Frankly I don't know why we don't have diamond and iron in there with how much of it pops up in structures.
It would make nether-only survival more natural as well.
I can say "maybe" to the iron but no to the diamond. That could make diamond way too easy to find, given the "carved out" nature of the Nether's world generation, and how quickly one can mine netherrack.
I can say "maybe" to the iron but no to the diamond. That could make diamond way too easy to find, given the "carved out" nature of the Nether's world generation, and how quickly one can mine netherrack.
Just make diamond as rare as ancient debris and with similar spawn conditions, problem solved. This also ties in well with the iron nugget idea.
I like how the nether has gold nuggets in abundant quantities (let alone gold from bastion remnants, making it a viable place to venture and mine if you're just after gold as you can possibly get it faster than in the overworld), quartz as its unique thing (building material ore), and of course ancient debris as its rare and unique thing (specialized/gear upgrade ore). The nether feels like it compliments the rest of the game that way. It doesn't need to compete with the overworld in mining viability.
So I don't think either iron or diamond (nor coal, which would make more "sense" if diamond also showed up) should show up there. Yes, they are in loot containers in the dimension, but so is stuff in the end. I don't think it means it needs to have an in-game (or "lore" or whatever) reason to explain it, as it's merely there as a gameplay reward rather than "canon" or "lore" thing if you will.
I like how the nether has gold nuggets in abundant quantities (let alone gold from bastion remnants, making it a viable place to venture and mine if you're just after gold as you can possibly get it faster than in the overworld), quartz as its unique thing (building material ore), and of course ancient debris as its rare and unique thing (specialized/gear upgrade ore). The nether feels like it compliments the rest of the game that way. It doesn't need to compete with the overworld in mining viability.
So I don't think either iron or diamond (nor coal, which would make more "sense" if diamond also showed up) should show up there. Yes, they are in loot containers in the dimension, but so is stuff in the end. I don't think it means it needs to have an in-game (or "lore" or whatever) reason to explain it, as it's merely there as a gameplay reward rather than "canon" or "lore" thing if you will.
I guess you could argue that, or that these are places that are travelled to...but remember how you said you'd like the nether and end to be 'fully fleshed out' so they could exist and be lived in independent of the overworld? Yeah. You kind of need iron and diamond then because obsidian portals, ender chests, and respawn anchors, all depend on mining obsidian, and thus require diamond, which must be obtained with iron.
On another note, obsidian does not naturally spawn in these dimensions outside structures! That's a whole other problem, I don't know how well "obsidian ore" would work. '~'
Yes, you remember well. I would like to see the secondary dimensions fleshed out more (though that remark was more so in reference to the end rather than the nether).
But that isn't the same as saying the other dimensions should vie for being equal alternatives to one another, or that they should offer a number of the same things the other dimensions offer. I'd rather see the dimensions COMPLIMENT each other and offer unique niches, rather than all trying to MATCH one another by offering a larger overlap of things.
So right now it more matches how I'd like to see it lean (or well, the nether does as the end is just rather bare). It shares Gold with the overworld but leans into it more, meaning it's a place you can mine more of it faster if you want. Then it has two unique ores; one for building (and it offers an overly generous amount of experience too) and a very rare but powerful equipment upgrade (or building/decoration block if you want to go that way with it).
I'm not necessarily saying I'm opposed to there ever being more than that (there feels like there could be room for one more maybe?), but just bringing iron and diamond from the overworld over seems the wrong way to go to me.
The mining system in the game is severely underpowered so I would support this, out of protest against the abysmal ore system in the Overworld, having these ores generate in the Nether goes someway to compensate, although not good enough, the Overworld could do with a buff to iron ore generation under specific biomes in my honest opinion.
Mojang did a disservice to the community when they decided to make ores rarer or harder to find in Caves and Cliffs update.
