First and foremost, give a detail of what you need help with. Throwing links make you look weird and suspicious, or at least no one will bother to open it. Secondarily, I see the crash report is connecting to a configuration file for the Immersive Railroading mod, hence the error coming to its dependency (Universal Mod Core). Either fix and read what you're meant to put inside a given value of a setting for the mod inside of the configuration file (or in-game menu settings for forge) or send over a text of the content in this site as a spoiler if you cannot figure it out.
Sadly I cannot figure out what you put as a variable (setting or value) on something inside the config if I don't even know what the config has setup or look like at all. All I can say is something wasn't formatted right or properly probably.
As a secondary precaution, check all of the config files so we can eliminate any other potential errors within any logs to prevent other crashes of other causes.
Hello Internet, today I lay out (as a person with absolutely no experience nor knowledge into Info-Sciences, thus you must take my notes here with some salt) some notes of which I made whilst realising the similarity of construction of information between Maths and Computer Science (CS)
Before we continue, I'll begin with some culture between the two areas of study:
Prologue - The History of Maths and Computing -- What Makes Them So Vastly Similar Yet Different:
Computing machines and devices have not been a recent "within the 100 - 200 year mark" invention, rather it's a multi-millennia old concept that has been created, most notably with the simple device called the "Abacus" during about circa 2,700 to 2,300 BC [1]. Another good-to-note data storage method was created about circa 2,600 BC - 17th Century in the region of Andean South America, called Quipu (Khipu, otherwise spelt) [2], that which is speculated to hold various numerical and important information, including—but not limited to— dates of births, marriages, notable leaders among many other notable events and occurrences of something or someone [2] (Let's keep in mind the latter among the two data methods later on when I begin to define my terms—the Quipu).
Soon enough, computers began to become revolutionised with some important machines in the past, but the most notable and well-known being the "Difference Engine" invented by English mechanical engineer Charles Babbage during the early 19th Century that whom created the "first programmable computer" [4]. Such a machine follows a very similar, as I personally call, Internal Data Workings (IDW); which I define as the internal oragnisation to manipulate and move data. In other words, the way the machine works is very similar to modern computers, thus his name sometimes being called the "Father of Computers"; this is due to the inner workings coordinating different data that isn't to Maths, as well as other mechanics that modern electrical microchip computers use, such as a Arithmetical Logic Unit (ALU), Control Flow unit (Conditional Branching, Loops, among other things), and—most importantly—internal memory (essentially, the "RAM" of the system). This such system could then be arguably be described in modern terms as a "Turing-Complete General Purpose Computer" [5]. Alan Turing, has also made some notable ideas about computers, especially on how to define modern computers based upon its internal functioning (or, like I said, IDW of which he defined)—and even coming as far as to ask whether computers can "think" (a matter that is so complex and of another spectrum of study that even that deserves its own article). However, there is a major discipline difference between the two, that being; Maths concerns the study of numbers and its change and quantity based upon time, formulas that change the values, and its inner machinations to which can procure a specific result which all the before-listed can be explained based upon logistics and patterns to resolve an original cause; in contrast to Computers, which concerns the means of taking data and manipulating it, storing it, making it useful from a hardware-software to hardware sense, and even holding data that is not useful or ill-defined of purpose within it's "Computing Environment" (Such as an OS).
Thus, we can conclude this: Maths is a component of Computers and Computer Science, but we cannot make Computer Science and Data Sciences for man's Computing Machine Related or being of the same to Maths. This is due to the nature of how both studies handle data. In fact, this is a good time to end digression and head into the main reason why I made this article.
What is Ideas of Information (IoI)?
My creation of the disciplinary guidelines, or even protocols, to Info-Sciences that which I dub IoIs, is defined (according to my notes): "concerning to the state of information of man and beyond thereof, and its mutation via causes of reaction over time." and its use concerning as being a "guide for machinations of chief information analysis and manipulation for a wish result". Furthermore, I can also say that I IoIs are meant to be used for a philosophy and organisation towards ideas of information (or we can otherwise call this "ideas that is made up of information", hence the name of "IoI"). Before we further this topic, we should let lay some terms that I've invented for this area of sub-study for Information Sciences, which I then go back to quote to my notes made yesterday:
"Below excepts a nutshell scenario of my notes to IoIs:
'IoIs are human-concepts of organisation to information man comes up with, and beyond information [by or of man]". My notes also reveal the terms and rules to IoI, which we shall go over right now.
Ideas of Information are constituted by two different horizons of data, called modes, which define what is the data or how that data may change. Here, and I quote, are the modes that I defined in my notes:
"
• Data-modes - which define the type of data, how and what it represents in ways [and orientation] called 'languages'
ⓘ Think of [Math's idea of numbers compared to] Computer Sciences [programming languages].
• Morph-modes - Which define the changes or non-changes that happen during some measured time, of which said changes will be the type of information being changed (conversion); the change of represented data's or its information that is in content of the Language and INPO (Information Repository) [(manipulation)]; and the method or means to change data of the topic Language [(Means)].
"
Below defines some words I've used:
• System: an application of all the things IoI concerns and defines, and thus becoming an instance
• Language: a system that is used to represent information in a specific way, in a specific script (think of the number systems like the Decimal and Hexadecimal number system, and how using paper to add or subtract is still the same despite it being scripted different).
• Nature of Data (NoD): The nature of how data is changed and used compared to how it is represented and scripted, based upon a common governance that which rule the data's existence and shape
• Conversions: (Defined by above paragraph's quote)
• Manipulation: (Defined by above paragraph's quote)
• Means: (Defined by above paragraph's quote)
• Governance: how information is stored, changed, formatted and shaped
• INPO: A place where information of an idea is stored for later use or reference
Of course, though, every language must have rules that govern how its information is held and changed, formatted and shaped, that which is called a governance in Ideas of Information; this concerned a new idea called NoDs in my IoI sub-study field. According to my notes, I stated that the "Nature of Data [NoD] can be in the two following forms:
• Autosymphis (Auto-inherent) - of something that acts the way it does because of the nature of that data; a trait inherent by a given data-mode.
ⓘ Think of numbers in maths and colours in visual arts
• Autoaphirimeni (Auto-abstract) - of something that doesn't [have] or lack a conformed shape or trait to said data
ⓘ Think of Computer Programming Languages against Computer Binary (CS/Comp Prog.), or Variables against Numbers (Algebraic Maths of any kind)
Examples of how Ideas of Informations can be used in the real world
Remember how I talked about the Quipu (Khipu) number-based documentation of information? Do some research if you do not know much about Quipus. And now think of how this can be used in a computer. How similar are they, how different, and how can this be used to return much better results for either methodologies or areas of study. Or why hand-computing maths with paper is going to result into the same answer, regardless of however you change the language of the system (hexadecimal versus decimal number systems). Take some time into making your own Ideas of Information System.
Thank you for reading this far, and please let me know what you may discover with such a new mindset I came up with. Thank you!
Hello internet, and welcome to this tutorial for people who live in noise environments and cannot afford or cannot be able to get proper noise isolation in their rooms! And please read the whole thing before doing a single thing, please and thank you!
