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    posted a message on Why are vertical slabs not in the game?
    Quote from schmillen2»


    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.

    Posted in: Discussion
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    posted a message on [REQ.] Make Minecraft Less Grindy!
    Quote from Enderix»


    All i wanted was to remove as much of the monotonous grinding out of the game as possible, without worrying about losing anything mod-only if you accedentally load a world without the mod installed.

    [losing anything mod-only is part of what i ment by 'ruining the game']

    The solution to this problem you mentioned, in my opinion shouldn't come from mods, it should come as a game mode or world option of some kind, but Mojang being as stubborn as they are won't do this for us, so we're stuck with a game that doesn't cater to everyone's play style.


    And any nerf that gets done to the current mechanics will get implemented through updates, and the only way to reverse said changes is either use an older version, as in the case of Java, or play the legacy console editions of the game, I know of no mod that does what you asked, but I don't care for mods anyway.


    I suspect Minecraft is going to continue to become more grindy and it is part of the reason why I've been put off by it, and my friend WSD who has a Youtube channel also doesn't like the monotonous aspects of the game, he wants to be able to play survival mode, but without the boring stuff that is inherent with it.

    Posted in: Requests / Ideas For Mods
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    posted a message on Why are vertical slabs not in the game?
    Quote from TheMasterCaver»

    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.

    Posted in: Discussion
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    posted a message on Why are vertical slabs not in the game?

    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.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?

    This. So much this.

    Rarity =/= balance.

    Grinding =/= balance.

    Waiting =/= balance.

    Balance is when the value of something matches the number of steps or the difficulty/strategy of a challenge or fight. It should have nothing to do with time, patience, or luck. To think otherwise is to be a poor game designer.



    The villager trade nerf could be circumvented by breeding or adding more villagers by curing villager zombies, but if you have too many villagers it causes lag, so this isn't a good solution to the cooldown on trades I just mentioned either. To get the gear I want or even just aesthetics for builds using glass to stain when not next to a desert biome, something that has nothing to do with gameplay, but just changes the look of the block, I have to wait even more time no thanks to Jeb's poor game design decisions. I really don't like Jeb as a person, and he is probably a jerk in real life too.


    What is the point in making large crops if the rewards gained aren't proportional to the effort? it's like working and being underpaid for your labour or being overtaxed. It makes no sense from a game design perspective or a moral one.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?
    Quote from pauld09»

    I find it very distasteful that they removed Notch due to his political standing. For me, Notch was best for minecraft.


    The game hasn't gotten much better with Jeb in charge, and they've implemented changes that cause more time wasting, something people hate. If they truly thought villager trades were OP they should've thought about that before implementing it in the first place. Neither dev gets my respect at this point, I may as well go fish for my enchantment books, since I have more success with that than with the villager trades which apparently now have a cool down, introducing fake difficulty. When are people going to get it through their thick skulls that time wasting =/= balance?


    https://www.reddit.com/r/Minecraft/comments/atvdrw/do_you_find_114_villager_trading_nerfs_too_harsh/

    Posted in: Discussion
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    posted a message on Why are vertical slabs not in the game?

    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.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?

    I liked Minecraft under Notch a lot better. Even though a lot of the game mechanics were simpler, there were more options with older versions of Java and Console Legacy that Bedrock lacks as well as unpredictablity. For example, on Console Legacy Xbox 360 (Unless it was changed with the Update Aquatic), you are able to reset the Nether and End, which is useful if it breaks or gets updated.)


    Mojang under Jeb has gone against reimplementing this option into the current iterations of Minecraft for the new Nether Update, stating that older chunks will be considered 'Nether Wastes', so basically older chunks cannot be reset, unless you are a PC Minecraft player and use modding programs like MCC Tool Chest/PE to delete the chunks so they can be regenerated to the current iteration of the game. Even though it was not mentioned, I have a feeling it is not being implemented as Jeb may feel it would open the door for cheating the game and allowing Nether resources to be renewable and easily obtainable without travelling far in the Nether, however something should be implemented where if the game detects your world was last loaded in a version before the upcoming Nether Update, then it offers a one time full Nether Reset upon loading the world into the Nether Update.


