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    posted a message on The caves in the beta right now are great in theory, horrible in execution

    I'm on the latest beta. The only caves I've been able to find that aren't the old "noodle caves" are surface-level ocean-entrance caves 100% filled up with water, or huge caves that are 70-100% filled with water. If the generation was changed so that this happens in only 10% of caves, it would be way better.

    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on The caves in the beta right now are great in theory, horrible in execution

    I know they're still working on the generation rules and everything, but man, right now caving is MISERABLE in the beta on Bedrock Edition. I don't know if Java is the same way, buy literally about 90% of the cave space in the current version is filled floor-to-ceiling with water and it makes the entire experience just awful. Without Respiration III on your helmet, your character has the underwater breath time of an asthmatic toddler, and the mining time increase underwater even while standing on a block means that you literally can't even make it 6 blocks away without starting to drown by the time you punch into a wall to create an air pocket.


    In addition to that, just FINDING a good cave is so hard. I have yet to find a single cave entrance that wasn't ocean-level and completely waterlogged.


    I really hope they're still tweaking this stuff, because if this is how caves are going to be from now on, it's completely killed my anticipation of it.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    I'm also highly concerned about their answer to the warden not having a reason to kill it other than a dumb trophy item. It signifies that they have the worst possible mindset towards adding new "boss" enemies with good rewards for beating them. I also had a good chuckle at them claiming they prefer to add new things than revamps, while the most creative hostile mob they added to the entire ocean update was a water zombie, despite having a LITERAL entire ocean of inspiration to draw from. Let's list all of the things they could have made a hostile mob out of instead of a copy-pasted zombie that swims.


    Eels

    Rays

    Sharks (I'm ignoring their BS on this topic on purpose)

    better squid/kraken

    Jellyfish (including a man-o-war)

    Lionfish

    Sea snakes

    Barracuda

    Saltwater crocodiles

    Cuttlefish (could make it drag player camera towards it when it does the hypnotism strobe, etc)

    Stonegazer/ sandtrap fish

    Striped surgeonfish


    That list took me 5 minutes with the aid of a google search, which took me to a list of 20 highly dangerous wildlife in the ocean. Then let's talk about the fact they didn't add anything (hostile OR passive mobs) to rivers or swamps at all, just the cod and salmon they put in every water biome. No alligators, crocodiles, catfish, or any other freshwater creatures. They could have very easily added these creatures as-is or used them as inspiration to make new fantasy creatures out of, but instead they opted for the game's THIRD zombie.


    And the nether update? What new mobs did we get? A RESKIN of the pigman, a plain warthog, and a big square with a horrible face and nasty hair.


    So yeah, them claiming they'd rather be creative than reskin mobs is a joke to me.

    Posted in: Recent Updates and Snapshots
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    posted a message on The biggest reason we need slabs/stairs of almost every block is quite simple.

    That reason is mob spawning. It doesn't matter how many hundreds of blocks they add to the game if we can't use any of them for builds with lighting anywhere below "I want the actual sun in every room". You want to have a nice and moody castle with plenty of dark rooms, corridors, or just everywhere? Well, here are your options:


    1. No lighting, no carpet, no slabs, no string on blocks: Mobs spawn absolutely everywhere nonstop and your build is nightmare just to stand in, much less use as an actual base.


    2. You can use carpet to block mobs, which means no matter what you make your base out of, you're still limited to the 16 wool colors for any area of your build that you want to remain dark.


    3. You can use slabs to block mob spawning, but run into the exact same problem as carpet. You are limited to the very small percentage of blocks that have slabs, so you have to work your entire build around that tiny palette.


    4. String on all blocks: Cool, now you have an immensely annoying half-block grey selection outline popping up on every single block you pass unless you specifically look up at the ceiling as you walk, to say nothing of the string disrupting the textures. This is really only a viable solution for rooftops.


    5. Use glass for some sections of the floor. Same problems, again, as wool.


    6. Limiting your build location to only mushroom islands. Not TERRIBLE, but VERY limiting and you have to do a TON of terrain work if you don't want the standard mushroom environment.


    Slabs and stairs of all the existing blocks can't possibly be so difficult that there's any legitimate excuse for us not having them. I bet an experienced modder could make the entire set in a couple of days. Why exactly do we not have these? It's probably as simple as just copying and pasting the texture onto the slab/stair, putting the correct sounds (walking, placing, breaking) on it, and assigning it a new block ID.


    They could either do that, or give us a carpet-style cover of all the textures, or, possibly the most feasible solution, update beacons or give a new powerful tool for blocking all mob spawning in a certain radius. All of these would greatly reduce the need for more slabs and stairs.

    Posted in: Suggestions
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Can you go just one topic without talking about your mod? Are you even capable of talking about the game without bringing up your mods and shooting off streams of pointless numbers in said mod constantly? We get it, your life revolves around your mods, but it would surprise me if I was the only one tired of hearing about it in literally every single topic you enter.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Minecraft 1.17 Update Opinion Thread

    I'd really like some more information about whether or not we should all just completely forget about our existing worlds due to this incoming update. Is the world generation going to change across the board by moving up to make space for the deep dark caves? Is it going to be incredibly difficult to find literally anything new unless we go to unloaded chunks? Is it even worth keeping existing worlds?