Here, I will introduce two new software: Nvidia Broadcast and Equalizer APO (With the VST plugin called ReaPlugs)
Now, I will heavily warn this: IF YOU WANT PROPER SOUND SETUPS, YOU MUST SETUP THE ROOM PROPERLY. This is ONLY intended for those who DO NOT or CANNOT get good noise isolation done in their office room.
Now, first I do warn that you understand these two software at least a little bit-- being an expert is not necessary. Nor will this be the best-- this is intended for moderate office surroundings or if you have a lot of noise pickups, but if you have a whole loud band of talking being near you this won't really work that well at all.
First thing is first, we need to settle down a mean of filtering natural and other noises, such as fans. This can be done with a noise gate. Once you have Equalizer APO downloaded, with all the equipment you are using installed with its configuration, you should be able to do the following:
After that, add two device controllers (add as you would for the filters): The original device driver of your microphone, and the second for Nvidia broadcast.
Next, install the customiseable plugin for the sound gate, which can be downloaded here:
And follow the noise gate configurations as shown at ref_config_filters for both before the device driver control row and Nvidia Broadcast device driver control:
And next, change the preamp (short for preamplification) a bit. I suggest try to make the original more louder than the Nvidia, however, during my testing, I had found little-to-no differences in quality unless your microphone driver has a really low audio input at a medium to high windows volume level.
And lastly, configure Nvidia Broadcast a bit so you can use as little strength whilst having as much noise suppressed without ruining audio quality (which can be caused by either your mic input volume or Nvidia Broadcast itself having a hard time finding your voice in the mess, hence the microphone input)
Be sure to test how your microphone sounds in a low windows volume level with med/high volume input to the mic so you can be able to hear and test well! You can always change the volume back to your comfortable level and then adjust the volume once you have finished the configuration!
A reference video can be found here (Heavily unedited, I do apologise as I do not have an video editing software yet-- and for early readers, this video will take about 40 minutes to fully process since the upload just completed):
Have questions or need guidance? Feel free to reply to this thread and I will reply when I can! I am doing this in hopes that this helps someone out there, but if you see or experience problems, let me know that as well! If you do end up configuring this outside what I say, then that is on you so you do end up doing this at your own risk
The vignette is a texture in the game, it's not anything that can be disabled in the settings. You can remove it by replacing the textures. This texture pack should do the trick, however, to remove that effect when you are taking a screenshot. Hopefully this solves the issue you are having!
According to this (https://bugs.mojang.com/browse/MCL-774) bug report, which details the same consequent issues and patterns as your issue pertains, the real problem isn't Minecraft itself, but rather how java functions. In short, when calling a URL in a computer (The path directory), java fails to work with folder which names ends with an "!" at any point in the directory. With that in mind, please check to ensure that you do not have your Microsoft account directory folder named with an "!" at the end. You can do this by:
Opening File Explorer
Highlight the long bar with the directory path, and clear it; type "%appdata% and enter
Press that same long bar with the text but do not clear it
look for any names between the "\" (which are the folders) and see if the account name or any folders have an "!" at the end of it.
The problem may be the Optifine mod being used in the Fabric environment with the OptiFabric mod for the BSL Shaderpack, as the issue is something related to gathering resources from a resource pack. Try to use alternatives to mods that add shaders instead:
When troubleshooting, do NOT truncate any information as any information could be helpful. In other words, give as much detail and don't be shy to not put too much information as long as it is relevant to the error at hand.
First and foremost (assuming you're using the legacy launcher i.e. https://www.minecraft.net/en-us/download), any clean reinstall of the Java Runtime Edition (JRE) within the machine will not do anything since Minecraft provides it's own separate and private download and install of JRE within the <truncated>/.minecraft directory. First, if you are not using the legacy launcher then use it and see what happens. If you are using the legacy launcher, then you might want to try these fixes:
Log out of the Launcher and Log into it again
Go to the launcher installer and try a repair of your launcher and game-file directory instance (press "repair" in the given options of the installer)
At any point of failure, try to contact Mojang as there is not much public documentation as to what is going on within the APIs of the launcher and Mojang's server. In the meantime of such failure (if you can and are on windows 10/11), use the new launcher in the Microsoft store app. Please also give more information if you want to still figure this out. Hopefully this helps!
This sounds like this was an intentional option that they have given to the people of Taiwan. However, this is something that this forum will not be able to fix.
Try to contact Mojang at https://help.minecraft.net/ and ask them if there is an option for the people of Taiwan and what that option is in text. If they say that 中華民國(台灣) is the choice for the people of Taiwan then choose that when you purchase the game/goods at the Minecraft website. Otherwise, choose the other option that they give in text.
Feel free to also ask Mojang to change the name of the option for Taiwan should that option call Taiwan a part of China, but that is an off-topic discussion that shouldn't be raised in Minecraft Forums due to different political perspectives and arguments that people will be angry about. Otherwise, I hope this answers your questions and problems!
Minecraft: A Wealth of Ideas with Disappointing Execution
ATTENTION: THIS INFORMAL THESIS REQUIRES BEING WHOLLY READ AND UNDERSTOOD BEFORE YOU CAN COMMENT. PLEASE TAKE YOUR TIME TO READ IT, YOU AND I ARE NOT IN A HURRY. THANK YOU AND SORRY FOR THIS LONG, POORLY WRITTEN THESIS.
Hello there, I am new to this website and so do sincerely apologise for any mistakes I make in this community. I mostly have come here to hear from the community about open feedback to Minecraft. Chiefly, its game design flaws and perfections, and how it manages to become successful in being both entertaining yet lackluster in its intention towards its mechanics. Mind you this article ONLY focuses on the game mechanics of the survival game mode and no other game modes, including other survival-like game modes (hardcore, etc.) nor upon any modded version of Minecraft.
§ 1 - What was well done, and why it has all gone wrong
-- Summary and Introduction --
Minecraft: a game of simplicity, with the very meaning of "will and wits against the blightening unknown" is what has dearly defined our game. Yet, as of late, hence 2014 after the switch of ownership from the original developers to Microsoft, the game has been lacking the advantage of what I see the game to be: a reactionary, on-demand system with varying results per the given action-- and most importantly-- how this system is dealt by the player to achieve the accomplishments they define themselves (we'll get more into the purpose and narrative of the game later on).
A game with the simple idea of molding a cubical world with your hands and tools sounds very complex-- and it is-- but the fact that Minecraft achieves this in a simplistic form is what gave it its game-mechanising wonders. How the early versions of the game used this to its advantage in the one order given to any player once a world has been created: to survive, has changed from survival and thriving to a evermore addition of limited available features to add that only have padded and strayed away from the idea of will and survival. Rather than dealing with the limited tools and knowledge of the game, you are given an optional GUI to do the work for you. Instead of thinking of how you will overcome a monster through strengths and weaknesses, the default de facto mindset has become how you can overpower those monsters with pure power alone. Sure, all listed do deal with a system, but that system doesn't relate to the main idea of surviving in the game-- and how this system can be expanded without loosing the feeling nor intention towards what the player is meant to do, and the experience of earning the rewards after. In short, Minecraft is meant to be a world of ever-differing systems that the player must guide through in order to not only live, but thrive from said systems. What systems are introduced changes how the player must survive, and those systems have changed to not affect how you survive, but also how you react and earn the rewards.
