One downside of 1.7+ versions is that the density of cave generation was seriously reduced.
Are you considering to re-implement pre-1.7 cave generation (at least as a world-gen option) if you update to 1.7 and beyond?
BTW heavily relies on the highly interconnected nature of caves. Due to traversing through the unbreakable dark-stone and the terror that pitch black dark intersecting caverns gives.
It looks pretty good, not going to lie. Reminds me a lot of Terra Firma Craft Mod. Is it any good? Posting here as looking for decent games similar to minecraft.
I second this. I started out a the tail end of Alpha in October 2010 and I still have my original Alpha generated world named Albion. Before that though I was playing Classic
I'm interested to see, do you happen to have any screenshots of the evolution of your world? I'm curious to see what it looked like in Alpha compared to now.
wow those terrain picks look pretty cool. With triple terrain does it not make finding ores like redstone and diamonds much harder and time consuming to get to sufficiently low enough levels?
So it seem that the best answer would be for Mojang to up the spawn rate, and fiddle around with min/max spawn radii.
I have no idea what you mean by "losing its magic" so I'll just add my two cents: to me it feels like a group of modders started injecting mods I would never install if I had the choice. Simply, I don't agree with any of their post-Notch policies and I don't think they're good at designing compelling gameplay. There's a bunch of quality of life new features that I would miss on older version, but otherwise the game plays pretty much the same, and the worst mistakes can still be fixed with gamerules/datapacks/mods; which is kind of a drag, but better than playing a super-obsolete version.
Could you elaborate on what things you don't like or think or broken?
Honestly I'm still salty over beta 1.8+ terrain >:(
I wish there was an option for beta 1.7 and previous terrain. Though, the fabric mod Modern Beta really fills this itch, but wish it included more modern new biomes.
Wow that's really interesting that the average player age is 24. Though it's not too surprising IMO, most of the players in alpha/beta were mostly teens and young adults. 10 years goes on and they're in 20s-30s.
I think the perception that minecraft is a children's game really stems from the large production of Youtube content directly marketed for children in a very non-discrete way. Back in 2010-2013 there wasn't much of this type of content, but as the game become really popular, this stuff exploded and now it's funny to see young teens being nostalgic about the stuff produced for children 2014+
No I get what you mean. There feels like theres hardly any mobs on the surface and in caves. I don't think it has anything to do with the new zero light level requirement.
I think this might mostly be due to how many caves and how large they are now. So there's far more room and space for mobs to spawn. Coupled together with the mob cap, I think this really hinders the number of hostile mobs spawning....
I wish they increased the frequency of hostile mobs spawning again :/
I think the implementation of hardcore darkness in Better than Wolves is awesome, and really sets a good example of how it can be successfully implemented in vanilla.
The link to the mod is here, it's available via MC forums.
There is a thing called gloom which corresponds to zero light level, and makes the corresponding block pitch black. Moody and Bright brightness levels work like normal, but gloom is always pitch black.
To counter balance the argument of getting stuck and lost in a dark cave, in gloom you eventually die - think like Don't Starve. This way you never get indefinitely stuck in dark caves + interesting design to stop building a dark dirt shack and use natural sun/moon light.
Also, like TheMasterCaver has in his mod, the moon phase affects brightness, with full moon normal, and new moon zero light, aka gloom.
I see zero reason why this isn't an optional feature of vanilla.
Another great feature to complement this, albeit somewhat contentious, is that torches should have limited lifetimes, 20 minutes, burn out and cannot be re-lit. But to reward going to Nether ect, you should be able to make infinite duration torches that do not burn out.
Better than Wolves also implements this and I think it works excellently, it makes caving very suspenseful and a lot of fun honestly!
I've uploaded some images to help share what I mean, taken from Better than Wolves CE1.3.
Uhhhh yeah that's great and all, but that's how the game is set up. It can be 'my fault' 1,000 times over, but whether someone prepares badly for going in a cave or not, leaving them in absolute black nothingness is still a bad place to be in. Pretty effortless goes-without-saying advice for someone who knows the game, but still an unnecessary beginner's trap for a lot of players out there.
I personally couldn't really care less about this idea existing since I'll never enter a cave without more stacks of coal, torches, planks and logs than I'll ever need. There's many theoretical scenarios in a game with an infinite amount of different outcomes of someone running out of stuff in a cave and being stuck in unhelpful blackness.
