Sheesh, you sound like even more of an evil scientist than I am, and I unapologetically love iron farms and similar contraptions.
You need to read the conversations in Jeb's tweets, then you'll see your accusations of hypocrisy are baseless. Jeb has always been for automation, provided it's done right. That means having specific blocks and resources that allow you to automate. Tekkit, for example, has mob spawning machines. You just craft the block, catch a mob in a safari net, insert the net into the block, fuel the block with an energy source and mob essence, and it'll start spawning its assigned mob for as long as its power sources allow it to. That's the kind of automation Jeb has always admired. Everything else exploits the game's rules, which can technically be classified as science instead of cheating, but Minecraft is a game that's only 90% bug free and constantly in development, so the rules certain farms rely on are not set in stone.
That's what he meant with "automation by design"? So he likes more something like "automatic wheat farm block" instead of using water and pistons as harvester?
Sheesh, you sound like even more of an evil scientist than I am, and I unapologetically love iron farms and similar contraptions. You need to read the conversations in Jeb's tweets, then you'll see your accusations of hypocrisy are baseless. Jeb has always been for automation, provided it's done right. That means having specific blocks and resources that allow you to automate. Tekkit, for example, has mob spawning machines. You just craft the block, catch a mob in a safari net, insert the net into the block, fuel the block with an energy source and mob essence, and it'll start spawning its assigned mob for as long as its power sources allow it to. That's the kind of automation Jeb has always admired. Everything else exploits the game's rules, which can technically be classified as science instead of cheating, but Minecraft is a game that's only 90% bug free and constantly in development, so the rules certain farms rely on are not set in stone.
Well since flickies aren't here to power my contraptions... I guess I have to make like an eggman and power my machine somehow! What else am I supposed to do for sky block? Grind endlessly at my mob trap? Never!
Joking aside, lets get it straight. Your points are entirely valid as much as my hypocrisy stance is invalid. I myself have never really used tekkit (too complex for me, I'd rather limit myself to regular spawn farms and tend to avoid redstone beyond simple contraptions) but Jeb_ has never explicitly admired Tekkit's function beyond an "It's great" response on Twiiter. Nor has he always enjoyed automatic farming. These have never been stated before this farm issue. But lets move off of semantics.
Assuming Jeb_ has always admired the idea of automatic farming, why would he join the stance that specific farms (aka mob farms) are item dupes; while also continuing to adopt another mechanic which could also be abused in the same manner? Unclear spawn mechanics mean nothing when so many players have learned to coordinate and use them to their advantage. "Exploitation" as it is so often labled will always be present in the game mechanics of something like this sandbox. Why should they continue to be labeled as exploits then when they have just as many uses as other methods? Is it really so cheaty to develop and use a mob farm that took three hours to build? I'm definitely investing much time into it, and I should reap the rewards no?
In a way this whole argument for iron golem farming to be un-nerfed is a little pointless, too. The ability to fix the farm is present; but the issue of needless annoyance is just as relevant.
So, in reality all I'm saying is your technically right. But I'm just defending how this can be seen as an awkward coincidence in design. Looking back now this reply might not even make sense.
...
Just want to throw my two cents into something else, also. Does it not seem that every time we as a community belly-ache over a game feature, the devs always label us as something demeaning? Just today Dinnerbone stated: "I don't think the majority did! The vocal minority, maybe " in response to someone who congratulated the devs for catering to our whims. Why is that we who want to change something back are a "vocal minority"? Isn't it conceited to do that to your own customer base?
I can also remember when potion/healing nerfs came around we were branded as unwary to the actual use of the nerfs. When zombies/skeletons were buffed a huge group of people were hastily put to rest when they complained of excessive changes. I just feel as if the devs have developed a little cult of personality to support their own actions. If someone disagrees with the plan THEY'RE wrong and the developers are entirely right.
The entirely branding of Jeb's law also has a hint of arrogance. If enough people complain, don't you think their might actually be something wrong?
Well you've caught me on that. Congrats. Bitterly sarcastic sentiment aside I should have caught myself first before posting that.
Well since flickies aren't here to power my contraptions... I guess I have to make like an eggman and power my machine somehow! What else am I supposed to do for sky block? Grind endlessly at my mob trap? Never!