-- At Its Infancy: Once upon a Time... --
Minecraft was once a game that flourished with the idea of molding the world at your will, and with the added aspect of survival forces the player to act choose what you wanted to do versus what you needed to do. Minecraft, at its infancy, did this well given the time it was made; punch dirt, you begin to break it; break dirt and you get a dirt block; place dirt block and you've placed dirt somewhere. Ignite wood, and you burn it over time. The list goes on, but idea stays the same: what one thing does leads to another thing-- a system of reaction. Minecraft has never delved into this since the change of ownership, but has always had the chance to, and whether by accident or not, has always had the chance to use this to their advantage without changing the very intent of the game. Minecraft, in its more recent age, has not implemented this well. Rather, they've began to add features that do not have to do with the very intent of the game which doesn't make the game more progressive towards accomplishing this idea of "survival". In short, the adventure that was not accomplished in Minecraft's design is the progress you've made to thrive and overcome needs to the point that you could do what you want, and all the features and additions of the game made you change and think differently towards how you would accomplish this sort of "nirvana" in your own unique way.
§ 2 - So what do we change now to make amends?
-- Paragraph One: O, the Harmonious Liuing Wilderness--
The one thing that made Minecraft special was the world itself-- Nature and its beauty of flora, fauna, and terrain and land formations. Sure, it was not realistic during the game's infancy, but that can still be dealt with without changing the very basic identity of the game. Bugs are inevitable in this stage, but let's leave that to be more of admiration than a curse if applicable. Now, what about the world and its contents can we change? Well, for a start, we can begin by reimagining the landscape and formations, and the rules applied that which govern how such the worldly system acts upon itself and its inhabitants. How this is approached can vary, but something more along the lines of "real natural landscapes and formations" would be a good start. All the part of the experience that Minecraft could take advantage of is the beauty of the world and how it can be transformed into something invoking meaning in both its raw and player-affected changes. What was now a forest, is now a landscape of flourishing people that which live in the forest. This could provoke a sort of feeling towards the player and how their labour was not for nought, but now has become a sort of transformed masterpiece. With this, we could re-invent a sort of system to categorise every single piece of flora based upon whether they're a part of the Plantae Kingdom, i.e. what type of plants they are if they are plants. Furthermore, we can do this with every piece of coded object within the game, whether it's of being plants, blocks, items, etc. This simplification and abstraction towards organising the tag system in the game could make things more automated and easier. In short, in regards to additions and features, we can add the following:
- Reimagined Terrain based upon real life, and inspired by thereof; building said terrain by generating it bit-by-bit and actively "simulating" the eons of change that occur in order to make this as unique as possible (SEE PARAGRAPH 2: The Great System Change)
- More flora, and remodelled to not only fit a more unique style, but still govern the basic styles that Minecraft has always dealt with
- More "natural blocks" (i.e. stone types, special blocks like the stalagmites added to the game recently, rocks, and so on) with purpose.
Minecraft has always been built upon a system of change with each interconnected or of their own (and in-between-- this is a grey area), but how they could have made this more interesting and challenging while making an advantage of it based upon how the player sees is best fitting to overcome it would be the best system Minecraft could have, and should have, to offer. Before we begin, let's look at the current systems Minecraft has with the two main modes of contents within each "world":
- CREATURE (ENTITY) SYSTEMS
. - Healing and Health system, intertwined with functions along the Hunger system
. - Hunger System (only applied to players)
. - Observatory Senses of 2 (See and Hear)
. - Special Powers or Dangers (i.e. natural resistance to fire, being hurt by water or rain, healing or hurting from certain potions, etc.)
. - Ability to change the world and other creatures (i.e. place or destroy blocks, hurt or heal other creatures and themselves, and so on)
- WORLD SYSTEMS
. - Fire, and what it can and cannot hurt and destroy
. - Liquidus (chemically speaking) forms of tiles, and who and what it does to the given creature (entity)
. - Blocks, and what can be break thereof with, alongside who can break it and what it yields as a result of breaking it
. - "infinite" uniquely generated worlds (in the "reimagined" world, it would be completely created, and so would only load and not create chunks).
Now, this all seems like there is a lot of possibilities with these features, but it's actually very finite with what they've done, as well as what they could have added without changing the intent and identity of the game. Let's look at what they could have done with these already-made systems:
- Exploding blocks, which could be added to caves and certain blocks to make you think twice about what you should break-- adds a new danger
- Dangerous and more thoughtful fauna and monsters, which could make certain mobs more aggressive as they are in real life, making you think twice about who you interact with and how (i.e. chickens will attack back in hordes, goats are more aggressive when provoked, zombies and skeletons will communicate to capture you, and so on)
- Varying fires and what they can affect and how (i.e. different levels of fire such as blue fire that which burns and hurts things more intensely, and so on)
… And could have added to make the player and creatures change how they respond to differently hospitable environments, without changing the intent of the game and keeping identity:
- Gas tiles (with "concentration" being a metadata for each tile in the given "minecraft:air" tiles at "x, y, z"), which could make the player and creature think twice about which place is hospitable for them in regards to the air
- Simple temperature system, which acts similarly to BOTW/TOTK except it takes time to see change in temperature (instead of the broken and inadequate calculation system of the Tough as Nails mod for Minecraft).
- … and the list is as far as the eye can see, perhaps even further than what the eye sees!
You can see that Minecraft still has a lot of work to do, and a lot of things it can already do with what it has. It's just never been implemented in a proper and coordinated manner (at least just yet)
As you can see, Minecraft is built upon a system that interact with each other to make a new worlds that can help or hinder the player and the creatures that inhabit the world. All is left is to recognise as to what would help the game reach its intent and "adventure" whilst keeping the same identity.
-- Paragraph Three: What is Right and Wrong for the Sanity of the Game's Intent: Accessibilities and Features --
So, we know that with these identified systems, Minecraft has a lot of opportunity. But what do we add to now? And, more importantly, what should we NOT add. The reason why I add this paragraph is because the game is only as good as you make and pretend it out to be, but is only as experienceable as the game makes itself-- and if the game does something to mess it up, it'll ruin the game more than not adding features (because, in the world of arts and games and computing, there is no such thing as "old, useless, or outdated"-- it's a essentially a thing that will only make reason for however you fit it as). Well, I'll keep this short and to the point: We should NOT add any features that gives the player "upgrades, a helping hand, or a system of powers and abilities". The reason why I say this is because the game is about what each player can equally do, and what they can support themselves with what they have to offer up in the mind and their physical abilities. This includes accessibilities (other than those that potentially can be a harm, such as epilepsy), and I say this because the whole idea of the game is to challenge the player with the threats that prevent them from doing what they want to in the game before they can thrive, and if that's so, why give a helping hand? In a way, that defeats the purpose of challenge, and instead, gives irrelevant advantages and mediocre helping-hands just to be able to play the game. If we do want it to be accessible, however, we do need to orientate how the input to the game is given, i.e. A control scheme that gives the bare necessities and to not add anything that is not needed (if we do want it so much, that's what mods are for-- which is why mods should be a thing for any game out there, not just Minecraft). The such would need to recognise what is bare minimum for playing the game, and then how we would implement this to different control schemes (Controller or keyboard and mouse-- NO TOUCH SCREEN, THAT'S NOT SIMPLE AND WOULD CHANGE THE GREATER SCHEME OF INTERACTIVITY TO THE GAME DUE TO LIMITATIONS AND THE SCREEN BEING THE BUTTONS ITSELF). This all depends on what the player should be able to do-- React and Change. This should be simple enough, and if any trivial-- basic movements, breaking and placing, NO change of perspectives, and a way to open inventories/GUIs/Menus. That is all. You do not need a way to hid the HUD, zoom in on the screen, change perspectives, pick block, or anything like that because it doesn't have to do with the challenge and intent of the game-- it's all just padded features. This also goes along with features of the game, such as adding a "magic, leveling, or mana" features-- none of those have to do with the idea of survival, crafting, and changing the world ideas but rather are developed systems used to carry the player into doing certain jobs more easier and less manually-- not to leave a challenge of pure actions done manually and figured out by oneself. With that in mind, we also have to know the limits of each individual and how to make the game possible for all instead of making it impossible and so we have reached a point of an idea known to all game designers: Difficulty.
