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  • 0

    posted a message on Minecraft isn't going to die.... Its going to be murdered...
    Quote from FINTonza»

    Don't claim something you can't back up. You don't know "if 80% of people still play 1.8" Period.
    Only claim something, if you can back your words. I won't be saying, that majority of Minecraft players would be playing newest version(s), but it's even more stupid to claim, that 80% of people are still playing 1.8.

    In fact, the majority of players aren't even playing on the Java Edition, which has been a minority of all sales ever since 2012, and is the only edition to have the 1.9 combat (it is pretty obvious that is what is implied by a refusal to update past 1.8): (note that PC was just 16% of all sales over Christmas; even over the entire year it was only 28% and this was when only a few other platforms existed and they were very new).

    Never mind that around 50 million people, a third of the total, have bought the game since 1.9 came out.


    Yeah, a third of all servers are on the latest version - 1.12.2 - and over half are on 1.12.x - so much for "80% are still on 1.8.x" - and for singleplayer the percentage is likely much higher (there are many reasons why servers may be behind, like mods and plugins). Just one out of thousands of listed servers is on 1.6.x, so the fact that I still play in that version, and not only because of mods (which that one server most likely is) makes me truly unique. Likewise, most of the 1.7.10 servers are almost certainly modded given the (declining) popularity of mods for that version.

    Also, the fact that Java has become such a minority of sales leads to the fact that many people specifically refer to this version when they say that Minecraft is dying but I do not see any indications that it is; it is still selling at more or less the same rate it has since the official release, if not earlier with close to 28 million copies sold so far (which again, a lot have been sold since 1.9 and anybody who bought the game since then never experienced the "old combat"). Part of the increase in the rate of overall sales is due to the game coming out on so many different platforms, and mobile games are simply the most popular these days.
    Posted in: Discussion
  • 0

    posted a message on POLL-What Minecraft definitely needs

    Leaving aside the messing updates part, they constantly remove stuff n really !? Well the FARLANDS used to be real fun things, best example for fun feature they removed. In fact gears used to exist in minecraft long long ago !! They eventually removed them as Minecraft developed. What i really don't get is how can updating/upgrading/development procedure have something that is 'removed' ?? MOJANG needs to listen up to players

    The Far Lands were a bug, one which most players would never see without using commands or filling up their hard drive (a quick calculation puts the required disk space at around 80 GB for a render distance of 10, and another bug would cause issues in 1.6.4+ long before then unless you kept deleting files).

    Other bugs, like redstone dust turning into obsidian, were not intentionally removed but removed due to changes to the code (IIRC it had to do with the lava/water mix code using metadata only to determine whether it should be stone/cobblestone/obsidian; 1.8 replaced metadata with block states), while others were simply never intended, such as tree branches replacing bedrock (the code only checked for clearance above the trunk and did not make sure that the block they were replacing with wood was only air or leaves) or being able to go above the Nether ceiling (gold farms? Mesa biomes are filled with gold, possibly just for this reason, yet many players don't want to do half of the name of the game; likewise, there is no reason for iron golems to drop iron, just as villagers and pets do not drop anything; at the least they should require a direct player kill to get anything from them, then you can still farm them but with actual work needed beyond the initial setup).
    Posted in: Suggestions
  • 0

    posted a message on Minecraft isn't going to die.... Its going to be murdered...
    Quote from CannonFoddr»

    Don't know about that - IIRC i read somewhere someone said similar thing when Roblox came out, but looking at the Google trends of both & you'll see Minecraft is still more popular than Roblox

    Although you'll see they are getting closer to each other but IMHO the Spikes we see may be down to the Minecraft update during December & Roblox Xmas Event - so when Aqua Update comes out, we may see an increase in interest

    Rather than looking at Google Trends, let's look at official sales and player count data:
    Minecraft Sales Hit 144 Million, Mojang Boasts of 74 Million Active Monthly Players

    The last official figure we heard was 122 million copies sold as of February 2017, meaning an average of 2 million copies of Minecraft sold every month. This compares to 1.7 million per month the prior year. Far from Minecraft’s success waning, there's actually a growth in the rate of sales.

