Mojang should make a builder's update, including things such as more blocks to build with, and maybe even making their own wand, like the one from the WorldEdit mod! it would be so helpful to us builders!
Mojang should make a builder's update, including things such as more blocks to build with, and maybe even making their own wand, like the one from the WorldEdit mod! it would be so helpful to us builders!
We already have a trainloads of various blocks to build from, and more are added every major update.
While some utilities for builders is something I'd definitely support, Mojang ceased to rip-off stuff from mods for quite a while.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Mojang should make a builder's update, including things such as more blocks to build with, and maybe even making their own wand, like the one from the WorldEdit mod! it would be so helpful to us builders!
I 100% support this. Like theres so many things i need right now.
1 of the biggest things is a flipping biome selector.
Its SOOOO hard to spawn in a snow biome, and even harder to find 1 surrounded by a large body of water
The amount of times you spawn in a plains biome is extremely absurd and should be looked at, it drives me insane
I 100% support this. Like theres so many things i need right now.
1 of the biggest things is a flipping biome selector.
Its SOOOO hard to spawn in a snow biome, and even harder to find 1 surrounded by a large body of water
The amount of times you spawn in a plains biome is extremely absurd and should be looked at, it drives me insane
You can look around for seeds or - when picking at randomly - do some recon in a creative world with the same seed as survival world you plan to colonize.
And it's not really about building structures to be honest...
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Once the Cave and cliffs update is done, we need an end update. After that mojang should realy focuse on the roots of minecraft, the sandbox aspect.
We need many new blocks and varients of already existing ones. Like leaf stairs and slaps.
It doesn't matter if they can be generated, we just need acess to these items in creative mode for building / map making.
There is no reason to hold back creativity.
Every new material means more textures for resource pack communities to cover (and among those like Last Days with completely different palettes it's especially severe), and frequent generation alterations to house new materials aren't good for old worlds/servers.
If there is something that consistently unleashes massive doses of creativity it's not yet another cobblestone retexture but a new redstone component. Not only it needs little work on texturing and can be crafted from pre-existing materials, but it also gives possibilities of new circuits to invent and incentive for builders - to cover up that ugly machinery.
However, technical improvements and new measuring/copying equipment, even for creative mode only, is going to be much more valuable than a hundred of cobblestone retextures.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Reminder that this is a survival game as much as a creative game, we need to still have some balance there and not necessarily replace features but expand on them.
Rollback Post to RevisionRollBack
DM me if you absolutely need me to reply to something, I have notifications off.
If your answer's more than a paragraph, chances are I'm going to skim it at best. Please keep it succinct for me.
Reminder that this is a survival game as much as a creative game, we need to still have some balance there and not necessarily replace features but expand on them.
The problem is there isn't really a mode that is a hybrid of the two, of course you could say peaceful mode, but what about people who like battling monsters at night time or in dungeons or the Nether? then it gets more complicated
unfortunately survival mode is subject to change by updates, for better or worse.
Some people's idea of balance could completely ruin the experience for another group of people.
Especially changes that create more obstacles in the way of building, if somebody isn't strictly a combat orientated or competitive player.
The amount of times you spawn in a plains biome is extremely absurd and should be looked at, it drives me insane
This is intentional - the game is coded to try to place world spawn within one of several "spawn friendly" biomes - after all, you probably don't want to spawn in a desert or an ocean with no land nearby, although they should update the list of biomes, which hasn't been changed since 1.2 and only includes four biomes (I'm not sure about 1.13+ but I know for a fact that versions up to at least 1.12 used the same "spawn biomes" as 1.6.4; plains, forest, taiga, and jungle. Interestingly, prior to 1.7 taiga was snowy; for some bizarre reason they made the old taiga snow-free and added a "cold" taiga biome, instead of adding a new snow-free variant; this also means that pre-1.7 worlds will have rain in previously snowy taigas).
