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    posted a message on The caves in the beta right now are great in theory, horrible in execution

    I'm on the latest beta. The only caves I've been able to find that aren't the old "noodle caves" are surface-level ocean-entrance caves 100% filled up with water, or huge caves that are 70-100% filled with water. If the generation was changed so that this happens in only 10% of caves, it would be way better.

    Posted in: Recent Updates and Snapshots
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    posted a message on The caves in the beta right now are great in theory, horrible in execution

    I know they're still working on the generation rules and everything, but man, right now caving is MISERABLE in the beta on Bedrock Edition. I don't know if Java is the same way, buy literally about 90% of the cave space in the current version is filled floor-to-ceiling with water and it makes the entire experience just awful. Without Respiration III on your helmet, your character has the underwater breath time of an asthmatic toddler, and the mining time increase underwater even while standing on a block means that you literally can't even make it 6 blocks away without starting to drown by the time you punch into a wall to create an air pocket.


    In addition to that, just FINDING a good cave is so hard. I have yet to find a single cave entrance that wasn't ocean-level and completely waterlogged.


    I really hope they're still tweaking this stuff, because if this is how caves are going to be from now on, it's completely killed my anticipation of it.

    Posted in: Recent Updates and Snapshots
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    posted a message on Zombie keeps despawning

    Are you perhaps periodically switching your game difficulty to peaceful?

    Posted in: Discussion
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    posted a message on Zombie keeps despawning

    Are there iron golems or anything else around that could be killing him? Is his room set up in such a way that he's walking into a spot he's suffocating in? Is daylight somehow hitting him and setting him on fire? Perhaps a minecart is scooping him up and putting him in a spot where he suffocates?

    Posted in: Discussion
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    posted a message on Midwest Mom seeking system advice for 6,7, 9 year old boys!

    For additional information, realms are servers that can allow a world to be accessible by everyone that is invited to the realm, even if the world owner is not online, which means it's far easier for everyone to play on it (unless the kids are only allowed to play with each other with no online play regardless). Only one profile/account needs to subscribe to realms to enable it for one world.


    The "things" they're talking about on java edition are probably mods, which you definitely don't want them getting into at such a young age because mods are a risky venture. There are VERY few mods that come from trustworthy sources, and the rest of them are very sketchy and could bog down any hardware they download them on with viruses and spyware. I certainly wouldn't trust kids of that age to make smart choices in regards to this stuff.

    Posted in: Discussion
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    posted a message on Clearing out large amounts of water in a perimeter?

    If you guys are using concrete, you could make the water-clearing a two-in-one process by placing your concrete powder to remove the water.

    Posted in: Discussion
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    posted a message on Mob Vote (Minecraft Live 2020)

    It's likely that the youngest players were watching with their parents and the adults handled the vote for their kids. And when I say very young, I'm not talking about 11+, I'm talking about 7-10. Children of that age definitely are never going to vote for a boring-looking guy in a parka over a glowing literally anything, especially when the parka guy can potentially kick their butt and the glowing thing can't.

    Posted in: Recent Updates and Snapshots
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    posted a message on Who's your favorite Minecraft YouTuber?

    I don't know how people can like iboxtoycat. He literally talks so fast that he slurs his words to the point of them being unrecognizable (seriously, slow any video of his down to half speed and listen, he's literally not forming complete words or even sentences most of the time) and he rambles like crazy instead of getting to the point.


    I'm also on the hermitcraft boat, with Mumbo, Iskall, Grian, and recently Keralis and Tango.

    Posted in: Discussion
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    posted a message on Mob Vote (Minecraft Live 2020)

    I wasn't too surprised that the glowsquid won the vote. Incoming possibly offensive opinion: You guys forget that a huge portion of this game's players are very young children. Put a vote in front of them and make only one of the options a glowing thing, and guess which one they're going to vote for? They're not capable of thinking about the nuance of what the options actually will be likely to add to the game. If one of them is literally shinier than the rest, that's where the vote goes.


