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    posted a message on Forever hardcore forever

    Yay, another world! I'm looking forward to this!

    You can't control your commitment, so even if you start something and later don't decide to continue, that's fine. I recently took a break from my world for over half a year (didn't feel that long...), and I started threads for worlds that ultimately got put on indefinite hold. That's how it goes.

    Nothing is cheating if that's how you decide to play. Hardcore is nothing but the game locked to hard difficulty and no respawning, but it's otherwise just Minecraft. Some people play with restrictions, like myself, as I found that to inject some excitement into the game, but others play with mods or things that grant advantages for quality of life reasons, and that's fine.

    As for the image difficulty... yeah, forum software largely went backwards in the early to mid-2010s in my opinion, and this forum switched software around that time and is probably one of the worst examples of that. I ran into page freezes like you, and as Zeno pointed out, it ended up being because I used an incorrect closing tag...

    https://www.minecraftforum.net/forums/forums/forum-discussion-info/3197203-pictures-arent-consistently-showing-conditional

    ...Which resulted in the software having an occurrence of runaway memory consumption and never finishing the process. Of course, the incorrect single tag was on me, but at worst that should result in a singular image not working, not all of them, and not issues with the forums software causing critical issues like that.

    I really recommend switching away from the WYSIWYG (or the "rich editor") for better control, but you'll need to familiarize yourself with some tags for that. Since I started using forums before "rich editors" were a thing, I already knew them/preferred that anyway. I really wish there was a way to set the software to default to one editor because I have to manually change it every time and it's an minor but constant annoyance.

    Also, you can edit a post only once per page load. On subsequent edit attempts, it gets stuck loading the editor. So if you need to edit it again, go back to the forum listing (or otherwise just navigate away from the thread), then enter the thread again, and it works.

    Posted in: Survival Mode
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    posted a message on Adventures in Gaia (Hardcore)

    Having a given nether route entirely enclosed isn't necessary for me, although I do like to have frequently used ones "developed" to minimize spots that slow me down. When bringing pets through, it can become a problem.


    I don't know whether dark oak forests are more common overall or not, but they felt more "repetitive common" to me in my 1.8 world than in this one.

    Posted in: Survival Mode
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    posted a message on How to view your account creation/purchase date?
    Quote from pacnano»

    I imagine going back "through the ages" of Minecraft would make people more appreciative of everything that we've gained as a result of the game being constantly updated and supported with new content.

    Like you said, sometimes with the old versions its a bit of a chore to make them work properly, but I could see there being a lot to learn from revisiting "old" Minecraft with a modern perspective, finding little idiosyncrasies and quirks of a version long past the point of relevancy.


    Yes, that is exactly what the experience resulted in for me.

    It was a lot of fun (keeping in mind I was only doing it short term; I wouldn't be willing to settle with the lacking offerings of the older versions permanently), but despite the fun, it was also frustrating because I was finding that they are very lacking in, well... basically everything. The technical state (quality of life, certain behaviors, and bugs) was pretty rough, and performance is far lower (this shows up mostly with pre-1.8 versions, and mostly in regards to chunk loading, which as far as I'm concerned is one of the most important performance aspects of the game).

    A lot of this simply circles back to a few things, those being "the game hitched its wagon to already-ancient-at-the-time OpenGL versions when the world was moving away from OpenGL entirely", "the game required certain brand functions for certain things instead of being more broad in support" (referring to spherical fog), and "some of the choices the game has made resulted in poor performance or behavior" (such as a lower frame rate/v-sync drastically exaggerating the slow chunk rendering, which is a bigger issue prior to 1.8 versions). With later versions, much of these example are all less the case, so they don't ask the user to jump through as many hoops to have it just working well. You may want performance mods if you want to push the render distance, but... it's throwing rocks from glass houses to complain about that when performance/behavior fixing mods are needed even more for older versions. I wish these older versions worked better in their vanilla state in these later years, but they don't always do so due to some choice they made at the time. But that's something that affects a lot of things and not just Minecraft. Keeping things working well into the future often requires effort eventually, but in Minecraft's case, it's unfortunately one of the ones that need it bad. And sometimes, it's far more effort than I'm willing to deal with for versions that offer less and that I'm not going to play permanently.

    So yes, it was all an enlightening experience, to say the least. But while it was frustrating, it was fun for the limited time I tried it, and I'm glad I did. I wouldn't recommend it for everyone, but I wouldn't necessarily recommend against it, either.

    Quote from TheMasterCaver»

    I also think that the complaints of "slow chunk rendering" are grossly overblown and not even accurate, except when Vsync is used...


    Well, the bold is the important part there.

