The Meaning of Life, the Universe, and Everything.
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Some time ago, I have died in Minecraft.
I respawned quite far away from where I died, but thankfully, I died right next to where I started when making this world.
I crafted a boat, and made my way right away.
I finally arrived to the island where I died. I jumped and ran. I saw all my items on the ground
A fishing rod with Luck of the Sea II, Mending, Lure III and Unbreaking III
A diamond sword with Looting II, Unbreaking III, and Bane of Arthropods II
A Bow with Flame, Mending, Unbreaking III, Punch II, Power V
An Iron pickaxe with Efficiency IV and Silk Touch
They were right in front of me
But they disappeared before my eyes.
I was literally 2 blocks away from getting them. Two blocks, and the work that I have grinded for a good 7-10 hours wouldn't have gone to waste.
Please, Mojang, Microsoft.
Allow the item despawn rate to be changed.
From what i can tell, item despawns are set to 5 minutes. Far too soon.
I am currently changing values in Minecraft's code to disable item despawning. I wanted this run of mine to be a full, cheatless run. My first time, and I have already made so much progress.
I see no point why item despawning has to be exactly 5 minutes flat. Besides performance issues, there is no reason why it has to be so strictly soon.
Are you aware there is a gamerule to keep your inventory on death? The item despawn timer is in the game since the existens of item entities and hasn't changed since. Asking to change it is like asking for creepers to do less/no destruction damage (there is already a gamerule command for that aswell). Everyone of us has experienced this kind of item loss countless times. You just start from scratch and try doing it this time better.
Are you aware there is a gamerule to keep your inventory on death? The item despawn timer is in the game since the existens of item entities and hasn't changed since. Asking to change it is like asking for creepers to do less/no destruction damage (there is already a gamerule command for that aswell). Everyone of us has experienced this kind of item loss countless times. You just start from scratch and try doing it this time better.
Overall No support.
I don't want to change gamerule KeepInventory. That's plain cheating.
This world is what I specifically made as the world where I beat Minecraft legitimately.
But the only thing that holds me back are some very specific game mechanics that have no reason being that way.
I see the item despawning timer like render distance: It's something that doesn't break the game when adjusted, but is best being as high as possible.
Another "I died and lost everything so items should last longer." It would cause way too many performance issues, especially in massive underground areas. Five minutes is plenty of time.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I don't see any reason not to make this adjustable. This is the sort of thing that gamerules are for. However, you need to actually specifically suggest a gamerule if that's what you want. If it's a world option, you need to suggest that. If it's something else, you need to suggest that.
"Change this" is not a suggestion. It's an idea. How exactly should this be implemented?
Another "I died and lost everything so items should last longer." It would cause way too many performance issues, especially in massive underground areas. Five minutes is plenty of time.
Like I said, adjustable.
It's like render distance. It will obviously give you a significant advantage, but will impact performance.
I don't see any reason not to make this adjustable. This is the sort of thing that gamerules are for. However, you need to actually specifically suggest a gamerule if that's what you want. If it's a world option, you need to suggest that. If it's something else, you need to suggest that.
"Change this" is not a suggestion. It's an idea. How exactly should this be implemented?
There's a value in one of Minecraft's files.
Items are listed to despawn after 6000 "ticks", which is exactly 5 minutes.
For now, it's a single, simple value that can be adjusted, but only through game modification.
Something I want to avoid doing.
(I also seem to have trouble finding it. If anyone can tell me, it would help a lot.)
Like I said, adjustable.
It's like render distance. It will obviously give you a significant advantage, but will impact performance.
There's a value in one of Minecraft's files.
Items are listed to despawn after 6000 "ticks", which is exactly 5 minutes.
It's a single, simple value that can be adjusted, but only through game modification.
Something I want to avoid doing.
Meaning you want it as a gamerule right? Something like this?
/gamerule itemDespawnTimer <time in ticks>
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It's not a hardship to get any gear back. To that end, I normally make several sets of gear throughout the first couple days of my playthrough. Store them and if you lose that nice new set you aren't set back horrifically. If that was your first set then you were bound to lose it at some point. My question though is why you didn't take a few beds to set closer spawns? If I'm ever venturing far, with or without elytra then I carry along a few beds to drop when I'm down clearing woods or mining so I'm nearby if I die.
Problem: Once you adjust the item timer to be longer, and then you lose your items the same way with the extended timer, you'll want it to be even longer.
I think a much better way to solve this is to either:
1. Spawn an item similar to a chest upon death. (And only if the player has more than X items, to prevent players from dying and then constantly dying over and over again to get to their remains, causing the server to be filled with tile entities.) This block's inventory can only be accessed by the player who died for 5 minutes before everyone can access it.
