Hello, Im quite new to this place and I'm very excited to start discussing minecraft here!
What is your favourite version of Minecraft (examples: Beta 1.0, 1.13, etc)
Mine is personally Beta 1.6.6 since It's the same version as Title Update one on Minecraft: Xbox 360 edition, The version I started playing the game on.
I can't wait to find out everyone else's favourite versions!
Unlike many others who have a favorite update I've literally never played (in a normal Survival world) in any version past 1.6.4, with the only other version I've ever played in being 1.5 as that was the current version when I started playing), even more than 6 years after the release of 1.7, which I often refer to as "the update that ruined the underground" because of the changes it made to underground features (fewer and less dense and varied cave systems, fewer mineshafts and dungeons), as well as the performance issues my old computer had on 1.7 and especially after 1.8 (despite Mojang's constant claims of "improvements"; even now my self-modded versions based on 1.6.4 crush 1.13, the last release I played on for any reason (due to claims that Mojang made caves generate like in 1.6.4 again, which was not true, all they did was change the way the RNG is seeded so many features changed a bit), no idea if 1.15 has recovered the lost ground as I haven't tried it yet, or even 1.14).
My playstyle and ability to make my own mods are also major factors; none of the features added in newer updates interest me enough to want to update (TMCW does have some features taken from 1.7, like biomes and some blocks, but those are more for fun than something I make use of, or to show how I think they could have been implemented, like biome generation, attack cooldown, Mending, regional difficulty), and even if Mojang actually makes a cave update I've been making my own cave/underground mods, tailored to my liking, for the past 6 years (I even see my own mods, especially TMCW, as my own updates to the game).
More details can be found in the last link in my signature.
While there's been many steps back in many versions, the collective of what it is today is usually better than any version in the past. I say that as someone crying that 1.14 isn't playing nice with my older (1.10) world, of which I won't part with, so I have to stay for now. The new villages, animals (llamas!), and everything are so lovely. Typically, so long as performance doesn't majorly go backwards, I like it.
Some special mentions, though...
1.2.5: I technically started on some beta version, whatever the demo version was at the time (1.3 or 1.5 I guess?), but this is where it was when I got the game. Exploring the then-modern game and having my world STILL comprise of this version as it's core make it memorable.
1.3: Very next version and already getting a mention? So what did it do so well? It actually introduced performance drops (but not that bad, not for me anyway), render distance issues (which strangely I don't remembering being mentioned back then), and other bugs/issues from the single-player as we had it being done away with, in favor of it now just running a server and having just you connect to it, essentially. This gave us LAN though, which may not be much to most, but was everything to me. Also, vertical logs were lovely.
1.6.x (4): Not quite so much the version itself as the fact that it was the last version before the radical collective changes of 1.7 and 1.8 (foreshadowing that neither will NOT be mentioned below as good versions), which dragged performance down, dragged it down again the very next version, also dragged it down worthy of mention again because traveling between dimensions now caused severe lag (only fixed within the last few versions somewhere), changed rendering (bugs of which exist to this day), issues with render distances, changed the underground in a game called MINEcraft, messed with pre-existing chunks (in the case of water temples, which should have been an obvious no-no), and caused all sorts of wait and work to needed to be done to texture packs, mods (many never updated), etc. To speak good of 1.16 itself, we did get horses, which these days feel almost staple, although they were seen as broken at the time, making minecarts and all that they entail (track networks, etc.) that much less useful.
1.9: I really liked the End changes... (not sarcasm; it alone makes it worth mentioning)
1.14: If I can figure out why it's causing chunks to repopulate (using post-1.7 terrain in a pre-1.7 area) in my world, then this will quite possibly be up there as one of, if not outright, my favorite(s). To be fair, many of the changes that I like it for aren't JUST from it, but from versions collectively anywhere between 1.10.2 (where I am currently) and 1.14, so it's more of a "I like the recent version the best", but there's a lot in especially both 1.14 and even 1.13 that made the game really exciting again. This is especially so since, for me at least, it seems to undo the performance drag-down of 1.13 (and can Mojang STOP DOING THIS!?). The immediate future looks nice, too.
You are missing out on llamas! I am missing out on them and it makes me cry.
1.6.4 has donkeys, yet I've never used them and can't see how they would be useful, same for horses - so I take them to the last point where I left off while caving? Then when I next return to my base I'd have to go quite far - as much as 500 blocks - back to where I left them to pick them up - possibly walking as much as I would without them (and taking them underground is most certainly not an option!); likewise, when I run out of inventory (ender chest) space I's mark where I had to stop either way, so I may as well go back to a base and fully restock/empty my inventory.
