This has been bugging me for a long time. It seems like everyone wants them in, but Mojang simply do not want to add them. Why? What are their arguments against vertical slabs? I've heard that it would "limit creativity". HOW?! How could they limit creativity, they would add so much more possibilities for building all kinds of new things. They would allow us to make much more finer details to buildings. I just don't get it.
Another argument I've heard is that people would just build all walls out of slabs. Well...why is that a problem exactly? And if you don't want it to be like that - don't make them twice as cheap as a full block, let's say that 3 vertical blocks in the crafting table would only give you 3 vertical slabs. Or make them have a different texture, that would incentivise people to use both variants of the block.
Please note that I am not making any suggestions here, I am just giving examples of different solutions to possible problems that vertical slabs might cause.
Because Mojang likes artificially limiting players creativity, while making absurd excuses as to why and how. I know mods exist, but that's also a poor reason to artificially limit the potential of the game as far as builds go, it's also the reason why they haven't raised the height restriction beyond 256 Y yet.
I hope another game developer/company comes along and designs a similar and superior game, but with more built in options. It's not all about survival with some of us, some of us want to design an imaginary world we can enjoy and express ourselves with.
Because Mojang likes artificially limiting players creativity, while making absurd excuses as to why and how. I know mods exist, but that's also a poor reason to artificially limit the potential of the game as far as builds go, it's also the reason why they haven't raised the height restriction beyond 256 Y yet.
I hope another game developer/company comes along and designs a similar and superior game, but with more built in options. It's not all about survival with some of us, some of us want to design an imaginary world we can enjoy and express ourselves with.
If Mojang would "limit" creativity there would be no mods, no resource packs, no data packs, no commands. Don't like an aspect of MC? Using those customization tools, at the latest by using mods there's no limit in creativity.
If Mojang would "limit" creativity there would be no mods, no resource packs, no data packs, no commands. Don't like an aspect of MC? Using those customization tools, at the latest by using mods there's no limit in creativity.
The lazy man's argument applies here. If it was worth doing, it would have been done already.
Mojang has its (narrowing?) vision, mods have theirs. But you are right. I just don't feel like doing mods personally.
The lazy man's argument applies here. If it was worth doing, it would have been done already.
Mojang has its (narrowing?) vision, mods have theirs. But you are right. I just don't feel like doing mods personally.
Mods are a crap substitute for a game that doesn't have enough content. Many of us don't want to disable Xbox Live achievements just to enable features which should've already been in the game. Though it is laughable that so many in the community are quick to defend Jeb and his teams decisions whenever they release an update which some of us don't like though.
Mods are a crap substitute for a game that doesn't have enough content. Many of us don't want to disable Xbox Live achievements just to enable features which should've already been in the game. Though it is laughable that so many in the community are quick to defend Jeb and his teams decisions whenever they release an update which some of us don't like though.
Nah mods can be pretty good, they're mostly just too complicated to learn and some of them remove the balance from the game or add stuff that doesn't fit the aesthetic.
People defend Jeb and co. because they keep making content, and it's good because it's official, not because it's good. Official means it got through censors so the gameplay and content is (hopefully) balanced (I'm looking at trident-Drowned right now).
Nah mods can be pretty good, they're mostly just too complicated to learn and some of them remove the balance from the game or add stuff that doesn't fit the aesthetic.
People defend Jeb and co. because they keep making content, and it's good because it's official, not because it's good. Official means it got through censors so the gameplay and content is (hopefully) balanced (I'm looking at trident-Drowned right now).