This is intentional - the game is coded to try to place world spawn within one of several "spawn friendly" biomes - after all, you probably don't want to spawn in a desert or an ocean with no land nearby, although they should update the list of biomes, which hasn't been changed since 1.2 and only includes four biomes (I'm not sure about 1.13+ but I know for a fact that versions up to at least 1.12 used the same "spawn biomes" as 1.6.4; plains, forest, taiga, and jungle. Interestingly, prior to 1.7 taiga was snowy; for some bizarre reason they made the old taiga snow-free and added a "cold" taiga biome, instead of adding a new snow-free variant; this also means that pre-1.7 worlds will have rain in previously snowy taigas).
What are you talking about? Theres nothing wrong with spawning in a desert or in the middle of an ocean?
If you wanted your build to have a desert environment, and wanted players to spawn near it, thats an absolute win.
Spawning in the middle of the ocean is a fun challenge for some
And on top of all of that, it saves you buckets loads of time from searching for the biome...
Old ps4 edition used to spawn you almost anywhere. And i remember finding an almost perfect seed once there, where i had this huge snow island that had almost no other biomes connected to it except for the ocean. Of course i lost the seed a couple yrs ago due to world corruption.
I dont think theres any good enough reason to keep players from having worlds like that, and making it so difficult to find one.
What are you talking about? Theres nothing wrong with spawning in a desert or in the middle of an ocean?
The spawn code is built for regular survival, in which case, spawning in a desert or in the middle of the ocean is not great as there are limited resources.
Anyway we are getting off-topic here talking about biomes while the main topic is a builder's update, which I fully support. The WorldEdit thing likely won't be added without permission from sk89q to add such a thing in Minecraft, and there will definitely be compromises to the wand so people will still download the original mod. But some new decorative blocks could be very useful.
You can look around for seeds or - when picking at randomly - do some recon in a creative world with the same seed as survival world you plan to colonize.
And it's not really about building structures to be honest...
Everyone knows you can look for seeds and explore worlds on creative, ive been doing that for the past 5 years lol
Idk what the last part of the comment is talking about, but if youre saying that not everyone would use the idea for building structures then yes that was already known too. Everybody is different from each other, i was speaking for myself and others who feel the same
The spawn code is built for regular survival, in which case, spawning in a desert or in the middle of the ocean is not great as there are limited resources.
Anyway we are getting off-topic here talking about biomes while the main topic is a builder's update, which I fully support. The WorldEdit thing likely won't be added without permission from sk89q to add such a thing in Minecraft, and there will definitely be compromises to the wand so people will still download the original mod. But some new decorative blocks could be very useful.
Well all i know is If they opened up the limitations for spawning, everyone would have the better potential to get the spawn they truely want, as opposed to what we have now which is only for some people. I had no issuses with getting resources after spawning in a snowy biome, its not like you cant kill rabits, get wood, find a village, etc...
I can see your point about the wider choice of building blocks. However, if you just look on how many blocks there really are in Minecraft that could really change your mind. I think we already have a wide choice of building blocks, including the blocks being added in the 1.17 update.
I do 100% agree with your idea about having items inspired by different mods such as the builder's wand. The only problem about that is I doubt that Minecraft would take something that was original to a mod and add it to their game. If you want building mods, you might as well install a mod that has them.
Once the Cave and cliffs update is done, we need an end update. After that mojang should realy focuse on the roots of minecraft, the sandbox aspect.
We need many new blocks and varients of already existing ones. Like leaf stairs and slaps.
It doesn't matter if they can be generated, we just need acess to these items in creative mode for building / map making.
There is no reason to hold back creativity.
They should also be accessible in survival mode, because some people like resource gathering and take pride out of building their structures when it is done with resources that have been earned in normal gameplay.
More block variants are fine, as long as they look different enough and also serve a purpose in the game.
Although I will agree with you on the point that there are enough leaf blocks in the game, with the exception of palm trees which don't exist in the game yet, but they would be nice and also we could have coconuts introduced at some point.