    Whether something can run at 100 FPS, 200 FPS or 500 FPS is pretty irrelevant in my mind if I'm going to be running it lower than any of those. Screen tearing is an undesirable thing to some people, and having to have your hardware run unnecessarily higher because of behavior like this also is. Of course, all else being equal, higher potential performance would always be better yes, but that's the problem here; all else isn't equal. Namely, at a lower frame rate (and with v-sync), chunk rendering is drastically slowed, and this is a particular problem with vanilla versions before 1.8. Performance isn't a monolith and it is far more than frame rates alone, even if those are part of it. Looking at things in a vacuum isn't too helpful. The definition I'd give performance is how quickly the game serves the content you request of it. Meaning, if I have a given render distance set, and it takes the game XX seconds instead of X seconds to finish serving that amount of content up, then it is simply performing (in that regard) many times slower. The frame rate remaining at many hundred of FPS in that meantime doesn't change that (in a way, I'd say it could be seen as worse because it comes off to me as "I obviously have a lot of performance to spare so why are you dragging your feet so much on finishing this" feeling).

    This factor (chunk rendering speed) might not be an issue to you, with your style of play or where the render distance and your rate of travel is typically lower, but not being important to you personally doesn't erase it as being a factor of performance. When you play at higher render distances and with more/faster traveling (and with v-sync), that is when this comes into importance a lot more.

    Quote from TheMasterCaver»

    I even prodded Princess_Garnet to try out my "World1 custom client", essentially the base version that TMCW is a mod of (more or less just its optimizations and bugfixes, plus many QoL changes and a handful of clearly modded features which can be entirely optional, e.g. rail blocks, double-sized ender chests).


    Unfortunately, by time you have suggested this to me, I was already partially into my world. If I had known of it beforehand, I may have tried it, but it's also a lot more effort for me to get mods for these older versions set up (and yes, I typically look for mods that don't change the game content as much, but this sounds like it might have changed so little that maybe I would have tried it). As I said earlier in the thread though, I was not expecting to encounter so many issues and bugs with these older versions until after I had done so. They blindsided me.

    I would like to consider trying TMCW some day (and I mean the full thing), and I mentioned this to you before but you sort of often ignore me, but due to my unwillingness to put a ton of effort in (including switching entire PCs...) for a version of the game I won't stick with, it's been pretty low on my list of things. Again, the older versions of the game (which TMCW, despite its changes, is based on) don't always age well on some PCs and with some use cases, and that happens to be the case for me unfortunately. Otherwise, I'd probably be doing a whole lot more of playing some older versions, even if I ultimately prefer recent versions.

    Posted in: Discussion
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    posted a message on I can't Play minecraft multiplayer

    You're not being too specific.


    Why can't you play? Where is the hurdle being encountered, and be specific on any dialogue/error messages.


    My first guess is that you may have some account restrictions, but it sounds like you checked those. If not that, is your account possibly banned from multiplayer?

    Posted in: Discussion
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    posted a message on Adventures in Gaia (Hardcore)
    Quote from Staricle»

    I've occasionally encountered a similar-ish dog disappearance issue, and it also only seemed to occur after being in boats. The difference was that when I retraced my route back to the ocean, I managed to find them because they were simply sitting (for an unknown reason) around the spot where I made landfall.


    So I have to spoil it now, but as I mentioned, I do have this figured it out now, but I didn't at the time I was playing through this part of the update.

    What's happening is they are indeed sitting after leaving the boat. It's probably occurring because they are being right-clicking while they are in the boat, which probably adjusts their state between standing and sitting. It's not intuitive that this change occurs while in a boat, so perhaps it shouldn't.

    In the next update, there's a short video near the very end, and I have a dog with me at the time and this happens. When it does, I run back and see it sitting where I got out (and rewatching the video confirms that I do indeed click the dog while it is in the boat at one point).

    I then go back and check the shore by the portal where the second dog was lost, and find it sitting there. So apparent;y I was just missing them. I presume the third one (which is the first one I lost) is still near that village somewhere.

    Quote from Staricle»

    Out of curiosity, did you wander into that ravine? That deepslate doesn't look very deep.


    I think I might be a bit below sea level and have climbed down a bit, yes, but I'm also still "on the surface" more or less. The ground was pretty sloped there, and you can still see the grass of the surface.

    I was wondering what you meant by the deep slate since I didn't notice any, but now I see it. That does seem a bit shallow there, but maybe it's just the angle coupled with me being a little lower. Then again, the underground wasn't very deep before 1.18 and deep slate can start spawning around layer 7 or 8 I think.

    As for the axolotl, I'm not sure. I did notice it due to the movement, but I'm not familiar with their spawning. If they need total darkness, then maybe it was further in and moved towards the opening more.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    The year is 2025, and I still haven't made a castle to live in. I feel like I have to give up my title for now.