The same could be said for shulker boxes - sure, with enough I could spend the entire lifetime of a world caving non-stop (27 (ender chest) * 27 * 64 * 9 = 419904 mineral resources, more than I've mined in most of my worlds), but as it is I can go for 2-3 3-4 hour long sessions before I have to return, even without modding ender chests to have 54 slots, as I use in several of my worlds (I also used a backpack mod for a short time, with 4 double-chest sized backpacks; both of these are why I never made any secondary bases in many of my earlier worlds, and even when I do they are very simple and easy to build as they are simply places to restock on supplies and store resources; TMCW adds a double-chest sized "diamond ender chest" which I use along with a normal ender chest (used while caving) and my inventory to transport up to 117 stacks of resources back to my main base at once. I also added "rail blocks" and "cobweb blocks", including in my first world, so I can compact them as you can with mineral resources (in my first world I break them down for permanent storage so there are no persistent modded blocks/items).
Also, I have added some mobs based on ones in later versions, but mainly for fun, such as rabbits (including naturally spawning killer rabbits; I also previously re-added Giants, including with an updated AI, and make cave spiders naturally spawn in caves, true to their name), endermites (naturally spawning anywhere, including a pink "nethermite" variant in the Nether), husks, and strays (including a baby variant of skeleton with the same behavior as zombies. Husks and strays also spawn anywhere, not just on the surface, as that makes them totally pointless, and also have more variants, such as in mesas).
Of course, world generation overall, not just the underground, is also far better, with many more biomes and more regional-scale biome variation. Then there is performance (again, or more resource usage); last I heard 1.14 needs 2 GB of memory to run, while TMCW needs only 256 MB (not a joke, for example, here is a screenshot I took while playing, with memory allocation rarely exceeding the amount shown; you can also see that the server tick time is only about 2 ms. More recently, I've been working on a rewrite of much of the rendering/world generation/lighting engines which is far superior to vanilla+Optifine, which I've decided to no longer support at all, adding some of my own "quality" settings to replace it, such as render distance in chunks. Not only that, I fixed long-standing rendering bugs which are still "unresolved" as of the latest snapshots; ever noticed how hideous "smooth" lighting is, especially in corners and complex areas? Why doesn't water have smooth lighting (on Java, as Bedrock does have it; you can my implementation in this screenshot. Note also the absence of lighting glitches, thanks to my rewritten lighting engine which is also far faster than vanilla. Also, the dark areas are actually pitch black, no matter how you set your monitor or the game's "brightness" (actually, gamma, which defines the brightness gradient between min and max) setting).
(I sort of hoped that making a dedicated thread on "why do I still play in 1.6.4" would be explanatory enough)
I liked 1.14. The village and pillage update was pretty cool. It added new villages in different biomes and a new enemy. Pillagers! 1.13 was good. It added sunken ships and new ocean mobs. I am looking forward to 1.16 since they are updating the nether. I actually haven't played 1.13 much, but I kinda like it. I also like some of the older versions. One reason is that for a weird reason, newer versions take forever to load and generate worlds. But whenever I play on a server, I always play on the latest version so I'm sure nothing goes wrong. But my favorite version so far is 1.14. But I think that will change when 1.16 comes out. I think the new nether is really cool.
Haha, I figured it probably wasn't real important given your play style, and yeah they (and Donkeys) don't have much pressing use, but I still really want them.
1.6.4 was the sweetest version of minecraft. Every newer version is only more weird that the last one. I've spent some time with 1.5 and 1.6. I haven't started on minecraft beta, but I feel like one of the older MC players xD
Alpha 1.26 - The last hurrah and days of Alpha, leaf block degradation had finally gotten better, the nether was introduced (Not specific to the version just in alpha in general) and back then it seemed like every time I went through a pair of ghasts were waiting for me and it was terrifying. Caves were still like the black holes of cow-cutter you'd need to spam torches because it literally was pitch black and scary and there were no brightness levels back then. If you died you literally had 5 minutes with no elytra/sprinting etc.
Beta 1.6.6 - 1.8 - Last hurrah for decent mountains before Amplified (Which can bee too much a lot of the time) and the buffet substitute for customising worlds. Actual craggy mountains, huge over-hangs - found one like an apple core once, floating islands/land sometimes. Alpha and Beta mountains were the best.
1.13 The Update Aquatic - The very much needed overhaul for the bland ocean floors with fishes/dolphins, kelp/seaweed, corals, wrecks and ruined structures and new water mechanics. IMO what gave minecraft the kick in the pants it needed to feel fresh again and go out and explore.
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Hello, Im quite new to this place and I'm very excited to start discussing minecraft here!
