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    posted a message on Witchery 0.24.1
    Quote from KingEdward9830»

    ... I wouldn't get mixed up with stuff like that if I were you... A majority of people who disrespect the law are evil and ruthless. You never know what you're installing in cases like that...


    Decompiling, altering and rereleasing a mod in violation of its creator's end user license is pretty damn far from "evil and ruthless," but it is likely to be a massive technical pain in the ass. It would be enough of a pain in the ass for the one who wrote and was familiar with the code.

    Posted in: WIP Mods
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    posted a message on Witchery 0.24.1

    This is such a brilliant mod, even on small private servers or SSP. Such a crazy amount of features and pretty much all of them implemented beautifully into the vanilla game. Hope Emoniph is okay.

    Posted in: WIP Mods
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    posted a message on The End desperately needs more content
    Quote from rodabon»

    sionwicker I think your biggest issue is that your viewpoint on the other dimensions doesn't match the developers. The dimensions are more side areas where resources specific to that dimension can be found and new challenges to be overcome to get those resources.


    You want a fully fleshed out content full dimension, but that's not just going to happen in one update with Mojang's small team. That's not to say that over time these dimensions will not get more diverse content, but if you can't wait perhaps there is a mod for that as others have suggested.


    For context, the Nether had no nether fortresses when it was first added. It was just a place to travel by portal and battle zombie pigmen if you so desired. Then they added the fortresses, blazes, and netherwart for brewing, then later they added some loot chests and the whither skeletons for the new wither boss fight.


    As I noted in my OP, I don't ever expect anywhere near the level of content in either the End or the Nether as exists in the Overworld. I understand full well that they aren't supposed to have the same amount of stuff in them. However I certainly do remember when the Nether was first implemented, and even back then it had more block types, mob encounters (and dangerous ones - Ghasts) and variation in its terrain than the End does now.

    The biggest problem with the End for me is the monotony of the scenery and the lack of danger. There is simply too little variation in the terrain; every block outside of an End City is end stone, every mob outside of an End City is an Enderman which aren't even aggressive by default. The most dangerous thing in the End is the Void.
    Posted in: Survival Mode
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    posted a message on The End desperately needs more content

    I have an entire ender chest full of shulker boxes. That's plenty. I carry about 750 inventory slots with me now - home bases have already become optional.

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

    More or less finished the exterior and interior of my little watchtower. Design is shamelessly stolen from some creative person on YouTube but I'm a pretty mediocre builder so I'm proud regardless. The banners are likewise shamelessly stolen from some guy's house in the End and are placeholders until I figure out how to make an interesting banner design on my own.





    I watch over my village from here like a silent guardian who may come down and burn them in lava at any time if they're wearing green clothes or otherwise have crappy trades. It's also fun to snipe mobs at night and zip around on Elytra from up here.



    Little smithy/workshop on the sublevel which is also the upper station for my vertical shaft down to layer 12. Yes, you have to cross the track after you descend from the tower. Needs redoing.




    You hit a button to summon a cart onto the track, hop in and push to make it zip up or down to the top or bottom. Cart gets reclaimed and conveyed back into the dispenser by a cactus/hopper mechanism that's fully concealed. Again, kid stuff by some peoples' standards, and not perfectly pretty, but I'm more of an adventurer than a builder so I'm pleased with it.


    At layer 12 the vertical shaft branches off into several highly inefficient but realistic looking (sort of) 3x3 horizontal mine tunnels with support beams and a rail system. One of the abandoned tunnels terminates in a zombie experience farm, another terminates in a Nether portal chamber that presently looks like complete garbage but will possibly one day be decorated to look like the Nether is creeping through the portal and into the Overworld.


    I think I've experienced most of the new "story arc" stuff that was implemented into the game since late Beta so now I'm exploring the Overworld and creating great massive maps of the surrounding regions and marking off locations of other villages. I found this wonderfully designed little village which reminds us all how far Minecraft's generation algorithm has come since Alpha.



    Posted in: Survival Mode
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    posted a message on The End desperately needs more content

    Actually, now that you have an Elytra, navigating the End islands is much easier.



    But why would I want to? There's nothing left for me there. The terrain is all exactly the same, every island is identical to the last unless it has an End City on it, which is quite literally the only land feature in the entire dimension. And I plundered so many End Cities to find one with a ship that I'll never want for shulker boxes. The only reason I was still in the End before I found an Elytra was to find an Elytra. I'd much rather use it to soar over the dozens of biomes and awesome terrain features of the Overworld than the sparse cheese block desert of the End.

    Posted in: Survival Mode
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    posted a message on The End desperately needs more content

    I know we can never expect the other dimensions to have as much content as the Overworld, but the End is cripplingly dull and needs some serious work. It has only two mob types (one, really, so long as you're stuck in the "wilderness"), it's an unbelievably boring-looking moonscape interspersed only with Chorus plants, and End Cities are just far too rare to break up the monotony of exploring the islands.


    But the worst part is that unlike in the Nether where you can build a return portal anywhere you please, when you want to take a break from exploring the End, you have to backtrack the entire damn way back to the start to return to the Overworld. (Or just dump all your stuff in your ender chest and kill yourself.)

    Posted in: Survival Mode
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    posted a message on Stop villager trading window closing without player input

    This is a simple suggestion: disallow the trading GUI from closing without the player closing it themselves. I suggest this because villagers and iron golems have absolutely no sense of propriety when it comes to ramming into each other and the player, frequently causing the GUI to close and resulting in trades in populous villages being constantly interrupted - this also often results in the player accidentally punching a villager when they meant to click within the trade GUI, causing a drop in village popularity and any present iron golems to become hostile.

    Posted in: Suggestions
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    posted a message on Navigating The End's outer islands

    I hadn't thought about it, but does it seem strange that the means they provide for easily exploring the End is also the main reason you'd actually bother to do so?

    Posted in: Survival Mode
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    posted a message on Navigating The End's outer islands

    I've resorted to using End Stone to build extremely long, spindly bridges between the islands. It's excruciatingly boring and time consuming given that I'm yet to find anything on any of these islands but Chorus trees and gangs of Endermen, but at least I'm not dumping all of my enchanted gear into a hole in the ground every three minutes. For some reason I feel like I'm doing this all wrong.

    Posted in: Survival Mode
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