    Maybe a smaller(ish) one like yours would be a good place to start.

    Posted in: Survival Mode
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    posted a message on How to view your account creation/purchase date?

    On one hand, I wasn't too shocked. While people have the idea that a game like Minecraft is overly simple, it's also very complicated in its own ways at the same time. On the other hand, it did catch me off guard because I don't recall as many issues with these things back in their day.


    As I mentioned, I figure that's because I simply wasn't expecting as much out of the game back then. Now, I do. Our expectations have grown, and in some ways they may have outgrown the improvements that either Mojang has made to the game, or the improvements in hardware performance. So I went back expecting "okay, there will be less features, and I know some technical things will be worse off... but the experience should be okay if I treat them accordingly", but the amount of critical bugs I encountered were the big thing that surprised me. Ask Master Caver about this one, as he has a modded version of the game using 1.6 as the foundation, and one of the things he had to do was fix so many bugs (probably some that even current versions still have) because of how many issues the older game versions used to have.


    The main thing that made me go back and play some older versions was because I've been playing some new worlds in hardcore the last couple of years. Traditionally, I've largely stuck to a single world (I guess people are terming these "forever worlds" these days, and I was basically doing that from the start). After my first hardcore world ended in death, I started another to be its replacement, only with even more restrictions based on what I found made the game too easy the first time around, but these restrictions ended up making me avoid risk entirely, and I instead started exploring a lot while looking for a place to settle. And... that sort of just continued. So that world shifted from its original purpose to a world where I explore 1.18+ terrain indefinitely. After doing that for a while, I took a break from the game in the middle of last year, and when I wanted to play again at the end of the year, I figured I would do some short worlds in older versions (also in hardcore) before returning to my current world.


    1.6 was chosen because I wanted to retrace the steps of my very first world, which was in 1.2.5, and I figured 1.6 would be a bit better off on technical/quality of life aspects than 1.2.5, and it has close enough to the same terrain generation.


    1.8 was chosen since I never really did too many 1.7 through 1.17 terrain generation era worlds, so I wanted to try and map one and see how its worlds were (the answer was... pretty terrible). I also wanted to give a retrospective look at how the infamous performance measured up today, but on hardware from back then. This was another thing that surprised me, because in its day, I remember 1.8 marked a point where performance dropped for me (I did play at pretty high render distances even back then though). While revisiting it, even on what is now very slow hardware, I found it to outperform 1.6. Not in every single regard (performance isn't a monolith but a combination of factors, after all), but it did.


    There's other versions I might want to give a try. 1.2.5 is still one of them, as that's my first version (1.12 and/or 1.16 were two others I considered, but I may skip them after 1.8 drained me on the worlds those versions create)... but having to change to my old PC all the time got old. If you're wondering why I would do that, those old versions didn't age well in some regards with new hardware. In particular, they made some poor design choices and one of them was they wouldn't render spherical fog unless you had a certain video card type, one I don't presently have (which wasn't resolved until as "recently" as 1.17 when the game moved to using a newer OpenGL version), and I find that the game looks much worse off without the spherical fog. Sometimes it just more fun to play on hardware from the time too.

    Posted in: Discussion
  • 1

    posted a message on Bundles

    Yeah, I think a moderate mix of both, rather than any extreme in one direction, is the best way to go.


    Importantly, I feel like any new inventory spots would need to be native and not conditional (so an idea like backpacks that require crafting to get, or giving up armor to equip, would feel bad).


    One new row, one new column (gives one new hot bar slot), and increase the stack size for anything that currently stacks to 64 to a higher value (like 128 or 256). The other ones (like things that don't stack, or stack to 16) can stay as-is since they are typically limited for balance reasons.


    I feel like that would basically solve everything while being balanced. A new hot bar slot is there which would do wonders, around a dozen new overall slots are there, which is a fair amount but still doesn't match the increased item count added to the game, but that's where the the increased stack size comes in, and would really help for building. The bundles and shulker boxes still serve their role and don't have their toes stepped on by the changes since your inventory still wouldn't carry as much as shulkers do.


    This would all raise the question on if you increase storage chest capacity though. You wouldn't even have to, but maybe doing so just to have the rows always match and be ten would make it worth it. And even if you don't, the increased stack size would effectively give them more room.

    Posted in: Recent Updates and Snapshots
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    posted a message on Adventures in Gaia (Hardcore)

    Season 3: Episode 3

    This update (and the next few) will be a little longer than my usual ones. I decided to go that route over "twice as many, twice as frequent shorter ones".

    There's some good and bad things that occur this update...