    This data says that Minecraft is still becoming more popular. Much more so - the number of active players has nearly doubled in only 1 1/2 years:
    Minecraft sales hit 122M copies 55 million people play it per month

    Mojang also announced today that Minecraft currently has 55 million monthly active players, an increase of 37.5 percent from the 40 million that Microsoft reported back in June.

    Other games may show extreme spikes in popularity but none of them have lasted for anywhere near as long as Minecraft; remember Pokemon Go? Well...

    This is actually pretty normal - Minecraft is the exception (actually, Pokemon Go was still doing pretty well with more monthly active players than Minecraft around the time of this tweet - yet another indication of how poor Google Trends is for gauging the popularity of a game).

    Also, an interesting fact about people who play Minecraft - they tend to play many more different games than the average gamer, so people like myself or YouTubers who only play Minecraft are the exception, not the norm:
    Minecraft gamers in the US are very active gamers. They played an average of 22 franchises in the previous 6 months, double the number of franchises played by the average American gamer.

    Also, from the link above (a bit old but very likely still accurate given the latest sales/player count ratio):
    In an interview, Mojang Chief Executive Carl Manneh, noted “Usually with games, you would start to expect a decline after the first year since launch. That’s never really happened for us.” Fresh Newzoo data shows that 36% of Minecraft gamers have been playing for more than 12 months.
    Posted in: Discussion
  • 1

    posted a message on Creepers = Bad Game Design BUT Good Marketting

    I think the problem with creepers is the fact that they deal so much more damage than any other mob that the armor required to guarantee that they can't one-shot you makes everything else completely irrelevant (on Normal creepers deal up to 49 damage, about half this when they walk up to you and stop before exploding; by contrast, the other "common" mobs (skeletons, spiders, zombies) deal 1-4 damage). 1.9 unbalanced them even more by adding armor penetration, which impacts higher sources of damage more; it is still possible to survive a point-blank explosion even on Hard with around 6 hearts lost but the same armor lets you survive dozens of attacks from other common mobs.

    My own mod helps fix this by making player armor weaker (max 66% damage reduction instead of 80%; diamond armor is only 60%, the same as iron in vanilla while amethyst, a much rarer and more expensive tier, replaces diamond as the top tier; its 66% damage reduction lets you survive 20% more damage compared to 100% for vanilla diamond vs iron; by comparison, in TMCW diamond is only 25% stronger than iron but does have 6 times the durability. Mob armor is not nerfed beyond making diamond have 18 points (72%) and even then I recently scaled it back up to 20 for mobs, with amethyst up to 22; 1.9's armor penetration affects everything so it is a nerf to armored mobs, which are also much more common in TMCW) and decreasing the amount of damage creepers deal point-blank from 49 to 36, but also reducing the rate at which damage falls off with distance (linear instead of quadratic and down to a minimum of 6 instead of 1 at 6 blocks):

    D = distance in blocks, V = damage in vanilla 1.6.4, M = damage in TMCW, ratio = TMCW/vanilla () = damage with full armor (% max reduction)
    D    V (80%)    M (66.7%)  Ratio
    0   49 (9.8)   36 (12.0)    1.22
    1   37 (7.4)   31 (10.3)    1.39
    2   27 (5.4)   26 ( 8.7)    1.61
    3   19 (3.8)   21 ( 7.0)    1.84
    4   11 (2.2)   16 ( 5.3)    2.41
    5    5 (1.0)   11 ( 3.7)    3.67
    6    1 (0.2)    6 ( 2.0)   10.00
    With full Protection IV armor (min-avg-max damage reduction, fixed for TMCW):
    D    V (88-92-96%)      M (86.7%)     Ratio (average)
    0   49 (5.9-3.9-2.0)   36 (4.8)    0.82-1.22-2.45 (1.49)
    1   37 (4.4-2.9-1.5)   31 (4.1)    0.93-1.39-2.79 (1.70)
    2   27 (3.2-2.2-1.1)   26 (3.5)    1.07-1.60-3.21 (1.96)
    3   19 (2.3-1.5-0.8)   21 (2.8)    1.23-1.84-3.68 (2.25)
    4   11 (1.3-0.9-0.4)   16 (2.1)    1.62-2.42-4.85 (2.96)
    5    5 (0.6-0.4-0.2)   11 (1.5)    2.44-3.67-7.33 (4.48)
    6    1 (0.1-0.1-0.0)    6 (0.8)    6.67-10.0-20.0 (12.2)

