Depends. What model is it? Anything above the 2018 model should work, though the 2020 model is recommended if you don’t want your world only slightly toasted.
- jdc997
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Member for 8 years, 5 months, and 27 days
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May 20, 2019jdc997 posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Man, I haven't been active for awhile, but coming back to see this just---hurts. I remember the old days when I'd come on here almost daily and check out people's suggestions. Even if I haven't done that much here, I'll be sad to see this place go.
Thank you, Critic, for making this forum. Thank you, Sunperp, Badprenup, and the other moderators for doing your best to make this forum a place everyone could visit and enjoy themselves. And, even if you've made some missteps, thank you Curse for bringing this forum to its greatest highs and glory days.
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Jan 11, 2017jdc997 posted a message on Minecraft Crafting & Recipe Quiz: Can You Get Every Question Correct?Posted in: News
9/10. I messed up on the cookies one. Probably because I have never once bothered to craft them.
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Sep 26, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: NewsQuote from Unclevertitle»
Not to mention that the Curse of Binding might actually be beneficial on a very good sword or pickaxe and paired with Mending. No more accidentally throwing an item away by pressing 'Q' instead of '1' when startled by an enemy.
That's why I set my "Drop" key to P. I have never accidentally dropped an item since.
Personally I'm "meh" about these cursed enchantments. It's an interesting idea, but it seems like it would just turn the item into junk. I think most people would just use books to make sure they get what they want. -
Sep 25, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: News
Seems cool, though it looks like Minecraft is moving more and more towards a fantasy theme. This isn't bad, but it does open the way for quite a few new suggestions. Hopefully the game doesn't become too much more like an RPG though.
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I said a more hardcore audience. That's not the same as a more "mature" one. The same kids that have "ruined" Minecraft are the same ones who are attracted to fake "maturity." Let's say Bethesda went and released The Elder Scrolls VI: Akavir, but due to a bug, didn't end up implementing blood or gore. Do you think the game wouldn't sell well? Most people buy a game because it's good, and don't really care too much about that stuff as it's really just a novelty.
Mojang has said many things in the past that they have gone back on because of community feedback. As for cost, well, you have Yoshi's post.
So, then there's no reason not to handle the game this way then. However, I think this just pertains to mods; core updates are unaffected by this and you still need to have all previous updates implemented into the most recent one.
There are quite a few things you can't do with this system; for example, change cave generation. You need to be able to overwrite code to do that.
Think of 2.0 as it's own game and not just some update. The other platforms are considered ports.
Well, if that's the case, good for my suggestion?
Literally every game I own on Steam requires DirectX to run, and they're popular games, so I don't think that's a big issue. There might be some kind of Mac port, but worst case scenario, Mac users have to use Wine or something like that.
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Not as long as the thread has been active in the last 30 days, and necroposting isn't against the rules as long as you have something of consequence to add to the discussion.
Well, that's kind of how the system would work. Installing a newer package that contains edits to classes in another package would overwrite those classes, so alchemy would automatically be changed if you installed the metallurgy pack. You couldn't change how much the metallurgy pack affects the alchemy pack without installing a mod that does it for you.
Note that not all the individual features of the game would be segregated this way. The base game would include all the core features, including alchemy; I just used it as an example.
Frankly, I doubt it would happen too, but it's what I think would be the best way of making the game.
I really need to get to writing part 2 of this suggestion. Stupid Steam Summer Sale making new games take up my free time.
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Well, if you came up with the name for the items, then I guess that's fine. I just don't think any name should be directly copied from lore.
Well, the height's not the issue, the width is (I had my math wrong initially; it's actually four times that size). I don't think it's impossible to implement, but it sure will be a challenge. However, if it can be done, then I don't mind a giant structure.
Well, you could take some steps to reduce the player's ability to prepare. The squirrel applies mining fatigue like the Elder Guardian, which prevents you from breaking blocks (or at least, it takes much longer), and the player is unable to place blocks directly on ironwood while the squirrel is alive. If the player leaves or dies, the enemies respawn, along with whatever blocks the player from progressing. This means the player will only have what they initially come in with to do the entire dungeon. Sure, there will still be counter-measures the player can take, but they'll require creativity and won't usually be an instant win button.