2. Allow enchanting certain items with a new (treasure?) enchantment: Soulbound. An item with the Soulbound enchantment will appear in the respawned player's inventory, but for each respawn, the item has an 80% chance of losing a level, or if it is at level 1, losing the Soulbound enchantment entirely. This is incredibly useful for other situations, such as dying near other players or dying in lava.
3. Add an item like the Totem of Undying that will let the player keep their inventory on death. This item is consumed when the player dies with it in hand. This item has to be pretty rare, considering it's ability.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
The Meaning of Life, the Universe, and Everything.
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It is a issue to lose items like that, yeah, while having a longer item despawn timer(but I think that one should be toggleable in general due to lag reasons) would help, it doesn't fix the core issue.
What C1FF suggested is all a bit of a crutch in a way, can understand not wanting a enchantment to be too strong but I guess the view by the community would be the same if mending was suggested, as for the item in the other hand, once again gets too much in the way in my view.
As for the first, something I thought about before as there were once issues on a server regarding Keepinventory.
Think it would be best if we could toggle if we want EXP to be kept as well and have that plus Keepinventory as a global and also as a per player setting to make everyone happy, as well as the thrid option of a death chest, a chest that can keep all your items including armor and off hand items inside but disappears once it's empty. If this setting is allowed for the player, said chest gets created, making them not lose items.
The main issue here is that you died close to where you first spawned, right? Within the spawn chunks, which are always loaded no matter where you are in the Overworld - why does the game need to always keep these chunks loaded, especially in singleplayer (I can see why multiplayer can benefit since this can reduce lag by not having to load spawn chunks every time a new player joins, on the other hand, existing players can log in anywhere, and chunks don't take that long to load). If you had died somewhere else, and went straight to your death point I can guarantee that you'd have reached your items in time (a higher render distance also matters since more chunks are loaded but even 32 chunks is only 512 blocks, or about 2 minutes of walking; in rough terrain or underground this could still be significant but you can always lower it down to as little as 2 chunks - effectively "increasing" the item despawn timer by nearly 2 minutes (that is, the time you have to find the items once you have reached the general area). Optifine also unloads spawn chunks by default unless you are in an older version (I believe before 1.8), although that is using a mod).
Yeah, original poster says "Fortunately, I died near world spawn."
However, this is the very opposite of "fortunately". Spawn chunks NEVER unload. And the 5 minutes countdown occurs only in loaded chunks.
So, you want to have time to grab back your stuff? Move away from spawn, and never come back!
Same thing, mine only away from your base, far enough so that when yo respawn in your bed, your mine's chunks become unloaded. If your mine is right under your base, then make a 2nd "emergency base" a bit away from it, then run like a madman to that spot
Basically, you make that after you die the chunks with your stuff in it will simply unload. Then you can take your sweet sweet time to prepare in order to go get your stuff back.
So, you want to have time to grab back your stuff? Move away from spawn, and never come back!
Or build a spawn town with tons of torches that prevent mobs from spawning, and build your main base outside of the spawn chunks. You could also use the spawn chunks for farms.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Or build a spawn town with tons of torches that prevent mobs from spawning, and build your main base outside of the spawn chunks. You could also use the spawn chunks for farms.
The spawn chunks are better used reserved for an iron grinder instead of mere crops farm heheheheh.
The spawn chunks are better used reserved for an iron grinder instead of mere crops farm heheheheh.
I never said they were crop farms... :3
Is this getting offtopic?
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Well, yeah lol agreement here. So back on topic, I tend to agree with the original poster that the 5 minutes is way too short.
First, the argument that "well you can always take your sweet sweet time to prepare while your stuff is in unloaded chunks before using up the 5 minutes to actually get it back" is actually an argument in favor of saying that a plain flat 5 minutes is not enough by itself, not the opposite.
Second, and more importantly, the 5 minutes isn't only for when getting back stuff upon dying. It's for every item and every broken block.
Suppose you are working on a big build. Maybe you are at it alone, or it's a multiplayer build but at the moment you are the only one working on that build.
As you work on the higher parts of the build, despite your best efforts, sometimes blocks fall off to the ground or other parts of the structure below. You of course don't want to end up losing a good chunk of your resources, so you CONSTANTLY have to climb back down to get those, then climb back up to continue your work. Even if you are several players working, this would free up work productivity a LOT. Currently you be someone high up and say "I'll drop down those blocks I break and that you need near the chests below" without forcing the player that is charged with storing these blocks in chests (or to do something with those blocks) to nearly immediately drop whatever they are doing and get them, else they will despawn. It's a CONSTANT source of interruptions in the work flow.
