Maybe it's just me, but doesn't the Warden look goofy af? The way it looks, especially the big head with coral-like horns/whatever, and the way it moves, feel more comical than fear inducing to me.
I'm really considering not updating at all. Not only because I spent months designing a custom worldgen pack that won't work on versions higher than 1.7 and I have no idea how to fix, but it doesn't feel like I'm really missing something. It's mostly gimmicks that don't make the game any better, who cares.
Maybe it's just me, but doesn't the Warden look goofy af? The way it looks, especially the big head with coral-like horns/whatever, and the way it moves, feel more comical than fear inducing to me.
I'm really considering not updating at all. Not only because I spent months designing a custom worldgen pack that won't work on versions higher than 1.7 and I have no idea how to fix, but it doesn't feel like I'm really missing something. It's mostly gimmicks that don't make the game any better, who cares.
You're not alone, I guess it depends on your play style.
I for example, have never been one of those people that must "beat all the bosses"/"get all the achievements"/"speedrun" etc etc. That doesn't interest me and is not why I play the game. It's fine for those that do - but that's just not me personally. Whilst I do continue to play my main 11 year old+ world, I have upgraded it and started a new separate 1.19 world, but am in no rush to seek out the warden as it just doesn't hold enough interest for me.
If I stumble across the ancient cities in this new world I'll guess I'll deal with it, but I'm in no hurry to seek it/The warden; out.
Unfortunately, the moderators clearly do not care about the site, else they would have implemented proper measures to deal with them (like automatically flag any post with a forbidden link as spam, and strengthen the filter to make it harder to circumvent, as the last poster did), but they have instead allowed them to destroy what is left of this place.
Unfortunately, the moderators clearly do not care about the site, else they would have implemented proper measures to deal with them (like automatically flag any post with a forbidden link as spam, and strengthen the filter to make it harder to circumvent, as the last poster did), but they have instead allowed them to destroy what is left of this place.
Yeah, unfortunately, the spam issue is possibly much bigger than you might be aware. If it hasn't been mentioned previously, the video spam issue started when some big YouTuber posted a video back in late 2020 about how to make money posting spam on Internet forums -- and they included a detailed example of posting on the Minecraft forum. We were blindsided by the amount of spam that we suddenly started seeing. The forum anti-spam software is slowly improving on detecting and hiding that spam, but we still do see some slip through -- I would bet less than a few percent are visible by the regular forum users.
In the first year of that video being on YouTube, the forum was visited by more than 500,000 new spam-posting users -- that averages at more than 1300 per day for that period. We are now down to an average of about 600-700 new spam users joining per day, and what the forum software doesn't hide with its spam filter functionality, it at least censors most of the spam links using other functionality. We can't really make those posts with censored links be hidden automatically simply because we are now down to roughly 10 forum staff that assist with this forum, and I am not sure we have the time or programming expertise to dig through the forum software and add that functionality. Since we are no longer part of Curse, we can't rely on their software development team to assist with that. Basically, in a nutshell, we are trying to do everything that we can do to solve this giant spam issue, but we are severely limited in what we can realistically do.
The update does not have as many features as others with 68 features and others having more and with bedrock for Nintendo switch says 1.19.1 in of 1.19.0 and The Warden not doing as much damage with it's sonic boom on bedrock. Java on the other hand is pretty good, when I was play I didn't get many problems. My rating is 4.5 out of 5.
Reasons for rating:
A little unorganized
Some features that should of been there in the first place
I guess if I look at 1.19 as adding content that was long overdue from 1.17 when it was originally slated, it's somewhat hard to see why it's an update that adds so little besides that. 1.19 seems a lot like 1.10 in that only a small amount of content was added. The Warden is an interesting concept, but whether it really adds that much to the average player's game is something that could be argued about no end. What I will say is that the tools for mapmakers are the biggest takeaway from 1.19, as the Skulk Sensors and such can be used in more interesting ways than exist in the Ancient Cities.
It's an okay update, and that's fine. Interesting concepts will often be hard to integrate into existing worlds, and I think they've managed to do well.
It definitely seemed somewhat rushed (in the sense of reducing the amount of content to complete than all the ones they wanted to do) and a bit of poor communication as usual. We may have gotten more of the proposed features as initially if Mojang had more time to work on the update (like another half-year or year), but they had a deadline to meet and could only do so much in such little time. I notice that the updates from a few several years back and beyond had taken about 1 year or so to do, while these last few updates have been released within half a year -- that change seems to affect the amount of content/features that they are able to include...
