I wish it was a bit easier to get Mending books from fishing, (I don't do AFK except sometimes while caving when I've walled myself in to heal or waiting for furnaces to finish so I can compact my inventory by making iron blocks).
I wish it was a bit easier to get Mending books from fishing, (I don't do AFK except sometimes while caving when I've walled myself in to heal or waiting for furnaces to finish so I can compact my inventory by making iron blocks).
I agree with AFK fishing and villager trading, and I'll add controlled hostile mob spawning mob grinders. Once you light up all the surface and caverns in an area then force them into a grinder, not only do you eliminate the fear of death, but you can mass-produce useful resources without even needing to go AFK.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Anything that lets you get unlimited resources for little or no effort, especially after you've built the farm, is going too far - I've even nerfed many of them in my own mods; for example, mob spawners can only spawn around 50 mobs before they stop dropping loot and XP, with a long reset interval (this also helps balance out much faster spawn rates, so dungeons and the like are actually a challenge). I don't know if fishing farms exist in 1.6.4 but I'd consider them if I added more drops to fishing (you can only get fish and XP in 1.6.4, and the repair mechanics prevent you from using an item indefinitely; likewise, this is partly why my own version of Mending simply keeps the prior work penalty down, as opposed to using XP to repair the item).
I also made changes to mob spawning, partly to optimize it, but it also hurts farms since they rely on the rate of spawn attempts (1/4 of chunks can spawn spawn mobs per cycle, cutting down rates by a factor of 4; if the mob cap can't be maintained the number of individual spawn attempts per pack is reduced from 12 to 4, a worst-case reduction of 12-fold in overall spawn attempts. There is no noticeable impact on normal surface/cave spawning, which if anything is effectively increased by reducing the spawning range from 128 to 96 blocks, and they can still spawn fast enough to keep the cap filled while flying around).
Not only that, I've made all mobs which drop minable resources on death require a player kill; for example, witches will only drop redstone and glowstone if killed by a player, and I've even considered just making nearly all all mob drops require a player kill, aside from special ones like music discs from creepers (fun fact - Mojang attempted to do this for iron golems and zombie pigmen in a 1.8 snapshot), and Looting only works if the player directly dealt the killing blow (no using arrows, TNT, or splash potions, then switching to a Looting sword - Mojang has tried to fix this as well, and the dual-wielding mechanic in 1.9+ makes this even easier to do).
As for villager trading, I don't classify it as an automated way to get things, especially if you use manually obtained resources, as I do, although I do feel that it devalues diamonds in particular, which is one reason why TMCW nerfs diamond gear and adds a new top-tier, which is only obtainable by mining a very rare ore, or the rare mob drop (I myself trade to get diamond gear for repairs in my first world, using manual farms to grow the wheat and other resources needed to get emeralds; in TMCWv4 I traded to get Mending, but it replaces simply renaming an item to keep the penalty down (costing just 7 levels), while increasing the repair cost, and villagers had randomized trades - it took me 6 months of trading to unlock all diamond gear in my first world, though I only traded as necessary to buy things and unlock locked trades; the time I spend on trading is fairly significant when comparing my caving rate to my other worlds where I don't trade; I've averaged 2436 ores per session compared to 2894 in my current world, the latter despite the "early-game" being a larger fraction of the total time spent).
In any case, I see mining as the main way to get resources in the game - I mined more than a million ores this year, including a quarter-million iron, more than anybody will ever reasonably need (from what I've seen a major use of iron is for hoppers to build automated systems. All the resources I collect are simply a byproduct of caving for fun, which happens to easily meet all of my needs, same for the XP I get from mining and natural mob encounters). Even if Mojang does a "cave update" I doubt it would change the way most players play (many didn't even know about the changes in 1.7), even if they added something like my "Smelting" enchantment, which allows you to get ingots from iron and gold, and it works with Fortune (up to 2.2 times the drops, as well as more XP, in line with other ores that directly drop resources). I also think that Mojang has nerfed or not added various features as a direct consequence of farms making them too easy to obtain (for example, making enchanted golden apples uncraftable, or making normal golden apples and glistering melons more expensive), I also see farming used as a reason not to add a suggestion but I don't consider this to be a valid argument.
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Thats why alot of server disable AFK fishing but villager trading is a part of it. Its there more for end game to get capital on certain materials but I see the point where something like mending books could ruin the experience :/
I agree with AFK fishing and villager trading, and I'll add controlled hostile mob spawning mob grinders. Once you light up all the surface and caverns in an area then force them into a grinder, not only do you eliminate the fear of death, but you can mass-produce useful resources without even needing to go AFK.
Is the guardian farm considered effortless? cuz I build one lol. I really need shards for my Japanese town
A Redditor posted this
cheating? Absolutely not. You are working within the confines of the game, building everything using materials you earned fair and square.
A little cheap? Maybe.
I can understand the "anything you can do while AFK is dumb" philosophy, and for that reason, I usually like to keep some sort of a farm near my grinders so that I have something else to do while I'm waiting for spawns. But honestly, even that is just something I do to be more efficient with my time.
As far as I'm concerned, building an XP farm is no more cheating than using a Redstone-activated waterfall to automatically harvest crops. Both of them use legitimate game elements to automate an otherwise boring, difficult, and repetitive task.
But the only thing I see in-game cheap-n-effortless is AFK Fishing.
cuz building a guardian farm is.. very hard... I locked my difficulty in hard mode (when I start my world) so therefore I can't despawn guardians but take the damage of their lasers instead, I almost died in the process... I never died in my world and I hate to die hahaha but.. I was so close...
