• 1

    posted a message on Why do I still play in 1.6.4?
    Quote from TheMasterCaver»

    That makes it sound like you just want caves to be some isolated tunnels, not real cave systems with large random caverns created by the intersection of many individual tunnels - which is why I do not like 1.7+ cave generation; if you think that a few caves intersecting is bad, well, it isn't uncommon to find dozens or more in 1.6.4,


    Yes you've explained this before, and I strongly suspect if you poll the general Minecraft playerbase you'll find that your opinion on the matter is in the extreme minority. I'm not trying to belittle your playstyle, far from it, I'm simply making the point that the average player won't enjoy being thoroughly creamed by caves that are at your difficulty level. There should be sliders in the world options that enable caves like what you want, but the default I think caves should be less common and smoother than it is at current. As for the total size of the cave system I wouldn't mind that being bigger, especially at the upper end. But I'd ask more players for opinions on that--while many players don't cave as easily as I do, they also spend a lot less time in the caves. Maybe they prefer having it be fairly challenging for those rare occasions when they finally do venture down inside.

    Posted in: Discussion
  • 0

    posted a message on New Structure: hatchery

    I think there should be more animals added entirely that lay eggs, like turtles, ducks, geese, birds, etc and they lay eggs, and you can craft an item to put the eggs in and they would hatch in 3 minecraft days or something.


    I like that! I wish parrots at least layed eggs, and it would be neat if you could use any of these egg types in cooking recipes that use eggs. It would also be nice to have incubators or something more reasonable than throwing eggs to get chickens.
    Posted in: Suggestions
  • 0

    posted a message on Why do I still play in 1.6.4?
    Quote from TheMasterCaver»

    Did you mean to say 1.6.4 instead of 1.7+? Because the variation you describe sounds a lot more like 1.6.4 cave generation,

    No. I've seen your charts and I understand the differences very well. What I'm saying is that I want less swiss cheese caves than the new terrain generator gives. I like variation over large distances, but I don't like it when caves going through caves is common even just in one region. I'd like variations in cave and cavern width and size, and variation in the size of a cave system, but I want individual cave channels to avoid all diving into each other at one point and completely destroying the terrain right there.
    Posted in: Discussion
  • 1

    posted a message on Portals from End to Nether - Faster Fast Travel + Difficult to Set Up

    I've been pondering ideas for making fast travel that's even faster than using the Nether. Overall I think Nether fast travel is well-balanced because the Nether is hostile and difficult to travel, so getting a long travel channel established is a lot of work and there's plenty of room for optimizing the path. Also, it meshes well with how you can use other methods to increase your travel speed (minecarts, horses, elytra...) in combination with going through the Nether. And since you're in the Nether, you can't rapidly explore the Overworld as you travel because you must stop and make a portal to see where you've gone. You still have to explore the Overworld, but once you have found something neat a long ways off, you can secure a permanent fast-travel path through the Nether.


    So I wanted to expand upon this and make an even faster travel, following similar criteria:

    1.) it needs to be potentially several times as fast as Nether travel (which is 8x as fast as Overworld travel)

    2.) it needs to be optimized for very long distance travel, and a lot of work to set up, so not worth it for shorter distances

    3.) ideally, it shouldn't work very well as a method of exploration but instead should be best for setting up a path once you already know your destination



    I came up with a possible setup using The End which meets these criteria.

    You would find a resource in The End--I haven't decided how or where it will spawn but it'll be essentially limitless though pretty rare, maybe similar rarity to shulker boxes. This resource would be used to craft a portal which you place in The End. Once the portal is activated, you can go through and it takes you to the Nether, to coordinates perhaps 8x as high as your coordinates in The End. You cannot place the portal in the Nether, and it's a one-way trip, you enter from The End and exit into the Nether.


    How to use this method for a permanent fast travel route:

    1.) Set up two portals in The End and set up a path system between each other as well as the central island.

    2.) At the Nether exit points, build Nether Portals to the Overworld.

    3.) To travel back, find the nearest stronghold to each and secure a route through the Nether.

    Once that's set up, you go into the Nether, run to the nearest stronghold Nether Portal, exit to the Stronghold, jump in the End Portal, and once you arrive on the obsidian platform, take the End Gateway portal that leads to your destination, follow any paths or bridges that take you there, and go in the End-to-Nether portal, then once in the Nether, take the nearest Nether Portal to the Overworld.