    Another example is how Java and Console Legacy versions of the game offer partial or complete ways of going back to older versions of the game. I believe Notch understood this freedom and offered it with Java Edition with the older Amazon Launcher. It can be done on Console Legacy partially without modding by deleting the update file if you have a physical copy and playing offline (or with Modding if you can find the older Title Update File you want thrown onto a USB and playing offline). The Bedrock Edition of the game and the newer Java Launcher (As far as I am aware) do not offer the ability to go back to previous versions of the game at all, which sucks as any potentially negative impacts that come with an update are forced onto us under Jeb (Like how we will have to fish out at sea for treasure items per the new update due to cheaters using AFK Fish Farms and autoclickers), or a unique seed working on older versions may not generate in the same way on the current versions, locking it away.


    I miss in the older versions of the game as well pouring 30 levels of XP into an enchantment on the enchantment table as well as enchantments changing everytime you put an item on the enchantment table versus now where it is 3 levels and 3 lapis lazuli and having an 'Enchantment Seed' where the enchantment for the item won't change until you enchant something on the enchantment table. With the older versions, this gave XP more meaning, the enchantment you put on an item more meaning, and allowed for grinding in a more positive way with a goal in mind of enchanting as well as not wasting lapis lazuli and having you create tasks you need to do to get XP, where as now you have to waste lapis to enchant and have to get unnecessary enchantments half the time until you get the right one on the enchantment table.


    Even older terrain generation under Notch was better than compared to now with Jeb. With Notch, there was more unpredictable terrain generation, which led to more unique caves and landscapes generating, and on Console Legacy even crater caves that look like they were created by a meteor impact. Java Beta 1.7.3 showcased some of the best examples of this unpredictability on seeds gargamel and Glacier. Title Updates 1-13 on Console Legacy also had some unique and unpredictable terrain generation.


    With Jeb and the current version of the game, you see the biome, you generally know what you're getting with terrain generation (I believe youtuber AntVenom discussed this in an older video of his). With the current version of the game and with the last update to Console Legacy (The Update Aquatic), you kind of have to hope the game glitches to get something unique and unpredictable, Like how on Console Legacy with the Update Aquatic how sometimes extremely cold biomes would spawn next to or even in the middle of extremely hot biomes (Like a Deep Frozen Ocean generating in a lake in the middle of a Mesa, or an 'Iceberg' Biome generating next to or even partially in a Desert).


    I have noted that people speak of the removal of Minecart with Furnace on Bedrock as well as the questionable use of Minecart with TNT. Even though I never used the Minecart with Furnace, I never understood why the feature was removed as it was a functioning feature that was not broken. The only practical use I have seen Minecart with TNT be used for is instant explosions with the proper setup, which is a good workaround if you can't get your hands on Ender Crystals for instant explosions. This was shown on Hermitcraft Season Six with Grian devised a trap to demise DocM77 and it worked due to the instant explosion, though the amount of resources being used for that can be potentially wasteful.


    Jeb is introducing many new ideas which is nice for Minecraft, however alot of the pre-existing functions that alot of players like are slowly being nerfed or outright removed in newer updates. It seems although we get something new, we are sometimes trading something or giving up something for it and being forced to keep that change on Bedrock. With Notch, we had more randomness and freedom (including the ability to go back to older versions of the game more openly) even if the game was more simplistic, which is why I say with the options given to us, Notch was in my opinion the better developer due to it.


    They still haven't made their bedrock server application compatible with Minecraft bedrock edition on game consoles over the internet yet, plus as far as I know you can only run 1 instance of the application, if you try to run multiple worlds on the same system even in separate folders and port numbers etc, it doesn't work.


    Quality of life changes like this could improve the game drastically, in my opinion.

