If the swamp features are anything to go by: this is the update the losing biome votes get in. That means we might get the badlands, savanna, and desert changes that were mentioned in the previous contests might get in this update.
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Oct 16, 2021GerbilCrab475 posted a message on THE WILD UPDATE ~ The Big reveal you Might have Missed ~ (And Other Thoughts)Posted in: Recent Updates and Snapshots
Oct 16, 2021Posted in: Recent Updates and Snapshots
While it's saddening to see the deep dark get delayed again I am intrigued by how much they have expanded on it. Looks like it's no longer a biome but rather some kind of generated structure(s). In the first preview of the deepdark we saw the darkness effect just sorta happen on its own (perhaps caused by the biome). Now that darkness effect is caused by the skulk screamer. The warden also seems to spawn by emerging out of the skulk SPC-106 style as opposed to just kinda being there. I was looking forward to encountering the warden sooner but I guess I will have to wait even more. However I will definitely be playing 1.18 when it comes out.
I'm also excited to see those swamp updates. Looks like they expanded upon the old biome voter idea. However with the name of the Wild Update it seems kinda small to just update the swamp. Maybe the badlands, desert and savanna will also get updated in 1.19. Now that would be a WILD update.
Sep 13, 2021GerbilCrab475 posted a message on The caves in the beta right now are great in theory, horrible in executionPosted in: Recent Updates and Snapshots
Cave entrances are nice but bear in mind that in the past there were times where you couldn't build in some areas (without major landscaping efforts) because the surface was covered in cave entrances. A little more would be nice. Most entrances should be small which would lead to the big caves. I've seen some cave entrances that look like enormous sinkholes or craters and I would not want those to be more common.
Sep 10, 2021Posted in: Recent Updates and Snapshots
This video is very interesting. Watched it all the way through. 5 different noise maps all working together to give us this new terrain. Looks like they're really trying to nail down the micro biome issue. I'd say that it's pretty good now but completely getting rid of them may or may not happen. I look forward to making a new world in 1.18. I decided to skip over 1.17 so that I would get the full caves and cliffs experience as initially intended.
May 28, 2021Posted in: Recent Updates and Snapshots
Apparently is wasn't that they were unfinished but that there would be a parity issue between Java and Bedrock as Bedrock didn't have them yet.
I feel like I won't do a survival world for this update, but I'll definitely play around with creative mode and make some interesting builds with the new blocks.
Apr 14, 2021Posted in: Recent Updates and Snapshots
While it's a bit disheartening that we won't be seeing the crazy stuff in the next update is nice to see that they really want this update to live up to its expectations. The last thing we need is another performance disaster like 1.3 or 1.6.
Mar 4, 2021Posted in: Recent Updates and Snapshots
The mountain changes look really cool. It looks like the Bedrock team is focusing on the mountains while the Java team is focusing on the caves. Maybe they'll do a merge at some point which will be huge for both versions. Either that or both versions are going to need to play catch up with each other. That aside it is very wise for them to take this direction. It allows both sides of the update to be visualized and tested at the same time while focusing resources on each feature. Makes me wonder if bedrock will see archeology before java does.
Feb 18, 2021Posted in: Recent Updates and Snapshots
Strip mining is the most boring thing in Minecraft and anything that makes caving better than shafting is good in my book. However I do find it odd that 1.16 did the exact opposite. 1.16 added ancient debris which is mostly found encased in netherack. It encourages shaft mining. Once you understand ancient debris and the best method to get it it goes from boring to even more boring. You look at 1.17 and the purposed new ore distribution system and you see that levels the playing field for both methods. If you want to shaft there is now optimal layers for each ore, but caving will grant a higher variety or yield even more ore than a shaft would since the large caves cover so much surface area for exposed ores. Both have their advantages. Something they could do to the Nether to at least give an alternative method to get ancient debris would be to have exposed debris occur within the basalt delta biome which currently has nothing in it to warrant its treacherous terrain. Perhaps make it generate in a way that would be able to compete with shafting while not making too common to make shafting pointless. This would mimic 1.17 in how caving is no longer just worse than shaft mining.
Jan 21, 2021Posted in: Recent Updates and Snapshots
Saying that something shouldn't be added to vanilla just because there is a mod for it ignores the fact that the majority of players do not use mods, much less play on Java, which hasn't been the best-selling edition for the past 8-9 years (just 28% of all copies sold in 2012 were Java/PC and it has only decreased since then)...
It doesn't help that the java edition download is kinda hidden and the Windows 10 edition is the default one. We're basically just the snapshot guinea pigs.