    Posted in: Suggestions
  • 1

    posted a message on combat in 1.9 good or bad?

    Quote from sunperp >>

    People, please use the quote system when quoting other users, or at least make sure you specify which content is your replies and who you are replying to, so that other forum users can make sense of the discussion.


    We're using colors to make it clear which text is who. The text editor is so broken it's too much of a chore to use the quotes, but I've said more on this in the forum discussion forum.


    You've probably noticed the very common tendency of forum commenters to use a quote box but combine their own text with the text of the person they're quoting within the same box. It's not just a little easier, trying to do it the "right" way is particularly difficult on this forum specifically.

    Posted in: Discussion
  • 0

    posted a message on Why do I still play in 1.6.4?
    Quote from Wedhro»

    strip-mining



    branch mining*



    I'm not saying 1.7+ has as many caves as 1.6, there are multiple proofs against this. I'm just saying more caves than this would take away the sense of completion that I get when I finally finish exploring a large cave complex, eventually leading to frustration.
    To each his own, I guess. BTW this thread proves TheMasterCaver deserves his nickname!


    I agree. I probably cave better than anyone I know except for TheMasterCaver. But I like to finish a cave system and move on to the next. It bugs me when one seems to stretch on endlessly, or when there's so many caves running into each other that it becomes really difficult to spawnproof because there's a constant mob siege coming from all directions and there's 5+ corners to go around at one nexus plus the floor is out on half of it. I don't mind stumbling upon that occasionally but what I hated most about caves in 1.7+ is that that is commonplace sometimes. It seems to vary a lot actually, but in a given region you might get all nice neat individual caves, and in another region you just get swiss cheese ground everywhere. For quite some time I had thought there were subtle variations in each version of the game onward, because each new world seemed to generate a different style of caves. My 1.7 world's caves were nice and simple. My 1.8 world had swiss cheese everywhere and ravines so common you couldn't ride a horse more than 5 seconds without falling into one you couldn't see in time. My 1.9 world was more like my 1.7 world, until I went 10k by 16k blocks from the origin and found a monster cavern the likes of which I had previously thought couldn't possibly generate in the 1.7 terrain generator, plus swiss cheese caves a lot like my 1.8 world but with their own distinct flavor. I think you get a pattern that propagates itself over a large area and all the caves in your region have various similarities.

    Posted in: Discussion
  • 0

    posted a message on combat in 1.9 good or bad?
    Quote from Ptolemy2002»

    My answers in black.


    If the skill ceiling is too high, there will be specific people who skill and nobody would have any chance of beating them because it would require way too much skill.The whole point we're making is that the skill ceiling in the old combat was basically at ground level, meaning raising it a little is probably a decent move. And it wasn't raised much. Your thing about balance sounds like you want unskilled players to be on almost equal footing with skilled players. You're slightly correct in that rookie PvPers joining a deathmatch arena won't gain much skill from dying constantly, but there are other ways to play the game in which they will gain skill. One way is actually to PvP with other rookies, but actually pretty much anything you do in Minecraft that doesn't pit you against a skilled PvPer is a chance to gain skill. For someone who claims to not be PvP-centric, you seem to feel PvP is highly central to Minecraft.



    Without the new system including toughness as well as larger attacks penetrating armor, a perfect 18 damage axe crit would deal only 3.6 damage to a player in full diamond armor without protection. Which means that the player with the OP weapon is not guaranteed to win, although he has an advantage.

    In less hits with more time between hits = same amount of time. Actually probably slightly more time, but that's probably a good thing. PvP used to be a little fast. But they aren't constantly being attacked. The regen time gives them time to regen.

    Can you make up your mind here? In the first of these two sentences, you're making the argument that speeding PvP up (by adding armor penetration+toughness) was a bad move because people with powerful weapons win too fast? In the next sentence you're arguing that slowing PvP down even a tiny bit would enable people to food-regen faster than they take damage?



    The point being: one of them doesn't work while the other one does. Thus the shield is annoying to use. When placing a block with a shield, the block doesn't get placed unless you have a block highlighted. If you do have a block highlighted, then the shield function is disabled and the block is placed. If you don't, the block is disabled and the shield is used. That is a perfect example of the right-click having 2 uses at once.