The game penalizes people who manually obtain or earn the resources they grind for and that needs to change, we shouldn't have to build automatic or AFK farms to obtain hedonistic amounts of iron for our builds not only our tools, and people shouldn't be expected to rely on mending to make their gear last forever either, I would also support removing prior work penalty on anvils but that's a discussion for a different thread.
Hey guys I have a new video to craft gaming click here to watch.... Link Removed
That's not even close to being relevant to what is being discussed, you don't even make any suggestions on how to improve the game or discuss what you feel is wrong with it, you come in here asking people to watch your video which none of us even asked for.
If you want to do that then message a friend privately, how do posts like this make it through the spam filter anyway? if this site even has one.
That's not even close to being relevant to what is being discussed, you don't even make any suggestions on how to improve the game or discuss what you feel is wrong with it, you come in here asking people to watch your video which none of us even asked for.
If you want to do that then message a friend privately, how do posts like this make it through the spam filter anyway? if this site even has one.
I've suggested that any post with a blacklisted link be automatically marked as spam and not displayed at all (legitimate users could have a moderator unblock it after checking the link) but I don't think anybody reads site suggestions anymore, and simply censoring links also means that many old posts have legitimate links replaced with "link removed" (they just use some script to apply a visual filter over the actual content).
I've suggested that any post with a blacklisted link be automatically marked as spam and not displayed at all (legitimate users could have a moderator unblock it after checking the link) but I don't think anybody reads site suggestions anymore, and simply censoring links also means that many old posts have legitimate links replaced with "link removed" (they just use some script to apply a visual filter over the actual content).
Yes, you remember well. I would like to see the secondary dimensions fleshed out more (though that remark was more so in reference to the end rather than the nether).
But that isn't the same as saying the other dimensions should vie for being equal alternatives to one another, or that they should offer a number of the same things the other dimensions offer. I'd rather see the dimensions COMPLIMENT each other and offer unique niches, rather than all trying to MATCH one another by offering a larger overlap of things.
So right now it more matches how I'd like to see it lean (or well, the nether does as the end is just rather bare). It shares Gold with the overworld but leans into it more, meaning it's a place you can mine more of it faster if you want. Then it has two unique ores; one for building (and it offers an overly generous amount of experience too) and a very rare but powerful equipment upgrade (or building/decoration block if you want to go that way with it).
I'm not necessarily saying I'm opposed to there ever being more than that (there feels like there could be room for one more maybe?), but just bringing iron and diamond from the overworld over seems the wrong way to go to me.
I feel you. Maybe some alternative then? I just want it to be feasible to go to the overworld from the end or nether while starting empty-handed, without using structures.
That's not even close to being relevant to what is being discussed, you don't even make any suggestions on how to improve the game or discuss what you feel is wrong with it, you come in here asking people to watch your video which none of us even asked for.
If you want to do that then message a friend privately, how do posts like this make it through the spam filter anyway? if this site even has one.
The mining system in the game is severely underpowered so I would support this, out of protest against the abysmal ore system in the Overworld, having these ores generate in the Nether goes someway to compensate, although not good enough, the Overworld could do with a buff to iron ore generation under specific biomes in my honest opinion.
Mojang did a disservice to the community when they decided to make ores rarer or harder to find in Caves and Cliffs update.
The game penalizes people who manually obtain or earn the resources they grind for and that needs to change, we shouldn't have to build automatic or AFK farms to obtain hedonistic amounts of iron for our builds not only our tools, and people shouldn't be expected to rely on mending to make their gear last forever either, I would also support removing prior work penalty on anvils but that's a discussion for a different thread.
I would rather fix the overworld first to be honest, as compensating is an endless game of balancing. The nether still is not a place you can escape from without structure loot and same for the end. There needs to be a reasonable "natural" way to make portals.
I've suggested that any post with a blacklisted link be automatically marked as spam and not displayed at all (legitimate users could have a moderator unblock it after checking the link) but I don't think anybody reads site suggestions anymore, and simply censoring links also means that many old posts have legitimate links replaced with "link removed" (they just use some script to apply a visual filter over the actual content).