That could work.
The lighting engine isn't a simple fix. I don't mean your suggestion is vague, but rushing it often causes such vagueness, so that's all I was saying.
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Well, it's certainly a more unique suggestion than the usual new biome or dungeon suggestion. I actually do like it, but I'm not sure if it fits Minecraft. Regardless, here are my criticisms.
I'm not a fan of the names. I like Norse mythology as much as the next guy (huge Skyrim fan), but directly copying the names from said mythology isn't very "Minecraft-y." Minecraft names tend to be relatively simple, to reflect the simplicity of the game itself. It could be called the "World Tree," or, if you wanted it to sound Norse, it could be a random combination of letters to reference how ridiculous some Nordic names look.
I'm all for big structures, but this might be a bit overkill (not to mention far larger than structure blocks can currently support, so generation would have to be integrated into the world generator somehow). If we say that this is a tree with a 300 foot radius including branches and roots, then that means this is ~18 chunks wide and fits in a 324 chunk square region (That's more than a quarter of an entire mcregion file). I'm not sure how the game would even make this. It might be possible if the locations of the trees* are pregenerated, and then chunks within a certain radius of that location perform some calculations to generate the branches, but that would leave a lot of room for error. However, since I don't know the specifics of the generation code, I don't know for sure.
The dungeon is kind of "meh." It's just a bunch of fighting with enemies that will probably not be of any difficulty for an experienced player to deal with. You could make it more interesting by describing the hazards of each room that leads up to the boss.
As for the boss itself, well, it needs more attacks. It should have at least three attacks per phase in order to cover a variety of situations. The helmet is overpowered, especially considering that you can obtain this at any time (there are no real prerequisites; as long as you have a weapon that will last and a good strategy, you could theoretically approach this boss at any time. Since the dungeon is just made of wood, you could just skip the whole dungeon by burrowing in if you wanted and then just attack the squirrel). Also, can you respawn the boss?
Items need more detail. I feel your pain with it backing out of the page, which is why I recommend that you make all suggestions in your favorite text editor first, then paste it here and then fix the formatting. However, that's no excuse for being vague. Refined amber shouldn't be used for enchanting, and really should be dropped and any use it has replaced by amber (we don't need an item whose sole purpose is for crafting another item for crafting). Fehuljós currently can't work with the current lighting engine, as light sources can only work for up to 15 blocks.
Overall, I think this suggestion has potention, but there needs to be more balancing and details. Partial Support.
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Is there a particular reason for you to run this on a server? Running a server while playing this game at the same time will cause a lot more lag.
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I'm being sarcastic. I'm not going say my suggestion is great, since that would make me sound like a self-righteous jerk; I was just making a reference to the fact that some people think that being a generally disliked suggestion somehow makes it automatically bad. I provided some "legs" for it in my introductory paragraphs, and Yoshi provided some more here.
The guidelines aren't specific as I don't need to give all my ideas away at once (and doing so would cause this thread to be considered a wishlist). As for the engine itself, I suggested a completely different way of handling updates than what is currently done, which would require the entire current game to be rewritten if it were implemented, so it would better fit in a sequel.
A game being old is a very good reason to make a sequel. The older the game is, the less it's going to sell, and the modern generation doesn't tend to care for dated games. It's not a good reason on its own, but fortunately there are several other reasons to support it, especially if the only counter-argument presented is that the features could be just implemented into the current game.
Anyway, I'm not going to go through this again. Offer whatever feedback you have on the actual suggestion, but feedback on whether or not we need a Minecraft 2 for this series should wait until you have the whole picture.
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No, I worded it as if I was joking that it was a walk in the park, but I obviously knew it didn't.
You want more objective reasons? Yoshi actually made a pretty excellent post about why Minecraft could use a sequel a couple of posts above yours; I suggest you check it out.