    Paying for a 10 friends subscription on realms is expensive, and you don't get a generous render distance to go with it.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?
    Quote from zarxton»

    They both have their strong weak points. Jeb has removed and changed things in the past that are very controversial, while Notch would oversimplify some features and he sold Minecraft to Microsoft in which he is indirectly the reason for the microtransactions.


    I think Jeb has alot to improve on, like his inability to tackle the most important things like Caves, Pet and general Mob AI, Tweaking Survival to feel more like, the word survival itself? But the fact he is working on the Combat shows he does want to make a compromise and make the game fun and interesting for everyone.


    Notch isn't working on Minecraft anymore, and hes responsible for leading microsoft to grab their hands on the game and to overcomplicate this by creating "bedrock, java. etc" editions that felt like they were trying to force on us to integrate but couldn't outside of java. (Probably because of their microtransactions.)


    Sooo.. My vote is for Jeb, since he also hasn't given up on Java Edition so far like what was originally proposed. Would Notch have cared enough at this point to do what Jeb does? Probably not.


    Don't get me wrong, the emeralds you get for fighting raids is cool and all, but you can use villager trades to get emeralds so that doesn't matter. Can the raids be challenging? sometimes, if you're not wearing the appropriate armour then I'd say yes. But I rarely die from them, and people can use beds to respawn to a nearby location if they need to rush to get their items back, which obviously cannot be done on hardcore mode worlds, but I digress.


    There's been some interesting updates and changes to the game, and other times, there's been some foul ups which people do not like. I don't like Notch or Jeb at this point, because they've both done some questionable things to the game design. I like the aquatic update which introduced dolphins, visible fish in the sea, seaweed, and drowned zombies as well as tridents, and the new enchantments like loyalty, but some people didn't, I don't know why exactly but I remember reading about complaints about it a long time ago.


    Bedrock edition doesn't give you a whole lot of controls over the features being implemented, if you want to play online, you need the latest version, otherwise the Xbox Live system blocks your online access. So there's that to consider when we think of Jeb being representative of how Minecraft ought to be or him being involved in its future development.

    Posted in: Discussion
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    posted a message on Why are vertical slabs not in the game?
    Quote from schmillen2»

    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.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?
    Quote from TheMasterCaver»

    People actually still use minecarts with furnaces (which are still in Java as far as I can tell, unless the Wiki hasn't been updated to 1.16; for comparison, they were never added to Bedrock, only Legacy Console)? I exclusively use railways for long-distance transportation between bases, with very extensive networks, yet have never thought of making one, and as far as powered rails go, it isn't like you need that many - I use one every 33 blocks (I just split stacks of normal rails into two and place a stack, then a redstone block+powered rail, repeat), which is still closer than optimal (one every 38 blocks), plus a few extra at the ends (2 in a row to stop/hold minecarts in place, or 1 if the end is against a wall) or at curves - in fact, I've used less gold for powered rails than I've found in chests, much less mined (in my first world I've mined 72581 gold ore and crafted 8165 gold blocks and 648 powered rails; multiply the number of gold blocks by 9 and add the number of powered rails (1 ingot each) and you get 74133 gold - a surplus of at least 2552, not including some ore that was lost).

    The same goes for normal rails, where I've found about 10 times what I've needed in mineshafts (about 165000), where I also take minecarts from as I need them, and otherwise have collected enough iron (65469 blocks) to make more than 1.5 million rails, and with all the iron, gold, and rails I've collected I could make a railway totaling 1.8 million blocks long, about 100 times longer than what I've built.

    Yes, this is with a playstyle exclusively focused around caving but with these numbers you clearly don't have to spend much time to find enough gold; I've only used 0.874% of what I've collected, and gold is also about 20% more common since 1.8 (outside of mesa biomes; the size of all ore veins was increased in 1.8). It also helps that I build railways in increments; just recently I added another segment about 1157 blocks long, with others being similar in length (I have a total of 19 bases spread out across a 6600x6600 area).