Also it sucks how the suggestions section goes unchecked, you saw my two posts right? Where are these 70 magic followers coming from? More bloat on this forum, just like the bloat in the game. Lags everything down.
Am I the only one who felt resource gathering via mining was improved with the 1.18+ update?
I specifically remember starting a world in 1.16 and expressing dissatisfaction at getting iron and diamond, but with 1.18 iron is much easier for me, especially if you chance along an iron vein.
I will admit in my sole world that I STARTED in a version already at 1.18 or above, I did branch mine for my first diamonds, but that was to both speed it up (it was still probably faster branch minding before 1.18), and more to just skip the risk due to playing in hardcore. I don't think they are too hard to find at all, and even before the update I really didn't. But caving was so much more boring and tedious to me I guess.
And diamonds are (or easily can be) borderline useless after you get your initial set due to enchants/Mending.
I did branch mine for my first diamonds, but that was to both speed it up (it was still probably faster branch minding before 1.18)
I've never seen caving as anywhere near efficient as branch-mining, not even close, unless you only consider coal and iron; the following data is from a modded world with far more caves than even 1.6.4 (no idea how it compares to 1.18 but the largest caves I've explored had volumes of millions of blocks, and caves are so densely interconnected it would be hard to tell where one cave system begins and the next ends if they didn't have unique cave formations. There are also 12.5-25% additional rare ores (other than coal and iron) which only generate if exposed in caves to help offset differences in cave distribution, without affecting the efficiency of branch-mining. I also use a "vein miner" enchantment which lets me mine most veins in a single click, though the time spent on mining ores is only a fraction of the total time I spend caving, about 10% in vanilla, so this doesn't make a huge difference, and I do have to fight significantly more mobs):
To illustrate the size of some of the caves I've explored, this was a single giant cave region, the largest single underground feature in TMCW, with an overall volume of nearly 2 million blocks within a 350x350 block area (including various caves which directly intersected it, the largest of which had a volume of 125,000 blocks):
The 6th day only goes up to the time I finished exploring it, thus a bit over 5 normal play sessions; the decease in mining rate seen on the 5th day was due to a combination of pillaring up more to reach high ceilings and fighting more mobs as they became concentrated in the remaining unlit areas:
On the right are the largest single cave and ravine I'd found up to this point; the scale of this image is equivalent to 691x378 blocks:
This is from an analysis of a 350x350x63 block area centered on the giant cave region, which had an air volume of nearly 2 million blocks (25.6% of blocks) and contained 7,770 torches, and enough obsidian to cover nearly 100 chunks:
For comparison, the Wiki claims that when branch-mining up to 1.7% of mined blocks can be diamond ore, which amounts to a stack per hour, a dozen times the rate shown above if you can mine an average of one block per second, which is easily doable even with deepslate (when I branch-mine for my first resources in a world I always upgrade to iron, then diamond as soon as I find them - and yes, I branch-mine precisely because it is much faster, safer, and I want to save caving for the "end-game"):
A good efficiency is reached at a spacing of around 6 blocks (that is, 6 solid blocks left in-between the tunnels). At this spacing, efficiency is about 0.017, corresponding to 1.7% of blocks removed being a diamond.
Note that this was based on data from 2012 (applicable up to 1.7.10; 1.8 made diamond and other ores about 20% more common due to a larger vein size) but the general concept of what makes branch-mining so efficient is still applicable to even 1.18, and since 1.18 diamond ore is slightly more common near y=-59 than it was between y=5-11 (in either case diamond is only about 0.12-0.15% of all blocks but you can effectively find far more because every block removed from a 1x2 tunnel exposes 3 more blocks; in turn, every diamond ore exposed effectively exposes several more blocks which are part of the same vein, this the overall rate is abundance * exposure * vein size).