A concept like a "wild" update sounds to suggest an overhaul to many biomes with more flora and fauna, but that would've had to take 1+ years to execute. Also, the title seems like an exaggeration, but it's likely not the first time, since titles are in advertising strategy to attract people. Maybe there would've been a better title to illustrate what this update consists of.
On the topic of time issues, that's in part why fireflies did not end up added in this update. Mojang had little time to work on them since the point was for froglight generation, so that was the higher priority and fireflies became the lowest priority. Surely they are well aware of what fireflies could've offered or even have additional recipes with them, and if they had another half-year to work on the update, there's a possibility that they could've ended up implemented. It wouldn't have been any simple, quick task to add them -- the fireflies would've required several iterations/tests to see how they could work, like how would they be represented, how to reduce lag with their existence, how to have potential interactions, what designs for anything involving them, etc. It would take months.
The revamped birch forest concept was just an idea they wanted to share in hopes to add it themselves, but again time was the problem. With another half-year or full year, they maybe could've been able to implement it.
More mobs, both atmospheric and useful, would be cool to see, but I wonder if there's a limitation because of potential performance issues the more that there are entities spawning in the world, or even within every individual biome...
The revamped birch forest concept was just an idea they wanted to share in hopes to add it themselves, but again time was the problem. With another half-year or full year, they maybe could've been able to implement it.
Just curious, have you ever actually developed a mod? How long do you think it took for me to add these features as part of my own "birch forest revamp" (not actually, and this was long before 1.19, and since 1.6.4 doesn't even have a birch forest biome I had to add the biome itself):
This is the code for birch forests in TMCWv1, before I added the following features - this is all you actually need to add a new biome that just changes the ground cover or other basic parameters (trees, grass, flowers, mobs, etc):
public class BiomeGenBirchForest extends BiomeGenBase
{
public BiomeGenBirchForest(int par1)
{
super(par1);
this.spawnableCreatureList.add(new SpawnListEntry(EntityWolf.class, 8, 4, 4));
this.theBiomeDecorator.treesPerChunk = 15;
this.theBiomeDecorator.grassPerChunk = 4;
}
public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
return this.worldGeneratorForest;
}
}
(my current code is a lot more complex as it chooses one of many different types of tree depending on a random value as well as one of several different biomes; you also have to add the biome to the biome generator for it to actually generate, which can be as simple as adding a new entry to a list; it takes longer to add new plants, mobs, etc).
There are two new variants of birch tree visible here, including a 2x2 variant, as part of a "big birch forest" biome:
Years? Nope. Months? Nope? Maybe a few hours over a number of days also spent on adding other features at the same time. In fact, the first version of TMCW was released about a month after I started creating it (I started a new world on March 14, 2014 using a mod I made which initially included a handful of changes and added two new biomes, a hilly variant of plains (basically just copying a line of code and increasing the height) and a forested variant of extreme hills (also basically just copying code and changing the types/number of trees) - over the following month or so I added a couple dozen more biomes, many a lot more complex (including their own trees and unique world generation), along with numerous other features, with TMCW, as I named it, released on April 23, 2014 (a list of features added in version 1 is in comment #5; these are by no means exhaustive, just including the biggest visible changes, e.g. I don't list every bugfix, and I also occasionally make minor updates without announcing them)
This was also all developed while playing on the same world, which has no chunk walls due to changes in biome generation because when I added a new biome I made sure it didn't generate bordering existing chunks, which took some additional time to check (back then I didn't have my own biome mapping tool so I had to compile the game and run it to check for changes, or a "debug biomes" world type which generates every biome in a grid so I can easily find them, or my own cave mapping tool (this was actually created with a standalone tool, not the game itself, and is far faster than having to fly/run around to generate chunks, even with Speed 100), and so on).
Later versions did take more time to between releases (up to years) but that was because I spent most of the time playing on my first world, or large-scale refactorings of the codebase, including more or less making my own "Optifine" and merging my own rendering fixes and optimizations (at this point I'd even downloaded a "diff" tool to make file comparisons much easier, as by then I'd already extensively modified rendering code for my own features so I couldn't just replace the classes) - code refactors are also why many vanilla updates took so long, not because they added a lot of content (e.g. the so-called "bountiful update" (1.8) increased the size of the jar file (mostly due to new code and classes) more than the entirety of TMCW despite TMCW adding far more content; 1.7 probably added more as well, yet took less than two months from snapshot to release).
