A lot of players feel like they've cheated if they switch from survival to creative to avoid dying, losing items, or just getting items that are too hard to get.
But on topic. I think it all depends on how much time you've got. If you are planning on building something big and impressive, it's going to take a long time even in creative. Even more in survival when you factor in the gathering materials, avoiding and killing mobs, running around, eating, and whatever else.
I can see where you're coming from when you talk about it not feeling rewarding when you build something in creative, but you've got to understand the limits of what is realistic in survival, and what isn't. Yes you could build almost everything in survival as you could in creative, but the time you spend on gathering the materials and just surviving could have been used to build another structure in creative. If you've done survival in the past and know how to survive, you might as well just do it in creative.
- PublicEnemy
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Member for 11 years, 6 months, and 21 days
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thepenmen22 posted a message on Philosophy of Creative vs Survival for buildingPosted in: Discussion
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RichardMV posted a message on Metallurgy 4Posted in: Minecraft Mods
Are you trying to place ores or dusts in the machine? In order to make any alloy, you have to first crush the ores in the crusher to make two dusts. Most alloys can be made by placing the two component dusts in any crafting grid (inventory, crafting table, etc.). Only the highest tier alloys must be made using the alloyer.
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T10a posted a message on Metallurgy 4Posted in: Minecraft Mods
Sir, That Would Be Your Problem Aside From Using Caps In Front Of Every God Damn Word. -
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IronMagus posted a message on Are you going to get Minecraft 1.4Posted in: Survival ModeQuote from PublicEnemy
Is something really big supposed to happen in this update? I can't load videos and I didn't see a post anywhere so I have no idea what the deal is.
These are just some of the highlights from the version history page on the wiki:
- Villagers react positively when you make trades, and negatively when you hurt them.
- Approximately one in ten zombies is a zombie villager that can be cured with a splash potion of weakness and a golden apple, turning them back into a regular villager.
- Skeletons, zombies, and zombie pigmen can sometimes spawn wearing equipment, which they will drop upon death.
- Skeletons, zombies, and zombie pigmen can occasionally pick up items on the ground, which causes them to drop whatever else they were carrying. Picked up items will drop upon death.
- Added command block for adventure maps which performs server commands when powered by a redstone signal.
- Added beacon block which grants special powers to nearby players.
- Added potion of night vision.
- Added item frames.
- Added flower pots.
- Added cobblestone/mossy cobblestone walls.
- Improvements to in-game maps.
- Mobs and all other entities can now travel through portals.
- Leather armor, and tamed wolves' collars, can be dyed different colors.
- Added carrots and potatoes (and golden carrots, and baked potatoes, and poisonous [green] potatoes.)
- Added carrot on a stick to control saddled pigs while ridden.
- Pigs are bred with carrots rather than wheat.
- Chickens are bred with seeds rather than wheat.
- Added pumpkin pie.
- Added wooden buttons that can be activated when hit with a fired arrow (changed crafting recipe for buttons so they do not interfere with sticks recipe.)
- Added potion of invisibility.
- New boss mob: The Wither
- New hostile mob: Wither Skeleton
- New hostile mob: Witch
- New generated structure: Swamp hut (Witch's hut)
- New passive mob: Bat
- Updated mob AI.
- Nether loads faster when going through a portal.
- New sounds.
- Silverfish blocks (monster eggs) spawn rarely underground in Extreme Hills biomes.
- Improved lighting system.
- More superflat options (preset waterworld, redstone-ready, etc. and user-configurable settings)
- Superflat configuration allows generated structures (trees, strongholds, etc.)
- Slimes now spawn on the surface in swamp biomes in low light.
- Left-click no longer opens doors, operates levers, buttons, etc. Use right-click instead.
- Added anvil block for repairing & renaming items, and merging enchantments. - To post a comment, please login.
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Ok, here is a screenshot from my branch mine on the old map of my SMP server. The one I'm using now is slightly different but the concept is the same. The fence you see is to keep the slimes out of the middle.
*Edit* I just realized this isn't the right screenshot but I can't find one closer to my current one so this will have to do.
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I can't understand how you haven't found enough copper yet. I've got more of it than I can use now. Just mine more and you're bound to find it. I mean it only takes 4 copper bars for a machine frame. If you can't even find 4 copper ore you aren't digging enough. Once you get a crusher, in exchange for fuel (coal, lava buckets, etc...) it produces 2 dust from one ore, doubling the yield because 1 dust smelts directly into one bar.
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I'm weird so I don't get overly friendly with people (I'm an anti-carebear) but everyone else is normal (except Rockzo ) Everyone is willing to offer advice and answer questions if you're new to the game. My feeling is "What is there not to like?" You get out of this server what you put in which is why I'd like to see more people looking to play long-term. It's hard to build a lasting rapport with people who only log in a couple times and never come back.
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As for the 1.6.1 update: I don't care one way or the other. My only complaint so far is that the mods I used aren't working properly with Forge which isn't Minecraft's fault.
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