What is your favourite version of Minecraft (examples: Beta 1.0, 1.13, etc)
Mine is personally Beta 1.6.6 since It's the same version as Title Update one on Minecraft: Xbox 360 edition, The version I started playing the game on.
I can't wait to find out everyone else's favourite versions!
", courier, monospace">Kkcantgetright
Unlike many others who have a favorite update I've literally never played (in a normal Survival world) in any version past 1.6.4, with the only other version I've ever played in being 1.5 as that was the current version when I started playing), even more than 6 years after the release of 1.7, which I often refer to as "the update that ruined the underground" because of the changes it made to underground features (fewer and less dense and varied cave systems, fewer mineshafts and dungeons), as well as the performance issues my old computer had on 1.7 and especially after 1.8 (despite Mojang's constant claims of "improvements"; even now my self-modded versions based on 1.6.4 crush 1.13, the last release I played on for any reason (due to claims that Mojang made caves generate like in 1.6.4 again, which was not true, all they did was change the way the RNG is seeded so many features changed a bit), no idea if 1.15 has recovered the lost ground as I haven't tried it yet, or even 1.14).
My playstyle and ability to make my own mods are also major factors; none of the features added in newer updates interest me enough to want to update (TMCW does have some features taken from 1.7, like biomes and some blocks, but those are more for fun than something I make use of, or to show how I think they could have been implemented, like biome generation, attack cooldown, Mending, regional difficulty), and even if Mojang actually makes a cave update I've been making my own cave/underground mods, tailored to my liking, for the past 6 years (I even see my own mods, especially TMCW, as my own updates to the game).
More details can be found in the last link in my signature.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
My favorite is the newest.
While there's been many steps back in many versions, the collective of what it is today is usually better than any version in the past. I say that as someone crying that 1.14 isn't playing nice with my older (1.10) world, of which I won't part with, so I have to stay for now. The new villages, animals (llamas!), and everything are so lovely. Typically, so long as performance doesn't majorly go backwards, I like it.
Some special mentions, though...
1.2.5: I technically started on some beta version, whatever the demo version was at the time (1.3 or 1.5 I guess?), but this is where it was when I got the game. Exploring the then-modern game and having my world STILL comprise of this version as it's core make it memorable.
1.3: Very next version and already getting a mention? So what did it do so well? It actually introduced performance drops (but not that bad, not for me anyway), render distance issues (which strangely I don't remembering being mentioned back then), and other bugs/issues from the single-player as we had it being done away with, in favor of it now just running a server and having just you connect to it, essentially. This gave us LAN though, which may not be much to most, but was everything to me. Also, vertical logs were lovely.
1.6.x (4): Not quite so much the version itself as the fact that it was the last version before the radical collective changes of 1.7 and 1.8 (foreshadowing that neither will NOT be mentioned below as good versions), which dragged performance down, dragged it down again the very next version, also dragged it down worthy of mention again because traveling between dimensions now caused severe lag (only fixed within the last few versions somewhere), changed rendering (bugs of which exist to this day), issues with render distances, changed the underground in a game called MINEcraft, messed with pre-existing chunks (in the case of water temples, which should have been an obvious no-no), and caused all sorts of wait and work to needed to be done to texture packs, mods (many never updated), etc. To speak good of 1.16 itself, we did get horses, which these days feel almost staple, although they were seen as broken at the time, making minecarts and all that they entail (track networks, etc.) that much less useful.
1.9: I really liked the End changes... (not sarcasm; it alone makes it worth mentioning)
1.14: If I can figure out why it's causing chunks to repopulate (using post-1.7 terrain in a pre-1.7 area) in my world, then this will quite possibly be up there as one of, if not outright, my favorite(s). To be fair, many of the changes that I like it for aren't JUST from it, but from versions collectively anywhere between 1.10.2 (where I am currently) and 1.14, so it's more of a "I like the recent version the best", but there's a lot in especially both 1.14 and even 1.13 that made the game really exciting again. This is especially so since, for me at least, it seems to undo the performance drag-down of 1.13 (and can Mojang STOP DOING THIS!?). The immediate future looks nice, too.
You are missing out on llamas! I am missing out on them and it makes me cry.
1.6.4 has donkeys, yet I've never used them and can't see how they would be useful, same for horses - so I take them to the last point where I left off while caving? Then when I next return to my base I'd have to go quite far - as much as 500 blocks - back to where I left them to pick them up - possibly walking as much as I would without them (and taking them underground is most certainly not an option!); likewise, when I run out of inventory (ender chest) space I's mark where I had to stop either way, so I may as well go back to a base and fully restock/empty my inventory.