There are some valid concerns about performance and file sizes however, when more block variants are introduced into the life of the game.
But you've said it yourself that Minecraft's roots is it is a sandbox, therefore the focus should be to enhance people's creativity.
There are some valid concerns about performance and file sizes however, when more block variants are introduced into the life of the game.
File size and memory usage is almost entirely dependent on the total number to blocks loaded, not the number of variants - this is how I've added hundreds of new features to the game with virtually no impact on performance or resource usage; in fact, it is actually much better than vanilla - virtually all the increase in vanilla system requirements since 1.6.4 is due to Mojang's bad coding practices, not new content. It is true though that there is some impact; every new texture added takes up 1 KB of VRAM, 1024 textures takes up 1 MB, and so on but considering that modern GPUs have gigabytes of VRAM that is not an issue; even my old computer with only 256 MB of VRAM (from 2006) only had any issues due to the amount being rendered to the screen (higher render distances would max out VRAM and cause severe lag) - just due to the fact that the game has to handle millions of blocks, which is why Minecraft is really in a class of its own when it comes to what determines resource consumption and why it is so resource-demanding compared to your typical FPS despite using such low-resolution textures - a million stone blocks is the same as a million of 100 different types of blocks (assuming they are all standard cubes; blocks like fences have more complex models, and more importantly, faces that render even when adjacent to other blocks, which increases the demands).
Also, adding blocks like stairs and slabs is nearly free - they simply reuse the textures of their parent blocks, with a few exceptions, such as stone slabs (I mean the "original" stone slab, while e.g. brick, wood, etc all take the texture from the blocks they are based on). Many other blocks also share textures, such as carpets (if you retexture wool it will also retexture carpets) and all instances of such blocks can share the same code, thus the only impact is the fields associated with each object instance that define basic properties like hardness, blast resistance, light level, and so on, only one of each of which exists in the entire game, no matter how many exist in the world, since the save data only stores references to them. Of course, 1.13 made it so that you now how up to 16 times more blocks since "metadata" no longer exists, meaning there are that many more objects to keep track of; by contrast, the vast majority of blocks I've added are variants of existing vanilla blocks:
1:1 Granite
1:2 Polished Granite
1:3 Diorite
1:4 Polished Diorite
1:5 Andesite
1:6 Polished Andesite
1:7 Red Sandstone Biome Stone
3:1 Coarse Dirt
3:2 Podzol
4:1 Compressed Cobblestone
6:4 Mega Tree Sapling
6:5 Palm Sapling
6:6 Dark/Swamp Oak Sapling
6:7 Acacia Sapling
7:1 Stone Bedrock
7:2 Andesite Bedrock
7:3 Snow Bedrock
7:4 Packed Ice Bedrock
7:5 Opaque Ice Bedrock
7:6 Hardened Clay Bedrock
7:7 Sandstone Bedrock
7:8 Quartz Sandstone Bedrock
7:9 Red Sandstone Bedrock
7:10 Netherrack Bedrock
12:1 Quartz Sand
12:2 Red Sand