Just curious, have you ever actually developed a mod? How long do you think it took for me to add these features as part of my own "birch forest revamp" (not actually, and this was long before 1.19, and since 1.6.4 doesn't even have a birch forest biome I had to add the biome itself):
This is the code for birch forests in TMCWv1, before I added the following features - this is all you actually need to add a new biome that just changes the ground cover or other basic parameters (trees, grass, flowers, mobs, etc):
public class BiomeGenBirchForest extends BiomeGenBase
{
public BiomeGenBirchForest(int par1)
{
super(par1);
this.spawnableCreatureList.add(new SpawnListEntry(EntityWolf.class, 8, 4, 4));
this.theBiomeDecorator.treesPerChunk = 15;
this.theBiomeDecorator.grassPerChunk = 4;
}
public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
{
return this.worldGeneratorForest;
}
}
(my current code is a lot more complex as it chooses one of many different types of tree depending on a random value as well as one of several different biomes; you also have to add the biome to the biome generator for it to actually generate, which can be as simple as adding a new entry to a list; it takes longer to add new plants, mobs, etc).
There are two new variants of birch tree visible here, including a 2x2 variant, as part of a "big birch forest" biome:
Years? Nope. Months? Nope? Maybe a few hours over a number of days also spent on adding other features at the same time. In fact, the first version of TMCW was released about a month after I started creating it (I started a new world on March 14, 2014 using a mod I made which initially included a handful of changes and added two new biomes, a hilly variant of plains (basically just copying a line of code and increasing the height) and a forested variant of extreme hills (also basically just copying code and changing the types/number of trees) - over the following month or so I added a couple dozen more biomes, many a lot more complex (including their own trees and unique world generation), along with numerous other features, with TMCW, as I named it, released on April 23, 2014 (a list of features added in version 1 is in comment #5; these are by no means exhaustive, just including the biggest visible changes, e.g. I don't list every bugfix, and I also occasionally make minor updates without announcing them)
This was also all developed while playing on the same world, which has no chunk walls due to changes in biome generation because when I added a new biome I made sure it didn't generate bordering existing chunks, which took some additional time to check (back then I didn't have my own biome mapping tool so I had to compile the game and run it to check for changes, or a "debug biomes" world type which generates every biome in a grid so I can easily find them, or my own cave mapping tool (this was actually created with a standalone tool, not the game itself, and is far faster than having to fly/run around to generate chunks, even with Speed 100), and so on).
Later versions did take more time to between releases (up to years) but that was because I spent most of the time playing on my first world, or large-scale refactorings of the codebase, including more or less making my own "Optifine" and merging my own rendering fixes and optimizations (at this point I'd even downloaded a "diff" tool to make file comparisons much easier, as by then I'd already extensively modified rendering code for my own features so I couldn't just replace the classes) - code refactors are also why many vanilla updates took so long, not because they added a lot of content (e.g. the so-called "bountiful update" (1.8) increased the size of the jar file (mostly due to new code and classes) more than the entirety of TMCW despite TMCW adding far more content; 1.7 probably added more as well, yet took less than two months from snapshot to release).
I have not developed as far as a whole mod, but it often seems to take a while, especially for a company that would probably prefer to "perfect" it or have a complete polished version, all the while working on several other things for the game and overall franchise... And working with teams, I'd expect it takes a while to communicate and test out ideas with what they ultimately want as a finished product for the official game, there would be a lot to consider, change, and deal with over time.
As I've noticed from before, the updates some years ago released for MC appeared to have been once a year, and then the last few have become every half-year. Some mods do seem to have releases from a great variety of time between builds or versions. I can't say I would know how Mojang works on their updates, I can only make some observations and guess how they may be handling certain aspects.
In the case of the birch forest revamp concept, it seemed like just that -- an idea -- but became low priority when they ended up focusing mostly on the deep dark content (which ended up taking about almost two years, at least from when it was initially announced), plus the swamp sub-biome and its content. So, considering the pattern of how updates have happened over the years, that's why I think maybe they could've been able to implement their revamped birch forest concept had they been given another half-year or so. It's in no way a statement toward other modders who, I understand, can create a version of it within a much shorter amount of time.
Idk, maybe it wasn't only a time issue, there easily could be several other factors that affected their moves/decisions, but it just seemed likely as part of the case.
Best wiki it, i have yet to interact with one beyond looking at them.
As for cities, I genuinely thought they were random.
Maybe it's just me, but doesn't the Warden look goofy af? The way it looks, especially the big head with coral-like horns/whatever, and the way it moves, feel more comical than fear inducing to me.