Anyway, yes, there's no guarantee that a sequel would be good, but you can literally apply that logic to any endeavor ever made. Just because you can't be sure it will be successful, doesn't mean you shouldn't try. Besides, Minecraft has a pretty big advantage in being a highly recognized brand, and even if it's just a meh game, a sequel will still automatically garner a large amount of sales because of its familiarity (look at Story Mode, for example, largely considered mediocre but selling quite a bit, and it's not even remotely like Minecraft but just borrows its brand name). If a large amount of people are asking for something, that's a pretty good indication that it will sell.
Just because you can't see it working doesn't mean it can't.
Being old is a great reason to make a sequel. A dated game isn't going to be effectively sold to a new generation of players, so you introduce them to it with a sequel. Besides, Minecraft has been out for eight years. If that isn't stale, I don't know what is.
Look, I'm not comparing the two games. I'm comparing a particular aspect, that Skyrim had a lot of work put into it, and it turned out to be a great game because of it. Therefore, if Minecraft 2 has a lot of work put into it, then it will have the potential to be a great game. I didn't even mention a Skyrim sequel.
I really wouldn't know, as I couldn't care less about the zombie survival genre. In my experience, most of these games are made to be cash grabs due to the popularity of the genre, and I'm not surprised that bugs got carried over since they likely cared more about making a quick buck than the community.
"The better engine thing." Do you have any idea how generic that response sounds? The way I suggested making the engine better does not work for every game and has come across a lot of scrutiny. I'm even less convinced you've read the thread now. I went into far more detail than just the "engine being better." How about the whole concept of the engine being modular (which, by the way, would require the entire game to be re-written anyway if it were just added to the current game)?
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I highly doubt people will stop buying Minecraft 2 if it was unmoddable, considering all the unmoddable versions of the game far surpass the PC version in terms of sales, and only a fraction of PC players use mods.
Anyway, this makes mods easier to develop. They'll be a one click install (especially with Steam) and won't become automatically incompatible with updates. The only issues are that the mod might require some vanilla packs to be active to be used, but I don't see that as a problem if it comes from a third party.
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It would take quite a while to write the entire thing at once, and only the most devoted of critics could be expected to critique a 20-page document (and can you imagine the confusion that would ensue trying to respond to everything at once?). This suggestion series, if completed, is going to be the largest suggestion ever made on this forum. It needs to be separated for readability and to reduce confusion, and it's better safe than sorry when it comes to wishlists. Those guidelines are more of a purposefully vague introduction to the whole series and aren't really a part of this suggestion.
Compatibility shouldn't be as huge of an issue as I think you're making it out to be, especially with well-planned-out object-oriented programming. I'm sure there will be a lot of bugs and some crashes with this system, but remember that they have a huge player base who will be testing all kinds of ridiculous combinations. Besides, updates would only be applied to the most recent pack: they wouldn't release 2.1.3 after 2.2.0 had been released. If there are any bugs in older versions, they'll have to live with it or get a community-made bugfix patch. Mojang would also only be officially obligated to expect you have all packs active, but could release patches to packs if there are large issues caused by not having a particular patch active
I see the development being done by making the pack first with only the base pack active, and then adding additional compatibility for a version with all other packs. This way, they'd only have two versions in their workload and should cause updates to be approached in a manner that should prevent major incompatibilities.
Like currently, mods are the modder's and the individual user's problem, not Mojang's.
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If you're going to rewrite the entire game, then you might as well add some major new features. In addition, as far as coding is concerned, a full rewrite counts as a major release and would allow the rewrite to be called 2.0.0 even with no new features.
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Read that sentence again. Carefully. I think you missed the sarcasm there.
They'll update the first game until the second comes out, and maybe a couple of small updates afterwards. However, I said they'd hire a whole additional team to make this, so it's not exactly doubling the workload. And, of course, I wouldn't be surprised if people asked for a Minecraft 3, and if Minecraft 2 would be successful, I wouldn't mind that, provided several years had passed after its release.
Besides, not everyone who wants a new game is a "crybaby." I like the current game, but it is old. Not even major updates can keep me playing for a large length of time. A good sequel, however, would draw me back in, as well as a large amount of other people. And, let's say they did make a Minecraft 2. Without knowing anything about the game, would you be interested? If yes, does this mean you dislike the current game? The people complaining about 1.9 combat and hunger are in a different crowd; they're looking backward, not forward, but regardless, their opinion is no less valid than yours.