-- Paragraph Four: Difficulty and Features for Giving Purpose and Rewards to an Open World with the Player as Its Lead Puzzle-Solver --
This is the one thing the current developers of Minecraft might be confused about: how to give goals to a game that needs the player to define those goals without making a narrative or story, or how to make an adventure for those who seek interest of pure exploration and observation to our virtual and cubical world. This, the more we delve into brainstorming ideas, is actually easier than it sounds for as long as you know what a narrative, story or tale is. And, believe it or not, Minecraft has always had a narrative: the perspective and ideas from the player(s) and community of the origins and lore of the game-given world. Minecraft doesn't give a story or origin rather it's the community of players that give it that story. With that in mind, what can we add that doesn't give a narrative but allows to define a narrative from the observer(s) alone? How can these features define the difficulty and intention of the main need to survive and thrive in this new, computer-given world? We can easily do that by giving origin-undefined features that exist into the game, such as: Archaeological artifacts of vague meaning (That they've done, but I can't criticise it as I've not seen it for myself); manuals for making tools and items, recipes for the ingredients and fashion of cooking and brewing food and potions (based upon the ingredients you make and how it's manually rendered product is resulted-- somewhat like BOTW but more abstract), and manuals for machines (such as the create mod, using redstone as a base fundement of power/electricity) and redstone wonders (with traditional redstone machines/mechanics); structures left to age under the millenniums of change from its environment, maybe with some of them featuring a new dimension to travel and explore with its own different rules to the systems used in the Overworld and more; special creatures within each given structure, artifacts, biome/terrain; villagers to inhabit as people in the world; and the list goes on for as far the eye can see. Next, we can go ahead and give it this idea some structure, or in other words, purpose. Let's take the idea of structures and literature (books) and turn it into a feature of the game: An abandoned villages with a library filled with books which some have the same or unique recipes or manuals into how to do stuff-- and this feature results into purpose: How do I make an axe instead of breaking wood with big, large flint? We know it's an axe, but how do we make one? You can figure out by test and failure until you get what you want or you can find out with the given books around the world, with each book defining a unique way of making an axe. The narrative is multiple-choice, but the story and origins is undefined: why is that village abandoned, or was it killed off, or did something else happen? There, we understand that the wits and will of each player will define the myriad choices of paths to choose, alongside the adventure and narratives they make whilst just simply coexisting with this new world. Furthermore, these aids for anything the player hasn't thought of or figured out and gives meaning to doing goals not given by the player, who has the choice to do what they have available to their environment-- a given need to solve other needs or wants. With these given needs, we can give uncharted, undefined goals to the player as to how they want to accomplish their needs and wants in the world that they can do anything with-- an open world that is open to any creation or goal for "what might be possible" or "if I do that". That with challenge and adventure, is the intrinsic intention of Minecraft: to explore, create, observe, learn, and problem solve against the question of if you can do it with these given odds.
§ 3 - How All of These Points Make a Significant Difference to the Game Design of Minecraft
-- In Conclusion, Why Does This All Matter? --
The most important thing to question a statement or perspective is why it matters. And this introspective thesis, of course, is not exempt from that. The reason this would matter is because Minecraft lacks a game mechanic irrelevant to its main intentions. According to "Let's Talk Game Design" (LTGD), a channel that looks at games exclusively on a Game Design perspective, made a video questioning whether and stated in conclusion that "No. The game it's not [good at accomplishing its intent within its game design]", but that "Is it engaging, broadly appealing, with unsurpassed player freedom and a superb foundation for mods, creativity, co-operation and spectatorship? Absolutely". What can be realised with this excerpt from that video is that essentially Minecraft is not good at its intention of survival, however is a good foundation for player freedom, creativity, co-operation, and spectatorship with open arms to modifying the game-- this is where this whole thesis fills that gap of Minecraft's unfulfilled game design and mechanics towards its intention. Minecraft has never fully fulfilled this idea of survival coupled with simplicity that has been built upon abstract system. And with this, brings a final question to the matter at hand: Minecraft's game design: What do you think needs to be changed or introduced? And do you think this bring a new perspective towards how we-- the community-- or the developers can help improve Minecraft's inner mechanic without changing the identity, ideas and intentions? How can we keep this unspecific narrative, and bind every unique experience to every player of the game? What could we add to these systems and worlds that change how each player will react with each world? And how will we fulfill this within Minecraft's source code without making poor programming habits? Let me know of what you think!
A silly little piece of literature that I've made:
Dost thou feel it... The liuing breath of the wild..?
O, may its melody play luring harmony...
May com'st thou hither into oure vnknown...
Vnknowing to thou, thee dost endurest of exploration...
Be wary may thee conquerst vnto the wild...
Mayhaps the wild shall mirror thy actions vnto thee...
Nature shalt not stop thou... For thy own hindering shalt not be thine own collapse...
For the force of nature may not halt thy own uolition nor abilities...
Com'st hither thou to a challenge of not merely survival and aduenture...
For thou hast realised thy own ingeniousness upon the many worlds of difference...
Art thou ready... To explor'st into worlds of the vnknown...
Breathe the breath of these worlds... And realise thy own worth of being..?
- Xydney Z.
Initial release of document at 9:54:00 PM GMT, 19/09/2023 ; 0 Revisions made at the listed dates: []
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First and foremost, give a detail of what you need help with. Throwing links make you look weird and suspicious, or at least no one will bother to open it. Secondarily, I see the crash report is connecting to a configuration file for the Immersive Railroading mod, hence the error coming to its dependency (Universal Mod Core). Either fix and read what you're meant to put inside a given value of a setting for the mod inside of the configuration file (or in-game menu settings for forge) or send over a text of the content in this site as a spoiler if you cannot figure it out.
Sadly I cannot figure out what you put as a variable (setting or value) on something inside the config if I don't even know what the config has setup or look like at all. All I can say is something wasn't formatted right or properly probably.
As a secondary precaution, check all of the config files so we can eliminate any other potential errors within any logs to prevent other crashes of other causes.
