Most of those are things they were adding just as normal development. Pistons were added because of the mod, but its more like they took the idea of a redstone powered block that pushes other blocks, and made their own version. Its different in pretty much every other aspect, and I like their version better. They improved many aspects, and stripped out the features that didn't fit with the game. There are different paramaters on what is a good mod and a good update. The piston mod was good mob. The piston update was a good update. Just because the mod was done first and you are accustomed to it doesn't mean its the best way to do it.
I do not believe any of them were added as "normal development", there was a huge community push in every case.
Doesn't change the fact that every mod I listed has had more features than the watered-down version Mojang implemented.
Mojang pistons can't push other pistons and can't move entities.
Mojang powered rails can't start a cart from a continuous flat track, can't differentiate empty or occupied carts, can't incrementally speed up or slow a cart.
Edit: Out of curiosity I had to search, community-implemented hunger, thirst, energy and hardcore mode mod before Mojang:
I do not believe any of them were added as "normal development", there was a huge community push in every case.
Doesn't change the fact that every mod I listed has had more features than the watered-down version Mojang implemented.
Mojang pistons can't push other pistons and can't move entities.
Mojang powered rails can't start a cart from a continuous flat track, can't differentiate empty or occupied carts, can't incrementally speed up or slow a cart.
Edit: Out of curiosity I had to search, community-implemented hunger, thirst, energy and hardcore mode mod before Mojang:
I'll let Mojang finish its baby animals before judging but I suspect I'll be proven right 3/3.
Number of features =/= quaulity, nor how well it fits into the overall game. In fact, the general simplicity of any individual mechanic is one of minecraft's strengths.
Of all the videos I saw of the pistons mod, they were much buggier, and didn't seem to be that much more capable at piston pushing pistons than the official version.
They added a single booster track that offers a wide, wide range of versatality while keeping it simple and streamlined. They didn't try to revolutionize minetracks to be a huge, complex thing with a dozen blcoks involved. You have rails, detector rails, and powered rails. They were not adding minecartdelux 2.0, they were adding a replacement for the booster glitch so people weren't relying on a glitch. Complaining that they didn't add as much detail is silly, since thats not even what they were doing. Yet, with those 3 peices, you still have a huge vareity of things you can accomplish.
and as for that survivalism one, Mojang definitely is the winner there. Sure, they added water and energy to the mix, but those are largely redundant and add needless complexity. Mojang has one mechanic that handles that smoothly. I have essentially written essays analyzing mojang's hunger system, and how it is extremely well done and integrates with the game. That one... that one makes you eat on occasion. Period, thats what hunger does. This is a clear case of less is more. They overcomplicate it, and don't really add much from that complexity.
Number of features =/= quaulity, nor how well it fits into the overall game. In fact, the general simplicity of any individual mechanic is one of minecraft's strengths.
Of all the videos I saw of the pistons mod, they were much buggier, and didn't seem to be that much more capable at piston pushing pistons than the official version.
They added a single booster track that offers a wide, wide range of versatality while keeping it simple and streamlined. They didn't try to revolutionize minetracks to be a huge, complex thing with a dozen blcoks involved. You have rails, detector rails, and powered rails. They were not adding minecartdelux 2.0, they were adding a replacement for the booster glitch so people weren't relying on a glitch. Complaining that they didn't add as much detail is silly, since thats not even what they were doing. Yet, with those 3 peices, you still have a huge vareity of things you can accomplish.
and as for that survivalism one, Mojang definitely is the winner there. Sure, they added water and energy to the mix, but those are largely redundant and add needless complexity. Mojang has one mechanic that handles that smoothly. I have essentially written essays analyzing mojang's hunger system, and how it is extremely well done and integrates with the game. That one... that one makes you eat on occasion. Period, thats what hunger does. This is a clear case of less is more. They overcomplicate it, and don't really add much from that complexity.
Do you even realize the glaring limitations of Mojang's powered rails in comparison to the mod?
Cannot start a cart from a flat continuous track, must be on a slope or adjacent to an opaque block.
Cannot do ANYTHING with a cart on a detector rail.
Cannot differentiate occupied carts.
Mojang's pistons again cannot:
Push entities, including the player; mod pistons could even get a player in a minecart going.
Push other pistons, which makes more certain multi-height creations impossible.
Were not very buggy, you need to look at newer versions.
The hunger mod I linked is too complex, I'll give you that.
Do you even realize the glaring limitations of Mojang's powered rails in comparison to the mod?
Cannot start a cart from a flat continuous track, must be on a slope or adjacent to an opaque block.
Cannot do ANYTHING with a cart on a detector rail.
Cannot differentiate occupied carts.
Again, mojang wasn't even attempting to do anything similar to this. They added in a couple of very simple elements that vastly expanded their possibilities. Thats it. It like if I make a a watergun, and you complain that it doesn't have a lighter attachment so I can fill it with gasaloine and shoot streams of fire. Thats not what I was trying to accomplish.