    Also, the vote was rigged against the iceologer from the start, because as previously mentioned, people were scared after what happened at the last mob vote with the phantom. As illogical as that is, it's still a reason.


    Now as for what the squid adds, the only thing I can think of is that it will make searching for ink WAY easier, which is a welcome change. Hopefully there's at least one new item the glow squid will drop to justify its existence further, but I'm not really holding my breath.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from Ptolemy2002»

    That update was full of much more creative content. Perhaps they just didn't want to add a new hostile mob? I could go out and make arguments against every item in your list, but that would take too much time and be pointless.


    In no way, shape, or form did they imply that the pigman was anything new in concept. They reskinned it because they decided that it would fit better with the other content. They literally multiplied the nether variation by a factor of 5, and all of it was completely original content. The hoglin is not a "plain warthog." It is a Minecraft mob with unique behavior, abilities, and place in the game. Not sure what you mean about "a big square with a horrible face and nasty hair." Are you referring to ghasts (those weren't new either)?



    I was talking about striders. It's very telling that you didn't even know what I was talking about because they're so forgettable.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    I'm also highly concerned about their answer to the warden not having a reason to kill it other than a dumb trophy item. It signifies that they have the worst possible mindset towards adding new "boss" enemies with good rewards for beating them. I also had a good chuckle at them claiming they prefer to add new things than revamps, while the most creative hostile mob they added to the entire ocean update was a water zombie, despite having a LITERAL entire ocean of inspiration to draw from. Let's list all of the things they could have made a hostile mob out of instead of a copy-pasted zombie that swims.


    Eels

    Rays

    Sharks (I'm ignoring their BS on this topic on purpose)

    better squid/kraken

    Jellyfish (including a man-o-war)

    Lionfish

    Sea snakes

    Barracuda

    Saltwater crocodiles

    Cuttlefish (could make it drag player camera towards it when it does the hypnotism strobe, etc)

    Stonegazer/ sandtrap fish

    Striped surgeonfish


    That list took me 5 minutes with the aid of a google search, which took me to a list of 20 highly dangerous wildlife in the ocean. Then let's talk about the fact they didn't add anything (hostile OR passive mobs) to rivers or swamps at all, just the cod and salmon they put in every water biome. No alligators, crocodiles, catfish, or any other freshwater creatures. They could have very easily added these creatures as-is or used them as inspiration to make new fantasy creatures out of, but instead they opted for the game's THIRD zombie.


    And the nether update? What new mobs did we get? A RESKIN of the pigman, a plain warthog, and a big square with a horrible face and nasty hair.


    So yeah, them claiming they'd rather be creative than reskin mobs is a joke to me.

    Posted in: Recent Updates and Snapshots
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    posted a message on The biggest reason we need slabs/stairs of almost every block is quite simple.
    This is a fair point, although why would you build a castle and make it purposefully very dark? Plus, castles are typically made of wood, stone and (stone) bricks, all of which do have slab and stair variants.


    Have you never seen any fantasy fortresses of evil before? They're not lit up like futuretech labratories, they're grimdark and sinister, with tons of very dark spaces and sparse lighting. For a standard boring castle made out of the most generic blocks you can pick, sure, you have a point, but for those of us that don't want to have a castle that looks like thousands of others, if we want it to have any mood lighting at all, the wool and slab palettes are quite lacking.


    If you're building a dark moody castle and you can easily tell what color wool a carpet is, then your brightness is so high that there isn't much point in building a dark castle.



    I have my brightness settings so that I can see what blocks are in the dark, but not so dark that I literally can't see five blocks in front of myself, which is what you seem to be saying is the correct setting.


    There are 40 types of slabs, and the most common building materials (wood, stone/stone bricks, 1.8 stones, blackstone, etc.) all have slab variants. I doubt adding slabs and stairs for every block in the game would help. Who needs sponge stairs? Dried kelp slabs?



    I said ALMOST every block for the exact purpose of shutting down this nitpicking.


    I'm fairly sure mobs can spawn on string.



    You're probably right about that, I think I'm confusing that with string blocking snowfall.


