So I suck at coming up with ideas to build or making things I think of so I end up just living in a house that's a square box and mining non stop which basically means I'm looking for diamonds and then the game is pointless afaik because the moment I have diamonds the game just becomes a case of mine for diamonds with diamonds forever.
Whoever said that "Mine" "Craft" is only about building? My playstyle revolves around caving because I find it to be fun and most of my bases (one can be seen in the lower-right) are as simple as you can get (just a box with a bed, a few chests, a potato farm for food, and an area for a tree or two for wood; even my main bases aren't much more complex and are basically only used for storing the resources I collect while caving, most of which is never used (in fact, I consider mineral blocks to be uncraftable, so once I craft a block of coal, iron, etc they can only be used in that form, e.g. crafting anvils, I only have a stack of most resources on hand). My progress in a world is measured by maps like this (a day-day animation over 60 days) and charts like this (the only interruptions are when I built a new base and railway linking it to previous bases, and to a lesser extent, to build a wall around/fix up a village, otherwise I literally just cave nonstop).
Likewise, there are many other players who have playstyles which involve exploration, rather than building, even in a similar manner to myself (the world on the right is from somebody else and was mostly explored by branch-mining, rather than caving; somebody else made "cubes" out of the minerals they collected). Or perhaps they like playing on custom maps, or PvP, and so on - that's exactly why Minecraft is the most popular game in the world.
Just to throw out another suggestion: maybe try building rooms/bases all/mostly underground, so that you don't need to worry about the roof or outside wall aesthetics, and see if that appeals to you.
I don't spend much time on bilding except to get rid of materials I don't need and to create safe-points. By default in most worlds I will explore stuctures for loot and convert them into homes - this is time-saving, fun, scenic, and easy to go by because of maps + recognizing vanilla structures. If needed, I will take carveouts from mountainside ore and stone mining to make safehouses should I be caught out at night.
Not necessarily, but I do think the game needs some improvements to cater to people who are more combat orientated than other players, I've even agreed with Whitelight's suggestion on Youtube to add in a more advanced survival mode for players such as them.
It is a sandbox, which entails freedom to do amazing builds, of course some people could argue this is what creative mode or peaceful difficulty on survival is for, but the problem is some people do appreciate some grind for their resources to add fun to the game, and some resources in the game are outright unavailable on peaceful difficulty due to the absence of hostile mobs, meaning infinitely farmable blaze rods will not be possible.
The lighting system in the Overworld literally is made to encourage players to be more creative with their builds and to safeguard their territories from hostile mob attack.
For reasons mentioned above, some people avoid creative mode and peaceful difficulties as they consider these cheats and that peaceful difficulty to some people, makes survival mode pointless, normal difficulty appears to be a common compromise between the two extremes given hardcore mode means dying once means erasure of your entire world, even hard difficulty offers builder style players something.
Hardcore mode could technically be updated to be more challenging than it is now and it would be safe to do as it wouldn't affect players too negatively, I still support adding in a very hard mode and locked difficulty in both bedrock and Java edition, which gives players more of a challenge than lower difficulties like hard and normal, therefore the game caters to more people and doesn't cause division or arguments online.
So I suck at coming up with ideas to build or making things I think of so I end up just living in a house that's a square box and mining non stop which basically means I'm looking for diamonds and then the game is pointless afaik because the moment I have diamonds the game just becomes a case of mine for diamonds with diamonds forever.
Whoever said that "Mine" "Craft" is only about building? My playstyle revolves around caving because I find it to be fun and most of my bases (one can be seen in the lower-right) are as simple as you can get (just a box with a bed, a few chests, a potato farm for food, and an area for a tree or two for wood; even my main bases aren't much more complex and are basically only used for storing the resources I collect while caving, most of which is never used (in fact, I consider mineral blocks to be uncraftable, so once I craft a block of coal, iron, etc they can only be used in that form, e.g. crafting anvils, I only have a stack of most resources on hand). My progress in a world is measured by maps like this (a day-day animation over 60 days) and charts like this (the only interruptions are when I built a new base and railway linking it to previous bases, and to a lesser extent, to build a wall around/fix up a village, otherwise I literally just cave nonstop).
Likewise, there are many other players who have playstyles which involve exploration, rather than building, even in a similar manner to myself (the world on the right is from somebody else and was mostly explored by branch-mining, rather than caving; somebody else made "cubes" out of the minerals they collected). Or perhaps they like playing on custom maps, or PvP, and so on - that's exactly why Minecraft is the most popular game in the world.
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?
And there's the whole redstone world to explore...
Try a challenge, like the Tree Spirit challenge ...
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/297708-challenge-the-tree-spirit
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Yes, I completely agree with you
Just to throw out another suggestion: maybe try building rooms/bases all/mostly underground, so that you don't need to worry about the roof or outside wall aesthetics, and see if that appeals to you.
All games are pointless. That’s the point of them.
I don't spend much time on bilding except to get rid of materials I don't need and to create safe-points. By default in most worlds I will explore stuctures for loot and convert them into homes - this is time-saving, fun, scenic, and easy to go by because of maps + recognizing vanilla structures. If needed, I will take carveouts from mountainside ore and stone mining to make safehouses should I be caught out at night.
Not necessarily, but I do think the game needs some improvements to cater to people who are more combat orientated than other players, I've even agreed with Whitelight's suggestion on Youtube to add in a more advanced survival mode for players such as them.
It is a sandbox, which entails freedom to do amazing builds, of course some people could argue this is what creative mode or peaceful difficulty on survival is for, but the problem is some people do appreciate some grind for their resources to add fun to the game, and some resources in the game are outright unavailable on peaceful difficulty due to the absence of hostile mobs, meaning infinitely farmable blaze rods will not be possible.
The lighting system in the Overworld literally is made to encourage players to be more creative with their builds and to safeguard their territories from hostile mob attack.
For reasons mentioned above, some people avoid creative mode and peaceful difficulties as they consider these cheats and that peaceful difficulty to some people, makes survival mode pointless, normal difficulty appears to be a common compromise between the two extremes given hardcore mode means dying once means erasure of your entire world, even hard difficulty offers builder style players something.
Hardcore mode could technically be updated to be more challenging than it is now and it would be safe to do as it wouldn't affect players too negatively, I still support adding in a very hard mode and locked difficulty in both bedrock and Java edition, which gives players more of a challenge than lower difficulties like hard and normal, therefore the game caters to more people and doesn't cause division or arguments online.