Shockingly enough, Mojang probably thinks it's fine because all the top-rated comments on their Reddit thread are the ones that are just completely happy with how the snapshot is.
- Worldsshrugged
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Member for 13 years, 10 months, and 7 days
Last active Wed, Nov, 27 2024 23:10:20
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Jul 6, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
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Jul 2, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
And that is respectable. Mojang can't know for sure that something is perfectly fine every time they add it.
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Jul 1, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
So festered-corpsing well what? Why does that matter?
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Jul 1, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
Now that I have played the snapshot for myself, there may be some words I have to take back. Get a grip, game designers. Seriously.
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Jun 28, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
Agreed. As game designers they should be actually putting how fast bots can attack other entities into consideration, instead of letting the machine "make it up". It should have a genuine fixed speed in there, otherwise god knows what will happen differently from system to system.
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Jun 28, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
Good call. I think I agree here. I better find the time to test the snapshot myself and make sure...
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Jun 28, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
You know it doesn't have to be that way, right? Minecraft players aren't mentally incapable of liking a change in gameplay. I'm pretty sure this update is making a lot of people feel hopeful already.
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Jun 28, 2019Worldsshrugged posted a message on Development Snapshot for Combat ChangesPosted in: News
I like everything here other than those lame jump-critical-hitties being a beat for shields. I say, hey, let the change come! People weren't happy. There is visible discontent about 1.9 everywhere, to this day. That Mojang believe they found a way to make continuous click-hold attacking work in this day and age is exciting.
Of course... once again I'm discouraged thinking about what other people will say. Not that people will complain, but that we'll still get the meta-complainers who are sick of people complaining and then dehumanize the mere act of "moaning" about an update for a game that they like playing and want the best for. I'm not too sure that I'll be around on Minecraft Forums for all of this, anyway...
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May 25, 2019Worldsshrugged posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Aaaaaaand now, the end is near,
and so I face, the final curtain...
I've lived, a life that's full, I've gone
to al-most every section...
And more, much more than that,
I BROWSED IT MYYYYYYYYYYYY
WAAAAY!
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Apr 27, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
Though I hate the "quote individually and counter" method, here it is: somebody who thinks at least somewhat like "Worldsshrugged" does. Point being: hopefully people are going to think with their heads instead of their fists, and instead of going after one person like internet forums nearly always do. If they come after me, they probably care nothing about ideologies, facts, and game design theory, because they'll be going after a person for being the person he was, not any opposing beliefs that he and plenty of other people had.
By the way: 1.14 is out, forum. I've got nothing to comment on until 1.15 and don't use these forums vitally anyway. I'm more than capable of just disappearing and letting all the other people scrap it out over the same things they always have with the same tired platitudes they always do. I know how to fix this game for my own usage, and nagging Mojang is not what I'm getting at.
#betterthanphantoms4lyfe
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Apr 27, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
I don't negotiate with terrorists.
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Apr 26, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
Alright then.
Still, these words are to be heeded:
The viscera of the heart's feeling toward a game mean more than the brain controlling the body.
Or something. Don't worry, Minecraft is screwed anyway. Somebody's gonna kill it.
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Apr 25, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
So being, I find Minecraft Alpha 1.1.2_01 to be very satisfying, calming, immersive, and meditative, in a way that Minecraft 1.12 and 1.13 simply can not do for me. Nostalgia comes second, as when I'm playing the game I'm thinking precisely about what's in the moment and near future - I only get nostalgia of Alpha with very particular triggers, like looking at really rare screenshots I took or browsing The Internet for relics of Minecraft's social history.
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Apr 25, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
Don't let labels of "nostalgia" hold you back. If you think 1.5 or Beta 1.7 or 1.0 or even 1. freaking 11 was better, let that be how you think. You're entitled to your own favourite state for Minecraft to be in, and if you do find out that nostalgia somehow controlled your brain into being that way, so be it. Some people watch Regular Show or Tremors because they find it nostalgic - it doesn't freaking mean Regular Show or Tremors are unwatchable! Things you like deserve your time and affection, and "nostalgia" being "bad" has no say on how you are allowed to enjoy it whatsoever.
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Apr 25, 2019Worldsshrugged posted a message on Minecraft 1.14Posted in: News
What on earth happened to you? This is the opposite of what I remember your ideology being.