I think killing the player (gradually after 30s-60s, not all of a sudden) in pitch black darkness nullifies your concern about stranding players and not being able to see anything, and being stuck indefinitely.
In regards to maps, I'm pretty sure it's because map makers moved from java to bedrock. On Java people have to put in hours of effect for free. But on Bedrock, the makers can monetise their content, and so there is an active incentive to make maps on bedrock rather than Java. That's how I understand it at least.
I suspect most of it comes down to aesthetic changes. For example, I think the new lighting engine has made things a lot brighter and game used to be much moodier (personally I prefer it darker). Also a lot of sounds were changed post 1.6 I think or something like that. The art style of the old pixelated textures also helps, it definitely makes it feel really indie.
The biggest thing is that a lot of quality of life changes has been made over the years. Originally you could describe the game as being an indie project. But since 2012 and beyond, the "quality" of the game has improved, and so some of the rough charm has been removed. I suspect this might also lead to the feeling.
Personally I would say beta 1.7.3, but I wouldn't say that the game was ruined 1.8 and beyond. I think the game went in a different direction to what I would have liked.
Some reasons for why I prefer beta 1.7.3
- Good world terrain generation; I still believe it's better than 1.18; cliffs, overhangs, bright grass colour that depends on temperature/humidity and not biome, and the best feature of all, sand and gravel beaches
- nights are darker; also slight negative
- slow paced gameplay with no hunger and no sprinting. In it's current state (modern minecraft), hunger is a chore and adds no novel gameplay loops
- no cheaty enchantment options
- version with pistons
- no elytra; hehe change my mind
- dark blue water; tbh not fan of post 1.13 water colour and how transparent it is from the air/surface
Some things I miss in beta 1.7.3
- Nether is pointless, except glowstone
- limited biome types; but I like the biomes that exist
- limited redstone features
- very very limited block palette
Honestly, besides terrain generation and hunger, not much has changed pre and post 1.7.3. Minecraft is effectively still minecraft. New things have of course been added. But for the most part, the basic game mechanics are still the same and the wood,stone,iron,diamond progress has not changed since indev. In my opinion, I think tech mods are the best version of MC, but that wasn't the question
Also, I think the game has steadily been getting easier with each update. It's never been a hard game, but... I think it has gotten easier. Since 2010, I don't think difficulty has been a thing the developers have really cared for. Also, MC combat is fairly limited so not sure where difficulty can be added...
0
One downside of 1.7+ versions is that the density of cave generation was seriously reduced.
Are you considering to re-implement pre-1.7 cave generation (at least as a world-gen option) if you update to 1.7 and beyond?
BTW heavily relies on the highly interconnected nature of caves. Due to traversing through the unbreakable dark-stone and the terror that pitch black dark intersecting caverns gives.
Best of luck with all the upgrades!
0
Is this still being updated?
0
It looks pretty good, not going to lie. Reminds me a lot of Terra Firma Craft Mod. Is it any good? Posting here as looking for decent games similar to minecraft.
0
I'm interested to see, do you happen to have any screenshots of the evolution of your world? I'm curious to see what it looked like in Alpha compared to now.
0
wow those terrain picks look pretty cool. With triple terrain does it not make finding ores like redstone and diamonds much harder and time consuming to get to sufficiently low enough levels?
So it seem that the best answer would be for Mojang to up the spawn rate, and fiddle around with min/max spawn radii.
0
Surely beta, alpha, and early release players (2009-2012) count as veterans, and everyone else after not?
0
Could you elaborate on what things you don't like or think or broken?
Honestly I'm still salty over beta 1.8+ terrain >:(
I wish there was an option for beta 1.7 and previous terrain. Though, the fabric mod Modern Beta really fills this itch, but wish it included more modern new biomes.
0
Wow that's really interesting that the average player age is 24. Though it's not too surprising IMO, most of the players in alpha/beta were mostly teens and young adults. 10 years goes on and they're in 20s-30s.
I think the perception that minecraft is a children's game really stems from the large production of Youtube content directly marketed for children in a very non-discrete way. Back in 2010-2013 there wasn't much of this type of content, but as the game become really popular, this stuff exploded and now it's funny to see young teens being nostalgic about the stuff produced for children 2014+
0
Yep for release 1.3+ open to LAN is the way to go, and turn on cheats.
Edit: this is for Java btw.
