Quote from brazil_nut54»
This decision stinks. I can search for information but very often the information available is for a previous version that no longer works. So that is my opinion. Many times the FAQ section of Minecraft does have the information or it too is out of date. This is especially true about the videos.
I would like to ask "Why?" What was the logic behind this decision? Was it financial? Management of the forum? Complaints? Exactly why is the forum going away?
It's been stated and quoted numerous times, the last time only 2 pages back:
citricsquid
Posted May 20, 2019
This is a business decision, not a personal decision. This decision was made when weighing up the value we can provide to the community and the value we can generate as a business against the costs of that value. Although we'd love to be able to allow the forum to continue to run as-is under someone else's control, the costs associated with that mean it unfortunately is not viable. The forum loses money and, as you're aware from the previous ownership transfer, there's a lot of complexity in terms of transferring ownership of data. The decision we've made is the best we can come up with in terms of balancing the community needs (retaining access to a decade of Minecraft history) vs. the business need.
Unfortunately much like personal messages being extremely janky now since the announcement, I'm having trouble with the quote system also. So this was the best way I could quote it.
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Not quite sure what your really getting at here.
All the mods I use are light mods, more quality of life (Leaves falling from trees for example)and don't effect the gameplay. There are one's like maccaw's better windows/doors/trapdoors, but I haven't used them as I decided not to as I'm afraid that down the line I won't be able to go back to a non-mod vanilla version. I don't want that either, so I decided in the end not to use those aspects. My resource packs and shaders are only aesthetical and don't affect the building.
Again I see a contridiction. I agree that mending and Unbreakling III are essential which is why I prepared back in 1.14 at that time (As apposed to some who have back-dated a word to exploit this) but I don't get the rebalancing thing when the anvil itself not the enchantment is so clearly more flawed.
Some comments I have seen though like only adding mending to netherite armor/tools I can agree with though.
Again "Ruining the game for other people" is surely objective , depending on how one plays the game? If you also mean removing meding from villager trading to something more luck based on an enchanting table - than maybe. In a way it has become to easy to just nerf villagers for emeralds and either enchantments/tools or even block these days with said emeralds.
which specific mechanics? Trading? Fixing equipment?
I'm not getting into the what java does, but bedrock doesn't and vice versa as I have seen it in the other thread, mainly you and TMC, and make no apologies for using java or light mods that don't affect gameplay. I'm not getting into the whole what one version does and another doesn't debacle.
Same, and agreed.
Similarly if me and friends lose our resource farms, we also become irked by a project taking 10 times as long as it normally would've done.
Efficiency of how resources are obtained matters, no pun intended about the enchantment. If our tools keep breaking in each mining session, or if they become too costly to maintain, that creates an uninviting experience for casual players of the game. Don't just take my word for it though, read the comments if you want, under this video on Youtube in the link.
Again I think I'm missing something here you seem to think I am projecting?
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Been taking a break for a while on my main world as I still haven't decided on a block combination I loove for the kitchens to really push them ahead.
In the meantime, I gathered the resources together to make a shulker farm, following a video carefully on Youtube. The first time things didn't line up exactly and I blamed myself when infact it was inaccuricies in the video. (When then said a layout was 3x5x10x10 when it was actually 3x5x11x11), I found there were even more inconcistancies later on with what I needed to what it listed, ie a few minecarts not just one, a ferw pistons notjust one; things like that.. Kinda cheesed me off. It was only when I started again, that I ventured into the comments and noted these things.
Even after making it I transported the shulker from the base of the end city tower and it didn't teleport to where it was supposed to but to the top instead, where it's now stuck there. So I'm still getting 0 per hour. I ended up raiding some surrounding city towers and least came back with a load of diamonds from one chest, end rods, 4 more shulers (8 shells), a new spare elytra and another, 3rd dragon's head.
Back when I was creating the ice boat station I lost a shulker of very valuable sppare gear incl. elytra, so was pleased to finally get another. (And more rods.)