How is this any better than the suggestions made by some people on these forums which if implemented would have either made it too easy or the opposite extremes, too hard or too time consuming? ever since I noticed how time consuming the villager trade nerf was I've had enough of the tedium and I've decided I'm going back to playing platformer games where there isn't as much repetitive action going on. Best thing about retro games or even games on the 3DS, is they won't get tampered with from devs who wanted to shoehorn unwanted changes on players as well. Pokemon although an RPG isn't anywhere near as repetitive as Minecraft, in my opinion, you're rewarded for your effort and you move to the next area, that's what I like in games, a sense of progression, not wasting time doing the same things over and over again just go get the gear you're wanting.
ever since I noticed how time consuming the villager trade nerf was I've had enough of the tedium and I've decided I'm going back to playing platformer games where there isn't as much repetitive action going on. Best thing about retro games or even games on the 3DS, is they won't get tampered with from devs who wanted to shoehorn unwanted changes on players as well.
Have you wondered why I still play a "retro" version of Minecraft? Because of the "update that ruined the underground" (and world generation in general, especially if you update an older world) that was released nearly 7 years ago - you could say that each update is a separate game in its own right, same for modded versions (why do people always want mods to be updated to the latest version? They should be treated as "updates" separate from vanilla and when they are updated they often just accommodate changes to vanilla, even letting them replace previous functionality; I'd just replace conflicting features with my own version).
I've even had people suggest that I should find some "other" game to play because I haven't updated and otherwise don't make use of all the features the game has to offer (without even specifying what that "other" game is)! Even funnier, some have told me that I don't even play "Minecraft" since I haven't updated and/or use mods (which only goes with what I said above about different versions being separate games).
Have you wondered why I still play a "retro" version of Minecraft? Because of the "update that ruined the underground" (and world generation in general, especially if you update an older world) that was released nearly 7 years ago - you could say that each update is a separate game in its own right, same for modded versions (why do people always want mods to be updated to the latest version? They should be treated as "updates" separate from vanilla and when they are updated they often just accommodate changes to vanilla, even letting them replace previous functionality; I'd just replace conflicting features with my own version).
I've even had people suggest that I should find some "other" game to play because I haven't updated and otherwise don't make use of all the features the game has to offer (without even specifying what that "other" game is)! Even funnier, some have told me that I don't even play "Minecraft" since I haven't updated and/or use mods (which only goes with what I said above about different versions being separate games).
I see why you do that yes, the problem with games that can have content added or removed with updates over time is it can either make or break the game depending on each persons style of playing the game. And with the current console editions of the game there isn't a way to revert the changes lest they lose online access.
My friend lizking10152011 has similar experiences with the game, we do enjoy survival elements, but we also like to build and we don't want tedium getting in the way of this, unfortunately without mods there isn't a way to circumvent this problem, if we tried to we'd also lose the achievement system which would suck and would also spoil the vanilla experience we're looking for. Mojang up until now haven't implemented a feature of the game that offers a middle ground for those sorts of people, which means updates get forced on us whether we like it or not, this is made demonstrably worse when people's suggestions we disagree with actually become a feature of the game itself later on. People must understand that humans are not immortal, we will get old and die someday, for real obviously, not about gameplay. So there's a point where adding on extra hours of play time becomes annoying and hurtful to the game experience.
Have you wondered why I still play a "retro" version of Minecraft? Because of the "update that ruined the underground" (and world generation in general, especially if you update an older world) that was released nearly 7 years ago - you could say that each update is a separate game in its own right, same for modded versions (why do people always want mods to be updated to the latest version? They should be treated as "updates" separate from vanilla and when they are updated they often just accommodate changes to vanilla, even letting them replace previous functionality; I'd just replace conflicting features with my own version).
I've even had people suggest that I should find some "other" game to play because I haven't updated and otherwise don't make use of all the features the game has to offer (without even specifying what that "other" game is)! Even funnier, some have told me that I don't even play "Minecraft" since I haven't updated and/or use mods (which only goes with what I said above about different versions being separate games).
If they make a "cave update" at some point, that fixes the cave generation and makes them a lot more fun to explore, will you consider updating?