Push entities, including the player; mod pistons could even get a player in a minecart going.
Push other pistons, which makes more certain multi-height creations impossible.
Were not very buggy, you need to look at newer versions.
Uhh... yes, they can, and yes, they can. I've pushed entites, including player. And they can push pistons, just not while the pistons are extended. I've seen people use pistons to start minecarts.
The mod is also extremly ugly, and extremely expensive. That video also shows an aspect of them that doesn't realy fit in minecraft. Tossing blocks around like that looks cool and makes a a good mod, but is not something that fits in the vanilla game.
Also, compare how much time the modders spent on their single mod, how much time they spent refining it, compared to how long mojang dedicated to the same feature. Mods and official features are like comparing apples to oranges.
omg.... I totally had no idea the baby animals would look so distorted. Seriously, they do not look like baby animals with heads that look like adults. Like.. may as well make the head smaller. Making the heads huge just... what? And the owner of the mod offered Jeb to use the skins. Ugh. Just... ugh.
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So it was! I forgot about that one. I'm impressed, its not often someone can beat me in ancient planned features trivia.
I'm willing to blame the fact that I have a mod in semi-active development which makes Minecraft a lot more like Notch's original survival concepts, gameplay wise, mostly just to see how the resultant game would play. :tongue.gif:
"Coal (Combine with iron ore for steel!)
Corals (awesome idea, solarblade)
Seaweed"
steel?!
coral?!
Seaweed?!
dang, this was from before there was even coal?
was there a game at all?
That post on Notch's blog was probably even before there were trees of any form, heh. It's really old, right when Notch was just getting Creative working at all.
I do not believe any of them were added as "normal development", there was a huge community push in every case.
Doesn't change the fact that every mod I listed has had more features than the watered-down version Mojang implemented.
Mojang pistons can't push other pistons and can't move entities.
Mojang powered rails can't start a cart from a continuous flat track, can't differentiate empty or occupied carts, can't incrementally speed up or slow a cart.
Edit: Out of curiosity I had to search, community-implemented hunger, thirst, energy and hardcore mode mod before Mojang:
http://www.minecraftforum.net/topic/349163-173ssp-survivalism-v145on-hiatus/
I'll let Mojang finish its baby animals before judging but I suspect I'll be proven right 3/3.
Number of features =/= quaulity, nor how well it fits into the overall game. In fact, the general simplicity of any individual mechanic is one of minecraft's strengths.
Of all the videos I saw of the pistons mod, they were much buggier, and didn't seem to be that much more capable at piston pushing pistons than the official version.
They added a single booster track that offers a wide, wide range of versatality while keeping it simple and streamlined. They didn't try to revolutionize minetracks to be a huge, complex thing with a dozen blcoks involved. You have rails, detector rails, and powered rails. They were not adding minecartdelux 2.0, they were adding a replacement for the booster glitch so people weren't relying on a glitch. Complaining that they didn't add as much detail is silly, since thats not even what they were doing. Yet, with those 3 peices, you still have a huge vareity of things you can accomplish.
and as for that survivalism one, Mojang definitely is the winner there. Sure, they added water and energy to the mix, but those are largely redundant and add needless complexity. Mojang has one mechanic that handles that smoothly. I have essentially written essays analyzing mojang's hunger system, and how it is extremely well done and integrates with the game. That one... that one makes you eat on occasion. Period, thats what hunger does. This is a clear case of less is more. They overcomplicate it, and don't really add much from that complexity.
If someone makes a mod to shrink the baby animal heads, you can expect me to use it.
>_>
Do you even realize the glaring limitations of Mojang's powered rails in comparison to the mod?
Mojang's pistons again cannot:
The hunger mod I linked is too complex, I'll give you that.
"Coal (Combine with iron ore for steel!)
Corals (awesome idea, solarblade)
Seaweed"
steel?!
coral?!
Seaweed?!
dang, this was from before there was even coal?
was there a game at all?
Again, mojang wasn't even attempting to do anything similar to this. They added in a couple of very simple elements that vastly expanded their possibilities. Thats it. It like if I make a a watergun, and you complain that it doesn't have a lighter attachment so I can fill it with gasaloine and shoot streams of fire. Thats not what I was trying to accomplish.
Uhh... yes, they can, and yes, they can. I've pushed entites, including player. And they can push pistons, just not while the pistons are extended. I've seen people use pistons to start minecarts.
The mod is also extremly ugly, and extremely expensive. That video also shows an aspect of them that doesn't realy fit in minecraft. Tossing blocks around like that looks cool and makes a a good mod, but is not something that fits in the vanilla game.
Also, compare how much time the modders spent on their single mod, how much time they spent refining it, compared to how long mojang dedicated to the same feature. Mods and official features are like comparing apples to oranges.
That post on Notch's blog was probably even before there were trees of any form, heh. It's really old, right when Notch was just getting Creative working at all.
"sometimes, wizards are so awesome, it hurts"