Also been taking lots of new picks for my main thread about my world as I'm commited to keeping using the alacrity resource pack, so am slowly in the process of changing the first page post to reflect this.. Not much else, got caught between two creepers at night taking out a corner of the wall of the chicken coup area, so they were running amok everywhere.
Love using froglights and Rethinking Voxels shader, as I love the lighting: (McDunky's and hotel entrance)
Also started a new amplified world on this version of forge and very light mods, but don't know yet if anything will come of it yet.
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Couldn't agree more with the last sentiment. I'll only torch spam in the beginning just to keep it lit enough and the mobs away until such time that permanent light/lamposts/lighting can be put in place. Over torch spam in builds is just a big no for me.
I also like the moss blocks and the new cherry trees for aesthetics and the blossom layer but the rest of the update, is a pass for me also. I don't hate them of course, but they're very neither here nor there for me. I only moved my world from 1.19.1 to .3 as I'm now using a forge version, there isn't enough for me to move my world past 1.20 at this point.
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There's not a real need to grow azaleas in my eyes, sure they look pretty but that's all, I only like using their leaf blocks to mix in with other leaves, and how often is there a need to use rooted dirt?
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One thing I have been keeping to myself, as I wasn't sure if it was going to be permanent, was my world has now moved into a forge version. This also means going from 1.19.1 to 1.19.3, but I'm not concerened about the chat thing as I prefer to play alone, not on servers and have done for many years. (Been there done that.)
I have now a slightly moddded version, but lightly modded, specially picked with more aesthetic or qulaity of life improvvements than anything OP:
One thing I worry about with some of these is not being able to go back to default at some point if I choose. Part of me thinks maybe this is a way to go after 12+ years however.. Also because I have things like Macaw's doors/trapdoors/fens n gates/windows, don't mean I have to use or craft them. (I believe I have paladin's furniture tirned off now or just won't use it as I've always prefered making my own.)
I did add a extra conrete one today (Slabs and stairs), but didn't think that I am using a resource pack now that I really LOVE, so although nice they are default colours and don't really bland well. So I shall not be using this after all.
I did end up making an alternate route for the new beta spawn project bridge and decided I liked it more than the other route in the "What have you done recently" thread:
I also ended up starting to fill the dinning room in the hotel today, which was not on the agenda, but I went with it.
In other news the villager trader emplyees of the town hall now boasts around 17 or so. Saw a baby in there the other day, so they're definetly multiplying.
I do get tempted by crafting some of these new things however, but I would never add anything I consider too heavy like buildcraft mods or thaum/industrial/craft. Little things like more baby varieties of the agressive mobs, falling leaves from trees are much more my thing. Keeping it light.
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I like that idea with Ender chests for ATMs.
Thing is, as much as I like the idea of building a bank, I've never seen this world as "building a city". I like to build what I build but for it to have purpose otherwise it'll just sit there and look pretty and that's it, I'll never visit it. These days I'm much more into building the lore of the world and how all these areas connect to each other.
With that said, I finally stopped doing these little jobs in McDunky's and moving every villager from the old trading hall into the town hall. That was, fun, but I got a system going so it wasn't too bad. Will need to figure out a new use for that room now though. They're also breeding as well in there. After that I went on a tuff run to finally get those last three floors of the larger kitchens on the first extension, done.
Now I can start installing the kitches either side, all 13/14 that are left to do.
I've have also started prepping the beta spawn are for the new bell tower build, but it starts with the chunk island immedialy by the halfway house, which I needed to finish extending out as it still has a visable flat side:
before:
after:
It all begins with a bridge across though or a bridge made of two parts and laying out an outline in dirt, so much dirt left over from previous jobs.
This route is not final however, as I am also considering coming out to the right of the scaffold and have the kink in the bridge on the right side so the route actually goes into the sand island. Although the bell tower won't be a very wide build, it will be tower, I made an approximation with scaffold:
And I think that's without the dome and 4 block spire.