A problem I have with Minecraft is that even though they add all of this new content it is all shallow and meaningless. A few new blocks, mobs or bioms don't really change anything about the game. After you've seen every type of village, structure, biome - there is no point in exploring to find the next one. They are all the same and everything is lifeless. There are no meaningfull interactions between the mobs, villagers are brain dead and contribute nothing to the world. There is no point in looking for loot in the naturally spawned structures, because by the time you find them - you already have better items. The only thing keeping the game alive (in my oppinion) is servers with mods. Actually there aren't that many vanilla servers, because the game in it's purest vanilla version isn't that good. Even vanilla servers require some mods to enable trading, to prevent griefing and so on...
We really got off-topick here, but there certainly are a lot of problems with the game that need to be discussed. What updates are meaningfull? This game has been around for 10 years and for me it still feels like a pre-release title. Will it ever be complete?
If they make a "cave update" at some point, that fixes the cave generation and makes them a lot more fun to explore, will you consider updating?
A problem I have with Minecraft is that even though they add all of this new content it is all shallow and meaningless. A few new blocks, mobs or bioms don't really change anything about the game. After you've seen every type of village, structure, biome - there is no point in exploring to find the next one. They are all the same and everything is lifeless. There are no meaningfull interactions between the mobs, villagers are brain dead and contribute nothing to the world. There is no point in looking for loot in the naturally spawned structures, because by the time you find them - you already have better items. The only thing keeping the game alive (in my oppinion) is servers with mods. Actually there aren't that many vanilla servers, because the game in it's purest vanilla version isn't that good. Even vanilla servers require some mods to enable trading, to prevent griefing and so on...
We really got off-topick here, but there certainly are a lot of problems with the game that need to be discussed. What updates are meaningfull? This game has been around for 10 years and for me it still feels like a pre-release title. Will it ever be complete?
The villagers would be more useful if there wasn't a bleeding cool down on their trades, and for bedrock edition users like myself we do not have the option to just play an older version of the game to get the zero cool down trades with the villagers, it means more boring work gets in the way of projects I had planned for my world, same thing with friends who play on my 2 current survival worlds. 3 of my friends have jobs in real life and don't wish to be hamstringed by even more grind as a result of an update that changed how the mechanics worked in the game.
Java version is obviously out of the question for us, as they'd lose the ability to play on my servers, they use consoles, not all my friends play on PC.
If they make a "cave update" at some point, that fixes the cave generation and makes them a lot more fun to explore, will you consider updating?
A problem I have with Minecraft is that even though they add all of this new content it is all shallow and meaningless. A few new blocks, mobs or bioms don't really change anything about the game. After you've seen every type of village, structure, biome - there is no point in exploring to find the next one. They are all the same and everything is lifeless. There are no meaningfull interactions between the mobs, villagers are brain dead and contribute nothing to the world. There is no point in looking for loot in the naturally spawned structures, because by the time you find them - you already have better items. The only thing keeping the game alive (in my oppinion) is servers with mods. Actually there aren't that many vanilla servers, because the game in it's purest vanilla version isn't that good. Even vanilla servers require some mods to enable trading, to prevent griefing and so on...
We really got off-topick here, but there certainly are a lot of problems with the game that need to be discussed. What updates are meaningfull? This game has been around for 10 years and for me it still feels like a pre-release title. Will it ever be complete?
The game being lifeless is something that went way up under the Jeb administration even though it was still strong in the Notch administration. TMC hits it on the nose: terrain became boring from 1.7 onwards. Good, truly random terrain, can make up for lackluster biomes and structures by unpredictably surrounding and terraforming them. This sort of change has only began to be redone with 1.13 having buried structures that invite a bit more randomness, and underwater caves which shape a bit differently, but it's not quite enough. Mobs, on the other hand, are fine IMO: I prefer less to more with them because they can get unpredictable at times. Although apparently passive mobs used to bounce which would be fun to add back.
If they make a "cave update" at some point, that fixes the cave generation and makes them a lot more fun to explore, will you consider updating?