Heck, this applies not only to big builds, but in many other situations too.
Let's say you are "taking care of" a single huge oak tree. Unless you reached very fast tools, that can easily take more than 5 minutes of work. Having to come back down and then come back up several times per each big tree *IS* a real hassle.
Taking care of securing a ravine? Say adios to everything that falls down, as those stones will definitely have more than enough time to despawn well before you're not even half finished.
Or you send a day shearing wool from your super-huge-all-colors-sheep-farm, and only have to worry about picking up the missed wool stack before nightfall, instead of constantly.
Or night slowly catches up to you, and you end up losing everything by the VERY next day.
So, excluding the "death" situation itself, the despawn delay boils down to "how much of wasted movement overhead are we willing to spend to get back at our materials." And also, more importantly, how FREQUENTLY are we willing to get "interrupted" to have to do so while we are already fully concentrating on building (or securing) something.
Think of it this way: imagine you are are work and need to concentrate on some complicated Excel file problem. Every hour or so, somebody comes up to your office, breaks your workflow, asks you a quick question, then leaves only 1 minute later. then it takes you about 5 minutes to "rebuild your idea" and then go back to working on progressing on solving your big problem, and it then takes you another 5 minutes to "go fully up to cruising speed work capability" and become really productive. So it's a little bit annoying, but very acceptable: because you end up wasting no more than 15% of your workday on these interruptions, you still manage to do a lot of good productive work.
Now imagine if instead people come to break your workflow EVERY DANG FRAKKING 10 MINUTES. The moment you get your idea rebuilt back in your head, you barely even started working on it that WHAM another 5 minutes interruption. You NEVER reach "cruising productivity speed". You just end almost unable to get any real work done. The overhead actually becomes something like "well over 50%"! You go back home frustrated instead of proud of your work.
The few individuals that can easily multitask in their mind, or have such a good memory and brain that they can do a full context switching back and to some task in their head at the turn of a dime, without losing their train of thought, won't notice any difference, of course. But MOST people don't have MENSA brain levels and instead they would get very annoyed when faced with constant interruptions. It's all simply a matter of total overhead and frequency, which varies by individual of course.
So similarly, a 5 minutes despawn delay can easily cause exactly that kind of problematic phenomenon for EVERY building project that doesn't have "trivial complexity".
I find that having to interrupt myself several times each day is a majorly wasteful and mostly very annoying "useless overhead", but even more so, it is a total concentration breaker, as I can't allow myself to concentrate and think intensely about some specific complex "building problem" without constantly having to keep this "super short despawn timer" at the back of my head at all times, else the frustration of losing stuff is always there. My mind works like a playing cards castle: I'm trying to think about some nice build features, computing distances and block configurations so it looks nice, and other stuff, then wham, it is all brought coming down by some minor detail, and then I have to "redo" all my thinking again. And 90% of the time, it's that dang 5 minutes despawn timer which is the culprit!
NEVER had any problems with the 5 minutes limit for getting back my stuff upon death in well explored environments.
VERY RARELY had any problems with the 5 minutes limit for getting back my stuff upon death in maze-like or far from home environments.
SOMETIMES had problems with the 5 minutes limit getting back my stuff upon death... when it happened in spawn chunks!
And ALWAYS had problems with the 5 minutes limit breaking my workflow when I am on some big building project.
Same for most people I played with. So to me this all says that, player-ergonomically speaking, the 5 minutes limit is simply put too short. Those insisting on the "5 minutes is more than enough to get back your stuff" argument is simply shooting at a mouse while ignoring the elephant in the room. The entire argument should revolve way, way more around item despawning for not-dying situations, basically the entire rest of most of the game.
So I think that a MINIMUM of a full day-night cycle delay (20 minutes) for all item despawning would be MUCH more appropriate and allow players to fully concentrate on doing something without too much of it wasted on pure overhead or "rebuilding" your train of thoughts all the time. Players couldn't totally ignore things falling, but at least they could focus on one thing at a time, for more than a couple minutes at a time, without too much "in the back of your mind" worries. 5% wasted movement and time overhead, that's acceptable. Not 20+%!
Ideally, I'd make the delay 30 minutes. so if you screw up one morning, you have until the next evening to fix it without actual item loss. On a big project, you also could gather some "construction material blocks" somewhere, even early in the morning, and the other players (or yourself) would have until the next evening to store it in chests (or make use of it) before it's "too late". so one player could just say "Bob, that spot near the birch tree is were I'll dump the red bricks" and Bob, instead of having to stop whatever he's doing ALMOST RIGHT NOW, could actually finish what he's doing, and have until the end of the next day to go get the stuff. Days in Minecraft are already super-duper-short enough as they are, there is no need to waste tons of time with such useless micro-management-overhead-mind-manure on top of that!