    Also, based on the amount of iron I found while building my latest extension (I place them in a 1x2 tunnel at y=58) you can reclaim about 1/4-1/3 of the iron you need (deeper down would be better as I cut through a lot of surface dirt and some water, reducing the amount of stone I ran into), and a much greater proportion of gold if you go deep enough (gold is 1/5 as common as iron below y=32; with a 1/32 ratio of powered/normal rails you need 1/12 gold/iron, so more than half the gold required can be reclaimed. Of course, not everybody places their rail systems underground).


    Unfortunately, in bedrock edition the mine cart with furnace doesn't exist though, the edition some people like myself play on, for reasons like realms and crossplay on consoles. I'd sooner remove the TNT with mine carts than mine cart with furnace, if it were up to me or if it were a world option, why would I want to use something which is potentially hazardous and ends up destroying the minecart its in? one thing that irritates me about the game is waste, and I try my best to hold onto the resources I have which is one of the reasons I value mending for tools and armour so much.


    Mine carts with chests are useful, as are regular mine carts.

    But I can't see myself using TNT mine carts for anything, and with the suggestions to increase ore scarcity going around, I may as well not even bother making any mine cart with TNT, not even for messing about with. When resources are more scarce you don't have the luxury of being that careless.


    TNT without the mine cart, maybe I'd use, but only because I'd have more control over what it actually destroys, and because sand is very common and not difficult to come by with a desert biome. TNT blocks may even help me clear out a subterrain to make a subway tunnel for a long railway system someday.

    Posted in: Discussion
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    posted a message on Golden Armor/Tools: Why?
    Quote from TheMasterCaver»

    Anvils were certainly not useless for repairing items before they heavily nerfed them in 1.8 - while Mending doesn't exist in 1.6.4 all I have to do is rename my gear and I can repair it forever - I've literally used the same pickaxes to mine millions of blocks:

    Note that I did not actually craft 528 pickaxes (including enchanting); most of them were used to repair a single pickaxe:


    This was from a modded world with my own version of Mending which works exactly the same as renaming in vanilla 1.6.4; I only crafted a single amethyst pickaxe (which needs to be repaired with units so I never made any sacrifice items), same for most other amethyst items aside from shovels (I believe I made two, both unenchanted and crafted them together into a third item):


    Note that the penalty also increases by only 2 levels per use, instead of doubling as it does since 1.8, so you can repair an item up to 20 times instead of only 6 (if it didn't have any enchantments as you always have to pay the cost of every enchantment, and the repair cost itself is based on the durability restored, so gold items cost only 1 level, iron items up to 2, diamond armor up to 5, and diamond tools up to 17. Since 1.8 you only have to pay for enchantment costs when adding/combining enchantments and the repair cost is always 2 levels for a sacrifice and 1 per unit).

    Also, the problem I have with Mending is that it makes a major part of the game called Mine-craft pointless - with anvil repairing, including in my own version, which adds Mending as a direct replacement for renaming, you need actually collect resources to maintain your gear, which I've never had any issues with (of course, I literally swim in diamonds and other resources due to my playstyle, but then again in my first world I trade with villagers for diamond items to repair my gear, so either way you don't need to mine unless you need actual diamonds for enchantment tables and the like. This is part of the reason why I added a tier beyond diamond which can't be obtained by trading). The repair cost in 1.8+ is also independent of the quality of an item whether you use the anvil or Mending, which presents balance issues when you can easily make "god" gear with every enchantment that can possibly be used at once (for comparison, in 1.6.4 an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels for a sacrifice repair; if you then add Fortune III it is too expensive to repair unless you use single units, which cost 37 levels each, times four for a full repair, for more than 5 times the XP cost per point of durability). Most significantly, AFK farms that rely on XP automatically repairing items would be much more difficult to make if you had to manually repair them.


    if the repair cost never became "too expensive", or more accurately impossible, for all intents and purposes mind you, I wouldn't have a problem with anvils, but the problem is just that, the limited number of repairs, so that alone makes the nerfing or removal suggestions for mending enchantment problematic.


    And without villager trades your diamonds are in limited supply and are not renewable, if your armour or tools broke, they had to be replaced. And you would run into mass resource wastage without villager trades and mending in the equation for the reasons I had mentioned.