    They also stop counting down from 5 blocks away (in vanilla it is 7 blocks, resulting in nuisance explosions that only cause damage to terrain or structures) and keep moving as they count down, restoring a feature lost in 1.2 (walking right up to the player if they can and dealing near point-blank damage, which can be over twice as high after factoring in maxed-out armor as seen above). This is not the only feature that was lost in 1.2; skeletons used to strafe and hold bows like they do in 1.9. However, I do not think this should be restored for creepers unless their damage is reduced or armor penetration changed (in TMCW only axes can penetrate armor, in addition to vanilla damage sources like magic).

    Posted in: Discussion
  • 0

    posted a message on How rare is it to spawn in a Mesa biome?

    The game normally tries to spawn the player in plains, forest, jungle, or taiga (no variants except for hills) but if there isn't one within a 512x512 block square around the origin the game will instead search random chunks for grass blocks, which often does find a "valid" biome (if not one of the four mentioned, which were never updated to reflect the new biomes added in 1.7) and can be over a thousand blocks away from the origin (otherwise, you usually spawn within 256 blocks with a bias to the south of 0,0):

    (while the biome in this case is valid and has grass as this is the default Superflat preset the game doesn't check blocks below y=64 and always checks for grass even if the biome is valid (e.g. to avoid water) thus it ran until it gave up the random search. The origin is located in the top-right and spawn was set in the middle of the big square near the bottom; the random search involves adding a random value to each successive coordinate checked so the offset grows over time in a random walk pattern)

    I'd say this is a bit uncommon, in line with the rarity of mesa biomes since the game doesn't try to place mesa biomes far away from spawn, and they do tend to be rather large and the only "valid" spawn biome within "hot" climate zones is Plains (with Forest as a sub-biome) so the biome check is likely to fail if one is around the origin. Due to the greater presence of grass in Mesa Plateau F you are probably less likely to spawn in a desert even though they are more common and have rivers which can have some grass.

    Posted in: Seeds
  • 0

    posted a message on Any good mods for a survival world 1.12.2

    I would always recommend my "old caves" mod to anybody who wants more variety in their world; it reverts the changes they made in 1.7 which greatly reduced the variation of the size and density of cave systems (this is not a Forge mod but can be used with it if you apply a few minor tweaks to the JVM arguments, a 3rd party launcher may be preferable due to issues with manually modifying jar files). You can even use seeds for 1.6.4 and earlier in 1.12.2 and the exact same caves will generate (ravines will be slightly different, and if you use the separate mineshaft mod most mineshafts will be the same).

    Posted in: Discussion
  • 0

    posted a message on POLL-What Minecraft definitely needs

    The poll "Which recent update/change annoyed you the most" is quite limited; there are many other versions which annoy players far more than any of those (and the Far Lands were removed in Beta 1.8, not release 1.8, which is far from recent and it was the other changes that Beta 1.8 made which cause complaints).

    For example, in 1.7 they decided to change the underground from this:

    To this:

    One look and you can see why I never updated to any later version (among other reasons); they couldn't even bother themselves to add customization even though you only need to change two values within the code to revert the change (or customize it to give any combination of cave system size/density/variation). Even more offputting is the fact that Superflat has let you customize how common/large/etc various structures are since 2012 yet Customized only lets you turn them on or off (except for dungeons; another change made in 1.7 is to make dungeons and mineshafts much rarer, I'd also prefer not to have mineshafts be less common near the origin as they are in either version).