    You just said it either works for one thing or the other. Not both at the same time. That's the point I was making and that's why shields are potentially annoying. But why are we even debating whether or not shields are annoying? At this point it's not even relevant to the main topic I'm discussing with you. The reason I brought it up was to illustrate why I don't use a shield most of the time, the point of which was to demonstrate that the new combat system has important choices in it. But rather than acknowledge that I made a choice, you tried to tell me my logic was wrong.

    Posted in: Discussion
  • 0

    posted a message on WYSINWYG: video proof

    I was using Chrome in the video, but on Firefox it is also very buggy.

    Posted in: Forum Discussion & Info
  • 0

    posted a message on So there's good news, and then REALLY concerning news...
    Quote from SmugSmirk»

    It's a beta. Saying "I'm officially scared" this early in development is ridiculous.


    You're missing the point. It's not about whether or not the change will be a decent Minecraft update, it's about the kind of control Microsoft will get from the move, enabling them to benefit from making the game worse down the road.
    Posted in: Discussion
  • 0

    posted a message on WYSINWYG: video proof

    What You See is Not What You Get


    The text editor on this forum remains today the worst I have seen anywhere in my entire 28-year relationship with computers. The only thing worse I've seen was when it first came out. Several bugs have been fixed since then and a few new ones have been introduced. I cannot imagine anyone feeling it is easier to use this false WYSIWYG text editor than a basic one. At best, you can keep your messages simple and use zero formatting, which is also easy in the most bare-bones text editor out there. The difference is the bare-bones text editor doesn't hog your processor while it's trying to screw up your post and turn it into something you didn't type.


    Here's a video showing how I encounter three issues while trying to make a very minor post edit that I shouldn't have even had to make in the first place:


    Initially I am trying to remove spaces that the text editor added to my post, that I did not want. When I try to pull the text back up using the backspace key, the cursor teleports to a different part of the post and deletes a quote box. This isn't a fluke, either, it'll happen every time I try to backspace from the same position in the text. So I have to cancel editing and start over, and then I have to choose a cursor position that works for what I'm trying to do. Then I'm basically walking on eggshells throughout the whole editing process, hoping I don't ruin it with one mistake and have to start over. And that's just removing line breaks I didn't put in there! It adds a new line break after every quote every time you edit the post.


    Then when I try to return to the editor to show the line breaks it adds, it fails to load but acts like it's still loading. It's not. It gives up in about a half second. This particular issue is intermittent and happens roughly 30% of the time I hit the edit button. Sometimes it fails to load and does not give me a cancel option, forcing me to reload the page to close it out.


    Also something really annoying: when I try to edit a quote, I can't move the cursor to the front of the post, outside the quote. It always stays inside the quote. So I have to hit enter to create a line break inside the quote, then I have to hit the up or left arrow to go up a line, and make another line break in order to get my cursor out of the quote so I can put text before it. Then I have to delete the extra line break so it doesn't look like trash.


    And when I'm trying to split a quote, if I add line breaks, sometimes it splits the post after two line breaks, sometimes after one, sometimes it does not split and I have to move the text cursor to a different line and try again. I can't tell what pattern it's following but it seems to be following an explicit pattern dependent on all of those invisible characters it keeps inputting.



    I'm not just speaking out of frustration here. I've given this topic a lot of thought, I've used the new forum a lot and I've used the old forum a lot, and I really honestly think you'd be better off if you delete everything and return to the old forum. If you don't have the old forum code anymore, you'd still be better off by deleting everything and returning to generic forum code which you can find just about anywhere for free. The forum would load faster, the text editor wouldn't be buggy (at all, most forum text editors never encounter bugs), and you could beautify the forum with all those fancy graphics without it bogging down everyone's machine because the spaghetti code is so poorly optimized.

    Posted in: Forum Discussion & Info
  • 0

    posted a message on This forum is laggy and buggy for me. Also doesn't seem quite safe.

    This forum is extremely laggy on Chrome and Firefox even with adblocker on, but it's one of the worst sites without adblocker. If you think it's not bad, you don't know what you're missing out on by browsing normal sites with Chrome or Firefox and an adblocker. I've tested this on three different computers already, it's the same everywhere, and I know exactly what the issue is: it's trying to load too many things. The ad content is VERY poorly optimized. It could literally load animated bitmap images faster.

