I know most people disagree with OP on this, but I actually see it from his point of view. The game has got increasingly easier with each update. I hardly ever play anymore because of it. The development needs to focus more on making the game more difficult and rewarding. Now there is essentially no reward for building a railway system. Sometimes limiting the player in the end makes the game more engaging and encourages creativity. I wanna feel like it's a struggle to survive and live in this virtual world. At this point in development, calling it "survival" is a joke. This ender chest wouldn't take me more than a couple of hours to build... far too easy. This is all my opinion and I welcome any structured argument.
Funny. I didn't even know there was a mod. My first thought when I heard of this was Terraria's Piggybanks. Though they don't work quite the same here.
Personally, I like this change- whether it let's you pick the block back up or not. For one thing, most of my time is spend micromanaging inventory space, and it's a pain in the ass. This will help with that; bring a ender chest when I go spelunking and I can get even more loot than my current method which employs a silk touch pick and later Fortune III.
I've not yet tested the new snapshots since the Multiplayer swap over, because I don't have internet on my windows machine that I play it on and don't want to suddenly be unable to play MC for network reasons. If the block is re-pick-upable, than one would usually still need a enderchest in each of their major dwellings. Additionally, since there can really only be one inventory, it needs to be managed; once you return from your spelunking you'll need to clean out the chest and move things as appropriate, otherwise there won't be room to use it to have resources available in other locations. One thing I find annoying is when I am building or at a new base that is perhaps a few thousand blocks away, and find that I'm missing resources that I could use, either for decoration or otherwise.
By the way, I'm in the process of writing an article about the changes to Minecraft. A common argument is that it used to be so much better. After playing a few hours with 1.2.5 Alpha (which is when I was first hooked), I'm forced to conclude that is not the case. The most interesting thing was to see just how BROKEN the game was then, in comparison to now; (it was alpha, after all).
Minecraft is supposed to be an unlimited world. Currently, it has overcome a few problems; at each stage, there were naysayers decrying these changes as ruining the game "experience" which is a completely subjective term anyway, so what they really mean is that it ruins the game experience for them which is of course a completely different topic.
For example, take the Alpha problem. the world could pretty much generate as large as it can now, but most people stuck to one area and only explored around it. Why? Because if they died they would always return to that point. So that point was a logical place to make a base. Beta 1.2 added beds. People complained that this made the game too easy, but all it did was let you actually play the game. In alpha adventuring out too far was a fool's errand; if you died, it was likely you would never find where the hell you were, and usually you would get close enough that the chunks loaded and your stuff despawned by the time you got to it. With beds, it was now possible to build and maintain separate bases; the only problem was travel time, so if you built a base 2000 blocks away, or somesuch, you were likely to just stick around in that area. Myself, I built a rail system, but for goods transport it's useless, since minecart chests stop dead once they leave the loaded chunks. All I end up with is a clogged system full of chests with stuff in them, which is less than useful. The only "fix" is to travel with them, which can be a glitchy experience at best.
For this Ender chest, this solves that problem. Arguably, I would prefer some sort of fix to chest carts as well, at least so they don't stop dead in the middle of tracks and screw up everything, but at least this solves the immediate problem of having a way to transport. And if chest carts are ever made more usable for longer distance transport without intervention, they will still have the advantage of you being able to make as many as you need, whereas you can't have more than one "ender" inventory, Which I assume is part of the world... or maybe the player.
I do wonder how this will translate into Multiplayer, though. Are the inventories tied to the worlds, or to the player using them? etc.
if they are tied to players, this also has an interesting side effect; since a player could place a single ender chest down, and any number of other players could use it to access their own "ender" inventories. (I actually kind of hope it's associated to the player, since that would make things more interesting).