The view from the top:
You can see it from the island:
So it's going to be a significant landmark.
I love outlining new projects, even if it's just roughing it out with dirt blocks. I've got so much dirt, I'll probably rough out that alternative bridge route and see how it looks and if I prefer it. The bell tower itself will be a mix of brick and sandstone, so I'll have to keep the brick farm where it is for now and continue to make so many bricks. I've test built this on a COPY of the world in creative and have a cool idea for two water shoots up to the tower with lights that look really nice with the rethinking voxels shader.
I did considar two spiral staircases around two massive pillars but it took too much room up inside.. Lastly, on this copy of world I took a screenshot up in te area of the surrounding area incase I do get any more ideas for the area:
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I personally like to try MLG water clutches when I can, but as Princess Garnet alluded to, I have pretty good feather falling boots, elytra. In the end it's true I don't die very often at all, but a little death nnow and again is inevitible.
My stuff:
I've seen survival players on discord clutching their toem of dying always in their offhand, not me. I feel safe. I have gone to a lightly 1.19.3 modded fabric /forge version with only qulaity of life type mods, nothing game changing. One of these is more baby mobs though, so baby creepers, spiders and skeletons as well make it a bit more interesting.
On the topic of work, I'm still putting off my tuff run by doing little odd jobs I should of done ages ago, like the final top brick rows in the town hall:
I also matched it's opposite wall twith two rows of windows like the other side that I was originally never going to both with on this side. Extra light in I guess. As you can see by the back wall I've also been going into overdrive making terracotta and changing the very back dirt wall into a nice solid feature wall. and have ended up transporting a couple of villagers from the underground 16 x 16 chunk error villager hall.
At this time they hadn't done the deed, but have added an extra villager to the town hall since making the total employment 4 now. I may end up filling this with villagers after all and finding another use for the old trading hall possibly?
In the building next door I've still to find a use, too small for a bank (Though I like the idea of making one), perhaps another shop? I've at least now added a temporary dirt ceiling to separate the floors and gone ham with making bricks again to finish of the wall inside, or at least the lower floor. Might try and decide on a floor next to keep things going:
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As much as that would be a challenge (For me at least), I'm thinking more of one bridge across to the main large sand island and another from the other side of it.
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Thank-you Agtrigormortis.
I can't wait to start building the bell tower at where the probable spawn is. The land across to just the halfway house (And therefore minecart ride to the area with the hotel) has always been a little lumpy:
I'm also looking forward to making some connecting bridges across, all the way from the coast of where the bell tower will be to the monorail in the distance above. (All those unnatural jungle trees and other tree farms around it being what I recently cut down). I've already looked at some bell tower images from real life on google, and have picked one I like most and there'll be a long wide sweeping pathway from the bell tower to the initial cost seen above.
It will also extend the lore a little, which I'm very into these days with how all these areas connect to each other. The monorail connecting back to the castle, and the halfway house connected via rail to the Chunk Plaza area containing the new town hall from last year and the plaza itself containing apartments, an Inn/pub/McDunky's and the hotel. The hotel then being neighboured by an office block and fairly new ice boat station which leaads back to the rear mountains next to my home and stables and wool farms.
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The top corner nearest us has been finished, marking an extension on both sides now after the intial one. Also a basic infinity pool now on the roof, thanks to an idea from a discord friend. I also created a lot of lime concrete so I could finally cover the entire roof for the first time in a few years.
After this I have been working on laying a basic kitchen floor, which changed ideas a few times. Originally I thought stripped oak logs, then after growing numerous birch trees for stripped birch logs, it still wasn't right. Having been using the Alcatrity resource pack for a while now, I think tuff looks reallly nice, so tuff it was, although I would have to go on a adventure for deeper caves on a tuff run - aboult just under s shulker's worth.