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Feb 18, 2021Posted in: Recent Updates and Snapshots
The new ore depths are good IMO, they actually encourage you to mine differently or explore the caves more, and not just mine out the same y-level every time. Also, that chart they showed off shows that ores like iron and coal can go REALLY high now, so mining inside the to-be-implemented mountains seems like it will be viable too and not just going underground.
Dec 17, 2020The_Shadow posted a message on The newest 3 installations of Minecraft should not be what they are.Posted in: Recent Updates and Snapshots
I've never been able to understand this complaint either. Minecraft has been a mishmash of disparate elements from day one, and there's mods for everything under the sun. If something "feels modded" to someone, I think that says more about them than the game.
I could understand the complaint if Mojang came out with an update that suddenly switched the whole game to, say, a Lord of the Rings theme or whatever. But we all know that's not going to happen.
Dec 9, 2020Ptolemy2002 posted a message on The newest 3 installations of Minecraft should not be what they are.Posted in: Recent Updates and Snapshots
I'm going to be honest, and this probably will never see the light of day, but I'm going to write this anyway. I feel that in the past year or two, Minecraft has definitely taken a turn for the worse. I feel that the only update that has recently actually improved the game in the way that it should be improved, is 1.14. I'm going to talk about every update after 1.8, and say why they added value and challenge to the game, and then why I think 1.15, 1.16, and then when it releases, 1.17, are not, in my opinion, good for the game, and definitely not adding value.
So, what you're saying is that the three latest updates are completely pointless and don't do anything good for the game? If they even add one good thing, they must be adding value.
So, what the 1.15, 1.16, and 1.17 versions of the game added, and why I really do not like them.
1.15: This added Bees and Honey. This itself was decent, and not an issue. What I really feel, however, is wrong with this update, is the Honey Block. Before this, there only used to be slime blocks, so you could move large, massive things, it would just be complicated and a pain to do so. Now, with the addition of the Honey block, which are essentially the same as Slime blocks, accept that they don't stick to them like Slime blocks would if you put them side by side. This made it so that you could build a massive door with a bunch of side-by-side flying machines, alternating Slime Blocks and Honey Blocks, instead of having to make one that was quite complicated due to the properties of Slime blocks. In my opinion, this makes it way too easy to build up what used to be incredibly complicated and elaborate Redstone machines. TL;DR for this update, this makes things that were and should be complicated, much easier than they should be.
You said yourself that building giant redstone machines was a pain, so why would you intentionally advocate for that pain to remain where it is? What about a pointless challenge like this is so appealing? 1.15 was also mostly a bug fixing update, so the game was improved because it performed better.
Now, for 1.16: This added many things, including Basalt, Blackstone, Chains, more variations of Nether Bricks, Crimson and Warped fungi, nylium, and wood, gilded blackstone, crying obsidian, lodestone, respawn anchor, shroomlight, a blue variation of all fires, a target block, the mobs Hoglins, Piglins, Striders, and Zoglins. It also added the Bastion Remnant, a building with lots of Piglins, with gold blocks and other loot inside. It added 4 new biomes as well. Basalt Deltas, Crimson Forests, Warped Forests, and Soul Sand valleys. Here is what I find so incredibly wrong about this, starting with this and moving to 1.17. To start off, I feel some of the new mobs and textures look a bit un-Minecrafty, but that's not the main issue. A lot of features, the biomes in particular, as well as the ability to trade with Piglins, feel almost modded to me.
You know what else felt "modded"? Pretty much every single thing that was added to the game since the modding community started up. This argument is just an irrational fear of change, and it stands in the way of evolution. They've already overhauled almost all the textures, making the game look and feel much different than before. Why can't the game change any more?
But that's not even the worst part for me. There are two larger issues. The first is converting Zombie Pigmen into Zombified Piglins. This just changes so much of one of the dimensions, one of the key functions of the game, into simply a weird looking version of a new mob. This disrupts the mystery of the nether, the intrigue.
The zombie pigman has ONLY changed aesthetically, and it pretty much looked like a weird piglin in the first place. If the model hadn't changed, it would have just looked like a slightly weirder piglin, but it still would have looked like one. Otherwise, nothing changed.
And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you.
Netherite has the exact same protection level as diamond armor, and the knockback resistance doesn't work every time. It's not much better than diamond itself.
The tools make doing anything basically like mining it in creative mode as well.
Efficiency is also only barely changed, and instamining is still just as possible as it was before.