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Thanks for reminding me about the Curse Maps section. I totally forgot that it was possible to host maps in the actual Curse website, and spent a few weeks wondering about where I'd put my "reboot" maps when I finally get to publish them...
It's pretty sad that all the maps posted here don't ever get to have their good to bad ratio increased once June-half-1 is over. Modern Minecraft's mapping potential has been huge for quite some time and I was hoping that this forum would be part of spreading a renaissance of hundreds of newer and better maps than what we used to have. If we had three more years, I would have been almost certain that the face of CTMs, plugins, and survival maps would get, well... a lift.
I wonder if Curse.com will shut down because of running profits at a loss a few years after now.
(Oh yeah, and, good thing I gave up on updating and fixing my original maps a while ago. This website freeze would be putting me under so much stress right now.)
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See, this is what I'm talking about. Some of these pictures and facts are amazing, such as "huge ice mountain" - but that used to be what was normal. If you only played Winter Worlds, a huge ice mountain approximately as cool as TMC's was something uncommon enough to be surprised by but common enough that you find it more than once every 6 months. Point I'm getting at is, we've been robbed. Every cool terrain we see in modern is a dying cry of Alpha, Beta, and Infdev trying to attach its soul to the game. Seriously, some of the images I see here in this thread are great, but I find it absolutely shocking that these are considered rare luxuries now. There used to be a time where you could start disposable new world after disposable new world for like 5 minutes and then find 3 of these marvels by the end of it. I don't want to change how people think or behave, but... I'm not crazy or delusional to think that awesome formations should be more common, right? Some of the images that people call "oddity" today used to make people say "Hey Lewis, look at this! I found a really good one!" to which Lewis would reply "Wow, that's the fourth one since we started playing 12 episodes ago, and they just keep improving."
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The other day I found a 404 challenge in Minecraft Alpha.
There was also an extremely cool formation - in full release 1.0, I tell you - with a grass valley beneath a mountain that was so deep and dark that it was basically a wonder of the natural caving world compared to real life. I wouldn't call it super weird or scary, but it was great generation and really goes to show that "engulfed desert temple" is here because Mojang lowered the bar while noone was looking.
Give me about 24 hours to find the screenshots of that FR 1.0 world. I might just have to load it up and take new ones with the way my archives are behaving...
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Remember when terrain generation oddities actually meant something?
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That's a lotta duck!
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I tend to accidentally monologue a lot, but I'll keep this part simple. Minecraft 1.13. The player character is bloody powerful and can do almost anything. With its powers, this person wishes to explore a huge, accessible, convenient source of satisfactory combat, much like one does while browsing a medium-difficulty CTM archive. Meanwhile, a rare 7x5x7 meter box undergound has the audacity to call itself a "dungeon" more than 10 years after Final Fantasy debuted.
Point being, I know I won't convince Mojang of this, so I've been looking into structure generation in modded environments. I want to just put elaborate undergound structures and even overground structures just about anywhere, but my efforts to research and develop these ideas as actual mods has been very slow. I'd just like to know, has anybody else been doing the same? I just find it so underwhelming that we have Hexxit, custom maps, and then vanilla Minecraft with its nothing-structures. Is anybody out there working on vanilla-esque mods that deal with the structure-boredom problem right now? I'd love to know if somebody has beat me to the punch with something better so that I can just pack it in for a little while longer.
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To be honest, the only important ore processor to me is a furnace that finishes faster. Anything else is an excuse to craft to have an excuse to craft to have an excuse to craft in my eyes.
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Whoever's idea it was to "just sleep" should have stayed in bed and left everybody else alone. It's not my bedtime, it's your bloody bedtime. When I play Minecraft, I sleep when I want to sleep.
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@MagicPie I can guarantee that there are thousands of people - if not tens of thousands - who are more interested in playing the Beta patches than playing what Minecraft is today. They only look like they don't exist because every time they say something, masses of everyone else come along and tear into them until that part of the community stays silent. Case in point.
So keep looking. You'll find lots of people. I'm only being a bystander because I don't think I have the time - lots of software projects to complete...
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I'll certainly be pleased to see those screenshots. I just explored one of and had the same realization about strongholds today. They are now a dated structure.