    If I were in charge of underground content I'd make it look like this, as seen in my own mod:

    A close-up of a region with a high density of mod-specific caves:

    If you look near the upper-left you'll notice that caves appear to be filled with sand, and near the center are caves which are colored gray; these are due to underground biomes which are extensions of the surface layers of various biomes (the gray is from stained clay, which is not recognized by the utility I used to make these maps):

    (since then I've added more biome-specific underground variations, such as caves whose floors are lined with mycelium and contain more mushrooms, including giant mushrooms, in Mushroom Island, as well as occasional giant mushrooms elsewhere; and caves below jungles have more vines (deeper down than they generate in vanilla) as well as a type of cave which contains surface vegetation and cobblestone/moss stone walls linked to the surface by a skylight, and "cave plants" which ignore light levels scattered around)

    The underground wasn't the only thing that lost a lot of variation in 1.7; here is what the surface of the same world shown above looks like - just look at all the variation within an area barely larger than a zoom level 4 map! There are 31 unique biomes, not counting variants like hills, edge biomes, or rivers, which is only half of the total that exist (nearly all the biomes present in 1.7 plus many of my own):

    For comparison, here is an AMIDST map of the same seed in 1.7 - not really that varied to say the least, mostly just plains, forest, extreme hills and one jungle and swamp (surprisingly, the jungle is not larger than a normal biome; if I want huge biomes I'll set the biome size higher) - and not a single snowy or hot biome (extreme hills is not considered to be snowy, nor is jungle hot; both generate within "warm" climates (also "cool" for EH) and they can border each other as they do here):

    And again, we can't change how biomes are laid out, only their size (I made the first mod that removed the climate system, which simply combined the biome lists for each climate zone into one, and others have made mods that also let you set the frequencies of individual biomes as well as change the sizes of landmasses and oceans so this would not be very hard to add either).

    Posted in: Suggestions
  • 0

    posted a message on TheMasterCaver's First World

    I've finished exploring the map to the northeast, which as I suspected is mostly ocean, or any other land is further away than my exploration distance from land; I did explore up to 1000 blocks from the mainland thanks to various islands to the north:

    There are only two more maps left before I've explored all land within 3x3 maps centered around the origin, which would take up to a year of daily playing to finish if they are all land; I do not have any plans as what to do after this or after I completely explore the continent, which extends at least some distance further south and east in addition to the two maps (exploring more than 3x3 maps would require a larger space for my map wall, which has no more room in its current location). I might also decide to explore further under the ocean and fill in the entire 3x3 map area, which would add the equivalent of at least another full map to explore (the NE map is a bit much for exploring without any nearby bases unless I build one in the middle of the ocean but it is easier to travel by boat than walk over land; similarly, the west map only has two bases as Ice Plains is easy to cross by foot).

    Also, this is a good time as any to take a break from this world and finish updating TMCW to version 5, after which I'll start a new modded world; already, TMCWv5 is on track to be the largest update to the mod since I created it; of note, the first world I started using what would become called TMCW was started exactly 4 years ago to this day (the name of the mod was likely inspired by comment #12). I may still spend some time on this world until then but not play as regularly.

    Here is a look at how the world grew over each period of time I've spent on it, and a comparison to the other main worlds that I've had; there is simply no comparison between this world and any other world that I've had, or will ever make given how large it is (which is still small by many standards, especially if you want to find woodland mansions, which can easily be twice the width of this world away from spawn. All my other worlds have been explored to no more than 1,500 blocks from the origin, which is not even as far as the closest three strongholds often are in 1.9+):

    Here are some of the statistics for the world:

    Posted in: Survival Mode
  • 0

    posted a message on Can stronghold have no chests at all?
    Quote from ScotsMiser»

    I've not seen anything like this, nor seen a report of precisely this issue, but the same paragraph that indicates an End Portal may not generate implies the rest may also be overwritten by "ravines, caves, abandoned mineshafts or dungeons".

    If this is what has happened, you should be seeing one (or more) of the mentioned structures...

    This is false; somebody really needs to look at how world generation works and fix the Wiki - caves can't "overwrite" any part of a stronghold or any other structure any more than the air that generates above the surface can since caves are considered to be part of the terrain (when a chunk is initially generated it is initialized with an array storing the raw terrain data, which includes caves; everything else is placed in an entirely separate "decoration" step, which includes strongholds being generated after mineshafts). The only reason why they appear to cut through strongholds is because the stronghold generation code refuses to replace air blocks when the walls are generated (which can be changed with a one-line change, as I did in my mods*) - but everything else generates just fine (the same as if you made a Superflat world with only air and strongholds; if you look closely near the center you can see a chest). Not only that, portal rooms overwrite everything and even generate underwater which prevents other parts from generating in their entirety*) - my first world has a portal room that intersects a ravine, mineshaft, and cave and is completely intact (after all, I used it to get to the End).