They put work into Skyrim, didn't they? That's all I'm comparing. I could also bring up the Mona Lisa, the Statue of Liberty, or anything else that is famous that took a lot of work to make. When you put time and effort into something, it shows. That's all I was saying, and it doesn't matter if the games are different if the particular aspect I'm comparing is similar.
As for work being put into the current game, well, neither of us work at Mojang, so we can't really say whether the long time it takes to make updates is due to incompetence, laziness, lack of workforce, or other things going on, such as the other editions. With one sizable team dedicated purely to making Minecraft 2, it shouldn't be impossible or even infeasible.
Did you read what I said in post #3, like I recommended? All of that counters everything you said, and the reason I didn't go to great detail is because this suggestion is supposed to be about the background game engine. Not the graphics, not the progression, just the engine. Wait for those suggestions to be released before condemning the whole project.
Again, you don't know the whole of what I'm suggesting, and I addressed this in a way in the note to critics at the beginning.
I know that. I'm not new to game design, it's something I've studied for years. This series of suggestions is going to try to make Minecraft 2 a very different game from the original, while still being a block-based sandbox game.
So, you're comparing the bad decision making with Left 4 Dead 2, rather than the game itself? Sounds a lot like how I was comparing the work required to make Skyrim, rather than that game itself.
Neither of us can say whether 1.9 was objectively good or not. We can argue our opinions on that matter, but that should be done on the "Combat in 1.9 good or bad" thread. What we can objectively say is that quite a few people have been turned off by it (more than a third of all PC players if the poll in that thread is to be believed).
Anyway, all your critiquing in this thread have had nothing to do with the suggestion and only with the sheer fact that I'm suggesting Minecraft 2. I'm half-convinced you didn't even read the actual suggestion and just condemned it instantly based on the title. Look at some of the other big critics in this thread, they don't fully agree with me, but they haven't even brought up in depth their opinion on whether there should be a Minecraft 2 or not. That has little to do with the actual suggestion.
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Have you compared W10 to Java Edition? Both are almost the same feature-wise, and yet W10 runs 10x better. The game [i]is[/i] in need of a rewrite; ask any serious modder.
You mean it won't just take writing a couple lines of code, and BAM, new game? Gasp!
Of course this is going to be difficult to make. I'm not going to pretend that this is an easy or a conventional way of making the game. However, I believe the potential for this game outweighs the amount of work, especially if, as you said, everyone wants this. I mean, look at [i]Sk[/i][i]yrim[/i], that game took years to make, much longer than I would anticipate this game to take, and because of all the work put into it, we're still talking about it and largely playing it.
So, you're dismissing the suggestion purely based on the fact that it's [i]Minecraft 2[/i] rather than the suggestion's own merits. By the way, you have not mentioned a single counter to what I said. You just said the mentalities were bad and used the same cookie cutter excuse you use on every [i]Minecraft 2[/i] thread and didn't attack the specific guidelines I posted earlier:
And before you attack these, please refer to post #3 in this thread, where I already countered some arguments.
In addition, before I continue, I'd look to pull out a card you like to use: you can't compare those because they're different. Gary's Mod is much more of a game engine than an actual game (and besides, even game engines get a sequel eventually even though they could just be updated, such as Unreal), and Left 4 Dead is a zombie survival game. [i]Minecraft[/i] is a complete game in its own right without any more updates, and while you could update the game further, such big changes like I want would turn the game into a completely different one. I mean, even just a change like the 1.9 combat caused a [i]huge[/i] turnoff. It's not a good idea to update a game into infinity.
That's part of the rendering engine. I'll touch on that in a later suggestion. This is the framework of the game's code, on which everything is built.
These changes are [i]massive[/i]. Changing the game to a modular state could not simply be done with an additional update, it would require a full rewrite of the code.
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Well, I never said that such a concept would be easy, and this would really be the first game of its kind (to my knowledge). But, Minecraft was really the first (popular) game of its kind, and despite many hurdles, it still managed to succeed.