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God damn it, we really need this patch. Without it, mapmaking will suffer severely - even though we just had an update intended to optimize and improve mapmaking. I'd rather The Flattening didn't kill mapmaking, y'all.
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The issue I've had with command blocks includes, strangely, the ability to run functions. I debugged a function perfectly fine and the game would do the same thing either way: show no hint of that tile being placed. Not even an error message. It's been super weird.
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I assure you, this is true. That title is not some irrational complaint, it's not me getting angry over nothing, and frankly it's not me getting angry at all: I know they're going to patch what's wrong right now, but I feel obligated to share the facts. I don't want people walking about quoting "Jeb's Law", or saying I'm being too angry, or assuming I'm saying the game has been ruined. It's only ruined if Mojang stops updating the game when the version is bad, which is not the case. For most of this, I am not blaming Mojang.
First, MCedit. MCedit has not updated to a version that can handle 1.13's block format yet. When I open a 1.13 world with MCedit Unified right now, the program flips out a bit and repeatedly prints massive amounts of error message into the console.
MCedit is an invaluable resource for map makers, allowing you to use brushes and fills that tend to be way more convenient than any non-mod is inside the actual game. You probably know everything about MCedit anyway, but it's worth saying this stuff because if you want to use that stuff in 1.13, you have to wait for MCedit to update. Previously, the wait and glitches weren't that bad. You could run MCedit Unified that was updated for 1.11 in a world that was 1.12.
Granted, this is very temporary, but everything in this post is. I'm anticipating that this part of the post will be dated very quickly. But still, right now you can't use a fast terrain brush with your favourite third party mapping program (if MCedit is your favourite) in the latest Minecraft version, and that is an unfortunate fact, whether it's somebody's fault or not.
Second, command blocks. Oh dear...
Now, listen, seriously. I'm a programmer, so I quite well understand how to adjust to the new syntaxes and I understand why they changed all the commands and how useful they're going to be in the long run. That's not what I'm talking about. The problem is that the same command that works fine in the chat window of 1.13 when I execute it, it doesn't work when I put it in a repeating command block. Or an impulse command block attached to a slow redstone clock.
This is the biggest problem with map-making in 1.13. No automation of fills, and no reliability on command blocks.
Yes, I know, it's not staying this way forever. If it bothers you that I've gone to all this effort to say this, just imagine that I'm doing it for the sake of novelty value. I won't blame you if you view this as a meaningless excursion into sentimental rhetoric. My point is that I think people deserve to know this, even if it is fixed later.
Third, there are problems with updating old terrain to new world gen, even if you put that old terrain in 1.12 first. Recently, I discovered an awesome thing that happens to biomes when you move a Beta 1.8 world into a 1.12 runtime directory. I was like, "Awesome! I'd love to have this as a dedicated singleplayer world!"
So I kept two of those safe in 1.12, and waited for 1.13. Both of them got scrambled and overrun with lag when I opened them at long last in 1.13.
This is a unique bug, so it's important that I go in to detail with what happened.
These archaic worlds were fine in 1.12. They were under the effect of a bug, but they still had considerate faultlines and ran smoothly. I could explore as far or narrow as I wanted, and there would be no issues in the slightest unless somebody came into my house and told me it was illegal to have funky-looking chunk borders.
I opened those same worlds, post-1.12 interaction, in 1.13. Lots of gameplay lag, frame lag, lag death, and even chunks that generated using the new terrain, but not in the way that was expected. Lag in the worlds was worse than the normal 1.13 lag, and instead of forming a neat line around the edge of the places I had already explored, the new chunks were often juxtaposed with old chunks in a weird, ugly fashion. Even by my standards. They were often surrounded by older chunks on every XZ side.
This is important for some map makers, because some creators want to base their map on older terrain as part of a deliberate aesthetic or narrative themed on nostalgia and history. Personally, I think doing that for a map is a good idea.
So, if my reasoning and research is correct, the first "stable" release of Minecraft 1.13 is:
I do hope this changes soon, because map creation is in a tricky spot until then.
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What kind of disgusting being hates the sight of faultlines so much that they'd undo months of progress every time the generator updates?
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As long as you don't mind fautlines (which are harmless), all you have to do is travel 128 blocks outside of what you've already seen.