Now, some would say "but there would be so many entities around, the game would lag/crash/etc".
Err, not really, no? Floating items don't take much processing at all compared to, let's say, animals. Firstly, they show up only at relatively short range anyway. It wouldn't be a ridiculous idea to just make items processed round-robin in separated vector lists according to which players actually "see" them. i.e. if there are "too many" item stacks to process near some players, only THOSE player ends up getting "lagged out".
In fact, Minecraft is currently deeply unoptimized on several of such aspects. For example, loading/unloading chunks should NOT actually allocate/deallocate actual memory space. Just use big preallocated vector block of chunks, then simply tag the "spaces" as free or not (I've done work on memory optimization: bypassing most alloc/free calls with a dedicated memory manager for a fixed-data-very-used structure so as to end up not even "touching" the memory stack and the memory heap, that is hundreds of times faster that the dumbishly-slow system alloc/free calls lol! You only allocate/free huge segments of RAM, very infrequently, to store a bucketload of those "lots-of-use" data structures all at once, instead of doing it constantly and all the time. Allocating a full "big memory page" of 16 MB doesn't really take much longer than allocating 4KB, after all. It sure takes way less time and overhead than allocating the same 16MB in 4096 separate 4KB-at-a-time function calls.
Second, most floating item stacks don't really move at all: all their floating & bobbing high and low and their visible rotation item side viewed can be pretty much independently rendered from one player to the next. Who cares if 2 different players a few blocks from each other, and with a pumpkin exactly in between them, BOTH see the "pumpkin face side" showing towards them and not the other player? The item is constantly rotating and bobbing anyway, and sometimes you strike your sword and hit your friend, and he ends up dying a whopping 8 blocks away, and nobody is complaining too much about that. So the exact timing of rotation and current bobbing height of a floating item is extremely unimportant in comparison. Thus, exact rendering height and angle of the item able to be thrown 100% to the client's side = 0% processing weight on the server.
Third, items already fuse as stacks, but this can easily be optimized way beyond that: multiple stacks only a few blocks from each other could count as a single entity i.e. still rendering each individual item stack separately on the client's side, but the game would treat all of these stacks as a single "object" that is centered on a specific integer XYZ coordinates. Amongst other advantages this means tile entities instead of full-on entities (wayyyy less processing involved). If near enough the stack group center, then the entire group of item stacks gets displayed, but the actual communication bandwidth between client and server, and also the per-tick-CPU-usage-per-stack, end up both getting greatly minimized. Players wouldn't even notice much difference.
In fact, I personally hate this constant fusing of item stacks, as one it looks crummy, two it makes some times persist way longer that they sanely should (like eggs in chicken farms becoming basically almost eternal for hours, unless they reach full 64 eggs in a stack, as long as they get one new egg within 5 minutes. note tat I am talking only about immobile items here (which are by far the lion's share of floating items). For such "multistack" tile entities, each stack could be rendered at it's real floating point location. but without any extra server-side processing. Note that naturally moving items wouldn't move for longer, so that part would stay the same (they'd remain full entities), only the "once they stop moving" would they last longer, but that part actually takes next to nothing in processing compared to stuff that is moving around. So the only exception I'd make is that persistently MOVING item stacks would despawn after 5 minutes (heck 2 minutes is probably enough). Which is more than enough for "natural" items to drop from very high, and then get pushed by some water in a tunnel until they reach some final immobile destination. Thus, huge badly designed redstone contraptions that move tons and tons of items around for extended long periods of time wouldn't suddenly "use way too much CPU".
Basically, not so much for the dying aspects, but for the building aspects I cited, I support the original suggestion. Longer, based on player game play ergonomics. Then some a few more "original and less conventional" memory management code optimizations added in.
No support on disabling the timer entirely, too. That would definitely end up causing huge lag problem after only a few hours of server up time, if not sooner.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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To the above mentioned post(read most of it and skipped through some parts as I currently lack time), I agree and can relate to a good amount of the views.
I didn't take the building into account(doesn't help that most people do that in creative), but yeah, huge pain there as well. Think this should be a toggleable thing on the server/server settings with the default being 20 or 30 minutes.
Fully disabling it of course would be bad, but I wonder if we should just have it as a experimental "use at your owk risk" option.