13:1 Gravel Sand
13:2 Gold Gravel
13:3 Gold Gravel Sand
14:1 Sandstone Gold Ore
14:2 Quartz Sandstone Gold Ore
14:3 Red Sandstone Gold Ore
14:4 Hardened Clay Gold Ore
14:5 Snow Gold Ore
14:6 Packed Ice Gold Ore
14:7 Blue Ice Gold Ore
14:8 Nether Gold Ore
15:1 Sandstone Iron Ore
15:2 Quartz Sandstone Iron Ore
15:3 Red Sandstone Iron Ore
15:4 Hardened Clay Iron Ore
15:5 Snow Iron Ore
15:6 Packed Ice Iron Ore
15:7 Blue Ice Iron Ore
16:1 Sandstone Coal Ore
16:2 Quartz Sandstone Coal Ore
16:3 Red Sandstone Coal Ore
16:4 Hardened Clay Coal Ore
16:5 Snow Coal Ore
16:6 Packed Ice Coal Ore
16:7 Blue Ice Coal Ore
17:12 Oak Bark
17:13 Spruce Bark
17:14 Birch Bark
17:15 Jungle Bark
21:1 Sandstone Lapis Lazuli Ore
21:2 Quartz Sandstone Lapis Lazuli Ore
21:3 Red Sandstone Lapis Lazuli Ore
21:4 Hardened Clay Lapis Lazuli Ore
21:5 Snow Lapis Lazuli Ore
21:6 Packed Ice Lapis Lazuli Ore
21:7 Blue Ice Lapis Lazuli Ore
24:3 Full Smooth Sandstone
24:4 Quartz Sandstone
24:5 Chiseled Quartz Sandstone
24:6 Smooth Quartz Sandstone
24:7 Full Smooth Quartz Sandstone
24:8 Red Sandstone
24:9 Chiseled Red Sandstone
24:10 Smooth Red Sandstone
24:11 Full Smooth Red Sandstone
26 Bed (now also the item ID)
31:3 Cave Grass
31:4 Cave Fern
31:5 Nether Grass
31:6 Nether Fern
37:1 Rose Bush
37:2 Peony
37:3 Lilac
37:4 Allium
37:5 Blue Orchid
37:6 Oxeye Daisy
37:7 Paeonia
37:8 Poppy
37:9 Red Tulip
37:10 Pink Tulip
37:11 Orange Tulip
37:12 Yellow Tulip
37:13 White Tulip
37:14 Cyan Rose
37:15 Azure Bluet
39:0 Brown Mushroom
39:1 Red Mushroom (was ID 40)
39:2 Green Mushroom
39:3 Blue Mushroom
39:4 Purple Mushroom
40 Lightning Rod
43:8 Smooth Stone
43:15 Smooth Quartz Block
48:1 Compressed Mossy Cobblestone
49:1 Block of Amethyst
49:2 Reinforced Quartz Sandstone
53:8 Spruce Wood Stairs (was ID 134)
56:1 Sandstone Diamond Ore
56:2 Quartz Sandstone Diamond Ore
56:3 Red Sandstone Diamond Ore
56:4 Hardened Clay Diamond Ore
56:5 Snow Diamond Ore
56:6 Packed Ice Diamond Ore
56:7 Blue Ice Diamond Ore
60 Obsidian Glass
62 Furnace (was IDs 61+62)
67:8 Compressed Cobblestone Stairs
70:2 Sandstone Pressure Plate
72:2 Spruce Wood Pressure plate
72:4 Birch Wood Pressure plate
72:6 Jungle Wood Pressure plate
73:1 Sandstone Redstone Ore
73:2 Quartz Sandstone Redstone Ore
73:3 Red Sandstone Redstone Ore
73:4 Hardened Clay Redstone Ore
73:5 Snow Redstone Ore
73:6 Packed Ice Redstone Ore
73:7 Blue Ice Redstone Ore
75 Dim Torch
76 Redstone Torch (was IDs 75+76)
81:8 Thin Cactus
82:1 Red Clay
85:1 Spruce Wood Fence
85:2 Birch Wood Fence
85:3 Jungle Wood Fence
89:1 Light Block
92 Cake (now also the item ID)
97:3 Infested Mossy Stone Brick
97:4 Infested Cracked Stone Brick
97:5 Infested Chiseled Stone Brick
97:6 Infested Granite
97:7 Infested Diorite
97:8 Infested Andesite
99:0 Brown Mushroom Block
99:14 Brown Mushroom Pores
99:15 Brown Mushroom Stem
100:0 Red Mushroom Block
100:14 Red Mushroom Pores
100:15 Red Mushroom Stem
112:1 Red Nether Brick
113:1 Red Nether Brick Fence
118 Cauldron (now also the item ID)
121:1 Diamond End Stone
124 Redstone Lamp (was IDs 123+124)
128:8 Quartz Sandstone Stairs
129:1 Sandstone Emerald Ore
129:2 Quartz Sandstone Emerald Ore
129:3 Red Sandstone Emerald Ore
129:4 Hardened Clay Emerald Ore
129:5 Snow Emerald Ore
129:6 Packed Ice Emerald Ore
129:7 Blue Ice Emerald Ore
135:8 Jungle Wood Stairs (was ID 136)