Another thing is that, with the introduction of currency, this could be very useful. I don't know about anybody else, but typically when I go adventuring I don't think I'm going to be bringing any sizable coinage; when. I go adventuring I always find things like pumpkins, gather wood, and other resources. Additionally I wouldn't want to die and possibly lose the money, so I'd probably leave it at home. And I might not even be searching for a village and stumble upon one; it's too bad all my money was in some chest 4000 blocks thataway! later in the game, of course, using a Ender chest could make this easy; load it up with some money and you can just plonk a chest in each village to get the money for anything you want from them. Even with that chest, there is still resource management- you can't just chuck everything in it.
My opinion is that it's a nice, awesome end-game item to look forward to.
My question is how can the game be improved in ways that make the game more challenging for players? These recent additions haven't improved the survival aspect of the game they just made the overall experience more "convenient".
It's a GAME breaking issue we are talking about here.
I'm not entirely sure what it does, and not sure how it is game-breaking as you claim. If it acts as I think it does, then I'm not sure how that is game-breaking, so maybe you could expand on how it is game-breaking.
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Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
According the the wiki, it can be picked up with an iron pickaxe.
You seem to be forgetting the materials required to obtain an ender chest. Eight obsidian and an eye of ender; if the player manages to collect all that, don't you think the player deserves to have an item like this? And even if you don't, you also seem to be forgetting that the ender chest is smaller than your inventory. It's just the same size as a single chest, and it can't even be made into a double chest. And even if you think this is too much space... that also means the inventory has too much space, and the ender chest is useless for supplies in the way you mentioned. (And from my experience, I always have plenty of space in my inventory.) Also, it just cuts down boredom; instead of having to spend time walking back and forth, and back and forth, or building a large railway, you could use an ender chest.
However, I do see how this could be slightly game-breaking. For example, if you are about to die, you could just place an ender chest and desperately shift-click everything in your inventory into the chest. However, this doesn't break the game that much.
They aren't "copying the mod" they own EVERY right to Minecraft, any mod that they see that they think is AMAZING and deserves to be in the game they can put into the game. If you own the mod, tough, be proud but there's nothing you can do.
However, I do see how this could be slightly game-breaking. For example, if you are about to die, you could just place an ender chest and desperately shift-click everything in your inventory into the chest. However, this doesn't break the game that much.
Yup, that's about convenient as eating cake in fight. Actually, it would make more sense to place it, put importants in it, then whip it out every time you want to use them for a short period of time.
They aren't "copying the mod" they own EVERY right to Minecraft, any mod that they see that they think is AMAZING and deserves to be in the game they can put into the game. If you own the mod, tough, be proud but there's nothing you can do.
Sorry I should rephrase that. I have a problem with them copying another mod without even mentioning that is was a mod in the first place.
And in my opinion there is no way that they came up with the idea separately as it's even called the same thing.
Thirdly like all the other stuff they've used from the community it's a poor mans version
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GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Mod creators have to contact Mojang and give permission for mod stuff to be implemented. That's part of why the pistons took so long, they had to be sure they had permission from the creator of it, and that it was legitimately the creator. It's hard to confirm an internet identity.
There's not an appropriate format for credit the creator. However, beyond that, they are subject to millions of suggestions from dozens of sources, it's not unimaginable that someone suggested it without identifying it as a mod.
Also, I'm sorry, but every variation of -Craft and Ender- have been used at this point. It's not evidence of anything.
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Statistics show that people who tell others they need to get a new computer are twice as likely to use "gay" as a negative descriptor and will most likely never see genitals in real life, at least while not in prison.
so ur argument is, "it breaks the game and makes it much easier". well beds 'make the game easier' but ur not complaining about that. as well as animal breeding, because you can get tons of pork/steak which heal alot and therefore 'makes the game easier'.
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I never made a meme before, but then I took an arrow to the knee.
In multiplayer gameplay (really now, shouldn't that be the ONLY time people have concerns about the game being "too easy"?) the Enderchest will have less impact than stacking food, Silk Touch, Zombie Pigmen dropping gold nuggets, getting rid of trampling, and Giant Mushrooms. There's no reason to get worked up over it, really. It's going to be useless in Multiplayer unless they put in lockable chests
They do take quite some time to harvest (yes you can pick them back up), so it isn't good unless it stays in the same spot. That being said: I think that this is an awesome addition to the game, this way I can have several houses and be able to get all of the important stuff from all of them, among other things, but it still takes like 10 seconds to pick up, so I won't be using it as an inventory extension, as it just wont be very effective if used like that.