Joking aside, lets get it straight. Your points are entirely valid as much as my hypocrisy stance is invalid. I myself have never really used tekkit (too complex for me, I'd rather limit myself to regular spawn farms and tend to avoid redstone beyond simple contraptions) but Jeb_ has never explicitly admired Tekkit's function beyond an "It's great" response on Twiiter. Nor has he always enjoyed automatic farming. These have never been stated before this farm issue. But lets move off of semantics.
Assuming Jeb_ has always admired the idea of automatic farming, why would he join the stance that specific farms (aka mob farms) are item dupes; while also continuing to adopt another mechanic which could also be abused in the same manner? Unclear spawn mechanics mean nothing when so many players have learned to coordinate and use them to their advantage. "Exploitation" as it is so often labled will always be present in the game mechanics of something like this sandbox. Why should they continue to be labeled as exploits then when they have just as many uses as other methods? Is it really so cheaty to develop and use a mob farm that took three hours to build? I'm definitely investing much time into it, and I should reap the rewards no?
In a way this whole argument for iron golem farming to be un-nerfed is a little pointless, too. The ability to fix the farm is present; but the issue of needless annoyance is just as relevant.
So, in reality all I'm saying is your technically right. But I'm just defending how this can be seen as an awkward coincidence in design. Looking back now this reply might not even make sense.
...
Just want to throw my two cents into something else, also. Does it not seem that every time we as a community belly-ache over a game feature, the devs always label us as something demeaning? Just today Dinnerbone stated: "I don't think the majority did! The vocal minority, maybe " in response to someone who congratulated the devs for catering to our whims. Why is that we who want to change something back are a "vocal minority"? Isn't it conceited to do that to your own customer base?
I can also remember when potion/healing nerfs came around we were branded as unwary to the actual use of the nerfs. When zombies/skeletons were buffed a huge group of people were hastily put to rest when they complained of excessive changes. I just feel as if the devs have developed a little cult of personality to support their own actions. If someone disagrees with the plan THEY'RE wrong and the developers are entirely right.
The entirely branding of Jeb's law also has a hint of arrogance. If enough people complain, don't you think their might actually be something wrong?
Am I just crazy or am I on to something?
I personally believe the statement he said "I don't think the majority did! The vocal minority, maybe " is certainly arrogant to a certain point. Everything points to the opposite. Namely with how popular these type of farms are on youtube. It's pretty obvious many people care about these farms,
The minority is very likely those who disagree with the use of these farms if you actually try and count those who are for, neutral, and against farms.
That's what he meant with "automation by design"? So he likes more something like "automatic wheat farm block" instead of using water and pistons as harvester?
I think produce, livestock, and everything else agriculture-related are different. Those are meant to be farmed any way you darn well please, kinda like how they're treated in real life. It's only when you stray outside the realm of traditional farming that you start running into farms that exist by using science to to make the game's limitations work for you. That's the fuzzy area some people don't like, but until Minecraft starts incorporating organic produce, antibiotics in animal feed, and genetically engineered crops, I don't think anyone is going to care about how you acquire your food supply.
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Author of , Minecraft's most noteworthy Mega Man-themed resource pack!
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
It's nice to see the squidwards are getting a spotlight in 1.8.
Sounds really cool, when I first saw the villagers farming it blew my mind. Though where would they get the seeds? Where do the crops go? Sounds kind of weird but I'll remain neutral for now.
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Let me know if my posts are helpful or if you like them. That's what I'm here for.
I am currently lurking more than I am posting. I haven't gone anywhere.
Villagers do their own farming? Does this mean that villagers are getting a large A.I. update?
Even if this is the only A.I. update,
AWWWWWW YEEEEEEEEAH
According to the Minecraft Wiki, villagers just break players' crops instead of tending their own farms.
I hope not. I hope they're actually farming and replanting them.
This is great news. Looking forward to a new and improved villager. I hope they keep adding to this, though... It's be amazing to see villagers go to war with each other or form alliances that eventually lead to entire *cities* being established. Who knows what the future holds for villagers? Maybe we'll one day see things like villager trade routes, ethnically-diverse populations, skirmishes, livestock farms, etc., etc.