139:2 Stone Wall
139:3 Granite Wall
139:4 Diorite Wall
139:5 Andesite Wall
139:6 Sandstone Wall
139:7 Brick Wall
139:8 Stone Brick Wall
139:9 Mossy Stone Brick Wall
139:10 End Stone Wall
139:11 Quartz Wall
139:12 Netherrack Wall
139:13 Hardened Clay Wall
139:14 Quartz Sandstone Wall
139:15 Red Sandstone Wall
140 Flower Pot (now also the item ID, removed data values)
145:2 Moderately Damaged Anvil
145:3 Very Damaged Anvil
160 Dry Ice
161:0 Mega Tree Leaves
161:1 Palm Leaves
161:2 Dark/Swamp Oak Leaves
161:3 Acacia Leaves
162 Magma Block
163:0 Saguaro Cactus Log
163:3 Full Saguaro Cactus Log
163:4 Saguaro Cactus Sapling
164:0 Green Mushroom Block
164:14 Green Mushroom Pores
164:15 Green Mushroom Stem
165:0 Blue Mushroom Block
165:14 Blue Mushroom Pores
165:15 Blue Mushroom Stem
166:0 Purple Mushroom Block
166:14 Purple Mushroom Pores
166:15 Purple Mushroom Stem
167 Prickly Pear Cactus
168:0 Stone Biome Stone
168:1 Sandstone Biome Stone
168:2 Quartz Sandstone Biome Stone
168:3 Hardened Clay Biome Stone
168:4 White Stained Clay Biome Stone
168:5 Orange Stained Clay Biome Stone
168:6 Yellow Stained Clay Biome Stone
168:7 Light Gray Stained Clay Biome Stone
168:8 Red Stained Clay Biome Stone
168:9 Magenta Stained Clay Biome Stone
168:10 Pink Stained Clay Biome Stone
168:11 Purple Stained Clay Biome Stone
168:12 Snow Biome Stone
168:13 Packed Ice Biome Stone
168:14 Opaque Ice Biome Stone
168:15 Blue Ice Biome Stone
169 Sea Pickle
173:1 Block of Charcoal
174:0 Packed Ice
174:1 Opaque Ice
174:2 Blue Ice
175:0 Sunflower
175:1 Large Lilac
175:2 Tall Grass
175:3 Large Fern
175:4 Large Rose Bush
175:5 Large Peony
175:6 Large Blue Orchid
176 Diamond Ender Chest
177 Cobweb Block
178 Empty Monster Spawner
179:0 Cyan Coral Block
179:1 Blue Coral Block
179:2 Purple Coral Block
179:3 Pink Coral Block
179:4 Red Coral Block
179:5 Orange Coral Block
179:6 Yellow Coral Block
179:8 Dead Cyan Coral Block
179:9 Dead Blue Coral Block
179:10 Dead Purple Coral Block
179:11 Dead Pink Coral Block
179:12 Dead Red Coral Block
179:13 Dead Orange Coral Block
179:14 Dead Yellow Coral Block
180 Bone Block
181:0 Stone Ruby Ore
181:1 Sandstone Ruby Ore
181:2 Quartz Sandstone Ruby Ore
181:3 Red Sandstone Ruby Ore
181:4 Hardened Clay Ruby Ore
181:5 Snow Ruby Ore
181:6 Packed Ice Ruby Ore
181:7 Blue Ice Ruby Ore
182 Ruby Block
183 Dry Sea Pickle (not a valid item)
184:0 Rail Block
184:1 Activator Rail Block
184:2 Detector Rail Block
184:3 Powered Rail Block
185 Coconut
186:0 Stone Stalagmite (takes on texture of stone, granite, diorite, andesite)
186:1 Sandstone Stalagmite
186:2 Quartz Sandstone Stalagmite
186:3 Red Sandstone Stalagmite
186:4 Hardened Clay Stalagmite (takes on all 17 hardened/stained clay colors)
186:5 Packed Ice Stalagmite
186:6 Netherrack Stalagmite
187:0 Large Stone Stalagmite (takes on texture of stone, granite, diorite, andesite)
187:1 Large Sandstone Stalagmite
187:2 Large Quartz Sandstone Stalagmite
187:3 Large Red Sandstone Stalagmite
187:4 Large Hardened Clay Stalagmite (takes on all 17 hardened/stained clay colors)
187:5 Large Packed Ice Stalagmite
187:6 Large Netherrack Stalagmite
188:0 Water Grass
188:1 Sea Grass
188:6 Tall Sea Grass
189 Kelp
190:0 Cyan Coral
190:1 Blue Coral
190:2 Purple Coral
190:3 Pink Coral
190:4 Red Coral
190:5 Orange Coral
190:6 Yellow Coral
200:0 Stone Amethyst Ore