No, because I've already made my own cave update with caves just the way like them - I started modding nearly 7 years ago with continuous refinements to cave and other world generation (the surface generation since 1.7 is just as hideous as what 1.7 did to the underground; compare this biome map of the seed "TMCWv4" in 1.7 to my own mod of the same name - "oh, you just need to explore more" - the only exploring I do is by caving and that won't change), and there are many other "features" or changes that I dislike, all of which I'd either remove, revert to old mechanics, or replace with my own version - so I may as well be playing in the same version either way.
Not to mention that my highly customized version performs an order of magnitude better and has far fewer bugs, some of which never existed at all until later versions (e.g. spontaneous chunk corruption - even after hundreds of crashes while developing mods I've NEVER seen chunks just move around, note that this report is just the latest of a long string going back to 1.8, and the only reports for older versions refer to a lack of disk space), plus many others that Mojang has STILL not fixed (a fancy new rendering engine, which performs much worse than before, yet still has buggy smooth lighting and no smooth lighting on water and other blocks?) - despite code fixes posted to their own bug tracker!
Not to mention that newer world generation is incompatible with old worlds (try updating from 1.6.4 to 1.7 to see what I mean, this also applies to the underground). Also, I do not consider 1.13's "underwater caves" to be caves at all, making oceans even more barren (I've always preferred exploring under land and in TMCW I made it so that caves properly cut around bodies of water and sand/gravel on the seafloor generate sandstone/stone below them so they don't cave in).
I've also easily spent over a thousand hours on developing TMCW and other mods, including hundreds of hours this year alone - I spent two entire months doing nothing but finishing up my own rewrite of the game's rendering engine (far more extensive than Optifine, which doesn't actually change that much) - even as a separate mod from TMCW (it will be merged with it when bugfixing and additional minor features are declared to be complete) it is larger than the current release of TMCWv4 (235 vs 179 source files totaling 3.41 vs 2.31 MB; for comparison, the in-development TMCWv5 has 411 files and is 5.75 MB, with only a few of the bugfixes/optimizations that are part of what I call "World1" as I use it for my first world).
This gives you an idea of the complexity of cave generation in my various mods compared to vanilla (the vanilla code is from my "World1" mod which combines three separate classes into one and is otherwise functionally identical) - every one of my mods has at least twice as much code involved, 13 times more for the latest version:
This gives you an idea of just how much I've worked on "cave mods", as I still call my own mods even if cave generation is only a small part of the overall mod at this point (this also includes assets and various tools and utilities I've written myself, for example, I made this map using my own tool similar to AMIDST since AMIDST itself is incompatible with modded biomes; likewise, I made my own tool to locate and map underground features, both originally as modding aids but also to reduce dependence on 3rd-party software, which is also partly why I made my own "Optifine" which can also be integrated into publicly available mods, as opposed to the hacky workarounds I used to ensure compatibility, which wouldn't work at all with my changes to rendering, and severely restricted what I could otherwise do):
Of course, there are vast differences in the code between 1.6.4 and later versions, especially since 1.8 - imagine how much work it would take to remove things like BlockPos (and I'd want to completely remove it, not just add in methods that don't use it for my own code, same for "BlockState"; "That plus a BlockPos neighbor cache literally doubled Minecraft performance" - or better yet, remove them entirely for an even greater performance boost; or the abstraction of numerical IDs (excellent for simple block lookups) or "flattening" (only good for commands, bad for performance and code complexity due to increasing the number of blocks by 10+ fold; 256 IDs is plenty when they have 16 states each, plus an unlimited number of "render" states like snowy grass or fence connections; bugs like this never happened before 1.13 because grass rendered as snowy based on whether there was snow on top at render time). Block models are also terrible for complexity/performance/memory/load times, especially when 90+% of blocks have the same model; this is a major reason why many mods never updated to 1.8+ or lost a lot of functionality in the transition).
