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    posted a message on Amidst and 1.15

    Here you go, a spawn point on the boundary between badlands and jungle

    -7160165219617409839


    I found this world initially under 1.13, but Amidst 4.4.1 shows the world looking more or less the same under 1.15.

    Posted in: Seeds
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    posted a message on Amidst and 1.15

    What's the latest on Amidst and 1.15? Any issues? I'm currently playing 1.14 and using Amidst 4.3(1).


    Do 1.15 maps render similarly to 1.14 maps, (will 1.14 seeds 'work' in 1.15 or will they render entirely different maps?)


    Thanks!

    Posted in: Seeds
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    posted a message on What do you think of deserts?

    Desert is easily my favorite biome for establishing a home village. The key is to find a desert village near other resources. The reason I like deserts best for villages is that they allow for an easy view of the entire village making buildings and villagers easy to find. The new frozen villages my become a second favorite for the same reason. I simply hate having villagers and buildings hidden by trees, or even tall grass. I typically plant a perimeter of trees around the village, (always Acacia, the best looking tree in Minecraft, and they look very much in place in the desert biome) and I make a pen for livestock and carpet it with grass blocks.


    Beyond that, deserts are also great for overland travel as they allow for mostly unobstructed movement. Traveling through forest on horseback is a major PITA and tall grass is a nuisance when on foot.


    Seaside villages are always ideal but within a 100 blocks or so is OK. My current home village borders plains and a small patch of forest on one side, (supply of wood plus the source for my livestock pen), and mesa, (more wood from mines, plus easy iron, coal and gold).


    The only thing I really don't like about desert is the dull color of any planted grass or trees but it's a minor drawback.

    Posted in: Discussion
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    posted a message on It's so ironic that villagers have been made so much worse by this update that they're no longer worth dealing with.

    I can't speak for how the new villagers are exploitable, (I don't 'farm' the game), but I do think the new villagers are much, much more playable now. Unlocking tier 1 can still be a challenge if you get a bad first trade option. And yes there remains some teething issues with the code. But overall I'm making MUCH more money from villagers now than I did before, (again, this is 'playing' with the villagers, not 'farming' them). I can now earn emeralds from sticks and stone, how cool is that? Andesite, the ugliest stone in the game, is now a commodity. I now have a reason to go on squid hunts. The new villagers are vastly more interesting than before.

    Posted in: Recent Updates and Snapshots
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    posted a message on Question about pets teleporting

    Cats and many other animals can be transported in a boat. The cat will have to enter the boat of its own will and will often do so even when you don't want them to. The cat will likely not enter the boat if you're already in it, BUT, if you swim out into the water near the boat, that will often entice the cat to get in the boat. Note that the cat will not leave the boat until you break it.

    Posted in: Survival Mode
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    posted a message on Thoughts on Villages/Villagers 1.14

    I have been playing 1.14, (now 1.14.1), for about a week. I do really like the update, though it's obvious there are still a few bugs in the new village/villager mechanics, plus a few things to quibble about, new and old.


    - Cats!!! Awesome. More animals, please, wild and domesticable. Haven't seen any panda yet but I do know where a jungle is, so.....


    - Barrels! Great concept and a sure way to keep cats from becoming annoying but broken as currently designed. Please choose a different job site for the Fisherman. As it stands, barrels are nearly useless in a village setting because no one needs more than one Fisherman.


    - I love the look of the new village architecture. Not so keen on the tiny structures. I have yet to come across anything like the ready to move-in buildings from 1.13, particularly the L-shaped ranch house. Some of the new architecture is truly bizarre, like an elevated structure that looks great from the outside but only contains a single 1x3 room with no furniture. Fisherman's Hut?(there were barrels scattered outside). Presumably the new architecture is designed small to encourage the player to build their own dwellings. Fine, but.....


    - I do wish there were a way to discourage villagers from coming in and out of >my< dwellings, short of iron doors. This is compounded by the new bed mechanics. Sleeping villagers are novel right up to the moment one sleeps in your bed, then it's annoying.


    - I'm not a big fan of the sprawling layouts of the new villages. They're just too spread out. I suppose this too is designed to encourage the player to interact more with the village, be it building defensive walls, clearing vegetation, improving paths, etc. I find it a management nuisance, particularly coupled with the wandering villager problem.


    - Wandering villagers. Ugh, hate it. It seems even worse than in 1.13. Fences might help a bit but not fool proof. SUGGESTION: give the villagers a strong impulse to stay with X blocks of any building and a stronger impulse to stay within Y blocks of their job site. Personally I'd like to see max X of 20 blocks. I want to know where those villagers are and know they are safe. Heck, I just want to know they still exist. Real world experiences below in followup post.


    - I really do like the concept of professions and the ability to specifically choose the villagers I want. Brilliant! Mechanics still a bit buggy, (real world exp. below).


    - New trading is mostly good. It can be annoying to have to repeatedly recast a profession in order to get a good/viable tier 1 villager. I don't mind that higher tiers are more difficult/expensive to unlock. High level weapons & armor are now the precious commodities they should have always been and I think it's appropriate one must work a bit to unlock them. The new trading system has severely nerfed the farmer free money machine, and that's OK. Again, it reinforces the value of emeralds and higher level items in general.


    - I really hate the illogic of village/villager/profession generation. Big village with very few villagers. Small village with many villagers. Cartography huts, (sometimes two), generated in virtually every village but Lecterns have been very rare. Leatherworker hut unnecessarily generates two cauldrons. Usually too many compost bins. Etc, etc, etc. I appreciate the randomness factor, but perhaps not quite so random, (Cap of one on Cartography huts, for example).


    - Unemployed villagers. If a village spawns with job sites, the spawned villagers should automagically spawn to assume those professions. Simple. I can alter it later if need. But I have a predominance of villagers with unemployed villagers and unclaimed job sites. Fixing/improving the wandering villager mechanics would help this problem.


    - I do wish there were better ways to A.) entice a villager to take a job site, even on the other side of the village and B.) recall villagers to their job sites when they wander off. The bell sort of works, but obviously has no effect if the villager bed is not located in the same place as the job site.


    Real world experiences in next post.

    reserved

    Posted in: Discussion
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    posted a message on It's so ironic that villagers have been made so much worse by this update that they're no longer worth dealing with.

    The more I play 1.14, the more I like the new villagers.


    The increased number of trades necessary to unlock higher levels was initially a turn off but I like the challenge it presents.


    The random trades per tier was initially a big turnoff, especially if you get a villager with a particularly difficult or useless set of first trades. But then I figured out it's very easy to reset the villager to 'unemployed' then recast them again simply by removing and replacing their job site. Not much different, and a whole lot more savory, than killing and breeding to get what you want.


    I really like the ease of creating the exact villager I want. Don't have a Librarian? Place a Lectern. Brilliant! Breeding, killing, breeding, killing, over and over while waiting for the one profession I wanted was always I major nuisance.


    The trade cap is moderately annoying but it clearly illustrates how easy some trades were/are relative to others. I can easily live with the new limits and accept the challenge to go out and find the resources needed to make a trade and earn some emeralds. Besides, I usually am emerald rich by mid game so I don't really see the caps as creating any real limitation.


    I could care less about resource farms and other exploits, though I do think such exploits are virtually inherent considering the scope and depth of the game. At a guess, I'm sure someone will figure out how to exploit the new villager mechanics, perhaps to even greater gain than before. Consider it a challenge to figure out how it can be done. On the other hand, for those who simply copy other's farm design, well, it may be a bit of wait before new farm mechanics are revealed for exploitation. Sit back, relax and enjoy the game experience.

    Posted in: Recent Updates and Snapshots
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