200:1 Sandstone Amethyst Ore
200:2 Quartz Sandstone Amethyst Ore
200:3 Red Sandstone Amethyst Ore
200:4 Hardened Clay Amethyst Ore
200:5 Snow Amethyst Ore
200:6 Packed Ice Amethyst Ore
200:7 Blue Ice Amethyst Ore
There are 289 blocks listed here, which is by itself more than the number of available IDs (255 excluding air), and this does not include variants like rotated bone blocks (3 directions) or stairs (4 directions + up/down, 8 total), or "render states" like hardened clay stalagmite colors (this by itself would add 64 more variants), yet there are still over 60 free IDs left. I've even combined various vanilla blocks into a single block ID, such as inactive and burning furnaces and lit and unlit redstone torches/lamps (the only reason these used two IDs is because the light level is tied to the block instance, but I added support for data values), and changed other blocks, such as beds and cake, to drop themselves instead of a separate item (otherwise, such blocks have two item forms even if one isn't normally obtainable). Oak wood and spruce wood stairs are now a single block ID, as are all mushroom colors, and so on; the only block I've added that is technically two blocks is sea pickles (waterlogged and dry) due to issues with determining the block material (a lot of otherwise unmodified vanilla code references a "blockMaterial" field, which I'd otherwise change to a method with a metadata parameter as I did with light).
Mojang should make a builder's update, including things such as more blocks to build with, and maybe even making their own wand, like the one from the WorldEdit mod! it would be so helpful to us builders!
We already have a trainloads of various blocks to build from, and more are added every major update.
While some utilities for builders is something I'd definitely support, Mojang ceased to rip-off stuff from mods for quite a while.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I 100% support this. Like theres so many things i need right now.
1 of the biggest things is a flipping biome selector.
Its SOOOO hard to spawn in a snow biome, and even harder to find 1 surrounded by a large body of water
The amount of times you spawn in a plains biome is extremely absurd and should be looked at, it drives me insane
SUPPORT!
I would even call this the sandbox 2.0 update.
Once the Cave and cliffs update is done, we need an end update. After that mojang should realy focuse on the roots of minecraft, the sandbox aspect.
We need many new blocks and varients of already existing ones. Like leaf stairs and slaps.
It doesn't matter if they can be generated, we just need acess to these items in creative mode for building / map making.
There is no reason to hold back creativity.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
You can look around for seeds or - when picking at randomly - do some recon in a creative world with the same seed as survival world you plan to colonize.
And it's not really about building structures to be honest...
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Every new material means more textures for resource pack communities to cover (and among those like Last Days with completely different palettes it's especially severe), and frequent generation alterations to house new materials aren't good for old worlds/servers.