While I am having troubles getting the snapshot to work, I was wondering if the Ender chest can be picked back up?
IF if can...then I'm horrified as such a game breaking feature. Why? Because typically a person must think...
"Ok, I'm going to travel in search of some new lands to make a base, so I better bring some supplies."
You must choose and balance what items you bring. But if the chest can be placed and picked back up like there is no tomorrow, all of this challenge and thought, is broken. Players don't have to worry about supplies if they can just plop down a ender chest and BAM, supplies.
Please...Please tell me it cannot be picked back up.
I'm normally a pretty rigid person, in fact, I cheerfully call myself "dogmatic" in many areas of life, but come on, man, this is is a video game. Not only that, but it's an open ended sandbox game with strong input from the community. There are features of the game I don't like, and features I do like. Don't you think you're taking this a little too hard? We're not talking about the presidential election after all. If you want a more balanced experience, play Terraria; it's much more gamey, but once you've gotten all the gear and beaten all the bosses, there's just not a lot to do other than come back and do the same thing again in a few months when you're bored. Minecraft has something about it that always keeps me coming back. There have been times where I thought I was bored with the game and would give it up for good, but then I'd get an idea for a cool themed base or a more efficient mob trap or a weird redstone thingy.
I'm frankly surprised how versatile this thing could be. In SSP, you can use it as a backpack of sorts to expand your inventory and keep some items safe in case you die. On a private server you can use it to quickly move supplies between a player in a branch mine and another player building a structure, for example, and on on a large public server it can be a trash bin. You could put stuff in that you don't want with the idea that someone else might need it.
Yah, it's fine as long as it's a "small" chest. What's the difference between carrying everything with you or carrying a chest?
Just simplifies the game for people that are really far and don't want to have to travel 20 minutes to reach their diamonds when you've been exploring for months.
You know what's funny? Minecraft copies Infirminer.
It shouldn't do that. It shouldn't exist.
No. Taking ideas from other sources is the only way something can progress.
What's funny is that everything has already been done so it's impossible not to copy. How many people are developing Minecraft? 1-3? How many people are making modes? 1,000s??? So if they make everything before Jeb and company can, that means it's all off limits?
Well, I've ALWAYS wanted a backpack. The problem I had with the idea of a backpack was that if you die you still lose your items, so this can keep you carefree. You do have to go to the Nether and kills blazes and kill enderman AND collect obsidian to make them, so they are somewhat 'endgame'.
Another use for them is to use it as a 'restart chest'. Make one, put important items in it, destroy everything including the chest, start from scratch, and at some point you end up building a new enderchest and get all those special items back!
It's like a different version of getting lost at sea and living on an island then returning home at some point, but you don't have to travel anywhere.
It is actually kind of expensive and it does not give you unlimited inventory it just makes you have three more rows of slots and you need to place it every time you want to get your stuff back
I think, Lockear has made some good points. And yes, the Chest is yet a way to overpowered. It should have some limitations. For example only renewable with a silktouch diamondpick. Yes I know, this section of the forum is full of spoiled kids, fearing and avoiding challenges and I will get flamed for this statement.... But srsly... it's a snapshot and the chest will change for sure... It's not the first thing ever they changed in MC, it won't be the last, but it will. And I will laugh the day you are all crying how cruel Mohjang is.
Well, I can see how people think it's op, but for some reason I don't feel it's op at all. You earned the items, you had to get late-game materials to make chests and it's a 'small' amount of space that is perfect for items you never want to lose(Journals anyone?? ).
Dude. Get over it. You get what you pay for. I never use Obsidian for anything so i'd have to go out of my way to get some. Plus, what if you DIE with one? D:
I think that this system is incredibly . . . 'revolutionary', but one thing that should be added is an option to 'align' chests. Like, have a little option above the actual chest part where you can cycle through colours, and it will only show items in chests that also have that colour.