Now. For by far the worst update they will ever add to the game, 1.17. There are three features of this update, as it is at the time of writing this, that I actually feel improve the gameplay experience. I am also talking from the perspective of the current snapshot, 20w49a, as well as the reveal trailer. The three things I do like: 1. Taller, more generated mountains. 2. The ability to path any subtype of dirt block and 3. The ability to waterlog minecarts/minecart rails. Other than that, the textures, the features, all of that, just looks and performs like they went to about 10 mod pages, picked a random feature, and threw it into the game.
What is with this fear of evolution? Why is change so bad for Minecraft?
Stalagmites/Stalagtites, where and why? Also, they are the least Minecraft-like texture. The game is looking less and less like itself with every update, and I feel this bodes poorly for the future. The fossils are just odd, and again, oddly textured for a game like this.
It's literally the exact same as a regular block, just with a snow animation. The game is all about exploring and reaping resources from the blocks, so archaeology fits perfectly into the theme.
The Warden is a cool concept but looks like it never should've been considered a serious texture, and last but not least. Skulk sensors. Wireless Redstone. That's it.
The Warden is part of a brand new part of the lore that was never seen at all before the announcement. How are you already going to claim that it doesn't fit when you haven't even seen what it would fit into?
Oct 18, 2020Posted in: Recent Updates and Snapshots
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.
Oct 7, 2020Posted in: Recent Updates and Snapshots
I am indeed "okay" with Netherite. In fact I'm quite pleased. It was a long time coming and it gives another reason to explore the nether as well as an incentive to dig through its lower layers. Some potential lore fuel too, but nothing concrete; you make your own story in Minecraft.
"Spaghetti code" refers to old, messy, and hard to work with internal programming of a game. Games made on a lower budget and/or new and inexperienced creators suffer from this, as do long-staanding games. Minecraft and KSP are both of those. The games base programming will be an incoherent mess, jerry-rigged to get things to work without having to tear down old infrastructure. Not with the intent of being lazy, but out of not knowing better ways, not expecting future pressure, and saving the stress of redoing other things to account for it. It's part of the natural evolution of any work. As one gets better, early works will be realized as dilapidated and inefficient.
May 9, 2020TheMasterCaver posted a message on What is the most commonly played version of Java Minecraft ?Posted in: Discussion
Any answers with anything other than the latest version are wrong - you may wish that most played on your favorite version but most simply play on the latest version, as best evidenced by multiplayer servers:
This doesn't even list 1.6.4 - for all I know I am the only one who still plays on such an ancient version, nearly 7 years and 10 major releases out of date! Likewise, only 414 were on 1.7.10, or just 3.23% of a total of 12,820 servers listed, while more than half were on 1.15+ and few are already on 1.16 (snapshots) - and the same goes for the number of mods available for each version; 1.12.2 has way more mods than 1.7.10 and about 10 times as many as 1.6.4, while 1.15.2 already has nearly 3 times more mods than 1.6.4. Even if you included every version of my own mods, none of which are on CurseForge, it probably wouldn't make a difference in the page count (20 mods per page); this includes 4 versions of TMCW, TripleHeightTerrain, DoubleHeightTerrain, and Superflat Caves; of course, I also have some mods for later versions, like TMCW Underground (2 versions) and Random Biomes for 1.7.10, an old anvil mechanics mod for 1.8, and "1.6.4 caves" mods for versions up to 1.13:
The same goes for the proportion who use mods (and thus are most likely to play on older versions) - the vast majority play vanilla (it is hard to find any hard evidence (according to this discussion Mojang can track whether you are playing modded or vanilla) but if you exclude mods like Optifine, as well as simple graphical mods like shaders (which is usually the same as using Optifine these days), I'm betting that most play vanilla; sure, the most popular mods listed on CurseForge have 70+ million downloads but that doesn't mean that 70 million have played them, which would be double the total copies sold for Java).
Apr 20, 2020The_Shadow posted a message on Netherite Related Items Are In Bastion Chests - This is a Terrible Idea - Related Complaints/Suggestions.Posted in: Recent Updates and Snapshots
This is the right way to do it. If the goal is to make the Nether a place to live, diamonds are needed - you can't make netherite without it!
Feb 9, 2020MR_Creep111 posted a message on Painterly Pack Continuation Project [Fan Patch] [REVIVED]Posted in: Resource Packs
We've mostly just sent our files to @GerbilCrab via dropbox or something. Speaking of files, I've started on some textures for the items in the newest snapshot. I'll send a pic; any feedback would be much appreciated.
Oct 11, 2018Posted in: Recent Updates and Snapshots
Just a reminder people, this is a thread for discussing the news and updates of Minecraft 1.14, not for general complaints about Mojang development speed or quality or the size of previous releases.
Please keep the discussion on-topic.
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