The same could be said for shulker boxes - sure, with enough I could spend the entire lifetime of a world caving non-stop (27 (ender chest) * 27 * 64 * 9 = 419904 mineral resources, more than I've mined in most of my worlds), but as it is I can go for 2-3 3-4 hour long sessions before I have to return, even without modding ender chests to have 54 slots, as I use in several of my worlds (I also used a backpack mod for a short time, with 4 double-chest sized backpacks; both of these are why I never made any secondary bases in many of my earlier worlds, and even when I do they are very simple and easy to build as they are simply places to restock on supplies and store resources; TMCW adds a double-chest sized "diamond ender chest" which I use along with a normal ender chest (used while caving) and my inventory to transport up to 117 stacks of resources back to my main base at once. I also added "rail blocks" and "cobweb blocks", including in my first world, so I can compact them as you can with mineral resources (in my first world I break them down for permanent storage so there are no persistent modded blocks/items).
Also, I have added some mobs based on ones in later versions, but mainly for fun, such as rabbits (including naturally spawning killer rabbits; I also previously re-added Giants, including with an updated AI, and make cave spiders naturally spawn in caves, true to their name), endermites (naturally spawning anywhere, including a pink "nethermite" variant in the Nether), husks, and strays (including a baby variant of skeleton with the same behavior as zombies. Husks and strays also spawn anywhere, not just on the surface, as that makes them totally pointless, and also have more variants, such as in mesas).
Of course, world generation overall, not just the underground, is also far better, with many more biomes and more regional-scale biome variation. Then there is performance (again, or more resource usage); last I heard 1.14 needs 2 GB of memory to run, while TMCW needs only 256 MB (not a joke, for example, here is a screenshot I took while playing, with memory allocation rarely exceeding the amount shown; you can also see that the server tick time is only about 2 ms. More recently, I've been working on a rewrite of much of the rendering/world generation/lighting engines which is far superior to vanilla+Optifine, which I've decided to no longer support at all, adding some of my own "quality" settings to replace it, such as render distance in chunks. Not only that, I fixed long-standing rendering bugs which are still "unresolved" as of the latest snapshots; ever noticed how hideous "smooth" lighting is, especially in corners and complex areas? Why doesn't water have smooth lighting (on Java, as Bedrock does have it; you can my implementation in this screenshot. Note also the absence of lighting glitches, thanks to my rewritten lighting engine which is also far faster than vanilla. Also, the dark areas are actually pitch black, no matter how you set your monitor or the game's "brightness" (actually, gamma, which defines the brightness gradient between min and max) setting).
(I sort of hoped that making a dedicated thread on "why do I still play in 1.6.4" would be explanatory enough)
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I liked 1.14. The village and pillage update was pretty cool. It added new villages in different biomes and a new enemy. Pillagers! 1.13 was good. It added sunken ships and new ocean mobs. I am looking forward to 1.16 since they are updating the nether. I actually haven't played 1.13 much, but I kinda like it. I also like some of the older versions. One reason is that for a weird reason, newer versions take forever to load and generate worlds. But whenever I play on a server, I always play on the latest version so I'm sure nothing goes wrong. But my favorite version so far is 1.14. But I think that will change when 1.16 comes out. I think the new nether is really cool.
Haha, I figured it probably wasn't real important given your play style, and yeah they (and Donkeys) don't have much pressing use, but I still really want them.
________
1.6.4 was the sweetest version of minecraft. Every newer version is only more weird that the last one. I've spent some time with 1.5 and 1.6. I haven't started on minecraft beta, but I feel like one of the older MC players xD
Some highlights for me are as follows:
Alpha 1.26 - The last hurrah and days of Alpha, leaf block degradation had finally gotten better, the nether was introduced (Not specific to the version just in alpha in general) and back then it seemed like every time I went through a pair of ghasts were waiting for me and it was terrifying. Caves were still like the black holes of cow-cutter you'd need to spam torches because it literally was pitch black and scary and there were no brightness levels back then. If you died you literally had 5 minutes with no elytra/sprinting etc.
Beta 1.6.6 - 1.8 - Last hurrah for decent mountains before Amplified (Which can bee too much a lot of the time) and the buffet substitute for customising worlds. Actual craggy mountains, huge over-hangs - found one like an apple core once, floating islands/land sometimes. Alpha and Beta mountains were the best.
1.13 The Update Aquatic - The very much needed overhaul for the bland ocean floors with fishes/dolphins, kelp/seaweed, corals, wrecks and ruined structures and new water mechanics. IMO what gave minecraft the kick in the pants it needed to feel fresh again and go out and explore.
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only