Regarding unoptimizedness, just me or does the Quick Reply on the Forums also lag at times? But yeah, at least Optifine fixes it a bit but there's still more that could be done and Optifine is no excuse to not work on it.
As for death, I think something like a death chest should be implemented as a third option.
Regarding Buildings, I don't want to counter your argument and do fully agree with making the timer longer and adjustable, but a temporary "fix" for long builds might be a water pool, or even better, hoppers. Water Pool to easily go down and hoppers to pick up items.
Just wanted to share this idea as it may help a bit but it's no reason for Mojang to not make the timers longer.
Some time ago, I have died in Minecraft.
I respawned quite far away from where I died, but thankfully, I died right next to where I started when making this world.
I crafted a boat, and made my way right away.
I finally arrived to the island where I died. I jumped and ran. I saw all my items on the ground
A fishing rod with Luck of the Sea II, Mending, Lure III and Unbreaking III
A diamond sword with Looting II, Unbreaking III, and Bane of Arthropods II
A Bow with Flame, Mending, Unbreaking III, Punch II, Power V
An Iron pickaxe with Efficiency IV and Silk Touch
They were right in front of me
But they disappeared before my eyes.
I was literally 2 blocks away from getting them. Two blocks, and the work that I have grinded for a good 7-10 hours wouldn't have gone to waste.
Please, Mojang, Microsoft.
Allow the item despawn rate to be changed.
From what i can tell, item despawns are set to 5 minutes. Far too soon.
I am currently changing values in Minecraft's code to disable item despawning. I wanted this run of mine to be a full, cheatless run. My first time, and I have already made so much progress.
I see no point why item despawning has to be exactly 5 minutes flat. Besides performance issues, there is no reason why it has to be so strictly soon.
Are you aware there is a gamerule to keep your inventory on death? The item despawn timer is in the game since the existens of item entities and hasn't changed since. Asking to change it is like asking for creepers to do less/no destruction damage (there is already a gamerule command for that aswell). Everyone of us has experienced this kind of item loss countless times. You just start from scratch and try doing it this time better.
Overall No support.
I don't want to change gamerule KeepInventory. That's plain cheating.
This world is what I specifically made as the world where I beat Minecraft legitimately.
But the only thing that holds me back are some very specific game mechanics that have no reason being that way.
I see the item despawning timer like render distance: It's something that doesn't break the game when adjusted, but is best being as high as possible.
Another "I died and lost everything so items should last longer." It would cause way too many performance issues, especially in massive underground areas. Five minutes is plenty of time.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I don't see any reason not to make this adjustable. This is the sort of thing that gamerules are for. However, you need to actually specifically suggest a gamerule if that's what you want. If it's a world option, you need to suggest that. If it's something else, you need to suggest that.
"Change this" is not a suggestion. It's an idea. How exactly should this be implemented?
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Like I said, adjustable.
It's like render distance. It will obviously give you a significant advantage, but will impact performance.
There's a value in one of Minecraft's files.
Items are listed to despawn after 6000 "ticks", which is exactly 5 minutes.
For now, it's a single, simple value that can be adjusted, but only through game modification.
Something I want to avoid doing.
(I also seem to have trouble finding it. If anyone can tell me, it would help a lot.)
Meaning you want it as a gamerule right? Something like this?
/gamerule itemDespawnTimer <time in ticks>
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Nowhere in the OP does it say it's adjustable.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
So do it all again....
It's not a hardship to get any gear back. To that end, I normally make several sets of gear throughout the first couple days of my playthrough. Store them and if you lose that nice new set you aren't set back horrifically. If that was your first set then you were bound to lose it at some point. My question though is why you didn't take a few beds to set closer spawns? If I'm ever venturing far, with or without elytra then I carry along a few beds to drop when I'm down clearing woods or mining so I'm nearby if I die.
Problem: Once you adjust the item timer to be longer, and then you lose your items the same way with the extended timer, you'll want it to be even longer.
I think a much better way to solve this is to either:
1. Spawn an item similar to a chest upon death. (And only if the player has more than X items, to prevent players from dying and then constantly dying over and over again to get to their remains, causing the server to be filled with tile entities.) This block's inventory can only be accessed by the player who died for 5 minutes before everyone can access it.
2. Allow enchanting certain items with a new (treasure?) enchantment: Soulbound. An item with the Soulbound enchantment will appear in the respawned player's inventory, but for each respawn, the item has an 80% chance of losing a level, or if it is at level 1, losing the Soulbound enchantment entirely. This is incredibly useful for other situations, such as dying near other players or dying in lava.