Also, I am skeptical that efficiency continues increasing so much past a spacing of 3, which I use and I do get about the stated efficiency (0.9% of blocks), since once you are at that point the same vein can't be exposed by two adjacent tunnels. However, this is still about half a stack per hour, or 6 times the rare I get while caving. Of course, my results may be biased by the fact that I explore everything without any regard to diamonds or anything else, as opposed to somebody who only explores deeper caves to find diamonds (my "triple height terrain" mod would have been quite lucrative in this aspect since I just scaled up the ranges and amounts of all ores to match the increase in depth but I only consider the overall relative abundances, which I intend to keep close to vanilla). My short-term rates can also be much higher than the long-term average but the latter is more reliable (I also would not count a "tuff vein", which the Wiki describes as rare so basically a lot of luck).
Also in the new nether you can acquire iron (in nugget form) from bartering with piglins (not in large quantities, but ”enought”) also you can get blackstone as cobblestone replacement. Not having diamonds is just an inconvenience as you can get normal and crying obsidian from piglins and gold for bartering is plenty.
Also in the new nether you can acquire iron (in nugget form) from bartering with piglins (not in large quantities, but ”enought”) also you can get blackstone as cobblestone replacement. Not having diamonds is just an inconvenience as you can get normal and crying obsidian from piglins and gold for bartering is plenty.
Sound is great, mining speed is a bit irritating. It's harder but just as brittle, a point which Agent brings up quite a lot.
At least it's common, which is a plus for builders who would use it, it is a non renewable resource but in most situations that shouldn't matter, as it is both a hardy substance, not immune to Creeper explosions but it will drop as an item after the explosion just as stone does and only one layer will be pealed off with a Creeper explosion, and there's enough of it in the negative Y coordinates that you shouldn't need to worry about running out, and even with the glitches of bedrock edition the usable world sizes are very large.
Ores are a different story, for gameplay reasons they are supposed to be rarer than stone, dirt, sand and gravel, and they are, but the rarity of them can get stupid sometimes and as Princess Garnet brought up which she is correct on, players are often penalized for doing things manually while AFKers are often let off the hook, I don't recall AFK fishing ever being completely eradicated from the game for instance.
Simplysarc said something on Youtube which I agreed with, that large iron veins should exist under certain biomes
and this would be a decent replacement for Iron Golem farming. Because of mending tool and armours can be maintained indefinitely,
and they are available in trades, there isn't really a need for Iron Golem farms to exist to be honest, not if a better replacement is done.
Most of the things you craft with iron in the game are in fact permanent items or upgrades,
it just doesn't apply to certain items like anvils, which can only survive a limited number of uses before breaking,
but lanterns don't break on their own, nor do iron bars, iron doors or iron trapdoors, an overhaul of the mining system
would more than compensate for the removal of Iron Golem farms, something I had already thought through.
Sound is great, mining speed is a bit irritating. It's harder but just as brittle, a point which Agent brings up quite a lot.
I don't mind this since I find the efficiency enchant too overpowered to begin with (though one could argue it slightly more mandates it when deep caving)
But as a disclaimer, I say this as someone who caves and seldom branch mines. And branch mining is still faster (at the cost of tool durability/resources) so the balance is still there.
I don't mind this since I find the efficiency enchant too overpowered to begin with (though one could argue it slightly more mandates it when deep caving)
But as a disclaimer, I say this as someone who caves and seldom branch mines. And branch mining is still faster (at the cost of tool durability/resources) so the balance is still there.
Efficiency 5 also causes me to accidentally break blocks, for that reason I use lower efficiency levels on my shovels like 4 or less, so I can straighten out turf as I am leveling terrain for construction.
For builders like me Efficiency 5 on shovels can be a nuisance,
There is a simple workaround, but it wouldn't be the case if efficiency wasn't so overpowered to begin with.
And I thought Haste Beacons were meant for Insta mining ability, not enchantments on their own.