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Hello Internet, today I lay out (as a person with absolutely no experience nor knowledge into Info-Sciences, thus you must take my notes here with some salt) some notes of which I made whilst realising the similarity of construction of information between Maths and Computer Science (CS)
Before we continue, I'll begin with some culture between the two areas of study:
Prologue - The History of Maths and Computing -- What Makes Them So Vastly Similar Yet Different:
Computing machines and devices have not been a recent "within the 100 - 200 year mark" invention, rather it's a multi-millennia old concept that has been created, most notably with the simple device called the "Abacus" during about circa 2,700 to 2,300 BC [1]. Another good-to-note data storage method was created about circa 2,600 BC - 17th Century in the region of Andean South America, called Quipu (Khipu, otherwise spelt) [2], that which is speculated to hold various numerical and important information, including—but not limited to— dates of births, marriages, notable leaders among many other notable events and occurrences of something or someone [2] (Let's keep in mind the latter among the two data methods later on when I begin to define my terms—the Quipu).
Soon enough, computers began to become revolutionised with some important machines in the past, but the most notable and well-known being the "Difference Engine" invented by English mechanical engineer Charles Babbage during the early 19th Century that whom created the "first programmable computer" [4]. Such a machine follows a very similar, as I personally call, Internal Data Workings (IDW); which I define as the internal oragnisation to manipulate and move data. In other words, the way the machine works is very similar to modern computers, thus his name sometimes being called the "Father of Computers"; this is due to the inner workings coordinating different data that isn't to Maths, as well as other mechanics that modern electrical microchip computers use, such as a Arithmetical Logic Unit (ALU), Control Flow unit (Conditional Branching, Loops, among other things), and—most importantly—internal memory (essentially, the "RAM" of the system). This such system could then be arguably be described in modern terms as a "Turing-Complete General Purpose Computer" [5]. Alan Turing, has also made some notable ideas about computers, especially on how to define modern computers based upon its internal functioning (or, like I said, IDW of which he defined)—and even coming as far as to ask whether computers can "think" (a matter that is so complex and of another spectrum of study that even that deserves its own article). However, there is a major discipline difference between the two, that being; Maths concerns the study of numbers and its change and quantity based upon time, formulas that change the values, and its inner machinations to which can procure a specific result which all the before-listed can be explained based upon logistics and patterns to resolve an original cause; in contrast to Computers, which concerns the means of taking data and manipulating it, storing it, making it useful from a hardware-software to hardware sense, and even holding data that is not useful or ill-defined of purpose within it's "Computing Environment" (Such as an OS).
Thus, we can conclude this: Maths is a component of Computers and Computer Science, but we cannot make Computer Science and Data Sciences for man's Computing Machine Related or being of the same to Maths. This is due to the nature of how both studies handle data. In fact, this is a good time to end digression and head into the main reason why I made this article.
What is Ideas of Information (IoI)?
My creation of the disciplinary guidelines, or even protocols, to Info-Sciences that which I dub IoIs, is defined (according to my notes): "concerning to the state of information of man and beyond thereof, and its mutation via causes of reaction over time." and its use concerning as being a "guide for machinations of chief information analysis and manipulation for a wish result". Furthermore, I can also say that I IoIs are meant to be used for a philosophy and organisation towards ideas of information (or we can otherwise call this "ideas that is made up of information", hence the name of "IoI"). Before we further this topic, we should let lay some terms that I've invented for this area of sub-study for Information Sciences, which I then go back to quote to my notes made yesterday:
"Below excepts a nutshell scenario of my notes to IoIs:
'IoIs are human-concepts of organisation to information man comes up with, and beyond information [by or of man]". My notes also reveal the terms and rules to IoI, which we shall go over right now.
Ideas of Information are constituted by two different horizons of data, called modes, which define what is the data or how that data may change. Here, and I quote, are the modes that I defined in my notes:
"
• Data-modes - which define the type of data, how and what it represents in ways [and orientation] called 'languages'
ⓘ Think of [Math's idea of numbers compared to] Computer Sciences [programming languages].
• Morph-modes - Which define the changes or non-changes that happen during some measured time, of which said changes will be the type of information being changed (conversion); the change of represented data's or its information that is in content of the Language and INPO (Information Repository) [(manipulation)]; and the method or means to change data of the topic Language [(Means)].
"
Below defines some words I've used:
• System: an application of all the things IoI concerns and defines, and thus becoming an instance
• Language: a system that is used to represent information in a specific way, in a specific script (think of the number systems like the Decimal and Hexadecimal number system, and how using paper to add or subtract is still the same despite it being scripted different).
• Nature of Data (NoD): The nature of how data is changed and used compared to how it is represented and scripted, based upon a common governance that which rule the data's existence and shape
• Conversions: (Defined by above paragraph's quote)
• Manipulation: (Defined by above paragraph's quote)
• Means: (Defined by above paragraph's quote)
• Governance: how information is stored, changed, formatted and shaped
• INPO: A place where information of an idea is stored for later use or reference
Of course, though, every language must have rules that govern how its information is held and changed, formatted and shaped, that which is called a governance in Ideas of Information; this concerned a new idea called NoDs in my IoI sub-study field. According to my notes, I stated that the "Nature of Data [NoD] can be in the two following forms:
• Autosymphis (Auto-inherent) - of something that acts the way it does because of the nature of that data; a trait inherent by a given data-mode.
ⓘ Think of numbers in maths and colours in visual arts
• Autoaphirimeni (Auto-abstract) - of something that doesn't [have] or lack a conformed shape or trait to said data
ⓘ Think of Computer Programming Languages against Computer Binary (CS/Comp Prog.), or Variables against Numbers (Algebraic Maths of any kind)
Examples of how Ideas of Informations can be used in the real world
Remember how I talked about the Quipu (Khipu) number-based documentation of information? Do some research if you do not know much about Quipus. And now think of how this can be used in a computer. How similar are they, how different, and how can this be used to return much better results for either methodologies or areas of study. Or why hand-computing maths with paper is going to result into the same answer, regardless of however you change the language of the system (hexadecimal versus decimal number systems). Take some time into making your own Ideas of Information System.
Thank you for reading this far, and please let me know what you may discover with such a new mindset I came up with. Thank you!
Citations and resources:
1- https://archive.org/details/unset0000unse_w3q2 - "The universal history of computing: from the abacus to the quantum computer" by Ifrah, Georges
2 - https://www.nytimes.com/2016/01/03/world/americas/untangling-an-accounting-tool-and-an-ancient-incan-mystery.html - "Untangling an Accounting Tool and an Ancient Inca Mystery" by Neuman William
3 - https://archive.org/details/lastofincasrisef0000hyam/page/80/mode/2up - "The last of the Incas: the rise and fall of an American empire" by Ordish, George; Hymans, Edward
4 - https://archive.org/details/charlesbabbagefa00hala - "Charles Babbage, Father of the Computer" by Halacy, D. S. (Daniel Stephen)
5 - https://www.newscientist.com/article/mg20827915-500-lets-build-babbages-ultimate-mechanical-computer/ - "Let's build Babbage's ultimate mechanical computer" by John Graham-Cumming
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Hello internet, and welcome to this tutorial for people who live in noise environments and cannot afford or cannot be able to get proper noise isolation in their rooms! And please read the whole thing before doing a single thing, please and thank you!
