at you, CrazyCraft!), but it's different universe. Some people consider playing vanilla-only, many don't enjoy modded.
Agreed, especially with the fact that mods don't support other platform, mods don't consider performance fix, and mods don't fix bugs. Also, Mojang can be seen as lazy developer if they just grab all the money and spout the usual "just use mods" or "bugs? just wait till the community fix it"
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Well, there's no reasonable way for Mojang to keep up with potential thousands of mod makers, so granted mods constitute a larger quantity of new content. That's true for most popular games though, and it doesn't mean Mojang isn't still adding a ton of stuff.
I just hope 1.13 doesn't ruin all the great 1.12 seeds I've found in the last two months.
They aren't mutually exclusive; both are continuing to keep the game active.
As far as mods go, I would never consider playing on any recent (since 1.6) version without mods, and either way, I've more or less gone off to make my "own" version of the game (at this point I think of TMCW as much more than just a mod based on 1.6.4, and certainly, you'd never suspect it was based on that version - I've even changed the window title), with exactly the content that I want; for example, an underground update is a popular request but I'm not one of those asking for it because I've done it myself, and whatever Mojang does probably wouldn't fit my tastes for the size/frequency/etc of cave systems and underground features (I've made numerous mods with various changes to them, even the depth of the ground, but in the end near-1.6 generation in general is what I prefer).
I do not expect Mojang to add in customization for these either, at least not the kind that I want (and code changes in 1.13 now makes it impossible to perfectly replicate pre-1.7 cave generation by simply changing a few numbers; they even changed from 1.12.2, which I'd consider enough to start a new world even if the surface did not change - and this change was entirely unnecessary (they changed the chance of caves in a chunk from nextInt(7) == 0 to nextFloat() < 0.142857F, which give the same chance but nextFloat() pulls different bits from the RNG, and also changed the order of several RNG values. Even 1.7 slightly changed ravines by changing a loop which sets the variability of ravine walls (ledges) from 0-127 to 0-255, presumably since terrain could now reach y=255 but ravines don't come even close to y=127, and this changes the RNG sequence for the rest of the ravine after the first 128 iterations; as with caves the chance of a ravine was changed from nextInt(50) == 0 to nextFloat() < 0.02F in 1.13 so they are also completely different now).
Likewise, there has been little effort to address the issues with biome generation since 1.7; the most you can do to change it is to change the biome size or make a single biome world, and for terrain, changing all biomes at once (e.g. bigger mountains = messed-up plains and ocean); how about making it generate like this, amplified by making new features ridiculously rare to the point where they added special maps to help you find them (I've never explored more than about 3000 blocks from spawn in any world, and that world has over 3400 hours of playtime; other worlds are half that distance or less and even my second longest played world is less than a single level 4 map in explored area, at the rate of about 100 chunks per play session for a playstyle that is based around exploration (underground). Even with the biome generation in TMCW I've still never found a couple biomes added in the first version, over 4 separate worlds).
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?
That's literally what I just wrote...
I was referring to the discussion two other users were having about whether it was updates to the game or mods that kept it popular by saying both can be true. You really didn't say the same thing as that, but my post wasn't directed in reply to yours. Sorry for confusion.
Agreed, especially with the fact that mods don't support other platform, mods don't consider performance fix, and mods don't fix bugs. Also, Mojang can be seen as lazy developer if they just grab all the money and spout the usual "just use mods" or "bugs? just wait till the community fix it"