    I would agree with max enchanted armour having a high XP cost, and the removal of AFK methods to gain XP. But it still needs to be made possible to keep repairing them on the anvil.


    A reasonable compromise I'd say is armour or tools with 5 or 6 enchantments having a repair cost always remaining at 36XP after prior work penalty

    4 enchantments on an armour piece, axe, pickaxe or shovel etc, only costing 24XP after prior work penalty

    2 enchantments the repair staying at 12XP tops.


    This would still encourage people to mine their resources as the game was originally intended, but this time anvils would not suck anymore.

    What to do about mending I don't know, but if it were to be removed, it would inconvenience players who want to focus on large builds at end game.

    Posted in: Discussion
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    posted a message on Is Minecraft better off with Jeb or Notch?

    Neither, in the hands of Jeb and after the selling of the game to Microsoft, the bedrock edition resulted in the microtransactions debacle.

    On top of this bedrock edition doesn't have the advantage of being able to play online with an older version, at least not without mods involved AFAIK.


    So console users of the game will either be forced to play the legacy console editions to avoid an unwanted and intrusive update, or go on PC and play the Java version.


    With updates and things being taken out or put into the game it has been a mixed bag for me, on the one hand I enjoy the aquatic update although some respectfully disagree with me on that one, it is awesome to be able to battle drowned zombies and steal their tridents, and acquire gold ingots from time to time.


    The nether update also will add something useful to the game, a more durable material for tools and amour.


    But one thing I don't like is the removal of mine cart with furnaces, meaning I'm forced to farm gold ingots if I want convenient transportation. I have a friend who uploads videos on Youtube who didn't like the removal of that feature either. And the sad truth is things can be removed from the game without our wishes, if a favourite minority ask Mojang for said changes. We have no control over that as far as vanilla content of this game goes.


    At least back in the days of game cartridges on retro video game consoles, we didn't have to deal with intrusive changes that ruin the game for some people, and I'm not talking about bug fixes, I'm talking about actual and previously intended content or features being removed.

    Posted in: Discussion
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    posted a message on Golden Armor/Tools: Why?

    Due to the nether update which is 3 years after the time of the original post, gold armour now has a purpose of keeping the Piglin from becoming hostile.


    But without mending I wouldn't even bother with gold armour myself, armour that breaks easily and has a limited number of repairs on an anvil isn't what I call useful. The only thing I would call the anvil useful for is combining enchantments, but as far as repairing items is concerned, gold or otherwise, it sucks and hasn't been a good addition to the game since its inception. Numerous people calling mending OP, but not thinking about the consequences if mending were to be removed from the game and the inherent waste of resources.

    Posted in: Discussion
  • 1

    posted a message on Getting nothing from AFK fishing
    Quote from kingcobra6868»

    I like playing in survival, but I don't want to go through the tedious kill zombies from spawner (or do non-treasure AFK fishing) then enchanting and so on so forth. I figured that AFK fishing was an easy way to get good gear, so I can focus on building and have good tools. I guess I will have to do it legitimately, but I still feel that they should have included it in a new cheat setting to revert AFK fishing fix.


    At least I have 14 stacks of fish now!

    Thankfully whenever I checked in on my fishing, I found a zombie villager and cured it (really lucky figuring I have been trying to find another one for eons). Making it so I have two now. I learned never to build a massive base so dang far from a village...


    Also, if anyone could help me, what is the best way to get emeralds? I have plenty of rotten flesh and gold so I figured going the cleric way would be good for my first villager, but they won't restock...any way to keep being able to sell rotten flesh to them?


    Having to mod or cheat to reverse changes a developer made is a problem in itself.


    But I fear it isn't going to stop at AFK fishing, they're going to start implementing changes to vanilla survival that affect the enchantments themselves, how ore generation works, tool durability and so forth.


    I don't feel comfortable with the game knowing that developers essentially have a way to grief our worlds by stealth.

    Posted in: Discussion
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