3. Add an item like the Totem of Undying that will let the player keep their inventory on death. This item is consumed when the player dies with it in hand. This item has to be pretty rare, considering it's ability.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
It is a issue to lose items like that, yeah, while having a longer item despawn timer(but I think that one should be toggleable in general due to lag reasons) would help, it doesn't fix the core issue.
What C1FF suggested is all a bit of a crutch in a way, can understand not wanting a enchantment to be too strong but I guess the view by the community would be the same if mending was suggested, as for the item in the other hand, once again gets too much in the way in my view.
As for the first, something I thought about before as there were once issues on a server regarding Keepinventory.
Think it would be best if we could toggle if we want EXP to be kept as well and have that plus Keepinventory as a global and also as a per player setting to make everyone happy, as well as the thrid option of a death chest, a chest that can keep all your items including armor and off hand items inside but disappears once it's empty. If this setting is allowed for the player, said chest gets created, making them not lose items.
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(more of a Bugfix than anything,also Minecart Update!)
Improved Armor Textures, 1.8 Skins, Player Skins, Transpaceny and more!
The main issue here is that you died close to where you first spawned, right? Within the spawn chunks, which are always loaded no matter where you are in the Overworld - why does the game need to always keep these chunks loaded, especially in singleplayer (I can see why multiplayer can benefit since this can reduce lag by not having to load spawn chunks every time a new player joins, on the other hand, existing players can log in anywhere, and chunks don't take that long to load). If you had died somewhere else, and went straight to your death point I can guarantee that you'd have reached your items in time (a higher render distance also matters since more chunks are loaded but even 32 chunks is only 512 blocks, or about 2 minutes of walking; in rough terrain or underground this could still be significant but you can always lower it down to as little as 2 chunks - effectively "increasing" the item despawn timer by nearly 2 minutes (that is, the time you have to find the items once you have reached the general area). Optifine also unloads spawn chunks by default unless you are in an older version (I believe before 1.8), although that is using a mod).
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, original poster says "Fortunately, I died near world spawn."
However, this is the very opposite of "fortunately". Spawn chunks NEVER unload. And the 5 minutes countdown occurs only in loaded chunks.
So, you want to have time to grab back your stuff? Move away from spawn, and never come back!
Same thing, mine only away from your base, far enough so that when yo respawn in your bed, your mine's chunks become unloaded. If your mine is right under your base, then make a 2nd "emergency base" a bit away from it, then run like a madman to that spot
Basically, you make that after you die the chunks with your stuff in it will simply unload. Then you can take your sweet sweet time to prepare in order to go get your stuff back.
Or build a spawn town with tons of torches that prevent mobs from spawning, and build your main base outside of the spawn chunks. You could also use the spawn chunks for farms.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
The spawn chunks are better used reserved for an iron grinder instead of mere crops farm heheheheh.
I never said they were crop farms... :3
Is this getting offtopic?
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Yes it is. Let's fix that, shall we?
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http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Well, yeah lol agreement here. So back on topic, I tend to agree with the original poster that the 5 minutes is way too short.
First, the argument that "well you can always take your sweet sweet time to prepare while your stuff is in unloaded chunks before using up the 5 minutes to actually get it back" is actually an argument in favor of saying that a plain flat 5 minutes is not enough by itself, not the opposite.
Second, and more importantly, the 5 minutes isn't only for when getting back stuff upon dying. It's for every item and every broken block.
Suppose you are working on a big build. Maybe you are at it alone, or it's a multiplayer build but at the moment you are the only one working on that build.
As you work on the higher parts of the build, despite your best efforts, sometimes blocks fall off to the ground or other parts of the structure below. You of course don't want to end up losing a good chunk of your resources, so you CONSTANTLY have to climb back down to get those, then climb back up to continue your work. Even if you are several players working, this would free up work productivity a LOT. Currently you be someone high up and say "I'll drop down those blocks I break and that you need near the chests below" without forcing the player that is charged with storing these blocks in chests (or to do something with those blocks) to nearly immediately drop whatever they are doing and get them, else they will despawn. It's a CONSTANT source of interruptions in the work flow.
Heck, this applies not only to big builds, but in many other situations too.
Let's say you are "taking care of" a single huge oak tree. Unless you reached very fast tools, that can easily take more than 5 minutes of work. Having to come back down and then come back up several times per each big tree *IS* a real hassle.
Taking care of securing a ravine? Say adios to everything that falls down, as those stones will definitely have more than enough time to despawn well before you're not even half finished.
Or you send a day shearing wool from your super-huge-all-colors-sheep-farm, and only have to worry about picking up the missed wool stack before nightfall, instead of constantly.
Or night slowly catches up to you, and you end up losing everything by the VERY next day.