    This update will cover a row (1 x 4) maps to the South. I'll head to the portal just South, and from there, start with the Western map and work my way East.

    It's interesting that there's a hot and dry desert on that island, albeit tiny, and surrounded by a lot of hot and wet(ter) biomes, like savanna, jungle, and mangrove swamp. Yet, along the very East, it shifts to snowy/icy biomes. So this update will be a bit of a gradient.

    I expect that much of the first couple of maps might be ocean, and that ends up being the case.

    After some ocean to start, I find land to the very South and it's the expected warmer biomes, but it can be seen shifting more temperate.



    One of the bad things was something I only noticed just now while posting this. I missed a few spots in the ocean. That's going to bother me, and since they're not far, I'll have to go back and get those.

    To the East was a jungle, and I found a few birds in here (pictured later).



    I spotted this interesting formation to the South of the jungle, but it's off the map and won't be done for a while.





    There's more savanna to the Southeast, and more jungle to the West...



    ...Which is interesting with the known snowy/cold region to the very East, so perhaps this band of warmer climate eventually ends, or perhaps it leads to a warmer region much further Southeast.

    From the next jungle biome, a village was spotted to the South, but it's also off the map.



    Here's the three birds I got, and having them able to perch on your shoulders while in the boat helps.



    This second map was a lot of ocean too, and within it was a medium sparse jungle island. This presented me with... new doggies!



    Here is where disaster struck. I can't remember if I didn't have leads for pulling more boats, or if I simply wanted to return the new pets to minimize the risk and management before I got any further, because I was still close to home (the return trip was entirely by boat until the nether portal).

    I would take the birds through first, and then the dogs.

    Shortly after going through the portal, one of my birds met its end to a ghast...



    The need to "develop" this area to make it quicker to navigate was growing. I never did that yet since this was a portal I wasn't going to use much.

    I returned home, placed the two remaining birds in the two cherry trees, and returned to mapping. I decided to continue mapping with the dogs and wait to bring them through until I had teraformed the area outside the portal a bit.

    Here is where I had my first experience using the "new" leads and boats mechanic.



    Interestingly, I was just going forward here and went to take the picture to show the dogs, and the shipwreck came into the picture at that same moment. Unlike the last shipwreck I found, this one had the cabin chest.



    The ocean started giving way to land to the East, and there I found a ruined portal.





    I also found a savanna village here, and my first time ever seeing an armadillo. They make funny noises when they ball up. this made me think of the dog armor, which I'd need a brush for, but I wasn't concerned with dropping my mapping for that now. It was here that I found out they randomly shed scutes too, so I did get one.



    My other "disaster" occurred here, and it is one that would become a growing pain, although I would eventually figure it out.

    The two dogs I had following me... it was now just one dog!? Why!? I didn't get a message that it had died. It was with me when I left the ocean. I retraced my steps from where I left the ocean and arrived at the village. I closed and reloaded the world, thinking maybe it was invisible or something. I even checked the logs to see if there were clues there. Nothing. It had just vanished insofar as I could tell.

    I was sad, but I remembered the island had a third dog that I didn't tame, so I would return and get another one there. I suppose breeding is always a fallback but I would rescue any wild ones I could find first.

    North of the village was another shipwreck, and this one also had a cabin chest.





    As the sea shifted to land, the majority of the Northeast was plains, and the Southeast was various forest types. Namely, a dark oak forest was in the Southeast, and while I do stick to treetopping by default, I sometimes run along the ground. For whatever reason, I either feel safer (more navigable terrain?), or spawns seem less frequent in my experience after 1.18, so I'm more willing to run through them in this world than I was in my 1.8 world. Sometimes, I do find a spawn in one though...



    And my new dog had fun with this one.



    Originally, I ran onto a tree to escape it before noticing the dog would chase it. On top of that tree, I found this pretty cave...



    I went inside for a better look, and...





    "Wait, really!?"

    I was sitting at 51/52 biomes for the longest time, and couldn't figure out which one I was missing since I figured that by now, I would have found at least one of each. I figured it was one I had found but simply hadn't stepped into, but I didn't think the missing one was a cave biome. I thought I had stepped into all of those. Apparently not.

    So now I've formally found them all (minus the pale oak forest which doesn't exist for me since I'm not yet on 1.21.4).

    I noticed that in 1.8, I wasn't able to progress on that achievement until after defeating the ender dragon (or at least, you can't accomplish/track it before then). Thank goodness that's not the case here.

    There were more terrain surprises in this dark oak forest. There a pretty big spot that looked like what I can only describe as a "water swallow hole". There was exposed lush and dripstone caves in it.









    Along the Northern edge, the first glimpses of the expected snowy region appeared.