Efficiency 5 also causes me to accidentally break blocks, for that reason I use lower efficiency levels on my shovels like 4 or less, so I can straighten out turf as I am leveling terrain for construction.
For builders like me Efficiency 5 on shovels can be a nuisance,
There is a simple workaround, but it wouldn't be the case if efficiency wasn't so overpowered to begin with.
And I thought Haste Beacons were meant for Insta mining ability, not enchantments on their own.
A 'relative efficiency' enchantment that increases speed more for harder blocks and less for softer ones would be nice, but this seems unlikely to get in the game imo.
Frankly I don't know why we don't have diamond and iron in there with how much of it pops up in structures.
It would make nether-only survival more natural as well.
I can say "maybe" to the iron but no to the diamond. That could make diamond way too easy to find, given the "carved out" nature of the Nether's world generation, and how quickly one can mine netherrack.
Just make diamond as rare as ancient debris and with similar spawn conditions, problem solved. This also ties in well with the iron nugget idea.
I like how the nether has gold nuggets in abundant quantities (let alone gold from bastion remnants, making it a viable place to venture and mine if you're just after gold as you can possibly get it faster than in the overworld), quartz as its unique thing (building material ore), and of course ancient debris as its rare and unique thing (specialized/gear upgrade ore). The nether feels like it compliments the rest of the game that way. It doesn't need to compete with the overworld in mining viability.
So I don't think either iron or diamond (nor coal, which would make more "sense" if diamond also showed up) should show up there. Yes, they are in loot containers in the dimension, but so is stuff in the end. I don't think it means it needs to have an in-game (or "lore" or whatever) reason to explain it, as it's merely there as a gameplay reward rather than "canon" or "lore" thing if you will.
I guess you could argue that, or that these are places that are travelled to...but remember how you said you'd like the nether and end to be 'fully fleshed out' so they could exist and be lived in independent of the overworld? Yeah. You kind of need iron and diamond then because obsidian portals, ender chests, and respawn anchors, all depend on mining obsidian, and thus require diamond, which must be obtained with iron.
On another note, obsidian does not naturally spawn in these dimensions outside structures! That's a whole other problem, I don't know how well "obsidian ore" would work. '~'
Yes, you remember well. I would like to see the secondary dimensions fleshed out more (though that remark was more so in reference to the end rather than the nether).
But that isn't the same as saying the other dimensions should vie for being equal alternatives to one another, or that they should offer a number of the same things the other dimensions offer. I'd rather see the dimensions COMPLIMENT each other and offer unique niches, rather than all trying to MATCH one another by offering a larger overlap of things.
So right now it more matches how I'd like to see it lean (or well, the nether does as the end is just rather bare). It shares Gold with the overworld but leans into it more, meaning it's a place you can mine more of it faster if you want. Then it has two unique ores; one for building (and it offers an overly generous amount of experience too) and a very rare but powerful equipment upgrade (or building/decoration block if you want to go that way with it).
I'm not necessarily saying I'm opposed to there ever being more than that (there feels like there could be room for one more maybe?), but just bringing iron and diamond from the overworld over seems the wrong way to go to me.
The mining system in the game is severely underpowered so I would support this, out of protest against the abysmal ore system in the Overworld, having these ores generate in the Nether goes someway to compensate, although not good enough, the Overworld could do with a buff to iron ore generation under specific biomes in my honest opinion.
Mojang did a disservice to the community when they decided to make ores rarer or harder to find in Caves and Cliffs update.
The game penalizes people who manually obtain or earn the resources they grind for and that needs to change, we shouldn't have to build automatic or AFK farms to obtain hedonistic amounts of iron for our builds not only our tools, and people shouldn't be expected to rely on mending to make their gear last forever either, I would also support removing prior work penalty on anvils but that's a discussion for a different thread.