So, excluding the "death" situation itself, the despawn delay boils down to "how much of wasted movement overhead are we willing to spend to get back at our materials." And also, more importantly, how FREQUENTLY are we willing to get "interrupted" to have to do so while we are already fully concentrating on building (or securing) something.
Think of it this way: imagine you are are work and need to concentrate on some complicated Excel file problem. Every hour or so, somebody comes up to your office, breaks your workflow, asks you a quick question, then leaves only 1 minute later. then it takes you about 5 minutes to "rebuild your idea" and then go back to working on progressing on solving your big problem, and it then takes you another 5 minutes to "go fully up to cruising speed work capability" and become really productive. So it's a little bit annoying, but very acceptable: because you end up wasting no more than 15% of your workday on these interruptions, you still manage to do a lot of good productive work.
Now imagine if instead people come to break your workflow EVERY DANG FRAKKING 10 MINUTES. The moment you get your idea rebuilt back in your head, you barely even started working on it that WHAM another 5 minutes interruption. You NEVER reach "cruising productivity speed". You just end almost unable to get any real work done. The overhead actually becomes something like "well over 50%"! You go back home frustrated instead of proud of your work.
The few individuals that can easily multitask in their mind, or have such a good memory and brain that they can do a full context switching back and to some task in their head at the turn of a dime, without losing their train of thought, won't notice any difference, of course. But MOST people don't have MENSA brain levels and instead they would get very annoyed when faced with constant interruptions. It's all simply a matter of total overhead and frequency, which varies by individual of course.
So similarly, a 5 minutes despawn delay can easily cause exactly that kind of problematic phenomenon for EVERY building project that doesn't have "trivial complexity".
I find that having to interrupt myself several times each day is a majorly wasteful and mostly very annoying "useless overhead", but even more so, it is a total concentration breaker, as I can't allow myself to concentrate and think intensely about some specific complex "building problem" without constantly having to keep this "super short despawn timer" at the back of my head at all times, else the frustration of losing stuff is always there. My mind works like a playing cards castle: I'm trying to think about some nice build features, computing distances and block configurations so it looks nice, and other stuff, then wham, it is all brought coming down by some minor detail, and then I have to "redo" all my thinking again. And 90% of the time, it's that dang 5 minutes despawn timer which is the culprit!
NEVER had any problems with the 5 minutes limit for getting back my stuff upon death in well explored environments.
VERY RARELY had any problems with the 5 minutes limit for getting back my stuff upon death in maze-like or far from home environments.
SOMETIMES had problems with the 5 minutes limit getting back my stuff upon death... when it happened in spawn chunks!
And ALWAYS had problems with the 5 minutes limit breaking my workflow when I am on some big building project.
Same for most people I played with. So to me this all says that, player-ergonomically speaking, the 5 minutes limit is simply put too short. Those insisting on the "5 minutes is more than enough to get back your stuff" argument is simply shooting at a mouse while ignoring the elephant in the room. The entire argument should revolve way, way more around item despawning for not-dying situations, basically the entire rest of most of the game.
So I think that a MINIMUM of a full day-night cycle delay (20 minutes) for all item despawning would be MUCH more appropriate and allow players to fully concentrate on doing something without too much of it wasted on pure overhead or "rebuilding" your train of thoughts all the time. Players couldn't totally ignore things falling, but at least they could focus on one thing at a time, for more than a couple minutes at a time, without too much "in the back of your mind" worries. 5% wasted movement and time overhead, that's acceptable. Not 20+%!
Ideally, I'd make the delay 30 minutes. so if you screw up one morning, you have until the next evening to fix it without actual item loss. On a big project, you also could gather some "construction material blocks" somewhere, even early in the morning, and the other players (or yourself) would have until the next evening to store it in chests (or make use of it) before it's "too late". so one player could just say "Bob, that spot near the birch tree is were I'll dump the red bricks" and Bob, instead of having to stop whatever he's doing ALMOST RIGHT NOW, could actually finish what he's doing, and have until the end of the next day to go get the stuff. Days in Minecraft are already super-duper-short enough as they are, there is no need to waste tons of time with such useless micro-management-overhead-mind-manure on top of that!
Now, some would say "but there would be so many entities around, the game would lag/crash/etc".
Err, not really, no? Floating items don't take much processing at all compared to, let's say, animals. Firstly, they show up only at relatively short range anyway. It wouldn't be a ridiculous idea to just make items processed round-robin in separated vector lists according to which players actually "see" them. i.e. if there are "too many" item stacks to process near some players, only THOSE player ends up getting "lagged out".