    There is nothing in the code that ensures that any room other than the portal room generates though; the only restriction is that the portal room must always exist and can't be less than 5 rooms away from the start.

    This single line of code says that if the block being overwritten is not air or a flag is false (presumably named something like "doNotReplaceAir" in the original source) it will replace it - all you need to do to make the walls of strongholds overwrite air is to edit this out:
    if (!par11 || this.getBlockIdAtCurrentPosition(par1World, var13, var12, var14, par2StructureBoundingBox) != 0)

    This line of code is why strongholds refuse to generate underwater; the portal room however does not have either of these:
    if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox)) return false;

    Here is the result of editing them out in my mod:

    Posted in: Suggestions
  • 0

    posted a message on Skin won't work on Minecraft 1.5.2

    They took down the old skin server a few weeks ago, which means that any version which does not use the current server will no longer show custom skins. You can still get custom skins in-game though by using a resource pack (or texture pack, which were used before 1.6); I still play 1.6.4, which has the same issue but I never noticed it since I had long since replaced the default skin with my own so I'd always see it even if the servers were down (I didn't even realize this until I saw it mentioned). It is very easy to make a resource/texture pack; all you need is the skin itself (which must be the original 64x32 format) and either add it to any existing resource pack or make your own by copying the assets from the jar; only the skin file itself and its associated folders are actually needed (or if you are using a jar mod just replace the skin inside the jar file, which is what I did; in 1.6.4 it is located at "assets\minecraft\textures\entity\steve.png" while 1.5.2 may use a different location since they changed the assets in 1.6).

    Posted in: Discussion
  • 0

    posted a message on Add a "Bedrock Fog" Option

    Supposedly, they removed it in 1.8 because of "performance issues" but I don't believe that for an instant since it had no noticeable impact in 1.6.4*. Well, aside from the particles, but they can re-add it without them, or with a more reasonable number (they would immediately max out the particle limit and cause FPS to be halved).

    *I've measured the performance impact of void fog; this was measured over 1000 frames after things had stabilized:

    Took 3088185.0 nanoseconds per frame to render particles.
    Took 5885.454 nanoseconds per frame to execute void fog code.

    As you can see, 99.8% of the time taken to render void fog was spent on particles - calculating the fog itself is all but unnoticeable (if these were all the game did in a frame the frame rate would be 323.2 FPS for both, 323.8 FPS for particles only, and 169,910 FPS for fog only. Given that overall FPS halved when particles were enabled this means that half the entire time spent rendering was spent on particles alone).

    Not that I'd use it if it were readded and I played in a current version; I've used Optifine to disable it ever since I started playing, later on permanently disabling it in my mods (not even Optifine can re-enable it since I disabled it in code that it doesn't modify, and how do you appreciate the size of caves if you can't even see more than a few blocks?).

    Posted in: Suggestions
  • 0

    posted a message on Bug tracker "find" is down, help test FireSpread?

    This is a known bug:

    (the search is also down for me but I had looked at this link before and history still had it, and you can still view individual reports)

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on How can I get tons of iron easily?

    Personally I think your grindy repetitive play-style sounds incredibly boring. What fun is it to do only one thing in the game, caving for hours and hours and hours, and how is your huge cache of unused resources any different from farm generated Creative mode access to resources in Survival? I really don't understand why you think everyone should play the game YOUR way, and what you call progress I call stagnation.

    Progress to me is mastering the environment and reducing the need to grind for resources. Progress is building advanced machines and inventing new things to help me survive, and to give me more time to create and build even more interesting things. Progress is what lead us to the invention of computers, and the game Minecraft that we love playing.