I'm really considering not updating at all. Not only because I spent months designing a custom worldgen pack that won't work on versions higher than 1.7 and I have no idea how to fix, but it doesn't feel like I'm really missing something. It's mostly gimmicks that don't make the game any better, who cares.
You're not alone, I guess it depends on your play style.
I for example, have never been one of those people that must "beat all the bosses"/"get all the achievements"/"speedrun" etc etc. That doesn't interest me and is not why I play the game. It's fine for those that do - but that's just not me personally. Whilst I do continue to play my main 11 year old+ world, I have upgraded it and started a new separate 1.19 world, but am in no rush to seek out the warden as it just doesn't hold enough interest for me.
If I stumble across the ancient cities in this new world I'll guess I'll deal with it, but I'm in no hurry to seek it/The warden; out.
Compare to 5 years ago!: Closed Thread
Meanwhile I'm the opposite and I reach for the new thing immediately. Especially if it's a location which dark biomes are.
Unfortunately, the moderators clearly do not care about the site, else they would have implemented proper measures to deal with them (like automatically flag any post with a forbidden link as spam, and strengthen the filter to make it harder to circumvent, as the last poster did), but they have instead allowed them to destroy what is left of this place.
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?
Yeah, unfortunately, the spam issue is possibly much bigger than you might be aware. If it hasn't been mentioned previously, the video spam issue started when some big YouTuber posted a video back in late 2020 about how to make money posting spam on Internet forums -- and they included a detailed example of posting on the Minecraft forum. We were blindsided by the amount of spam that we suddenly started seeing. The forum anti-spam software is slowly improving on detecting and hiding that spam, but we still do see some slip through -- I would bet less than a few percent are visible by the regular forum users.
In the first year of that video being on YouTube, the forum was visited by more than 500,000 new spam-posting users -- that averages at more than 1300 per day for that period. We are now down to an average of about 600-700 new spam users joining per day, and what the forum software doesn't hide with its spam filter functionality, it at least censors most of the spam links using other functionality. We can't really make those posts with censored links be hidden automatically simply because we are now down to roughly 10 forum staff that assist with this forum, and I am not sure we have the time or programming expertise to dig through the forum software and add that functionality. Since we are no longer part of Curse, we can't rely on their software development team to assist with that. Basically, in a nutshell, we are trying to do everything that we can do to solve this giant spam issue, but we are severely limited in what we can realistically do.
- sunperp
The update does not have as many features as others with 68 features and others having more and with bedrock for Nintendo switch says 1.19.1 in of 1.19.0 and The Warden not doing as much damage with it's sonic boom on bedrock. Java on the other hand is pretty good, when I was play I didn't get many problems. My rating is 4.5 out of 5.
Reasons for rating:
A little unorganized
Some features that should of been there in the first place
A little bit more content needed
I guess if I look at 1.19 as adding content that was long overdue from 1.17 when it was originally slated, it's somewhat hard to see why it's an update that adds so little besides that. 1.19 seems a lot like 1.10 in that only a small amount of content was added. The Warden is an interesting concept, but whether it really adds that much to the average player's game is something that could be argued about no end. What I will say is that the tools for mapmakers are the biggest takeaway from 1.19, as the Skulk Sensors and such can be used in more interesting ways than exist in the Ancient Cities.
It's an okay update, and that's fine. Interesting concepts will often be hard to integrate into existing worlds, and I think they've managed to do well.
It definitely seemed somewhat rushed (in the sense of reducing the amount of content to complete than all the ones they wanted to do) and a bit of poor communication as usual. We may have gotten more of the proposed features as initially if Mojang had more time to work on the update (like another half-year or year), but they had a deadline to meet and could only do so much in such little time. I notice that the updates from a few several years back and beyond had taken about 1 year or so to do, while these last few updates have been released within half a year -- that change seems to affect the amount of content/features that they are able to include...
A concept like a "wild" update sounds to suggest an overhaul to many biomes with more flora and fauna, but that would've had to take 1+ years to execute. Also, the title seems like an exaggeration, but it's likely not the first time, since titles are in advertising strategy to attract people. Maybe there would've been a better title to illustrate what this update consists of.
On the topic of time issues, that's in part why fireflies did not end up added in this update. Mojang had little time to work on them since the point was for froglight generation, so that was the higher priority and fireflies became the lowest priority. Surely they are well aware of what fireflies could've offered or even have additional recipes with them, and if they had another half-year to work on the update, there's a possibility that they could've ended up implemented. It wouldn't have been any simple, quick task to add them -- the fireflies would've required several iterations/tests to see how they could work, like how would they be represented, how to reduce lag with their existence, how to have potential interactions, what designs for anything involving them, etc. It would take months.