    To the South, between the dark oak forest and the snowy region, was old growth taiga. More caves (and overhangs) were found.









    Also found was... "more doggies!" Haha.



    I only found one, but that's still better than none.

    I also found a ruined portal. It some golden carrots.





    There was also more caves... a lot in this area, huh?











    The remainder of the map, and this outing, had the edge of the snowy region, and not just that, but ice spikes!







    So with that, I headed back to the sparse jungle island, got another dog of that type, and headed for home.



    And... I ran into another disaster! Or, well... the same disaster, again.

    I reached land, claimed both of my boats, watched all three dogs walk onto land, headed up to the portal, and noticed I only had two.



    Again!? I looked back down the hill and didn't find a third dog. What is going on here!? I noticed it again only occurred after leaving a boat. I thought maybe something was bugged and, after leaving a boat, the dog was returning to it's last location before entering the boat? Or trying to and disappearing since it's out of range? I looked it up and wasn't able to find anything.

    Hopefully I'll figure it out, and I'll be finding many more dogs regardless, so for now, I returned home and added the new maps.



    The next area I'll explore will be the 2 x 2 area to the East.
    Posted in: Survival Mode
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    posted a message on How to view your account creation/purchase date?

    Um... a lot. The issues I faced with both 1.6 and 1.8 were surprisingly numerous (and many of them more severe than I was expecting) since I don't recall having as many issues with those versions back in their time.

    The reality is, those issues always existed, but I either didn't take personal issue with them, or didn't notice. Perhaps that was because I didn't do the necessary things needed to exposed them back then, whereas this time around I may have. Or perhaps it was a case of "I haven't experienced better" so I accepted them, but now that I have experienced later versions where those particular things aren't issues for me, they stick out.

    I don't remember all of them since there was just too many, nor do I remember if the details of all of them are correct, but the ones I remember...

    (Spoiler since it's a lot, and you can just read the bold if you want the issue itself instead of the details.)

    Very slow chunk loading/rendering performance (1.6) - Versions prior to 1.8 perform slow in this regard since 1.8 multi-threaded chunk loading rendering and made it much faster. Once I added an OptiFine version which gave this functionality to 1.6, the performance difference was night and day. Vanilla versions prior to 1.8 just do not perform adequately enough due to this alone in my eyes.

    Something worth mentioning in regards to this is that this performance aspect is related to your frame rate (I think it still is, but at least it's now many times faster due to being multi-threaded), and also it might be worse with frame rate syncing methods enabled. Therefore, you can speed this up (if you have the hardware headroom) by playing at very high frame rates without some method to sync your frames to your refresh rate, but that's an incredibly poor solution as it opens you up to screen tearing, and has your hardware running far beyond the point of providing any other benefit, other than to just get around this slow performance design behavior or pre-1.8 versions.

    Beta 1.7.3 is even worse here. I don't just mean "things are a bit slower than I'd like", but since light levels seem to be per chunk, then when the day to night (and vice versa) transitions occur, I observe multiple "rings" of decreasing (or increasing) light levels around me. This is because the chunk updates, rendering-wise at least, are occurring at such a slow pace that the game doesn't finish visually updating them all before the next change in lighting level begins. If v-sync is disabled, things perform well enough here, but that's a poor solution as mentioned above. OptiFine's "chunk updates per frame" setting helps here, but not as much as the multi-threaded rendering of 1.8+ does.

    I believe that, to some extent, the "higher frame rate equals chunk rendering finishes faster" is still a thing to this day, but it's at least no longer anywhere near as slow ever since the rendering changes that were made in 1.8.

    Lack of quality of life features (1.6) - Not being unable to unbind controls, not being able to bind the sprint function to a something other than double tapping forward, lack of individual sliders for sound (and why does music keep playing when the game is paused... ?), no mip-map support, and so on. While 1.8 (or 1.7) did address those things I just mentioned, it also lacked some quality of life things too, although I can't recall at the moment what they were.

    Perhaps an honorable mention with sound was tilling dirt into farmland being quite loud relative to most other game sounds in 1.6 for some reason. (Anvils still have this issue in current versions.)

    Also, when going into the options and then choosing to return to the game, you get a "stacked" amplified (louder) sound effect in 1.8 (I can't remember if 1.6 also did this).