Not to mention that MCP has not been officially updated past 1.12 (there are apparently ways to get it for later versions but it is much more difficult, and learning to use Forge/Fabric/etc would be even harder, plus these are mainly for adding new features, not modifying vanilla, where they want you to use things like ASM - I even once asked how you'd replace the vanilla cave generator with Forge but never got any replies (this was at a time when the forums were dozens of times more active than today); my one attempt at making a real mod for 1.8 (better world customization; I'd also made simple mods that reverted the changes to caves in 1.7 as well as 1.8's anvil mechanics) also didn't end well since MCP was messing up when reobfuscating classes.
Fact is, I may as well be playing my own game at this point, even when I'm playing on my first world, which is still basically vanilla. Frankly, I'm amazed that people still suggest that there is some possibility that I might update, considering that I've said this for the past 6 years (also, I thought the entire point of making a thread about why I still play in 1.6.4 was to avoid having to make these posts).
Fact is, I may as well be playing my own game at this point, even when I'm playing on my first world, which is still basically vanilla. Frankly, I'm amazed that people still suggest that there is some possibility that I might update, considering that I've said this for the past 6 years (also, I thought the entire point of making a thread about why I still play in 1.6.4 was to avoid having to make these posts).
Man, there used to be a lot more old school people on here...
Looks like everyone's been shut up or left on their own after seeing the wall of communication on here..
Because Mojang likes artificially limiting players creativity, while making absurd excuses as to why and how. I know mods exist, but that's also a poor reason to artificially limit the potential of the game as far as builds go, it's also the reason why they haven't raised the height restriction beyond 256 Y yet.
I hope another game developer/company comes along and designs a similar and superior game, but with more built in options. It's not all about survival with some of us, some of us want to design an imaginary world we can enjoy and express ourselves with.
If Mojang would "limit" creativity there would be no mods, no resource packs, no data packs, no commands. Don't like an aspect of MC? Using those customization tools, at the latest by using mods there's no limit in creativity.
The lazy man's argument applies here. If it was worth doing, it would have been done already.
Mojang has its (narrowing?) vision, mods have theirs. But you are right. I just don't feel like doing mods personally.
Mods are a crap substitute for a game that doesn't have enough content. Many of us don't want to disable Xbox Live achievements just to enable features which should've already been in the game. Though it is laughable that so many in the community are quick to defend Jeb and his teams decisions whenever they release an update which some of us don't like though.
Nah mods can be pretty good, they're mostly just too complicated to learn and some of them remove the balance from the game or add stuff that doesn't fit the aesthetic.
People defend Jeb and co. because they keep making content, and it's good because it's official, not because it's good. Official means it got through censors so the gameplay and content is (hopefully) balanced (I'm looking at trident-Drowned right now).
How is this any better than the suggestions made by some people on these forums which if implemented would have either made it too easy or the opposite extremes, too hard or too time consuming? ever since I noticed how time consuming the villager trade nerf was I've had enough of the tedium and I've decided I'm going back to playing platformer games where there isn't as much repetitive action going on. Best thing about retro games or even games on the 3DS, is they won't get tampered with from devs who wanted to shoehorn unwanted changes on players as well. Pokemon although an RPG isn't anywhere near as repetitive as Minecraft, in my opinion, you're rewarded for your effort and you move to the next area, that's what I like in games, a sense of progression, not wasting time doing the same things over and over again just go get the gear you're wanting.
Have you wondered why I still play a "retro" version of Minecraft? Because of the "update that ruined the underground" (and world generation in general, especially if you update an older world) that was released nearly 7 years ago - you could say that each update is a separate game in its own right, same for modded versions (why do people always want mods to be updated to the latest version? They should be treated as "updates" separate from vanilla and when they are updated they often just accommodate changes to vanilla, even letting them replace previous functionality; I'd just replace conflicting features with my own version).
I've even had people suggest that I should find some "other" game to play because I haven't updated and otherwise don't make use of all the features the game has to offer (without even specifying what that "other" game is)! Even funnier, some have told me that I don't even play "Minecraft" since I haven't updated and/or use mods (which only goes with what I said above about different versions being separate games).
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 see why you do that yes, the problem with games that can have content added or removed with updates over time is it can either make or break the game depending on each persons style of playing the game. And with the current console editions of the game there isn't a way to revert the changes lest they lose online access.
