It's probably been said many times already, but I'll say it anyway, and I'll literally keep it rather short and to the point.
Stop degrading this game's performance! This needs attention! I am not kidding; set a new goal devoted to this if you must! Set a goal to improving performance going forward, even if it happens in steps over versions and months (years?) and requires a lot of re-coding. Whatever practices are being employed and followed, they are having disastrous effects for the game's performance. Namely, whatever was done in versions 1.7, 1.8 (THIS... ONE... ESPECIALLY!), and now 1.13 have been huge notable points in the game's recent life to do this (1.3 did as well, but I give it a pass due to why it was caused, and funny enough it was less of a drop than the other three which have no excuse for any drop), and the ironic thing is, these are the versions in particular to have been stated to improve performance or efficiency. This doesn't build trust or confidence. Whenever it's noted that performance will be improved, instead I see the game's requirements go up to reflect the real impact. It's starting to reach that point where it's excessive and beyond reason.
Mojang/Java team, please devote a goal to improving the performance and changing these coding practices that have drastically dragged down performance since 1.6.4, namely with the three versions I mentioned, the new 1.13 being the latest offense to this.
P.S. I know Mojang likely won't read this. I'm just stating my opinion per the thread.
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Yes. 1.13 = more lag than ever before.
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Instead of armor it could be used to craft some kind of bracelet that provides effects similar to potions - with the conditions that it is rare (like naturally occurring emeralds) and the effect would not last longer than consuming the potion. As something wearable it would require less inventory space than several potions.
But as another level of tools/armor? Meh. Even with mods that add tons of ores for this purpose I find myself rarely ever using those aside from filling out a large armor display in a castle or something.
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There's a new launcher? Looks terrible.
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In older versions of Minecraft (prior to 1.9) as soon as the sun starts to set the villagers start to scramble like a major panic is about to set in and they find their doors really fast. Very uncommon for villagers to remain outside once the night falls.
For some reason I am seeing that villagers in newer versions tend to take more time reacting to the light levels dropping and in many cases even the farmers seem to ignore the dark and keep harvesting. In my opinion the night should always supersede the need to farm and when it's dark farmers should not be farming. It seems that even in the default village generations with the default houses even if the house has plenty of room inside you get a villager blocking the door and the others can't get it. After what can seem like an eternity and even as zombies start piling in the village the villagers finally "wake up" and look for other doors - but even then they just don't seem to be in a hurry as in older versions of MC.
Edit: created a known seed that has a village at spawn in 1.8.9, spawned some more villagers, set time to night = immediate panic and they all find doors and go inside very quickly. Even the farmers ignore the farms to hide inside. Same seed in 1.11.2 with same villager and conditions - villagers take forever to find doors, some end up stuck outside, a few farmers care more about harvesting than running from zombies. Clearly something seems different in their AI.
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Mojang puts so many unfinished items/mobs in the game that without mods it would die really quickly. Years pass by and even slabs/stairs out of common blocks still do no exist.
At least with a mod if you don't like it you can just delete it.
Mojang just mostly now exhibits hostility towards players and the technical community and includes new rules/mechanisms for the sole purpose of irritating players that many people don't want. And the worst part of it all is that you are STUCK with those changes just to get bug fixes.
Now if it was possible to get bugs fixed without having to accept so-called "free" updates perhaps things would be different.
Having to accept the combat update just to get a slew of old bugs fixed is unacceptable.
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Well I meant that if the overall terrain difference is small then I tend to level them off a bit - I rarely if ever make the entire village flat. When I encounter villages near mountains I don't make many changes to them other than fixing the sometimes ridiculous ways houses will spawn with the doors 20 blocks higher than the paths to them.
A completely level village will not infinitely breed without some tricks, however, villages with a 4-6 block terrain variation are quite suitable for that already.
Here's an interesting village I came across near a Woodland Mansion. With proper planning it might turn into an infinite breeder. I haven't redone anything yet but it has some interesting potential. Too bad the illagers don't respawn. I accidentally came across another mansion before this one but I forgot to change back to normal mode so sadly there were no illagers inside. This one does so I'm going to see if I can expand the existing village to it.
For this world the seed is -2357459284491097456, coordinates are 6658,14353 - default biomes.
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I don't mind baby zombies since they drop quite a bit of XP per kill. At least they are more balanced in that regard.
Bats would be more tolerable if they dropped some XP. But if you don't like one kind of mob you can just set up a command block in spawn in SP to kill them off. I do this with bats.
What would really be nice is a new submenu titled "Mob Spawning" where we could tick or untick what mobs we want in a world. Don't like bats or baby zombies? Just clear the boxes next to their names.
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I forgot about silverfish. Ugh, dreadful creatures.
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If you want to go crazy try this:
It will spawn this guy:
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Depending on the world size (explored area and boundary) a server's world can easily exceed dozens of GB. I've seen some get close to 200GB (about 160GB when compressed into a ZIP file). Rarely will you ever see a world put up for download unless the boundaries and explored areas were small.
This is one of the reasons why servers reset their worlds from time to time because they start running out of space (based on their hosting plan's storage limits for the server). Resetting the world and saving only the region files where builds exists helps get the size back down and as long as the original seed is reused the world will still generate the same.