    Broken lighting from world generation (1.6 severely, 1.8 partially) - This is probably what ruined 1.6 the most for me. There were "Black spots" that should be lit but weren't until a chunk update corrected it. It's like the lighting system isn't fully doing its primary job during chunk generation and was deferring doing it it until later (probably not intended, but still), and often times this correction/update to lighting wouldn't occur until you were very near the problematic spot. It seemed especially bad in the nether or in caves with lava, but under trees or overhangs on the surface and in the overworld had plenty of spots like this. I have no idea how far back the issue goes other than that 1.2.5 also has the same issue, and I think (?) beta 1.7.3 doesn't have the issue, so it might go back to beta 1.8 or release 1.0? Release 1.8 had this issue mostly resolved in the overworld, but it was still there, especially in caves (and the nether). Up until at least 1.12, various lighting issues remained but the severity of this particular one was greatly reduced with both 1.7 and 1.8.

    There were other lighting oddities that weren't just delayed Black spots occurring during chunk generation, like how 1.6 also had poor lighting under half slabs that were placed in the top half of a block space. So if, for example, you used half slabs on the ceiling, it looked dark/poor.

    Broken rendering (1.8) - Occasionally, due to the game thinking you couldn't see terrain that you should, it wouldn't render it, resulting in invisible spots and you would see the sky in these spots. This wasn't entirely random, meaning once you found a spot that showed it from a certain angle, it always would show it (at least as long as terrain remained in a way that caused it).

    Awkward animal spawning (1.6, and I think 1.8 too?) - I don't remember the details of this one, but basically, something can occur to cause the passive mobs that should spawn during world generation to all (or at least mostly) be the same type within a certain area. A forest at spawn was full of almost nothing but sheep, whereas a nearby taiga was full of almost nothing but cows, and so on.

    I also observed some strange mass of Pink sheep in 1.8, perhaps as a result of the same thing?

    Wolves despawning shortly after spawned in during new chunk generation if not tamed right away (1.6 and 1.8) - Self explanatory. I think 1.6 introduced this and 1.10 resolved it.

    Mobs breaking out of enclosures (1.6 and 1.8) or mobs visually appearing out of enclosures only to rubberband back in (1.6) - Also self explanatory.

    I used the same design for a farm enclosure that I do in current versions and I can have it full of mobs and they never escape, but they did in 1.6 and 1.8. I also had a lot of instances of horses suffocating in walls along chunk borders back in 1.6 (this was actually an issue I had back then and not just recently, and my "fix" for this was to put a line of fences along the wall, offsetting the horses one block and preventing them from getting stuck in the walls and subsequently suffocating on chunk load).

    Passive mobs, when hit, staying in a panic and running state until the world is closed and reloaded (1.6) - Again, self explanatory.

    Skin not working (1.6) - This is due to the skin servers no longer working right with versions older than some 1.7.x versions, and even in 1.7.x they only partially work (no layers and slim arm model support?). As of 1.8, they work correctly. To get around this, I had to replace the texture of the player in the resource pack with my old skin. I used my older skin because my current one is a slim arm model and has layers and I didn't want to fuss with adapting it for a version I was only temporarily playing, but I really missed my skin while playing in that version.

    Trying to use a bow behind fences results in the player just swinging the bow at the fences (1.6 and 1.8) - Apparently this was introduced in 1.6 and was due to poorly implemented leads, which could be "used" on fences, so you would try and "use" the bow on it by right clicking.

    Mobs sinking into the ground, or otherwise not being where they displayed they were (1.6) - Spiders would "fall on repeat and climb back up", or sometimes simply be stationary on the ground, but in reality they were stationary at a higher altitude along the top of a cave or corridor (spiders still get stuck in this way to this day, but they will visually be where they show to be, slight sync discrepancies between server and client aside). This was particularly bad with cave spiders, almost always resulting in you being affected by the poison due to no fault of your own. In another example, I was in a dungeon checking a chest and my screen suddenly displayed a creeper right on top of me. There was "movement" so in the moment, I interpreted this as it might be puffing/charging up. I was playing in hardcore, so I panicked. Yet, there's no charge sound, no hit sound (from me hitting it), and it doesn't move away like it was hit either, but it is bobbing a bit up and down, hence the slight movement that I interpreted as charging. Then it registered; the creeper wasn't even there. Instead, it was in a space above the dungeon and directly above where I was standing.

    Many of the other "issues" weren't really things like bugs nor anything "wrong" with the versions themselves, but rather things I simply think were worse with them, or things that weren't as well off like with like less performance due to hardware being slower in those years (I had an odd issue where OptiFine's smooth FPS was needed in 1.6, but not 1.8, to not have it stutter endlessly, and this was on hardware that wasn't slow for the time 1.6 was recent), or things like missing blocks/in-game features or behaviors that later versions have. No shift clicking in the inventory to move things to the crafting table. Poorer boat controls (plus they break a lot, plus they visually desync from where they actually are, plus they "run away from you" when you get out, and so on). Worse combat (I'm not a PVP player, and I prefer the 1.9+ combat). No offhand. Poor accommodations for exploring with maps/making map walls. Not being able to walk over beds without jumping. No accessible anti-aliasing methods for 1.6 besides VSR/DSR which has drawbacks. No mip-mapping for 1.6 (without it, the game looks increasingly "noisy" at a distance, and it is worse at lower resolutions, worse at higher render distances, and worse without anti-aliasing) but OptiFine adds that one. Far less building materials. Limited biomes (more so 1.6) and boring world canvases/poorer terrain generation (both 1.6 and 1.8, but more so 1.8, and this was my biggest complaint with it). The textures were also poorer (both 1.6 and 1.8), but I addressed that one by using a resource pack, called "Modernity", which brings the 1.14+ textures to the older versions.