My friend lizking10152011 has similar experiences with the game, we do enjoy survival elements, but we also like to build and we don't want tedium getting in the way of this, unfortunately without mods there isn't a way to circumvent this problem, if we tried to we'd also lose the achievement system which would suck and would also spoil the vanilla experience we're looking for. Mojang up until now haven't implemented a feature of the game that offers a middle ground for those sorts of people, which means updates get forced on us whether we like it or not, this is made demonstrably worse when people's suggestions we disagree with actually become a feature of the game itself later on. People must understand that humans are not immortal, we will get old and die someday, for real obviously, not about gameplay. So there's a point where adding on extra hours of play time becomes annoying and hurtful to the game experience.
If they make a "cave update" at some point, that fixes the cave generation and makes them a lot more fun to explore, will you consider updating?
A problem I have with Minecraft is that even though they add all of this new content it is all shallow and meaningless. A few new blocks, mobs or bioms don't really change anything about the game. After you've seen every type of village, structure, biome - there is no point in exploring to find the next one. They are all the same and everything is lifeless. There are no meaningfull interactions between the mobs, villagers are brain dead and contribute nothing to the world. There is no point in looking for loot in the naturally spawned structures, because by the time you find them - you already have better items. The only thing keeping the game alive (in my oppinion) is servers with mods. Actually there aren't that many vanilla servers, because the game in it's purest vanilla version isn't that good. Even vanilla servers require some mods to enable trading, to prevent griefing and so on...
We really got off-topick here, but there certainly are a lot of problems with the game that need to be discussed. What updates are meaningfull? This game has been around for 10 years and for me it still feels like a pre-release title. Will it ever be complete?
The villagers would be more useful if there wasn't a bleeding cool down on their trades, and for bedrock edition users like myself we do not have the option to just play an older version of the game to get the zero cool down trades with the villagers, it means more boring work gets in the way of projects I had planned for my world, same thing with friends who play on my 2 current survival worlds. 3 of my friends have jobs in real life and don't wish to be hamstringed by even more grind as a result of an update that changed how the mechanics worked in the game.
Java version is obviously out of the question for us, as they'd lose the ability to play on my servers, they use consoles, not all my friends play on PC.
The game being lifeless is something that went way up under the Jeb administration even though it was still strong in the Notch administration. TMC hits it on the nose: terrain became boring from 1.7 onwards. Good, truly random terrain, can make up for lackluster biomes and structures by unpredictably surrounding and terraforming them. This sort of change has only began to be redone with 1.13 having buried structures that invite a bit more randomness, and underwater caves which shape a bit differently, but it's not quite enough. Mobs, on the other hand, are fine IMO: I prefer less to more with them because they can get unpredictable at times. Although apparently passive mobs used to bounce which would be fun to add back.
No, because I've already made my own cave update with caves just the way like them - I started modding nearly 7 years ago with continuous refinements to cave and other world generation (the surface generation since 1.7 is just as hideous as what 1.7 did to the underground; compare this biome map of the seed "TMCWv4" in 1.7 to my own mod of the same name - "oh, you just need to explore more" - the only exploring I do is by caving and that won't change), and there are many other "features" or changes that I dislike, all of which I'd either remove, revert to old mechanics, or replace with my own version - so I may as well be playing in the same version either way.
Not to mention that my highly customized version performs an order of magnitude better and has far fewer bugs, some of which never existed at all until later versions (e.g. spontaneous chunk corruption - even after hundreds of crashes while developing mods I've NEVER seen chunks just move around, note that this report is just the latest of a long string going back to 1.8, and the only reports for older versions refer to a lack of disk space), plus many others that Mojang has STILL not fixed (a fancy new rendering engine, which performs much worse than before, yet still has buggy smooth lighting and no smooth lighting on water and other blocks?) - despite code fixes posted to their own bug tracker!