Funny. I didn't even know there was a mod. My first thought when I heard of this was Terraria's Piggybanks. Though they don't work quite the same here.
Personally, I like this change- whether it let's you pick the block back up or not. For one thing, most of my time is spend micromanaging inventory space, and it's a pain in the ass. This will help with that; bring a ender chest when I go spelunking and I can get even more loot than my current method which employs a silk touch pick and later Fortune III.
I've not yet tested the new snapshots since the Multiplayer swap over, because I don't have internet on my windows machine that I play it on and don't want to suddenly be unable to play MC for network reasons. If the block is re-pick-upable, than one would usually still need a enderchest in each of their major dwellings. Additionally, since there can really only be one inventory, it needs to be managed; once you return from your spelunking you'll need to clean out the chest and move things as appropriate, otherwise there won't be room to use it to have resources available in other locations. One thing I find annoying is when I am building or at a new base that is perhaps a few thousand blocks away, and find that I'm missing resources that I could use, either for decoration or otherwise.
By the way, I'm in the process of writing an article about the changes to Minecraft. A common argument is that it used to be so much better. After playing a few hours with 1.2.5 Alpha (which is when I was first hooked), I'm forced to conclude that is not the case. The most interesting thing was to see just how BROKEN the game was then, in comparison to now; (it was alpha, after all).
Minecraft is supposed to be an unlimited world. Currently, it has overcome a few problems; at each stage, there were naysayers decrying these changes as ruining the game "experience" which is a completely subjective term anyway, so what they really mean is that it ruins the game experience for them which is of course a completely different topic.
For example, take the Alpha problem. the world could pretty much generate as large as it can now, but most people stuck to one area and only explored around it. Why? Because if they died they would always return to that point. So that point was a logical place to make a base. Beta 1.2 added beds. People complained that this made the game too easy, but all it did was let you actually play the game. In alpha adventuring out too far was a fool's errand; if you died, it was likely you would never find where the hell you were, and usually you would get close enough that the chunks loaded and your stuff despawned by the time you got to it. With beds, it was now possible to build and maintain separate bases; the only problem was travel time, so if you built a base 2000 blocks away, or somesuch, you were likely to just stick around in that area. Myself, I built a rail system, but for goods transport it's useless, since minecart chests stop dead once they leave the loaded chunks. All I end up with is a clogged system full of chests with stuff in them, which is less than useful. The only "fix" is to travel with them, which can be a glitchy experience at best.
For this Ender chest, this solves that problem. Arguably, I would prefer some sort of fix to chest carts as well, at least so they don't stop dead in the middle of tracks and screw up everything, but at least this solves the immediate problem of having a way to transport. And if chest carts are ever made more usable for longer distance transport without intervention, they will still have the advantage of you being able to make as many as you need, whereas you can't have more than one "ender" inventory, Which I assume is part of the world... or maybe the player.
I do wonder how this will translate into Multiplayer, though. Are the inventories tied to the worlds, or to the player using them? etc.
if they are tied to players, this also has an interesting side effect; since a player could place a single ender chest down, and any number of other players could use it to access their own "ender" inventories. (I actually kind of hope it's associated to the player, since that would make things more interesting).
Another thing is that, with the introduction of currency, this could be very useful. I don't know about anybody else, but typically when I go adventuring I don't think I'm going to be bringing any sizable coinage; when. I go adventuring I always find things like pumpkins, gather wood, and other resources. Additionally I wouldn't want to die and possibly lose the money, so I'd probably leave it at home. And I might not even be searching for a village and stumble upon one; it's too bad all my money was in some chest 4000 blocks thataway! later in the game, of course, using a Ender chest could make this easy; load it up with some money and you can just plonk a chest in each village to get the money for anything you want from them. Even with that chest, there is still resource management- you can't just chuck everything in it.
My opinion is that it's a nice, awesome end-game item to look forward to.