    Basically, lots of it is small stuff, but it adds up with each other. Then, all of that small stuff adds up with the big stuff.

    I could probably skim my threads where I recently played through both versions and find more issues/things I complained about, but I've probably already mentioned enough to give you an idea.

    I don't know how many of these particular issues I'd have in beta versions or 1.1 though, since 1.3+ introduced a lot of changed technical behavior (merging of single-player and multi-player, namely) and thus introduced many multi-player bugs to single-player. Some, but not all, of the things I experienced seemed related to that.

    Posted in: Discussion
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    posted a message on (Multiplayer Survival) The Misadventures of SteakLand

    Those have always been something I've been indifferent about. I wouldn't mind them being there, but I also wouldn't mind them not being there. As a concept, they're fine, but they could be done better. The larger occurrences at least have enough surface coverage to make them work well, but the smaller occurrences do seem too "improper", like they are something wrong instead of a terrain feature. Hm, maybe stone half slabs in the gaps, now that they exist, would make these work a lot better.


    Apparently they don't generate since 1.18 (but should), which explains why I don't recall seeing any in recent versions.


    I wonder if they're less common since 1.7 (and up until 1.18) as that was another change up with terrain generation. If so, that might explain why they seemed like a bug that was getting fixed. I noticed them a lot in 1.6 and older worlds, but my time in 1.7+ isn't long enough to say if they are the same or less. I don't recall seeing too many (if any?) in the overworld in my recent 1.8 world (I noticed some in the nether though).

    Posted in: Survival Mode
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    posted a message on (Multiplayer Survival) The Misadventures of SteakLand

    The spots where the surface blocks are stripped away may have been the result of something that wasn't a bug, but a feature. They were meant to imitate erosion, and could sometimes be quite large.


    https://minecraft.wiki/w/Erosion

    Posted in: Survival Mode
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    posted a message on Old Minecraft versions crash instantly, no matter what.

    Does this happens with vanilla versions? I don't recognize what you're trying to launch, but it seems modded.


    I don't think you should need to install Java as the game includes its own (but I'm not sure about if this is the case for old versions). I know that trying to launch an older version can sometimes result in a crash like this if a more modern version once existed in the same directory because the older version doesn't recognize some things in the options.txt file from the newer version and it causes issues. Try deleting that file and see if it helps, but if this is happening with each instance in its own fresh directory, then I have no idea.


    The only other clue is that rendering changed a bit in 1.8 so maybe there's some conflict with the older versions due to that, maybe with your video drivers?


    What does the crash dump say? Exit code 1 is sort of generic.

    Posted in: Java Edition Support
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    posted a message on Adventures in Gaia (Hardcore)

    Yes, coming from 1.6 and 1.8 back to current versions with the better boat controls was already a nice change, but the change with leads made it even better. Those always had a tendency to break on me before (even when walking) and I haven't had one break yet since trying it.


    Unfortunately... I run into some troubles in the upcoming updates that involve transporting mobs with boats, but I eventually figure out what's going on. It's a mix between "player error" and "unintuitive design" on the game's part that I wasn't familiar with.


    Those areas are very uncommon and usually small, and I'm pretty glad for that because I don't mind them like this, but I wouldn't want them to be much more common. They seem to be near ocean a lot of the time, though I think I've found some a bit inland. I guess they're just a small sliver of "amplified terrain lite", of sorts.

    Posted in: Survival Mode
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    posted a message on Adventures in Gaia (Hardcore)

    Season 3: Episode 2

    Since the initial map doesn't include my home area, the first thing to do was, of course, my immediate area. I would do the map my home itself was on, check where that aligned on the map, and then go from there.

    I missed this soooo much...



    The underlying terrain generation, well, you know.... actually existing, is what stands out to me as the biggest change between this world and the older versions I just played. That "seen one, why go on" feel I had before is just gone. Obviously all terrain becomes repetitive once you've seen enough of it and it is no longer novel, but having innate terrain generation and not just biomes controlling it does wonders on pushing that point back.