That's not even close to being relevant to what is being discussed, you don't even make any suggestions on how to improve the game or discuss what you feel is wrong with it, you come in here asking people to watch your video which none of us even asked for.
If you want to do that then message a friend privately, how do posts like this make it through the spam filter anyway? if this site even has one.
I've suggested that any post with a blacklisted link be automatically marked as spam and not displayed at all (legitimate users could have a moderator unblock it after checking the link) but I don't think anybody reads site suggestions anymore, and simply censoring links also means that many old posts have legitimate links replaced with "link removed" (they just use some script to apply a visual filter over the actual content).
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 what a mess lol, I made the same suggestion
I feel you. Maybe some alternative then? I just want it to be feasible to go to the overworld from the end or nether while starting empty-handed, without using structures.
Link removed = spammer grooved
I would rather fix the overworld first to be honest, as compensating is an endless game of balancing. The nether still is not a place you can escape from without structure loot and same for the end. There needs to be a reasonable "natural" way to make portals.
Also it sucks how the suggestions section goes unchecked, you saw my two posts right? Where are these 70 magic followers coming from? More bloat on this forum, just like the bloat in the game. Lags everything down.
Am I the only one who felt resource gathering via mining was improved with the 1.18+ update?
I specifically remember starting a world in 1.16 and expressing dissatisfaction at getting iron and diamond, but with 1.18 iron is much easier for me, especially if you chance along an iron vein.
I will admit in my sole world that I STARTED in a version already at 1.18 or above, I did branch mine for my first diamonds, but that was to both speed it up (it was still probably faster branch minding before 1.18), and more to just skip the risk due to playing in hardcore. I don't think they are too hard to find at all, and even before the update I really didn't. But caving was so much more boring and tedious to me I guess.
And diamonds are (or easily can be) borderline useless after you get your initial set due to enchants/Mending.
I've never seen caving as anywhere near efficient as branch-mining, not even close, unless you only consider coal and iron; the following data is from a modded world with far more caves than even 1.6.4 (no idea how it compares to 1.18 but the largest caves I've explored had volumes of millions of blocks, and caves are so densely interconnected it would be hard to tell where one cave system begins and the next ends if they didn't have unique cave formations. There are also 12.5-25% additional rare ores (other than coal and iron) which only generate if exposed in caves to help offset differences in cave distribution, without affecting the efficiency of branch-mining. I also use a "vein miner" enchantment which lets me mine most veins in a single click, though the time spent on mining ores is only a fraction of the total time I spend caving, about 10% in vanilla, so this doesn't make a huge difference, and I do have to fight significantly more mobs):
To illustrate the size of some of the caves I've explored, this was a single giant cave region, the largest single underground feature in TMCW, with an overall volume of nearly 2 million blocks within a 350x350 block area (including various caves which directly intersected it, the largest of which had a volume of 125,000 blocks):
On the right are the largest single cave and ravine I'd found up to this point; the scale of this image is equivalent to 691x378 blocks:
This is from an analysis of a 350x350x63 block area centered on the giant cave region, which had an air volume of nearly 2 million blocks (25.6% of blocks) and contained 7,770 torches, and enough obsidian to cover nearly 100 chunks:
For comparison, the Wiki claims that when branch-mining up to 1.7% of mined blocks can be diamond ore, which amounts to a stack per hour, a dozen times the rate shown above if you can mine an average of one block per second, which is easily doable even with deepslate (when I branch-mine for my first resources in a world I always upgrade to iron, then diamond as soon as I find them - and yes, I branch-mine precisely because it is much faster, safer, and I want to save caving for the "end-game"):
Note that this was based on data from 2012 (applicable up to 1.7.10; 1.8 made diamond and other ores about 20% more common due to a larger vein size) but the general concept of what makes branch-mining so efficient is still applicable to even 1.18, and since 1.18 diamond ore is slightly more common near y=-59 than it was between y=5-11 (in either case diamond is only about 0.12-0.15% of all blocks but you can effectively find far more because every block removed from a 1x2 tunnel exposes 3 more blocks; in turn, every diamond ore exposed effectively exposes several more blocks which are part of the same vein, this the overall rate is abundance * exposure * vein size).