0
This isn't just nostalgia, old Minecraft feels way way more colourful - think beta rainforest - and much more moodier. I like both of these things.
While new minecraft feels very washed out, colours are dull, and everything feels very de-saturated. :/
Ambience adds a lot to the character and emotion feel of a game. And I think the charmful colours and lighting has sadly been lost over recent years.
0
No I get what you mean. There feels like theres hardly any mobs on the surface and in caves. I don't think it has anything to do with the new zero light level requirement.
I think this might mostly be due to how many caves and how large they are now. So there's far more room and space for mobs to spawn. Coupled together with the mob cap, I think this really hinders the number of hostile mobs spawning....
I wish they increased the frequency of hostile mobs spawning again :/
0
I think the implementation of hardcore darkness in Better than Wolves is awesome, and really sets a good example of how it can be successfully implemented in vanilla.
The link to the mod is here, it's available via MC forums.
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/3117153-1-5-2-better-than-wolves-community-edition-v1-3-4
There is a thing called gloom which corresponds to zero light level, and makes the corresponding block pitch black. Moody and Bright brightness levels work like normal, but gloom is always pitch black.
To counter balance the argument of getting stuck and lost in a dark cave, in gloom you eventually die - think like Don't Starve. This way you never get indefinitely stuck in dark caves + interesting design to stop building a dark dirt shack and use natural sun/moon light.
Also, like TheMasterCaver has in his mod, the moon phase affects brightness, with full moon normal, and new moon zero light, aka gloom.
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I see zero reason why this isn't an optional feature of vanilla.
Another great feature to complement this, albeit somewhat contentious, is that torches should have limited lifetimes, 20 minutes, burn out and cannot be re-lit. But to reward going to Nether ect, you should be able to make infinite duration torches that do not burn out.
Better than Wolves also implements this and I think it works excellently, it makes caving very suspenseful and a lot of fun honestly!
I've uploaded some images to help share what I mean, taken from Better than Wolves CE1.3.
I think killing the player (gradually after 30s-60s, not all of a sudden) in pitch black darkness nullifies your concern about stranding players and not being able to see anything, and being stuck indefinitely.
0
In regards to maps, I'm pretty sure it's because map makers moved from java to bedrock. On Java people have to put in hours of effect for free. But on Bedrock, the makers can monetise their content, and so there is an active incentive to make maps on bedrock rather than Java. That's how I understand it at least.
1
I suspect most of it comes down to aesthetic changes. For example, I think the new lighting engine has made things a lot brighter and game used to be much moodier (personally I prefer it darker). Also a lot of sounds were changed post 1.6 I think or something like that. The art style of the old pixelated textures also helps, it definitely makes it feel really indie.
The biggest thing is that a lot of quality of life changes has been made over the years. Originally you could describe the game as being an indie project. But since 2012 and beyond, the "quality" of the game has improved, and so some of the rough charm has been removed. I suspect this might also lead to the feeling.
0
Personally I would say beta 1.7.3, but I wouldn't say that the game was ruined 1.8 and beyond. I think the game went in a different direction to what I would have liked.
Some reasons for why I prefer beta 1.7.3
- Good world terrain generation; I still believe it's better than 1.18; cliffs, overhangs, bright grass colour that depends on temperature/humidity and not biome, and the best feature of all, sand and gravel beaches
- nights are darker; also slight negative
- slow paced gameplay with no hunger and no sprinting. In it's current state (modern minecraft), hunger is a chore and adds no novel gameplay loops
- no cheaty enchantment options
- version with pistons
- no elytra; hehe change my mind
- dark blue water; tbh not fan of post 1.13 water colour and how transparent it is from the air/surface
Some things I miss in beta 1.7.3
- Nether is pointless, except glowstone
- limited biome types; but I like the biomes that exist
- limited redstone features
- very very limited block palette
Honestly, besides terrain generation and hunger, not much has changed pre and post 1.7.3. Minecraft is effectively still minecraft. New things have of course been added. But for the most part, the basic game mechanics are still the same and the wood,stone,iron,diamond progress has not changed since indev. In my opinion, I think tech mods are the best version of MC, but that wasn't the question
Also, I think the game has steadily been getting easier with each update. It's never been a hard game, but... I think it has gotten easier. Since 2010, I don't think difficulty has been a thing the developers have really cared for. Also, MC combat is fairly limited so not sure where difficulty can be added...