In fact, Minecraft is currently deeply unoptimized on several of such aspects. For example, loading/unloading chunks should NOT actually allocate/deallocate actual memory space. Just use big preallocated vector block of chunks, then simply tag the "spaces" as free or not (I've done work on memory optimization: bypassing most alloc/free calls with a dedicated memory manager for a fixed-data-very-used structure so as to end up not even "touching" the memory stack and the memory heap, that is hundreds of times faster that the dumbishly-slow system alloc/free calls lol! You only allocate/free huge segments of RAM, very infrequently, to store a bucketload of those "lots-of-use" data structures all at once, instead of doing it constantly and all the time. Allocating a full "big memory page" of 16 MB doesn't really take much longer than allocating 4KB, after all. It sure takes way less time and overhead than allocating the same 16MB in 4096 separate 4KB-at-a-time function calls.
Second, most floating item stacks don't really move at all: all their floating & bobbing high and low and their visible rotation item side viewed can be pretty much independently rendered from one player to the next. Who cares if 2 different players a few blocks from each other, and with a pumpkin exactly in between them, BOTH see the "pumpkin face side" showing towards them and not the other player? The item is constantly rotating and bobbing anyway, and sometimes you strike your sword and hit your friend, and he ends up dying a whopping 8 blocks away, and nobody is complaining too much about that. So the exact timing of rotation and current bobbing height of a floating item is extremely unimportant in comparison. Thus, exact rendering height and angle of the item able to be thrown 100% to the client's side = 0% processing weight on the server.
Third, items already fuse as stacks, but this can easily be optimized way beyond that: multiple stacks only a few blocks from each other could count as a single entity i.e. still rendering each individual item stack separately on the client's side, but the game would treat all of these stacks as a single "object" that is centered on a specific integer XYZ coordinates. Amongst other advantages this means tile entities instead of full-on entities (wayyyy less processing involved). If near enough the stack group center, then the entire group of item stacks gets displayed, but the actual communication bandwidth between client and server, and also the per-tick-CPU-usage-per-stack, end up both getting greatly minimized. Players wouldn't even notice much difference.
In fact, I personally hate this constant fusing of item stacks, as one it looks crummy, two it makes some times persist way longer that they sanely should (like eggs in chicken farms becoming basically almost eternal for hours, unless they reach full 64 eggs in a stack, as long as they get one new egg within 5 minutes. note tat I am talking only about immobile items here (which are by far the lion's share of floating items). For such "multistack" tile entities, each stack could be rendered at it's real floating point location. but without any extra server-side processing. Note that naturally moving items wouldn't move for longer, so that part would stay the same (they'd remain full entities), only the "once they stop moving" would they last longer, but that part actually takes next to nothing in processing compared to stuff that is moving around. So the only exception I'd make is that persistently MOVING item stacks would despawn after 5 minutes (heck 2 minutes is probably enough). Which is more than enough for "natural" items to drop from very high, and then get pushed by some water in a tunnel until they reach some final immobile destination. Thus, huge badly designed redstone contraptions that move tons and tons of items around for extended long periods of time wouldn't suddenly "use way too much CPU".
Basically, not so much for the dying aspects, but for the building aspects I cited, I support the original suggestion. Longer, based on player game play ergonomics. Then some a few more "original and less conventional" memory management code optimizations added in.
No support on disabling the timer entirely, too. That would definitely end up causing huge lag problem after only a few hours of server up time, if not sooner.
To the above mentioned post(read most of it and skipped through some parts as I currently lack time), I agree and can relate to a good amount of the views.
I didn't take the building into account(doesn't help that most people do that in creative), but yeah, huge pain there as well. Think this should be a toggleable thing on the server/server settings with the default being 20 or 30 minutes.
Fully disabling it of course would be bad, but I wonder if we should just have it as a experimental "use at your owk risk" option.
Regarding unoptimizedness, just me or does the Quick Reply on the Forums also lag at times? But yeah, at least Optifine fixes it a bit but there's still more that could be done and Optifine is no excuse to not work on it.
As for death, I think something like a death chest should be implemented as a third option.
Regarding Buildings, I don't want to counter your argument and do fully agree with making the timer longer and adjustable, but a temporary "fix" for long builds might be a water pool, or even better, hoppers. Water Pool to easily go down and hoppers to pick up items.
Just wanted to share this idea as it may help a bit but it's no reason for Mojang to not make the timers longer.
Changes to Improve Furnace Minecarts!
(more of a Bugfix than anything,also Minecart Update!)
Improved Armor Textures, 1.8 Skins, Player Skins, Transpaceny and more!