    The first map was, as expected, a lot of vast plains since I chose to settle in one, and my home ended up being near the middle of the first map.

    This little valley (in the same spot my house overlooks) was lovely.



    Northwest of my house was something I had spotted while settling, but never yet checked it out, and that was this village.





    This village had two blacksmiths!







    I headed back East, and got a look back at it.



    And also, a look South at my house. A close eye may notice this is before I altered the front a bit. Sometimes, my progress is "scattered" and I'll do one thing, then do another, then go back to the first, so to make it easier to follow, I'll reorder some things (I only ever do this with builds and not exploration though). So when I altered the front of the house, it happened after this map.



    Not all was vast plains though! There were plateaus and forests going on too.



    It's telling that I see something like that and get excited at the thought of having to climb some of those here and there, as opposed to being annoyed with altitude changes in 1.8. In 1.8, it was too often, and almost always steep, so it was basically everywhere (particualrly in forests). In forests where there was no views either so you'd just be running and smack into these micro steep plateaus all the time that needed dealt with. But anyway, that will be on the nearby map and not this one, and I might even be able to go around it and map it all.

    To the North, I found another village that would be on the next map North.



    That concluded the first map, so I returned home (did I even leave, really!?) and checked where it aligned adjacent to the existing map.



    I decided I would do the maps West, Northwest, and North next.

    The next map would shift us from plains to forests, and here's another example of where 1.18 just humiliates 1.8 (or rather, 1.7 through 1.17).



    In previous versions, those forests would just be constant rugged "hills" with steep walls. Annoying to traverse and with limited visibility. Not so here. Unironically, 1.18 is flatter than what was immediately before it, and I have no idea why people are convincing themselves otherwise.

    But that doesn't mean it's entirely flat most of the time like 1.6 and prior, either.



    When you get altitude variety, it's either more subtle, or if it is extreme (and it definitely is at times!), it's not thrown everywhere like it was in 1.7 through 1.17.

    Of course, forests are also helped by the return of the large oak. Sometimes one small difference goes a long way. Tree spacing seems like it might be a bit different too? I don't feel like I'm having as much difficulty zipping through forests, even with the annoyingly small/low canopy trees still existing everywhere. Or maybe it's just the terrain being more navigable.

    I found a Pink sheep here in this birch forest, which I feel is definitely notable enough to point out.



    Far more exciting, however... was this!



    New doggies! This is what I updated for! Of course I tamed them.

    However, a small problem arose with this. Ocean would be an issue since I didn't have any leads, at least not on me. I expected there may be some oceans, but for now, I continued on and got what I could. If I had to, I'd return home as I'm not far, and return to Rubyville for the leads.

    North was shifting to taiga types of forests (maybe more new dogs!?), and there was a ruined portal spotted to the West.



    It was quite large, and I skipped on the gold block since it was high up and had lava beneath it, though I should have grabbed it.





    The next map (Northwest corner of the four) started with a shipwreck. My dog can't talk, but if it could, it would probably be declaring "I found this, not her, it was all me". It looks so proud, haha.



    Further North on the Western side was vast ocean and I expected this eventually. I know there's a large ocean East of my main village, and that's about where I'm reaching now that I'm getting further North.

    To the North on the Eastern side was a shift back to plains, and eventually I climbed a small hill and saw this village with... whatever is going on in the background. Coincidentally, some new 1.21 music played right as it came into view. (Why is this music so good!?)







    Who needs ravines where you have these? (Just kidding, because I was actually seeing a number of ravines too.)



    Starting the final map in the Northeast, I reached the village spotted off the North edge of the first map.



    To the East was a glimpse of more cherry groves, but it might just be a small one.



    I came across this rather well hidden cave opening (I came from the right) in a forest.



    On the Eastern edge of the map, I spotted a ruined portal, but it would be on the next map, so I wouldn't be going for it now.



    Instead, what I be going to was this medium cave opening, and it appears a ravine may have been involved as part of it.





    Guess who just got three more dogs!? They are the same forest type, but yes, I tamed them anyway.



    What I plan to do is eventually get two of each dog type to have in Rubyville. I already have two of this type, so these three would reside at my current new house.

    After finishing the map, I returned home and added the new additions.



    Here's my plans going forward (and since I'm much further ahead, this is how it ends up going).



    I hope my crayon scribbles aren't too difficult to follow.

    The Red circles denote locations with nether portals. The only reason one exists to the South so close is because that is where I was initially going to settle before deciding to settle where I instead did. So I can use that nether portal for faster access to some areas South, which is funny since my home is situated more South within the region it is in. The far North will become the area that requires long trips to and from.
    Posted in: Survival Mode
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