Now, a lot of these would be fixed with simple error handles, and for the most part, should be avoidable and caught due to the large playerbase.
Scenario 1: This is a bit of an issue with the philosophy of the update, as they should try to avoid item drops with only one use. Regardless, the mob would still drop the item, but you'd be unable to use it. It would be a trash item, but if you don't like brewing that much, then that's the price you'll have to pay. Besides, you still get the fun challenge of fighting the mob.
Scenario 2: Yes, I see this scenario happening, though the main cause of a crash would be caused by referencing a class that doesn't exist, which for the most part should have handlers in the base pack, which is required. Regardless, such a fundamental crash would likely be quickly discovered, and if it somehow made it into the game even after the snapshot process, Mojang would release Pack 2.3.1, which would fix the crash.
Scenario 3: Again, a problem with philosophy and user choice. Ideally, the Uber Items pack would contain all that is needed to make the Uber Item itself, and, worst case scenario, they could just include a copy of the required item classes from the other packs. However, Mojang should avoid making something require items from more than one other pack, and should mostly require items from the base pack or the current pack.
Scenario 4: Each world would be saved with metadata stating what packs it was last saved with. If you tried to load the world without the required packs, the game would warn you and offer to restart the game with the proper packs loaded (restarting would not be available if the map requires non-vanilla packs that you don't have installed). If you were to continue to load the world anyway, any content that no longer exists would be deleted, missing blocks would be replaced with a "missing texture" block that acts like glass and drops nothing, and if the player is in an invalid dimension, the game would simply put the player back in the Overworld at their default spawn point. This is similar to what the current game already does.
Scenario 5: Similar to 4, but in the case of servers, the player would be unable to join, and if they choose to restart, the game would launch and then immediately attempt to join the server.
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Well, there will still be updates made to the game to make a "rich base game," but it will be up to the individual player if they want that update or not.
I had already said that it should be written in C++ (I would have suggested C#, but the non-Java versions are written in C++, so they'd already have experience with it). Frankly, when I said that, I thought Vulkan was a controller API, but after looking it up, I personally don't care if Minecraft 2 uses Vulkan or Direct3D, though I can see the advantages of Vulkan.
Well, if Mojang actually does make this, along with "ditching" the Java versions, they'd ditch the current console versions as well. The current "Java Edition" would continue to exist, and now, no longer being updated, would now be easier to work with for the community. Minecraft 2 would be a separate game.
While Minecraft can be tailored using mods, mods have numerous disadvantages, such as constantly being broken and requiring external programs (or cracking the .jar) to even use. This also means that mods aren't compatible with the non-java editions (sure, they have add-ons, but they're annoying to make, and I doubt they'll ever be as powerful as mods). Besides, the amount of overhauls I have in mind might be able to be modded into Minecraft, but it require constant updating of the mods, and, once again, due to how inefficient the game runs, you'll still have an inferior version.
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Well, that's possible, but it nullifies the entire point of this suggestion, which is to allow the player to fully and easily customize their own experience.
Well, if you're going to rewrite the entire game, you might as well re-think it as well. We already have a rewrite in a way, the Windows 10 edition. However, in addition to a rewrite, I'd like a full-blown sequel to freshen the experience.
Interesting ideas, but they don't fit into this suggestion, which is just the background engine of the game. If I do these, they'll be in subsequent suggestions in this series.
Um, yeah, sure, why not.
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Well, if we don't implement something because we're afraid of bugs, we'll never get anything added. I don't think there's going to be that big of an issue with mods and testing different combinations, and even if there is, that's why we have snapshots, the official bug reporter, and open testing. With a playerbase of millions, most major conflicts caused by different combinations of packages should be noticed. Besides, every update adds bugs already. I believe the benefits of giving players choice of what features they want outweighs the price of bugs.
Soooo, are you agreeing with me here? Because the way I understand it, this is exactly what I'm suggesting. Unless you're saying that the updates shouldn't be separate packages from the base game? The reason I have it like this is to force mod compatibility and allow a simple way for the user to enable or disable features.