Here, I will introduce two new software: Nvidia Broadcast and Equalizer APO (With the VST plugin called ReaPlugs)
Now, I will heavily warn this: IF YOU WANT PROPER SOUND SETUPS, YOU MUST SETUP THE ROOM PROPERLY. This is ONLY intended for those who DO NOT or CANNOT get good noise isolation done in their office room.
Now, first I do warn that you understand these two software at least a little bit-- being an expert is not necessary. Nor will this be the best-- this is intended for moderate office surroundings or if you have a lot of noise pickups, but if you have a whole loud band of talking being near you this won't really work that well at all.
First thing is first, we need to settle down a mean of filtering natural and other noises, such as fans. This can be done with a noise gate. Once you have Equalizer APO downloaded, with all the equipment you are using installed with its configuration, you should be able to do the following:
Equalizer apo can be downloaded here: https://sourceforge.net/projects/equalizerapo/
After that, add two device controllers (add as you would for the filters): The original device driver of your microphone, and the second for Nvidia broadcast.
Next, install the customiseable plugin for the sound gate, which can be downloaded here:
https://www.reaper.fm/reaplugs/
And follow the noise gate configurations as shown at ref_config_filters for both before the device driver control row and Nvidia Broadcast device driver control:
And next, change the preamp (short for preamplification) a bit. I suggest try to make the original more louder than the Nvidia, however, during my testing, I had found little-to-no differences in quality unless your microphone driver has a really low audio input at a medium to high windows volume level.
And lastly, configure Nvidia Broadcast a bit so you can use as little strength whilst having as much noise suppressed without ruining audio quality (which can be caused by either your mic input volume or Nvidia Broadcast itself having a hard time finding your voice in the mess, hence the microphone input)
Nvidia Broadcast can be found here:https://www.nvidia.com/en-us/geforce/broadcasting/broadcast-app/
Be sure to test how your microphone sounds in a low windows volume level with med/high volume input to the mic so you can be able to hear and test well! You can always change the volume back to your comfortable level and then adjust the volume once you have finished the configuration!
A reference video can be found here (Heavily unedited, I do apologise as I do not have an video editing software yet-- and for early readers, this video will take about 40 minutes to fully process since the upload just completed):
Have questions or need guidance? Feel free to reply to this thread and I will reply when I can! I am doing this in hopes that this helps someone out there, but if you see or experience problems, let me know that as well! If you do end up configuring this outside what I say, then that is on you so you do end up doing this at your own risk
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The vignette is a texture in the game, it's not anything that can be disabled in the settings. You can remove it by replacing the textures. This texture pack should do the trick, however, to remove that effect when you are taking a screenshot. Hopefully this solves the issue you are having!
This is the link to the texturepack: https://www.curseforge.com/minecraft/texture-packs/blank-vignette
It should work since your on 1.19.4
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No problem! Glad to be of useful service to you! Have fun playing some Minecraft!
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According to this (https://bugs.mojang.com/browse/MCL-774) bug report, which details the same consequent issues and patterns as your issue pertains, the real problem isn't Minecraft itself, but rather how java functions. In short, when calling a URL in a computer (The path directory), java fails to work with folder which names ends with an "!" at any point in the directory. With that in mind, please check to ensure that you do not have your Microsoft account directory folder named with an "!" at the end. You can do this by:
Then determine and do the following:
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The problem may be the Optifine mod being used in the Fabric environment with the OptiFabric mod for the BSL Shaderpack, as the issue is something related to gathering resources from a resource pack. Try to use alternatives to mods that add shaders instead:
Hopefully once you stop using Optifine, it should work as it should without crashes or errors.
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When troubleshooting, do NOT truncate any information as any information could be helpful. In other words, give as much detail and don't be shy to not put too much information as long as it is relevant to the error at hand.
First and foremost (assuming you're using the legacy launcher i.e. https://www.minecraft.net/en-us/download), any clean reinstall of the Java Runtime Edition (JRE) within the machine will not do anything since Minecraft provides it's own separate and private download and install of JRE within the <truncated>/.minecraft directory. First, if you are not using the legacy launcher then use it and see what happens. If you are using the legacy launcher, then you might want to try these fixes:
At any point of failure, try to contact Mojang as there is not much public documentation as to what is going on within the APIs of the launcher and Mojang's server. In the meantime of such failure (if you can and are on windows 10/11), use the new launcher in the Microsoft store app. Please also give more information if you want to still figure this out. Hopefully this helps!
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This sounds like this was an intentional option that they have given to the people of Taiwan. However, this is something that this forum will not be able to fix.
Try to contact Mojang at https://help.minecraft.net/ and ask them if there is an option for the people of Taiwan and what that option is in text. If they say that 中華民國(台灣) is the choice for the people of Taiwan then choose that when you purchase the game/goods at the Minecraft website. Otherwise, choose the other option that they give in text.
Feel free to also ask Mojang to change the name of the option for Taiwan should that option call Taiwan a part of China, but that is an off-topic discussion that shouldn't be raised in Minecraft Forums due to different political perspectives and arguments that people will be angry about. Otherwise, I hope this answers your questions and problems!
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Minecraft: A Wealth of Ideas with Disappointing Execution
ATTENTION: THIS INFORMAL THESIS REQUIRES BEING WHOLLY READ AND UNDERSTOOD BEFORE YOU CAN COMMENT. PLEASE TAKE YOUR TIME TO READ IT, YOU AND I ARE NOT IN A HURRY. THANK YOU AND SORRY FOR THIS LONG, POORLY WRITTEN THESIS.
Hello there, I am new to this website and so do sincerely apologise for any mistakes I make in this community. I mostly have come here to hear from the community about open feedback to Minecraft. Chiefly, its game design flaws and perfections, and how it manages to become successful in being both entertaining yet lackluster in its intention towards its mechanics. Mind you this article ONLY focuses on the game mechanics of the survival game mode and no other game modes, including other survival-like game modes (hardcore, etc.) nor upon any modded version of Minecraft.
§ 1 - What was well done, and why it has all gone wrong
-- Summary and Introduction --
Minecraft: a game of simplicity, with the very meaning of "will and wits against the blightening unknown" is what has dearly defined our game. Yet, as of late, hence 2014 after the switch of ownership from the original developers to Microsoft, the game has been lacking the advantage of what I see the game to be: a reactionary, on-demand system with varying results per the given action-- and most importantly-- how this system is dealt by the player to achieve the accomplishments they define themselves (we'll get more into the purpose and narrative of the game later on).
A game with the simple idea of molding a cubical world with your hands and tools sounds very complex-- and it is-- but the fact that Minecraft achieves this in a simplistic form is what gave it its game-mechanising wonders. How the early versions of the game used this to its advantage in the one order given to any player once a world has been created: to survive, has changed from survival and thriving to a evermore addition of limited available features to add that only have padded and strayed away from the idea of will and survival. Rather than dealing with the limited tools and knowledge of the game, you are given an optional GUI to do the work for you. Instead of thinking of how you will overcome a monster through strengths and weaknesses, the default de facto mindset has become how you can overpower those monsters with pure power alone. Sure, all listed do deal with a system, but that system doesn't relate to the main idea of surviving in the game-- and how this system can be expanded without loosing the feeling nor intention towards what the player is meant to do, and the experience of earning the rewards after. In short, Minecraft is meant to be a world of ever-differing systems that the player must guide through in order to not only live, but thrive from said systems. What systems are introduced changes how the player must survive, and those systems have changed to not affect how you survive, but also how you react and earn the rewards.