Also, I am skeptical that efficiency continues increasing so much past a spacing of 3, which I use and I do get about the stated efficiency (0.9% of blocks), since once you are at that point the same vein can't be exposed by two adjacent tunnels. However, this is still about half a stack per hour, or 6 times the rare I get while caving. Of course, my results may be biased by the fact that I explore everything without any regard to diamonds or anything else, as opposed to somebody who only explores deeper caves to find diamonds (my "triple height terrain" mod would have been quite lucrative in this aspect since I just scaled up the ranges and amounts of all ores to match the increase in depth but I only consider the overall relative abundances, which I intend to keep close to vanilla). My short-term rates can also be much higher than the long-term average but the latter is more reliable (I also would not count a "tuff vein", which the Wiki describes as rare so basically a lot of luck).
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?
Also in the new nether you can acquire iron (in nugget form) from bartering with piglins (not in large quantities, but ”enought”) also you can get blackstone as cobblestone replacement. Not having diamonds is just an inconvenience as you can get normal and crying obsidian from piglins and gold for bartering is plenty.
Thank you, that solves my problem.
It somewhat bored me both before and after the change, if there is a difference I haven't noted it much but deepslate is annoying to mine.
Heh, *bored*, like a borer machine.
I love deep slate. The sounds are satisfying for some reason. I'm glad they didn't just reuse stone sounds.
Sound is great, mining speed is a bit irritating. It's harder but just as brittle, a point which Agent brings up quite a lot.
At least it's common, which is a plus for builders who would use it, it is a non renewable resource but in most situations that shouldn't matter, as it is both a hardy substance, not immune to Creeper explosions but it will drop as an item after the explosion just as stone does and only one layer will be pealed off with a Creeper explosion, and there's enough of it in the negative Y coordinates that you shouldn't need to worry about running out, and even with the glitches of bedrock edition the usable world sizes are very large.
Ores are a different story, for gameplay reasons they are supposed to be rarer than stone, dirt, sand and gravel, and they are, but the rarity of them can get stupid sometimes and as Princess Garnet brought up which she is correct on, players are often penalized for doing things manually while AFKers are often let off the hook, I don't recall AFK fishing ever being completely eradicated from the game for instance.
Simplysarc said something on Youtube which I agreed with, that large iron veins should exist under certain biomes
and this would be a decent replacement for Iron Golem farming. Because of mending tool and armours can be maintained indefinitely,
and they are available in trades, there isn't really a need for Iron Golem farms to exist to be honest, not if a better replacement is done.
Most of the things you craft with iron in the game are in fact permanent items or upgrades,
it just doesn't apply to certain items like anvils, which can only survive a limited number of uses before breaking,
but lanterns don't break on their own, nor do iron bars, iron doors or iron trapdoors, an overhaul of the mining system
would more than compensate for the removal of Iron Golem farms, something I had already thought through.
I don't mind this since I find the efficiency enchant too overpowered to begin with (though one could argue it slightly more mandates it when deep caving)
But as a disclaimer, I say this as someone who caves and seldom branch mines. And branch mining is still faster (at the cost of tool durability/resources) so the balance is still there.
Efficiency 5 also causes me to accidentally break blocks, for that reason I use lower efficiency levels on my shovels like 4 or less, so I can straighten out turf as I am leveling terrain for construction.
For builders like me Efficiency 5 on shovels can be a nuisance,
There is a simple workaround, but it wouldn't be the case if efficiency wasn't so overpowered to begin with.
And I thought Haste Beacons were meant for Insta mining ability, not enchantments on their own.
A 'relative efficiency' enchantment that increases speed more for harder blocks and less for softer ones would be nice, but this seems unlikely to get in the game imo.