    I'm still assuming you're talking about making dark builds. Glass would fit even more outside of the palette than carpets as flooring.



    You can put blocks under the glass and use darker colors, it all depends on what your texture pack does to glass. It's still limiting.


    That isn't exactly a very strong argument in favor of adding stairs and slabs for every block in the game.



    All I'm doing here is listing the ways currently in-game to mitigate mobs spawning if you want a dark build. It's relevant.


    Caver's point about how the JSON files work is the most legitimate argument so far. I can understand why it would be an undertaking now. However, that doesn't change the fact that we really need a way to shut down mob spawning in an area in survival that doesn't involve sharp limits on a build palette. Doing a beacon rework would be fantastic for this, because as it stands they're barely worth the effort after your first couple for mining haste. They really need to have most if not all of the other potion effects available on them, and they could add a biome changer or something while they're at it. However, I think I'd rather there just be a new tool or something where you could "coat" a block to be mob-proofed. I am guessing that would be the easiest to do because it's just a block-state true/false value that could be applied to anything. You could make it expensive or something to compensate for its utility, which would give end-game players something new to farm.

    Posted in: Suggestions
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    posted a message on The biggest reason we need slabs/stairs of almost every block is quite simple.

    That reason is mob spawning. It doesn't matter how many hundreds of blocks they add to the game if we can't use any of them for builds with lighting anywhere below "I want the actual sun in every room". You want to have a nice and moody castle with plenty of dark rooms, corridors, or just everywhere? Well, here are your options:


    1. No lighting, no carpet, no slabs, no string on blocks: Mobs spawn absolutely everywhere nonstop and your build is nightmare just to stand in, much less use as an actual base.


    2. You can use carpet to block mobs, which means no matter what you make your base out of, you're still limited to the 16 wool colors for any area of your build that you want to remain dark.


    3. You can use slabs to block mob spawning, but run into the exact same problem as carpet. You are limited to the very small percentage of blocks that have slabs, so you have to work your entire build around that tiny palette.


    4. String on all blocks: Cool, now you have an immensely annoying half-block grey selection outline popping up on every single block you pass unless you specifically look up at the ceiling as you walk, to say nothing of the string disrupting the textures. This is really only a viable solution for rooftops.


    5. Use glass for some sections of the floor. Same problems, again, as wool.


    6. Limiting your build location to only mushroom islands. Not TERRIBLE, but VERY limiting and you have to do a TON of terrain work if you don't want the standard mushroom environment.


    Slabs and stairs of all the existing blocks can't possibly be so difficult that there's any legitimate excuse for us not having them. I bet an experienced modder could make the entire set in a couple of days. Why exactly do we not have these? It's probably as simple as just copying and pasting the texture onto the slab/stair, putting the correct sounds (walking, placing, breaking) on it, and assigning it a new block ID.


    They could either do that, or give us a carpet-style cover of all the textures, or, possibly the most feasible solution, update beacons or give a new powerful tool for blocking all mob spawning in a certain radius. All of these would greatly reduce the need for more slabs and stairs.

    Posted in: Suggestions
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Can you go just one topic without talking about your mod? Are you even capable of talking about the game without bringing up your mods and shooting off streams of pointless numbers in said mod constantly? We get it, your life revolves around your mods, but it would surprise me if I was the only one tired of hearing about it in literally every single topic you enter.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    I'd really like some more information about whether or not we should all just completely forget about our existing worlds due to this incoming update. Is the world generation going to change across the board by moving up to make space for the deep dark caves? Is it going to be incredibly difficult to find literally anything new unless we go to unloaded chunks? Is it even worth keeping existing worlds?


    They did this crap with the nether update, where they kept us completely in the dark about whether old nethers would be able to get new stuff without having to go to new chunks, and then when the update finally rolled around, guess what, no reset button, so any world that had a host who didn't know how to manually edit/delete files was just screwed. I really don't want to see that happen again. If we're going to get almost no new content without either a ton of work or starting fresh, just tell us now please so we can stop logging in to our existing worlds and wasting our time.

    Posted in: Recent Updates and Snapshots
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