-- At Its Infancy: Once upon a Time... --
Minecraft was once a game that flourished with the idea of molding the world at your will, and with the added aspect of survival forces the player to act choose what you wanted to do versus what you needed to do. Minecraft, at its infancy, did this well given the time it was made; punch dirt, you begin to break it; break dirt and you get a dirt block; place dirt block and you've placed dirt somewhere. Ignite wood, and you burn it over time. The list goes on, but idea stays the same: what one thing does leads to another thing-- a system of reaction. Minecraft has never delved into this since the change of ownership, but has always had the chance to, and whether by accident or not, has always had the chance to use this to their advantage without changing the very intent of the game. Minecraft, in its more recent age, has not implemented this well. Rather, they've began to add features that do not have to do with the very intent of the game which doesn't make the game more progressive towards accomplishing this idea of "survival". In short, the adventure that was not accomplished in Minecraft's design is the progress you've made to thrive and overcome needs to the point that you could do what you want, and all the features and additions of the game made you change and think differently towards how you would accomplish this sort of "nirvana" in your own unique way.
§ 2 - So what do we change now to make amends?
-- Paragraph One: O, the Harmonious Liuing Wilderness--
The one thing that made Minecraft special was the world itself-- Nature and its beauty of flora, fauna, and terrain and land formations. Sure, it was not realistic during the game's infancy, but that can still be dealt with without changing the very basic identity of the game. Bugs are inevitable in this stage, but let's leave that to be more of admiration than a curse if applicable. Now, what about the world and its contents can we change? Well, for a start, we can begin by reimagining the landscape and formations, and the rules applied that which govern how such the worldly system acts upon itself and its inhabitants. How this is approached can vary, but something more along the lines of "real natural landscapes and formations" would be a good start. All the part of the experience that Minecraft could take advantage of is the beauty of the world and how it can be transformed into something invoking meaning in both its raw and player-affected changes. What was now a forest, is now a landscape of flourishing people that which live in the forest. This could provoke a sort of feeling towards the player and how their labour was not for nought, but now has become a sort of transformed masterpiece. With this, we could re-invent a sort of system to categorise every single piece of flora based upon whether they're a part of the Plantae Kingdom, i.e. what type of plants they are if they are plants. Furthermore, we can do this with every piece of coded object within the game, whether it's of being plants, blocks, items, etc. This simplification and abstraction towards organising the tag system in the game could make things more automated and easier. In short, in regards to additions and features, we can add the following:
- Reimagined Terrain based upon real life, and inspired by thereof; building said terrain by generating it bit-by-bit and actively "simulating" the eons of change that occur in order to make this as unique as possible (SEE PARAGRAPH 2: The Great System Change)
- More flora, and remodelled to not only fit a more unique style, but still govern the basic styles that Minecraft has always dealt with
- More "natural blocks" (i.e. stone types, special blocks like the stalagmites added to the game recently, rocks, and so on) with purpose.
A Minecraft player creates realistic custom generation; source: https://www.pcgamer.com/minecraft-player-spends-a-year-revamping-terrain-generation-results-look-beautiful/
-- Paragraph Two: The Great System Change --
Minecraft has always been built upon a system of change with each interconnected or of their own (and in-between-- this is a grey area), but how they could have made this more interesting and challenging while making an advantage of it based upon how the player sees is best fitting to overcome it would be the best system Minecraft could have, and should have, to offer. Before we begin, let's look at the current systems Minecraft has with the two main modes of contents within each "world":
- CREATURE (ENTITY) SYSTEMS
. - Healing and Health system, intertwined with functions along the Hunger system
. - Hunger System (only applied to players)
. - Observatory Senses of 2 (See and Hear)
. - Special Powers or Dangers (i.e. natural resistance to fire, being hurt by water or rain, healing or hurting from certain potions, etc.)
. - Ability to change the world and other creatures (i.e. place or destroy blocks, hurt or heal other creatures and themselves, and so on)
- WORLD SYSTEMS
. - Fire, and what it can and cannot hurt and destroy
. - Liquidus (chemically speaking) forms of tiles, and who and what it does to the given creature (entity)
. - Blocks, and what can be break thereof with, alongside who can break it and what it yields as a result of breaking it
. - "infinite" uniquely generated worlds (in the "reimagined" world, it would be completely created, and so would only load and not create chunks).
Now, this all seems like there is a lot of possibilities with these features, but it's actually very finite with what they've done, as well as what they could have added without changing the intent and identity of the game. Let's look at what they could have done with these already-made systems:
- Exploding blocks, which could be added to caves and certain blocks to make you think twice about what you should break-- adds a new danger
- Dangerous and more thoughtful fauna and monsters, which could make certain mobs more aggressive as they are in real life, making you think twice about who you interact with and how (i.e. chickens will attack back in hordes, goats are more aggressive when provoked, zombies and skeletons will communicate to capture you, and so on)
- Varying fires and what they can affect and how (i.e. different levels of fire such as blue fire that which burns and hurts things more intensely, and so on)
… And could have added to make the player and creatures change how they respond to differently hospitable environments, without changing the intent of the game and keeping identity:
- Gas tiles (with "concentration" being a metadata for each tile in the given "minecraft:air" tiles at "x, y, z"), which could make the player and creature think twice about which place is hospitable for them in regards to the air
- Simple temperature system, which acts similarly to BOTW/TOTK except it takes time to see change in temperature (instead of the broken and inadequate calculation system of the Tough as Nails mod for Minecraft).
- … and the list is as far as the eye can see, perhaps even further than what the eye sees!
You can see that Minecraft still has a lot of work to do, and a lot of things it can already do with what it has. It's just never been implemented in a proper and coordinated manner (at least just yet)
As you can see, Minecraft is built upon a system that interact with each other to make a new worlds that can help or hinder the player and the creatures that inhabit the world. All is left is to recognise as to what would help the game reach its intent and "adventure" whilst keeping the same identity.