Not to mention that newer world generation is incompatible with old worlds (try updating from 1.6.4 to 1.7 to see what I mean, this also applies to the underground). Also, I do not consider 1.13's "underwater caves" to be caves at all, making oceans even more barren (I've always preferred exploring under land and in TMCW I made it so that caves properly cut around bodies of water and sand/gravel on the seafloor generate sandstone/stone below them so they don't cave in).
I've also easily spent over a thousand hours on developing TMCW and other mods, including hundreds of hours this year alone - I spent two entire months doing nothing but finishing up my own rewrite of the game's rendering engine (far more extensive than Optifine, which doesn't actually change that much) - even as a separate mod from TMCW (it will be merged with it when bugfixing and additional minor features are declared to be complete) it is larger than the current release of TMCWv4 (235 vs 179 source files totaling 3.41 vs 2.31 MB; for comparison, the in-development TMCWv5 has 411 files and is 5.75 MB, with only a few of the bugfixes/optimizations that are part of what I call "World1" as I use it for my first world).
This gives you an idea of the complexity of cave generation in my various mods compared to vanilla (the vanilla code is from my "World1" mod which combines three separate classes into one and is otherwise functionally identical) - every one of my mods has at least twice as much code involved, 13 times more for the latest version:
This gives you an idea of just how much I've worked on "cave mods", as I still call my own mods even if cave generation is only a small part of the overall mod at this point (this also includes assets and various tools and utilities I've written myself, for example, I made this map using my own tool similar to AMIDST since AMIDST itself is incompatible with modded biomes; likewise, I made my own tool to locate and map underground features, both originally as modding aids but also to reduce dependence on 3rd-party software, which is also partly why I made my own "Optifine" which can also be integrated into publicly available mods, as opposed to the hacky workarounds I used to ensure compatibility, which wouldn't work at all with my changes to rendering, and severely restricted what I could otherwise do):
Of course, there are vast differences in the code between 1.6.4 and later versions, especially since 1.8 - imagine how much work it would take to remove things like BlockPos (and I'd want to completely remove it, not just add in methods that don't use it for my own code, same for "BlockState"; "That plus a BlockPos neighbor cache literally doubled Minecraft performance" - or better yet, remove them entirely for an even greater performance boost; or the abstraction of numerical IDs (excellent for simple block lookups) or "flattening" (only good for commands, bad for performance and code complexity due to increasing the number of blocks by 10+ fold; 256 IDs is plenty when they have 16 states each, plus an unlimited number of "render" states like snowy grass or fence connections; bugs like this never happened before 1.13 because grass rendered as snowy based on whether there was snow on top at render time). Block models are also terrible for complexity/performance/memory/load times, especially when 90+% of blocks have the same model; this is a major reason why many mods never updated to 1.8+ or lost a lot of functionality in the transition).
Not to mention that MCP has not been officially updated past 1.12 (there are apparently ways to get it for later versions but it is much more difficult, and learning to use Forge/Fabric/etc would be even harder, plus these are mainly for adding new features, not modifying vanilla, where they want you to use things like ASM - I even once asked how you'd replace the vanilla cave generator with Forge but never got any replies (this was at a time when the forums were dozens of times more active than today); my one attempt at making a real mod for 1.8 (better world customization; I'd also made simple mods that reverted the changes to caves in 1.7 as well as 1.8's anvil mechanics) also didn't end well since MCP was messing up when reobfuscating classes.
Fact is, I may as well be playing my own game at this point, even when I'm playing on my first world, which is still basically vanilla. Frankly, I'm amazed that people still suggest that there is some possibility that I might update, considering that I've said this for the past 6 years (also, I thought the entire point of making a thread about why I still play in 1.6.4 was to avoid having to make these posts).
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?
Man, there used to be a lot more old school people on here...
Looks like everyone's been shut up or left on their own after seeing the wall of communication on here..
Dude, you're awesome! Keep it up! With that much time and effort put into your projects you really are playing your own game.
So have you considered adding vertical slabs to your game? lol