    I actually worked to get those resources - spending some 3,000 hours of my own time - as opposed to what? 3 hours to build an iron farm that requires zero additional investment? Also, I don't even cave to get resources - I branch-mine for the resources that I need when I start out, otherwise they are simply a byproduct of caving for fun which just does happen to meet all of my needs, including XP needs; I reached level 74 yesterday - 10175 XP just from mining ores and killing mobs, before spending 31 levels to repair my pickaxe, which means I spent 10 times the XP than if I had only 31 levels; if I really did it for the resources I'd use Fortune to double what I get.

    Not to mention that a major reason why I don't play in newer versions is because Mojang thought it would be fun to make caves much less interesting, in a game that focuses around mining (after all, it is in the name of the game and the earliest versions were even called "Cave Game"); if only they would see what I've done in my mods and add them to the game, or at least some customization options, but oh well.

    Also, how many people can claim to have set a world record (well, not official but I have looked around and have not found anybody else who has come even close - and I am not the only one with my playstyle, or at least who spends a lot of time mining)? You probably think that Kurt's Far Lands or Bust series (officially recognized by Guinness) is just as boring since about all they do is walk in one direction but to them it is a major accomplishment to actually get there by walking.
    Posted in: Survival Mode
  • 0

    posted a message on How can I get tons of iron easily?
    Quote from ScotsMiser»

    My understanding is that you have customized world generation in respect to caves which may make your productivity numbers higher than vanilla 1.12.2.

    Sure, like my first world was not created in vanilla... try creating a world with the seed "-123775873255737467" in 1.6.4 and see if you don't get this:
    A couple renderings of the spawn area; the one one the right was recreated in vanilla 1.6.4 (the world was started in 1.5.1):

    A few Minutor renderings of some of the largest cave systems that I've found, with the coordinates shown at the bottom:

    A seeds website even claims that the seed for my world has the "biggest cave ever", which likely came from a thread mentioning the cave system (which is not even close to the largest cave system I've found, if still the densest for its size):

    My ore collection rate has been nearly identical in my various modded worlds - all that really matters is how quickly I can explore caves and the density of ore pockets, which are the same in my modded worlds as in vanilla 1.6.4 (which as I mentioned is less than in more recent versions; see this thread). In fact, the largest cave system I've ever explored (by volume) in a modded world yielded less ore and less ore over time than a complex of mineshafts with only 1/4 the volume in vanilla; considerably more torches were also needed to light it up (volume increases as the cube of the radius while surface area is only the square, so bigger caves expose less area per unit of volume). Plus, in one such cave alone I killed more than 600 mobs which came in waves which would be all but impossible to defeat in 1.9 or later (in my last modded world I averaged about 50% more mobs killed per session, in part because of changes to mob spawning; by contrast, I've seen less since 1.9, which significantly reduced the sight range of zombies (by far the most common mob I encounter in 1,.6.4; they even cause lag without a patch I modded in) and lowered the mob cap from 79 to 70 due to fixing an incorrect calculation (more mobs = more fun though, if talking longer to collect resources).

    Also, while 1.7 reduced the number of caves this is mostly offset by a reduction in the density of cave systems (less overlapping caves means each individual cave contributes more to the volume) and more than offset by the increase in ores, and when I played a bit in newer version just to compare caving (with unmodified cave generation) I actually collected far more ores than I do in 1,6,4; in fact, one run averaged 1,600 ore per hour - double my (long term) average rate in 1.6.4!
    Posted in: Survival Mode
  • 0

    posted a message on How can I get tons of iron easily?
    Quote from ScotsMiser»

    A few farmers and a decent spread of crops may be a viable alternative if you want to do things manually....

    Unless you already have large automated farms set up It is far faster to mine iron/gold than it is to farm emeralds; I collected 726 iron and 96 gold in 3 1/2 hours today (plus some ingots from chests. Note that you can mix minerals, so both iron and gold can be used); if you wanted to get the emeralds you need to make a beacon you'd have to trade some 20-30,000 items (e.g. 26,568 wheat at 18 wheat per emerald and 1,476 emeralds required, plus additional emeralds and other items needed to unlock trades; you'll also be spending a lot of time trading). Even over 7 hours that means you need to grow/trade upwards of one item per second, if not more.
    Posted in: Survival Mode
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