-- Paragraph Three: What is Right and Wrong for the Sanity of the Game's Intent: Accessibilities and Features --
So, we know that with these identified systems, Minecraft has a lot of opportunity. But what do we add to now? And, more importantly, what should we NOT add. The reason why I add this paragraph is because the game is only as good as you make and pretend it out to be, but is only as experienceable as the game makes itself-- and if the game does something to mess it up, it'll ruin the game more than not adding features (because, in the world of arts and games and computing, there is no such thing as "old, useless, or outdated"-- it's a essentially a thing that will only make reason for however you fit it as). Well, I'll keep this short and to the point: We should NOT add any features that gives the player "upgrades, a helping hand, or a system of powers and abilities". The reason why I say this is because the game is about what each player can equally do, and what they can support themselves with what they have to offer up in the mind and their physical abilities. This includes accessibilities (other than those that potentially can be a harm, such as epilepsy), and I say this because the whole idea of the game is to challenge the player with the threats that prevent them from doing what they want to in the game before they can thrive, and if that's so, why give a helping hand? In a way, that defeats the purpose of challenge, and instead, gives irrelevant advantages and mediocre helping-hands just to be able to play the game. If we do want it to be accessible, however, we do need to orientate how the input to the game is given, i.e. A control scheme that gives the bare necessities and to not add anything that is not needed (if we do want it so much, that's what mods are for-- which is why mods should be a thing for any game out there, not just Minecraft). The such would need to recognise what is bare minimum for playing the game, and then how we would implement this to different control schemes (Controller or keyboard and mouse-- NO TOUCH SCREEN, THAT'S NOT SIMPLE AND WOULD CHANGE THE GREATER SCHEME OF INTERACTIVITY TO THE GAME DUE TO LIMITATIONS AND THE SCREEN BEING THE BUTTONS ITSELF). This all depends on what the player should be able to do-- React and Change. This should be simple enough, and if any trivial-- basic movements, breaking and placing, NO change of perspectives, and a way to open inventories/GUIs/Menus. That is all. You do not need a way to hid the HUD, zoom in on the screen, change perspectives, pick block, or anything like that because it doesn't have to do with the challenge and intent of the game-- it's all just padded features. This also goes along with features of the game, such as adding a "magic, leveling, or mana" features-- none of those have to do with the idea of survival, crafting, and changing the world ideas but rather are developed systems used to carry the player into doing certain jobs more easier and less manually-- not to leave a challenge of pure actions done manually and figured out by oneself. With that in mind, we also have to know the limits of each individual and how to make the game possible for all instead of making it impossible and so we have reached a point of an idea known to all game designers: Difficulty.
-- Paragraph Four: Difficulty and Features for Giving Purpose and Rewards to an Open World with the Player as Its Lead Puzzle-Solver --
This is the one thing the current developers of Minecraft might be confused about: how to give goals to a game that needs the player to define those goals without making a narrative or story, or how to make an adventure for those who seek interest of pure exploration and observation to our virtual and cubical world. This, the more we delve into brainstorming ideas, is actually easier than it sounds for as long as you know what a narrative, story or tale is. And, believe it or not, Minecraft has always had a narrative: the perspective and ideas from the player(s) and community of the origins and lore of the game-given world. Minecraft doesn't give a story or origin rather it's the community of players that give it that story. With that in mind, what can we add that doesn't give a narrative but allows to define a narrative from the observer(s) alone? How can these features define the difficulty and intention of the main need to survive and thrive in this new, computer-given world? We can easily do that by giving origin-undefined features that exist into the game, such as: Archaeological artifacts of vague meaning (That they've done, but I can't criticise it as I've not seen it for myself); manuals for making tools and items, recipes for the ingredients and fashion of cooking and brewing food and potions (based upon the ingredients you make and how it's manually rendered product is resulted-- somewhat like BOTW but more abstract), and manuals for machines (such as the create mod, using redstone as a base fundement of power/electricity) and redstone wonders (with traditional redstone machines/mechanics); structures left to age under the millenniums of change from its environment, maybe with some of them featuring a new dimension to travel and explore with its own different rules to the systems used in the Overworld and more; special creatures within each given structure, artifacts, biome/terrain; villagers to inhabit as people in the world; and the list goes on for as far the eye can see. Next, we can go ahead and give it this idea some structure, or in other words, purpose. Let's take the idea of structures and literature (books) and turn it into a feature of the game: An abandoned villages with a library filled with books which some have the same or unique recipes or manuals into how to do stuff-- and this feature results into purpose: How do I make an axe instead of breaking wood with big, large flint? We know it's an axe, but how do we make one? You can figure out by test and failure until you get what you want or you can find out with the given books around the world, with each book defining a unique way of making an axe. The narrative is multiple-choice, but the story and origins is undefined: why is that village abandoned, or was it killed off, or did something else happen? There, we understand that the wits and will of each player will define the myriad choices of paths to choose, alongside the adventure and narratives they make whilst just simply coexisting with this new world. Furthermore, these aids for anything the player hasn't thought of or figured out and gives meaning to doing goals not given by the player, who has the choice to do what they have available to their environment-- a given need to solve other needs or wants. With these given needs, we can give uncharted, undefined goals to the player as to how they want to accomplish their needs and wants in the world that they can do anything with-- an open world that is open to any creation or goal for "what might be possible" or "if I do that". That with challenge and adventure, is the intrinsic intention of Minecraft: to explore, create, observe, learn, and problem solve against the question of if you can do it with these given odds.
A list of food recipes in Nintendo's The Legend of Zelda: Tears of the Kingdom; source: https://www.dexerto.com/legend-of-zelda/zelda-tears-of-the-kingdom-recipe-list-2142920/
§ 3 - How All of These Points Make a Significant Difference to the Game Design of Minecraft
-- In Conclusion, Why Does This All Matter? --
The most important thing to question a statement or perspective is why it matters. And this introspective thesis, of course, is not exempt from that. The reason this would matter is because Minecraft lacks a game mechanic irrelevant to its main intentions. According to "Let's Talk Game Design" (LTGD), a channel that looks at games exclusively on a Game Design perspective, made a video questioning whether and stated in conclusion that "No. The game it's not [good at accomplishing its intent within its game design]", but that "Is it engaging, broadly appealing, with unsurpassed player freedom and a superb foundation for mods, creativity, co-operation and spectatorship? Absolutely". What can be realised with this excerpt from that video is that essentially Minecraft is not good at its intention of survival, however is a good foundation for player freedom, creativity, co-operation, and spectatorship with open arms to modifying the game-- this is where this whole thesis fills that gap of Minecraft's unfulfilled game design and mechanics towards its intention. Minecraft has never fully fulfilled this idea of survival coupled with simplicity that has been built upon abstract system. And with this, brings a final question to the matter at hand: Minecraft's game design: What do you think needs to be changed or introduced? And do you think this bring a new perspective towards how we-- the community-- or the developers can help improve Minecraft's inner mechanic without changing the identity, ideas and intentions? How can we keep this unspecific narrative, and bind every unique experience to every player of the game? What could we add to these systems and worlds that change how each player will react with each world? And how will we fulfill this within Minecraft's source code without making poor programming habits? Let me know of what you think!
A silly little piece of literature that I've made:
Dost thou feel it... The liuing breath of the wild..?
O, may its melody play luring harmony...
May com'st thou hither into oure vnknown...
Vnknowing to thou, thee dost endurest of exploration...
Be wary may thee conquerst vnto the wild...
Mayhaps the wild shall mirror thy actions vnto thee...
Nature shalt not stop thou... For thy own hindering shalt not be thine own collapse...
For the force of nature may not halt thy own uolition nor abilities...
Com'st hither thou to a challenge of not merely survival and aduenture...
For thou hast realised thy own ingeniousness upon the many worlds of difference...
Art thou ready... To explor'st into worlds of the vnknown...
Breathe the breath of these worlds... And realise thy own worth of being..?
- Xydney Z.