My question is how can the game be improved in ways that make the game more challenging for players? These recent additions haven't improved the survival aspect of the game they just made the overall experience more "convenient".
I'm not entirely sure what it does, and not sure how it is game-breaking as you claim. If it acts as I think it does, then I'm not sure how that is game-breaking, so maybe you could expand on how it is game-breaking.
Just waiting for Forge to officially release for 1.13.x to remove unneeded mobs from 1.13, like Phantoms, from the game because, in my gameplay based opinion, they add nothing of value to the game.
Fun fact: Clicking a bed every 30 minutes doesn't make you a better player, it makes you one who clicks a bed every 30 minutes. Wouldn't you rather just mod them out of the game completely?
You seem to be forgetting the materials required to obtain an ender chest. Eight obsidian and an eye of ender; if the player manages to collect all that, don't you think the player deserves to have an item like this? And even if you don't, you also seem to be forgetting that the ender chest is smaller than your inventory. It's just the same size as a single chest, and it can't even be made into a double chest. And even if you think this is too much space... that also means the inventory has too much space, and the ender chest is useless for supplies in the way you mentioned. (And from my experience, I always have plenty of space in my inventory.) Also, it just cuts down boredom; instead of having to spend time walking back and forth, and back and forth, or building a large railway, you could use an ender chest.
However, I do see how this could be slightly game-breaking. For example, if you are about to die, you could just place an ender chest and desperately shift-click everything in your inventory into the chest. However, this doesn't break the game that much.
They aren't "copying the mod" they own EVERY right to Minecraft, any mod that they see that they think is AMAZING and deserves to be in the game they can put into the game. If you own the mod, tough, be proud but there's nothing you can do.
Sorry I should rephrase that. I have a problem with them copying another mod without even mentioning that is was a mod in the first place.
And in my opinion there is no way that they came up with the idea separately as it's even called the same thing.
Thirdly like all the other stuff they've used from the community it's a poor mans version
There's not an appropriate format for credit the creator. However, beyond that, they are subject to millions of suggestions from dozens of sources, it's not unimaginable that someone suggested it without identifying it as a mod.
Also, I'm sorry, but every variation of -Craft and Ender- have been used at this point. It's not evidence of anything.
I'm normally a pretty rigid person, in fact, I cheerfully call myself "dogmatic" in many areas of life, but come on, man, this is is a video game. Not only that, but it's an open ended sandbox game with strong input from the community. There are features of the game I don't like, and features I do like. Don't you think you're taking this a little too hard? We're not talking about the presidential election after all. If you want a more balanced experience, play Terraria; it's much more gamey, but once you've gotten all the gear and beaten all the bosses, there's just not a lot to do other than come back and do the same thing again in a few months when you're bored. Minecraft has something about it that always keeps me coming back. There have been times where I thought I was bored with the game and would give it up for good, but then I'd get an idea for a cool themed base or a more efficient mob trap or a weird redstone thingy.
I'm frankly surprised how versatile this thing could be. In SSP, you can use it as a backpack of sorts to expand your inventory and keep some items safe in case you die. On a private server you can use it to quickly move supplies between a player in a branch mine and another player building a structure, for example, and on on a large public server it can be a trash bin. You could put stuff in that you don't want with the idea that someone else might need it.
Just simplifies the game for people that are really far and don't want to have to travel 20 minutes to reach their diamonds when you've been exploring for months.
What's funny is that everything has already been done so it's impossible not to copy. How many people are developing Minecraft? 1-3? How many people are making modes? 1,000s??? So if they make everything before Jeb and company can, that means it's all off limits?
I don't think so.
Another use for them is to use it as a 'restart chest'. Make one, put important items in it, destroy everything including the chest, start from scratch, and at some point you end up building a new enderchest and get all those special items back!
It's like a different version of getting lost at sea and living on an island then returning home at some point, but you don't have to travel anywhere.
I think that this system is incredibly . . . 'revolutionary', but one thing that should be added is an option to 'align' chests. Like, have a little option above the actual chest part where you can cycle through colours, and it will only show items in chests that also have that colour.