For me, AFK fishing.
It simply breaks "survival" because ... you just have to.. get few resources to build one.
and get rare items such as Enchanted books, Enchanted Bows, enchanted Fishing rod + mending, etc
I'd agree and add villager trading.
I wish it was a bit easier to get Mending books from fishing, (I don't do AFK except sometimes while caving when I've walled myself in to heal or waiting for furnaces to finish so I can compact my inventory by making iron blocks).
Just testing.
For me, that's a normal part of the game. hahaha
I agree with AFK fishing and villager trading, and I'll add
controlled hostile mob spawningmob grinders. Once you light up all the surface and caverns in an area then force them into a grinder, not only do you eliminate the fear of death, but you can mass-produce useful resources without even needing to go AFK.Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Anything that lets you get unlimited resources for little or no effort, especially after you've built the farm, is going too far - I've even nerfed many of them in my own mods; for example, mob spawners can only spawn around 50 mobs before they stop dropping loot and XP, with a long reset interval (this also helps balance out much faster spawn rates, so dungeons and the like are actually a challenge). I don't know if fishing farms exist in 1.6.4 but I'd consider them if I added more drops to fishing (you can only get fish and XP in 1.6.4, and the repair mechanics prevent you from using an item indefinitely; likewise, this is partly why my own version of Mending simply keeps the prior work penalty down, as opposed to using XP to repair the item).
I also made changes to mob spawning, partly to optimize it, but it also hurts farms since they rely on the rate of spawn attempts (1/4 of chunks can spawn spawn mobs per cycle, cutting down rates by a factor of 4; if the mob cap can't be maintained the number of individual spawn attempts per pack is reduced from 12 to 4, a worst-case reduction of 12-fold in overall spawn attempts. There is no noticeable impact on normal surface/cave spawning, which if anything is effectively increased by reducing the spawning range from 128 to 96 blocks, and they can still spawn fast enough to keep the cap filled while flying around).
Not only that, I've made all mobs which drop minable resources on death require a player kill; for example, witches will only drop redstone and glowstone if killed by a player, and I've even considered just making nearly all all mob drops require a player kill, aside from special ones like music discs from creepers (fun fact - Mojang attempted to do this for iron golems and zombie pigmen in a 1.8 snapshot), and Looting only works if the player directly dealt the killing blow (no using arrows, TNT, or splash potions, then switching to a Looting sword - Mojang has tried to fix this as well, and the dual-wielding mechanic in 1.9+ makes this even easier to do).
As for villager trading, I don't classify it as an automated way to get things, especially if you use manually obtained resources, as I do, although I do feel that it devalues diamonds in particular, which is one reason why TMCW nerfs diamond gear and adds a new top-tier, which is only obtainable by mining a very rare ore, or the rare mob drop (I myself trade to get diamond gear for repairs in my first world, using manual farms to grow the wheat and other resources needed to get emeralds; in TMCWv4 I traded to get Mending, but it replaces simply renaming an item to keep the penalty down (costing just 7 levels), while increasing the repair cost, and villagers had randomized trades - it took me 6 months of trading to unlock all diamond gear in my first world, though I only traded as necessary to buy things and unlock locked trades; the time I spend on trading is fairly significant when comparing my caving rate to my other worlds where I don't trade; I've averaged 2436 ores per session compared to 2894 in my current world, the latter despite the "early-game" being a larger fraction of the total time spent).
In any case, I see mining as the main way to get resources in the game - I mined more than a million ores this year, including a quarter-million iron, more than anybody will ever reasonably need (from what I've seen a major use of iron is for hoppers to build automated systems. All the resources I collect are simply a byproduct of caving for fun, which happens to easily meet all of my needs, same for the XP I get from mining and natural mob encounters). Even if Mojang does a "cave update" I doubt it would change the way most players play (many didn't even know about the changes in 1.7), even if they added something like my "Smelting" enchantment, which allows you to get ingots from iron and gold, and it works with Fortune (up to 2.2 times the drops, as well as more XP, in line with other ores that directly drop resources). I also think that Mojang has nerfed or not added various features as a direct consequence of farms making them too easy to obtain (for example, making enchanted golden apples uncraftable, or making normal golden apples and glistering melons more expensive), I also see farming used as a reason not to add a suggestion but I don't consider this to be a valid argument.
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?
Thats why alot of server disable AFK fishing but villager trading is a part of it. Its there more for end game to get capital on certain materials but I see the point where something like mending books could ruin the experience :/
Is the guardian farm considered effortless? cuz I build one lol. I really need shards for my Japanese town
A Redditor posted this
cheating? Absolutely not. You are working within the confines of the game, building everything using materials you earned fair and square.
A little cheap? Maybe.
I can understand the "anything you can do while AFK is dumb" philosophy, and for that reason, I usually like to keep some sort of a farm near my grinders so that I have something else to do while I'm waiting for spawns. But honestly, even that is just something I do to be more efficient with my time.
As far as I'm concerned, building an XP farm is no more cheating than using a Redstone-activated waterfall to automatically harvest crops. Both of them use legitimate game elements to automate an otherwise boring, difficult, and repetitive task.
But the only thing I see in-game cheap-n-effortless is AFK Fishing.
cuz building a guardian farm is.. very hard... I locked my difficulty in hard mode (when I start my world) so therefore I can't despawn guardians but take the damage of their lasers instead, I almost died in the process... I never died in my world and I hate to die hahaha but.. I was so close...