Since this picture any excess grey walls have also been extended to the lime wall. On this side where the first extension was (The original stairwell) I noiw have three of these kitchens left out of the 7 floors, but have run out off tuff, so it's back to going on a tuff run sometime. Before that however I decided to take a break from it for a short while, a little interval to do some work in McDunyk's next door.
Last year I finally did the interior walls and floors on the middle and top floor, whereas it was only the bottom floor done up to that point. Now however it was time to fill the room and start laying the partitions, seating and tables. After getting work well underway on the middle floor I have also started on the top floor, so repectivley here is the middle and top floors:
Whilst doing the middle floor I did come up with this addition idea of adding seat backs with trapdoors, whch wasn't originally planned. So on the middle floor they all have tables and this seat backs you see itn the last picture.
For now I guess it's back to the kitchens and going on that tuff run for the last three kitchen floors as I am keen to add all the kitchen furnishings in all 14 hotel apartments now. I have also cleared the old unused tree farms at the Halfway House in preperation for the future spawn point bell tower project. Looks kind of bear now!
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I'll be reading!
I know what you mean about journals though. When I started in 2010 I had an online blog noting my adventures, builds and stuff, never really thought about the future but i'm so glad I did now. Blog is totally dead now we few (Hardly any) posts in the last 3/4 years at least because i too tgought "Who reads blog anymore?", so it's been largley inactive for a few years.
I used to do the same with trees, standing on stumps but haven't gotten lazy and just use a timber datapack to chop all the wood down in one fell swoop. That said, I never had automatic tree farms - ever as I found it quite relaxing chopping down trees and satisfying. Guess that's just me.
I'll be interested to see where this goes though.
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In my main world I have finally finished the interior walls of the apartments, working on the other side of the hotel to where I was working. All the lime concrete walls have now been completed and I have solved my dilemma which is this.
This was a showroom I did a few years ago, mocking up a kitchen area, just where it might be. All blocks are just placements and not final.
So my dilemma was, whether to keep the width and dig back 8 blocks back so the kitchen was more set.back. I did this on the floor above and decided to go ahead with it, forgetting that I would run out of mountain the higher I got on the seven floors. However, it would be like this now:
This is what I have left:
So in the end, I've gone and made an extension on this side of the hotel as well, like the side I was working on. I'm working on one test kitchen floor and have a block idea for the sides.
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Congratulations on day 7,000 Joey!
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Thank-you so much Ian!
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Official planning permission has been submitted to do something about the little utilised spawn area.
Also the surrounding area connecting to the Halfway House. Back in Alpha/Beta days this area wasn't even a consideration not on singleplayer, if you were on a server in Beta (Like I was back then), then use but not for my main single-player world at least. In the last several years a tacky gold block with a sign on an obsidian block was placed threre but that is all.
At the moment, the current route is occupied by old birch, oak and spruce tree farms with one or two jungle trees. these tree farms are selomly never used however and could be utilised at a future date. Possibilities of retaining the latter farm of spruces and jungles a a potential green belt area should be considered as a small number of sheep and a few cows also occupy this site.
The other side of this land (Which once was cut up by a chunk generation error) also needs to be lanscaped out so it looks more natural (As was started many years ago), as the straight edge on the back facing side is still visible from that side and will be an eyesore with future plans.
Travelling from the suspected spawn point has been more of a parkour adventure, as not only is there the spruce/jungle island but also a sizable sand island before it with smaller sand lumps in thye water to jump across from.
Plans are for a new bell tower to be built around the spawn point with a connecting pathway to the first shoreline and a new bridge to be constructed connecting to the sand island and then possibly onto the nature reserve island. Possibly with a small building, but more of a landmark than a functional build. Could this lead to further expansion into the icy biomes?
The following image is conceptial, from a COPY of my world.
There is no timeframe set as yet, as I am committed to doing the inside of the hotel apartments first, and the interiors od the Chun Plaza development in general. However,there is a possibility this could run parralell to that in the forthcoming spring.