    Posted in: Forum Discussion & Info
  • 0

    posted a message on So there's good news, and then REALLY concerning news...
    Quote from TheMasterCaver»

    Tell, me, how would they prevent me from playing when I already have the means to circumvent (legally!) having to log in?

    It might work out fine for you, but what about people who don't already possess a copy of the game? You might be able to find old versions out there in-box and legally sellable but you won't find enough for everyone who wants to play an older version once it all comes crashing down. And you might think you can legally copy it and distribute it, but the thing is you'd have to individually prove that each person receiving a copy already owns the game, and in practice that won't happen. What will happen is if you become a distributor of copies, ensuring only people who own the game can download a copy, Microsoft will do one of the following things:
    1.) find a legal loophole to shut you down
    2.) run a smear campaign on you or otherwise harass you until you stop
    3.) make you sign an agreement that either forces you to present their ad content on your site for their income or actually gives them control over your site
    Sure, this might not happen, but the chance of it happening is directly proportional to the size of your operation.

    And what about people who want to play a later version? Many of us like the more recent feature updates. Minecraft has been able to force updates on us ever since I believe version 1.9, possibly even earlier. If Microsoft chooses, they could make everything from that point onward literally unplayable. In fact I guarantee you they did this on purpose. They have been engineering their software to enforce updates ever since Windows XP service pack 3 when they finally realized us Windows XP users were choosing not to update because we'd figured out that the updates make the software worse.


    Even better, check out this nice snippet from the EULA, which was updated after 1.6.4 was released and after Microsoft acquired Mojang:

    Microsoft has a long history of breaking the law. Just because it's in the law doesn't mean they will follow it. They usually follow the law, but they are always looking for ways to get around it--which is exactly what every major corporation is doing all the time. Every single one, all the time.


    Not to mention that Microsoft has changed their attitude over time: ​Why Microsoft is turning into an open-source company

    Microsoft has been open-source since day one. They released DOS as an open-source platform. They made it their mission statement to use open-source as their main weapon against Apple. Microsoft has never not been open source. What they are is sinister snakes who try to wrest control of the whole open source market, turning it into a legal monopoly, and they have successfully done this several times. They say "oh it's not our fault other companies can't compete with us" when they've deliberately made the stuff in such a way that they know other companies can't compete with it.


    Quote from Mastermined»
    How is this anything but a great update for anyone who plays PE/Win10/Xbox?

    If you look only at it in the short term, it looks great because that's all Microsoft wants you to see. But look at their long history of pulling the wool over everyone's eyes. Look at their long-term plans with Minecraft. Look at what Microsoft is ensuring they can do if they wanted to, and don't make the assumption that they won't do it. Assume everything they can do, they will do if it suits them. The update is bad because it gives Microsoft control over parts of Minecraft where they don't currently have control, where we benefit from their lack of control. They are engineering the market to their benefit at our expense.

    Posted in: Discussion
  • 0

    posted a message on New Structure: hatchery
    Quote from TheMasterCaver»

    The issue with having a lot of spawners in one area is easy to solve - make them spawn mobs which do not give experience or drops



    What's wrong with unlimited experience and drops? There's still a time factor in getting the experience, and eventually the drops start to become useless. Even the experience becomes useless once you have more than you'll ever use--you have to get equipment to enchant or repair in order to use the experience. In The End I build a cheap mob grinder which can farm experience way faster than any overworld spawner because it's using a much larger spawn area to collect enderman many times as fast as mobs spawn from a normal spawner.


    I think regular spawners are a bit slow, and it wouldn't hurt to have more areas with more than one spawner.



    some mobs, like blazes, can give you items which break game progression; the addition of brewing stands to igloos is why they require blaze powder so you still have to go to the Nether,


    I don't see a problem with this if it's a rare thing. You can rarely find a village near your spawn with 10+ obsidian in the blacksmith chest, go to the nether, wind up immediately adjacent to a nether fortress, hop inside and get diamond armor before you encounter a hostile mob. I think it's neat to occasionally throw a wrench in the works and alter progression a bit. Also, you still have to go to the Nether for nether wart. But I don't think going to the nether and raiding a nether fortress should be the only way to get a working brewing stand, it should just be the standard way.