If there is something that consistently unleashes massive doses of creativity it's not yet another cobblestone retexture but a new redstone component. Not only it needs little work on texturing and can be crafted from pre-existing materials, but it also gives possibilities of new circuits to invent and incentive for builders - to cover up that ugly machinery.
However, technical improvements and new measuring/copying equipment, even for creative mode only, is going to be much more valuable than a hundred of cobblestone retextures.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Reminder that this is a survival game as much as a creative game, we need to still have some balance there and not necessarily replace features but expand on them.
DM me if you absolutely need me to reply to something, I have notifications off.
If your answer's more than a paragraph, chances are I'm going to skim it at best. Please keep it succinct for me.
The problem is there isn't really a mode that is a hybrid of the two, of course you could say peaceful mode, but what about people who like battling monsters at night time or in dungeons or the Nether? then it gets more complicated
unfortunately survival mode is subject to change by updates, for better or worse.
Some people's idea of balance could completely ruin the experience for another group of people.
Especially changes that create more obstacles in the way of building, if somebody isn't strictly a combat orientated or competitive player.
This is intentional - the game is coded to try to place world spawn within one of several "spawn friendly" biomes - after all, you probably don't want to spawn in a desert or an ocean with no land nearby, although they should update the list of biomes, which hasn't been changed since 1.2 and only includes four biomes (I'm not sure about 1.13+ but I know for a fact that versions up to at least 1.12 used the same "spawn biomes" as 1.6.4; plains, forest, taiga, and jungle. Interestingly, prior to 1.7 taiga was snowy; for some bizarre reason they made the old taiga snow-free and added a "cold" taiga biome, instead of adding a new snow-free variant; this also means that pre-1.7 worlds will have rain in previously snowy taigas).
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?
What are you talking about? Theres nothing wrong with spawning in a desert or in the middle of an ocean?
If you wanted your build to have a desert environment, and wanted players to spawn near it, thats an absolute win.
Spawning in the middle of the ocean is a fun challenge for some
And on top of all of that, it saves you buckets loads of time from searching for the biome...
Old ps4 edition used to spawn you almost anywhere. And i remember finding an almost perfect seed once there, where i had this huge snow island that had almost no other biomes connected to it except for the ocean. Of course i lost the seed a couple yrs ago due to world corruption.
I dont think theres any good enough reason to keep players from having worlds like that, and making it so difficult to find one.
The spawn code is built for regular survival, in which case, spawning in a desert or in the middle of the ocean is not great as there are limited resources.
Anyway we are getting off-topic here talking about biomes while the main topic is a builder's update, which I fully support. The WorldEdit thing likely won't be added without permission from sk89q to add such a thing in Minecraft, and there will definitely be compromises to the wand so people will still download the original mod. But some new decorative blocks could be very useful.
https://www.youtube.com/channel/UCfK8Q5I1W-f_pil2VCNhjyw
pls check it out
Everyone knows you can look for seeds and explore worlds on creative, ive been doing that for the past 5 years lol
Idk what the last part of the comment is talking about, but if youre saying that not everyone would use the idea for building structures then yes that was already known too. Everybody is different from each other, i was speaking for myself and others who feel the same
Well all i know is If they opened up the limitations for spawning, everyone would have the better potential to get the spawn they truely want, as opposed to what we have now which is only for some people. I had no issuses with getting resources after spawning in a snowy biome, its not like you cant kill rabits, get wood, find a village, etc...
Anyways, Peace
Minecraft Hoth - Seeds - Minecraft: Java Edition - Minecraft Forum - Minecraft Forum
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If your answer's more than a paragraph, chances are I'm going to skim it at best. Please keep it succinct for me.
I can see your point about the wider choice of building blocks. However, if you just look on how many blocks there really are in Minecraft that could really change your mind. I think we already have a wide choice of building blocks, including the blocks being added in the 1.17 update.
I do 100% agree with your idea about having items inspired by different mods such as the builder's wand. The only problem about that is I doubt that Minecraft would take something that was original to a mod and add it to their game. If you want building mods, you might as well install a mod that has them.