The revamped birch forest concept was just an idea they wanted to share in hopes to add it themselves, but again time was the problem. With another half-year or full year, they maybe could've been able to implement it.
More mobs, both atmospheric and useful, would be cool to see, but I wonder if there's a limitation because of potential performance issues the more that there are entities spawning in the world, or even within every individual biome...
Just curious, have you ever actually developed a mod? How long do you think it took for me to add these features as part of my own "birch forest revamp" (not actually, and this was long before 1.19, and since 1.6.4 doesn't even have a birch forest biome I had to add the biome itself):
(my current code is a lot more complex as it chooses one of many different types of tree depending on a random value as well as one of several different biomes; you also have to add the biome to the biome generator for it to actually generate, which can be as simple as adding a new entry to a list; it takes longer to add new plants, mobs, etc).
There are two new variants of birch tree visible here, including a 2x2 variant, as part of a "big birch forest" biome:
Another birch variant, which I call "poplar", though I didn't add new wood or leaf types (this was taken from a suggestion, and I released an update with them less than a month later, including many other features and changes, so it wasn't like I spent a few weeks on just this one feature):
Years? Nope. Months? Nope? Maybe a few hours over a number of days also spent on adding other features at the same time. In fact, the first version of TMCW was released about a month after I started creating it (I started a new world on March 14, 2014 using a mod I made which initially included a handful of changes and added two new biomes, a hilly variant of plains (basically just copying a line of code and increasing the height) and a forested variant of extreme hills (also basically just copying code and changing the types/number of trees) - over the following month or so I added a couple dozen more biomes, many a lot more complex (including their own trees and unique world generation), along with numerous other features, with TMCW, as I named it, released on April 23, 2014 (a list of features added in version 1 is in comment #5; these are by no means exhaustive, just including the biggest visible changes, e.g. I don't list every bugfix, and I also occasionally make minor updates without announcing them)
This was also all developed while playing on the same world, which has no chunk walls due to changes in biome generation because when I added a new biome I made sure it didn't generate bordering existing chunks, which took some additional time to check (back then I didn't have my own biome mapping tool so I had to compile the game and run it to check for changes, or a "debug biomes" world type which generates every biome in a grid so I can easily find them, or my own cave mapping tool (this was actually created with a standalone tool, not the game itself, and is far faster than having to fly/run around to generate chunks, even with Speed 100), and so on).
Later versions did take more time to between releases (up to years) but that was because I spent most of the time playing on my first world, or large-scale refactorings of the codebase, including more or less making my own "Optifine" and merging my own rendering fixes and optimizations (at this point I'd even downloaded a "diff" tool to make file comparisons much easier, as by then I'd already extensively modified rendering code for my own features so I couldn't just replace the classes) - code refactors are also why many vanilla updates took so long, not because they added a lot of content (e.g. the so-called "bountiful update" (1.8) increased the size of the jar file (mostly due to new code and classes) more than the entirety of TMCW despite TMCW adding far more content; 1.7 probably added more as well, yet took less than two months from snapshot to release).
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?
I have not developed as far as a whole mod, but it often seems to take a while, especially for a company that would probably prefer to "perfect" it or have a complete polished version, all the while working on several other things for the game and overall franchise... And working with teams, I'd expect it takes a while to communicate and test out ideas with what they ultimately want as a finished product for the official game, there would be a lot to consider, change, and deal with over time.
As I've noticed from before, the updates some years ago released for MC appeared to have been once a year, and then the last few have become every half-year. Some mods do seem to have releases from a great variety of time between builds or versions. I can't say I would know how Mojang works on their updates, I can only make some observations and guess how they may be handling certain aspects.
In the case of the birch forest revamp concept, it seemed like just that -- an idea -- but became low priority when they ended up focusing mostly on the deep dark content (which ended up taking about almost two years, at least from when it was initially announced), plus the swamp sub-biome and its content. So, considering the pattern of how updates have happened over the years, that's why I think maybe they could've been able to implement their revamped birch forest concept had they been given another half-year or so. It's in no way a statement toward other modders who, I understand, can create a version of it within a much shorter amount of time.
Idk, maybe it wasn't only a time issue, there easily could be several other factors that affected their moves/decisions, but it just seemed likely as part of the case.