With this and the floor / ceiling button changes, this is turning out to be quite the update, which is great!
The more the villagers improve the better.. then i wont want to take their carrots or potatoes because I'll fell guilty for taking their food they need to survive.. Right now however, it doesn't bother me because they still feel somewhat 'lifeless'
This feature is awesome! Villagers seem more "alive" now, rather than door slamming squidwards. (Also, I've noticed after villagers collect wheat, there's a chance they'll drop some bread. :D)
I've always thought that would be much better too, but always been too lazy to bother posting it, and always wondered why more people haven't suggested it (but then maybe everyone else is lazy like me )
The great thing about that is it makes it easier for people who want to build functional yet aestheticly pleasing villages (because seriously it takes some creativity to just put doors everywhere), but it also still works for people who want iron golem farms as well. As an added bonus maybe playing on hardmode wouldn't mean the village is condemned if you don't leave the area before sundown (although a better fix to that particular issue would just be letting zombies bash the door open as opposed to off it's hinges)
It would also make the crappy breeding changes (although I suspect those will not make it into 1.8 final) and villager AI Kung-Fu being weaker than zombie AI Kung-Fu, and villager's natural suicidal tendencies...oh and the fact that iron golems suck (as anything other than a source of iron & red dye#9)....a bit more tolerable.
One bed and one door would be a huge aesthetic improvement. It is a little bit easier than three doors, so I I'd like at least a *little* more requirements, but I'd still take it over the current situation.
I'm hoping villagers are going to have to eat. That would zap a lot of the really dorky artificial villages by itself. You could build redstone food supply systems for villagers you need to confine.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
One bed and one door would be a huge aesthetic improvement. It is a little bit easier than three doors, so I I'd like at least a *little* more requirements, but I'd still take it over the current situation.
I'm hoping villagers are going to have to eat. That would zap a lot of the really dorky artificial villages by itself. You could build redstone food supply systems for villagers you need to confine.
I agree. The three door thing is annoying, if i build a nice house, unless it has three doors, it's not consider enough space for a new villager, which always leaves me with villages that have way more houses than the population requires. The bed thing makes sense and it's a good balance in terms of requirements.
But most of all, i think, if villagers were required to eat, it makes the previous requirements much less likely to be abused, because it wouldn't matter if a player spammed doors and beds if they didn't set up a big enough farm for the villagers to eat.
Personally, i already make my villages like this anyway, i guess i'm roleplaying a little bit pretending they need the farms (playing 1.6).
Another possibility is that there's a food requirement for breeding. Maybe when you added the doors it bred another villager, who ate the food, causing the farmers to head out to harvest. Once the have enough for the next villager they stop gathering.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That's what he meant with "automation by design"? So he likes more something like "automatic wheat farm block" instead of using water and pistons as harvester?
Well you've caught me on that. Congrats. Bitterly sarcastic sentiment aside I should have caught myself first before posting that.
Well since flickies aren't here to power my contraptions... I guess I have to make like an eggman and power my machine somehow! What else am I supposed to do for sky block? Grind endlessly at my mob trap? Never!
Joking aside, lets get it straight. Your points are entirely valid as much as my hypocrisy stance is invalid. I myself have never really used tekkit (too complex for me, I'd rather limit myself to regular spawn farms and tend to avoid redstone beyond simple contraptions) but Jeb_ has never explicitly admired Tekkit's function beyond an "It's great" response on Twiiter. Nor has he always enjoyed automatic farming. These have never been stated before this farm issue. But lets move off of semantics.
Assuming Jeb_ has always admired the idea of automatic farming, why would he join the stance that specific farms (aka mob farms) are item dupes; while also continuing to adopt another mechanic which could also be abused in the same manner? Unclear spawn mechanics mean nothing when so many players have learned to coordinate and use them to their advantage. "Exploitation" as it is so often labled will always be present in the game mechanics of something like this sandbox. Why should they continue to be labeled as exploits then when they have just as many uses as other methods? Is it really so cheaty to develop and use a mob farm that took three hours to build? I'm definitely investing much time into it, and I should reap the rewards no?
In a way this whole argument for iron golem farming to be un-nerfed is a little pointless, too. The ability to fix the farm is present; but the issue of needless annoyance is just as relevant.