It looks like it would have but im on bedrock edition and when i loaded up the seed, i didnt see any snow
Thanks though
They should also be accessible in survival mode, because some people like resource gathering and take pride out of building their structures when it is done with resources that have been earned in normal gameplay.
More block variants are fine, as long as they look different enough and also serve a purpose in the game.
Although I will agree with you on the point that there are enough leaf blocks in the game, with the exception of palm trees which don't exist in the game yet, but they would be nice and also we could have coconuts introduced at some point.
There are some valid concerns about performance and file sizes however, when more block variants are introduced into the life of the game.
But you've said it yourself that Minecraft's roots is it is a sandbox, therefore the focus should be to enhance people's creativity.
File size and memory usage is almost entirely dependent on the total number to blocks loaded, not the number of variants - this is how I've added hundreds of new features to the game with virtually no impact on performance or resource usage; in fact, it is actually much better than vanilla - virtually all the increase in vanilla system requirements since 1.6.4 is due to Mojang's bad coding practices, not new content. It is true though that there is some impact; every new texture added takes up 1 KB of VRAM, 1024 textures takes up 1 MB, and so on but considering that modern GPUs have gigabytes of VRAM that is not an issue; even my old computer with only 256 MB of VRAM (from 2006) only had any issues due to the amount being rendered to the screen (higher render distances would max out VRAM and cause severe lag) - just due to the fact that the game has to handle millions of blocks, which is why Minecraft is really in a class of its own when it comes to what determines resource consumption and why it is so resource-demanding compared to your typical FPS despite using such low-resolution textures - a million stone blocks is the same as a million of 100 different types of blocks (assuming they are all standard cubes; blocks like fences have more complex models, and more importantly, faces that render even when adjacent to other blocks, which increases the demands).
Also, adding blocks like stairs and slabs is nearly free - they simply reuse the textures of their parent blocks, with a few exceptions, such as stone slabs (I mean the "original" stone slab, while e.g. brick, wood, etc all take the texture from the blocks they are based on). Many other blocks also share textures, such as carpets (if you retexture wool it will also retexture carpets) and all instances of such blocks can share the same code, thus the only impact is the fields associated with each object instance that define basic properties like hardness, blast resistance, light level, and so on, only one of each of which exists in the entire game, no matter how many exist in the world, since the save data only stores references to them. Of course, 1.13 made it so that you now how up to 16 times more blocks since "metadata" no longer exists, meaning there are that many more objects to keep track of; by contrast, the vast majority of blocks I've added are variants of existing vanilla blocks:
There are 289 blocks listed here, which is by itself more than the number of available IDs (255 excluding air), and this does not include variants like rotated bone blocks (3 directions) or stairs (4 directions + up/down, 8 total), or "render states" like hardened clay stalagmite colors (this by itself would add 64 more variants), yet there are still over 60 free IDs left. I've even combined various vanilla blocks into a single block ID, such as inactive and burning furnaces and lit and unlit redstone torches/lamps (the only reason these used two IDs is because the light level is tied to the block instance, but I added support for data values), and changed other blocks, such as beds and cake, to drop themselves instead of a separate item (otherwise, such blocks have two item forms even if one isn't normally obtainable). Oak wood and spruce wood stairs are now a single block ID, as are all mushroom colors, and so on; the only block I've added that is technically two blocks is sea pickles (waterlogged and dry) due to issues with determining the block material (a lot of otherwise unmodified vanilla code references a "blockMaterial" field, which I'd otherwise change to a method with a metadata parameter as I did with light).
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?
Well, we are in java suggestions section but I guess the bedrock one doesn't get much activity so we just merged the two unofficially.
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also speaking of roots of minecraft, when are trees going to get roots already? that would make building basements a lot more interesting...
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How would roots look? Like sticks?
If so i could use that for my trees without any leaves. Could really help with the winter vibe