    They did this crap with the nether update, where they kept us completely in the dark about whether old nethers would be able to get new stuff without having to go to new chunks, and then when the update finally rolled around, guess what, no reset button, so any world that had a host who didn't know how to manually edit/delete files was just screwed. I really don't want to see that happen again. If we're going to get almost no new content without either a ton of work or starting fresh, just tell us now please so we can stop logging in to our existing worlds and wasting our time.

    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on Minecraft 1.17 Update Opinion Thread

    I think everyone that is literally asking for stuff to be LOWER resolution is insane. The stalactites and stalagmites look good, and I sincerely hope the development team don't listen to the insane people that think they're "too high-res" for the game.


    Bundles are fantastic, and will make working on a lot of things like farms easier. People also apparently aren't thinking about things that stack in low numbers (or don't stack at all, such as enchanted books and tools). I'm going to be carrying at least 5 of these at all times when the update rolls out.


    Archeology is quite strange and I think the development time spent on it could have been put to substantially better use. This is the cave and mountain update, and instead of giving us new tools for mining faster/more efficiently, they give us a brush to mine blocks more SLOWLY, for USELESS decals for ugly giant pots? Are we going to be getting cobras revealed later or something so the pots can be used as homes for them? Are the pots going to be useful for ANYTHING? This is going to be just like the update aquatic with boats. If we don't get new mining tools now, in the Cave Update, we're never going to get them and that's horrible.


    I agree with whoever mentioned how much more GOOD content the average modder can put out than an entire development team in a multi-billion dollar studio. These updates with this scale should be coming out multiple times a year, not once.


    I really hope amethyst crystals aren't ONLY used for the telescope. I'm holding out hope that you'll be able to make some new tools with them that can mine faster than anything else or have some other kinds of special properties. Having a gem resource that can only be harvested from uncollectable geodes underground would be a ridiculous waste if the crystals don't have some powerful purpose, and telescopes ain't it, chief.


    The actual cave and mountain generation looks significantly better, but the bar hasn't exactly been set very high on that.


    I like the concept of the mountain goats, but at the same time I have to wonder if they're going to make mountain traversal and/or basebuilding too much of a hassle to bother with.


    Axolotls being giant waterdogs is hilarious and I want them yesterday.


    The new redstone plants are so awesome that I think even I will be able to build some cool (and most importantly easy) redstone devices that serve a purpose now. Redstone is the one area of the game I'm not at all fluent in because it's generally so complex and time-consuming, not to mention bulky and ugly, for so little reward. These new wireless redstone plants look to change that.

    Posted in: Recent Updates and Snapshots
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    posted a message on It would be nice if those of us on Bedrock would stop getting outright inferior versions of Java features
    Quote from dcnoire»

    i also recently posted how to get infinite enchanted books from villagers... so, maybe dont complain about stuff you dont know how to use. people whove gotten fabulous results are just gonna throw a fit... *cough*



    Firstly, redstone experts like mumbo jumbo can't stand the redstone on bedrock because it literally doesn't do what it's supposed to do with any consistency. He even showed it off in a video where he kept pulling a lever and the machine did something different every time, it was literally random.

    Secondly, don't talk down your nose at me about villager trades. I've set up megavillages in at least 4 realms with 80+ villagers in them, I know full-well how they work. I'm talking about how they were arbitrarily different from java villagers until the very last patch we got. My point is, why make them different in the first place?

    Posted in: Discussion
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    posted a message on It would be nice if those of us on Bedrock would stop getting outright inferior versions of Java features

    While it's true that Mojang has made excellent strides to finally make Java and Bedrock versions have parity, those of us on Bedrock are still getting, to put it simply, the same things Java gets but an inferior version for absolutely no reason. I understand when a feature is Java only due to hardware limitations, but a lot of things make no sense to be different.


    Examples:

    Piglin trades:

    Java: Can throw gold ingots to piglins, trade will work after 6 seconds. This means it can be automated with dispensers.

    Bedrock: Not only can we not do a trade by throwing the ingot, meaning no automation, piglins will make the trade happen after 8 seconds instead of 6. WHY? How hard is it to make it the same?


    Redstone. Enough said.


    Hero of the Village:

    Java: Prices discounted, villagers celebrate and throw items at the player(s).

    Bedrock: Prices discounted, no celebration, no items, and until the last patch, the discount wasn't even as big. Speaking of prices,


    Villager trades:


    Bedrock, until the last patch, had significantly different villager trades, with less than half the number of any trade available in a cycle before being locked out. Why? Who knows.


    Shields:
    Java can put banners on their shields, Bedrock cannot. Why? Surely this can't be a technical issue or banners wouldn't exist at all.


    The Wither on Bedrock is WAY harder for no apparent reason.


    The dragon doesn't spawn a new egg when she dies after being resummoned in Bedrock, making the dragon egg the most rare functionless block in the entire game for absolutely no reason.


    These are things I can think of right now, and with a list this small I know it looks whiney, but I know there are other things that are significant that make no sense to be different for each version.

    Posted in: Discussion
  • 1

    posted a message on Make water music less common (or not play in rivers or non-ocean water bodies)

    I can't imagine still having music enabled in the first place. It's so bad, and having it turned off allows me to play my own music instead.

    Posted in: Suggestions
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