So, in reality all I'm saying is your technically right. But I'm just defending how this can be seen as an awkward coincidence in design. Looking back now this reply might not even make sense.
...
Just want to throw my two cents into something else, also. Does it not seem that every time we as a community belly-ache over a game feature, the devs always label us as something demeaning? Just today Dinnerbone stated: "I don't think the majority did! The vocal minority, maybe " in response to someone who congratulated the devs for catering to our whims. Why is that we who want to change something back are a "vocal minority"? Isn't it conceited to do that to your own customer base?
I can also remember when potion/healing nerfs came around we were branded as unwary to the actual use of the nerfs. When zombies/skeletons were buffed a huge group of people were hastily put to rest when they complained of excessive changes. I just feel as if the devs have developed a little cult of personality to support their own actions. If someone disagrees with the plan THEY'RE wrong and the developers are entirely right.
The entirely branding of Jeb's law also has a hint of arrogance. If enough people complain, don't you think their might actually be something wrong?
Am I just crazy or am I on to something?
I personally believe the statement he said "I don't think the majority did! The vocal minority, maybe " is certainly arrogant to a certain point. Everything points to the opposite. Namely with how popular these type of farms are on youtube. It's pretty obvious many people care about these farms,
The minority is very likely those who disagree with the use of these farms if you actually try and count those who are for, neutral, and against farms.
I think produce, livestock, and everything else agriculture-related are different. Those are meant to be farmed any way you darn well please, kinda like how they're treated in real life. It's only when you stray outside the realm of traditional farming that you start running into farms that exist by using science to to make the game's limitations work for you. That's the fuzzy area some people don't like, but until Minecraft starts incorporating organic produce, antibiotics in animal feed, and genetically engineered crops, I don't think anyone is going to care about how you acquire your food supply.
Also the author of Tales from the Creature Keeper, a book series where humanity is long gone, but its successors, both domesticated and feral, could learn a lot from its legacy.
Sounds really cool, when I first saw the villagers farming it blew my mind. Though where would they get the seeds? Where do the crops go? Sounds kind of weird but I'll remain neutral for now.
Even if this is the only A.I. update,
AWWWWWW YEEEEEEEEAH
http://www.minecraft...d-mob-spawning/
I hope not. I hope they're actually farming and replanting them.
http://www.minecraft...d-mob-spawning/
Steel Panther
Maybe the librarians could utilize the lectern, somehow?
http://www.minecraft...d-mob-spawning/
With this and the floor / ceiling button changes, this is turning out to be quite the update, which is great!
I've always thought that would be much better too, but always been too lazy to bother posting it, and always wondered why more people haven't suggested it (but then maybe everyone else is lazy like me )
The great thing about that is it makes it easier for people who want to build functional yet aestheticly pleasing villages (because seriously it takes some creativity to just put doors everywhere), but it also still works for people who want iron golem farms as well. As an added bonus maybe playing on hardmode wouldn't mean the village is condemned if you don't leave the area before sundown (although a better fix to that particular issue would just be letting zombies bash the door open as opposed to off it's hinges)
It would also make the crappy breeding changes (although I suspect those will not make it into 1.8 final) and villager AI Kung-Fu being weaker than zombie AI Kung-Fu, and villager's natural suicidal tendencies...oh and the fact that iron golems suck (as anything other than a source of iron & red dye#9)....a bit more tolerable.
I'm hoping villagers are going to have to eat. That would zap a lot of the really dorky artificial villages by itself. You could build redstone food supply systems for villagers you need to confine.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I agree. The three door thing is annoying, if i build a nice house, unless it has three doors, it's not consider enough space for a new villager, which always leaves me with villages that have way more houses than the population requires. The bed thing makes sense and it's a good balance in terms of requirements.
But most of all, i think, if villagers were required to eat, it makes the previous requirements much less likely to be abused, because it wouldn't matter if a player spammed doors and beds if they didn't set up a big enough farm for the villagers to eat.
Personally, i already make my villages like this anyway, i guess i'm roleplaying a little bit pretending they need the farms (playing 1.6).
Do you mean the village needs 54 blocks of farm to grow, or do you mean for each individual villager, you need 54 blocks of farm?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Who needs redstone when you have Squidward slaves!