    If I found some pig spawn eggs in my survival game, I would probably use them to spawn pigs in my forest in The End. I already brought in cows and sheep, so it clearly wouldn't be the only way to get them in, it'd just be an easier way if you had the eggs. On the other hand, I might just hang on to the eggs forever and never use them.

    Posted in: Suggestions
  • 1

    posted a message on So there's good news, and then REALLY concerning news...
    Quote from TheMasterCaver»
    even if Mojang completely discontinues it, making it impossible to download or log in (if you paid for a game it is legal to circumvent that,

    That's actually false. When Blizzard shut down Nostalrius they made that abundantly clear.

    This goes out to all of you: java edition, console edition, and pocket edition players alike:

    Don't be so sure they can't take your game away from you. I wouldn't mind having a final version of Minecraft, but I'm skeptical it'll be that simple. I get the feeling Microsoft is trying to take our toys away because we've stopped paying for them. They don't want us to keep playing for free. That's why they're trying to hand us Windows 10 edition "for free", to wrench us into their scheme which will eventually be a drive to squeeze as much money out of us as possible.

    I am 33 years old and Microsoft has been doing this same stuff since I was a little kid. They've broken the law and occasionally been tried for it, and kept right on plowing ahead like nothing happened. Microsoft is not your friend. Microsoft is not to be trusted. Never make the erroneous assumption that Microsoft has the interests of the players in mind. Always make sure you demand the best from Microsoft. Ultimately it is the customers who control the business, and we need to use that control for our benefit. Whenever we lose sight of that, Microsoft will use divisive tactics to fool us into thinking we'll get what we want if we just pay a little more before we get it...no deal! Never assume it'll get better. Demand the best before you pay for it, and also stop pirating the good stuff you can afford to buy. Use your money to talk, spend it wisely and that's what will make this turn out well for everyone.
    Posted in: Discussion
  • 0

    posted a message on New Structure: hatchery

    As mentioned spawners could give access to infinite of one mob, and then item duplication exists. Sure, item duplication isn't an intended feature, but people would definitely begin exploiting it to get infinite eggs.


    I don't think it would be a problem to let players have these features in single player. The main consideration would be what kind of spawn eggs you give them access to.


    Quote from ShadySprout»

    However, I agree this could be abused and the chaos on servers? Perhaps, if you were to add ideas to balance this, I would fully support.


    (Perhaps ot could also be a toggled feature separate from Generated Structures?)


    I think there should be a more complex set of world settings, something that makes it easy for a server creator to edit everything important to them. I don't really see the spawn eggs getting much use on servers because there's so few of them, unless there was rampant duplication of spawn eggs, most players would probably never see one that wasn't sold in the server's item store. But perhaps it would make sense to give the eggs a cooldown when used in survival so that any player who for any reason has many spawn eggs cannot use them very quickly.

    Quote from DieHardTeam»

    I see it being better with a 'temporary spawner' and 'temporary spawn eggs.'
    Temporary Spawner:

    Requires Temporary Spawn Eggs

    Temporary Spawn Eggs:
    Has a certain count of said mob


    That's a pretty cool idea. The temporary spawn eggs could still be duplicated, however. It adds some limitation but I don't know if the limitation it adds actually completely serves the purpose other players suggested for the limitation. Still, it's a stab in the right direction.

    Quote from Wolftopia»

    Also, you shouldn't be able to change mob spawners with spawn eggs in survival if this is implemented, since that would be pretty overpowered. And what kind of mobs would you get spawn eggs of? Just zombies and skeletons, or other mobs too?


    Overpowered is relevant. I was thinking the spawn eggs that would fit the theme of the hatchery would be the same kind as what already spawns in the room, on the other hand the kind of spawn eggs I want most are passive mobs. Whatever kind they are, they shouldn't be something the player should not have virtually unlimited access to.

    I don't see an issue with a player turning their cave spider spawner into a sheep spawner or a creeper spawner if that's what they want to do with it. It's not like they can move the spawner to another location in survival mode. Sheep can already be farmed in huge numbers without a spawner, and so can creepers (though they despawn). I see that as a perfectly legitimate use of spawn eggs. Also I have a large number of "pig" spawners in my survival world that are useless because of a bug in 1.9 that deleted their data and I'm sure I'm not alone here. I'd like a way to turn them back on without going to creative mode to do it.
    Posted in: Suggestions
  • To post a comment, please .