Minecraft

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Nu-Minecraft is amazing.

I started playing again after what was probably years (I had to install it on my newest laptop, and that's two years old), knowing there was new stuff but not really what, and it's so much better than it was. It's also worse in some ways, mining is a complete bitch because it feels like there's massive fuck-off canyons everywhere and they took away most of the iron while adding useless copper, but there are way more interesting structures and geographical features. For example, I was raiding a desert temple, and found beneath it a very shallow vast sea with a low-hanging roof, completely filled with monsters. I had to fight it guerilla style and eventually was driven out, found that there was this vast sinkhole above it. I'm pretty sure it was just two separate geographical features that spawned next to each other, but having the temple's treasure chamber open up into this mysterious monster-infested cavern was really fun. Beneath my starting village, I also encountered the lush caves, beautiful creeping vines with fruit and luminescent lights everywhere.

The new villager system is great, I wish it was possible to just buy what I want instead of having two trade deals per villager, but I've taken my desert village, built new housing and other buildings in the same architectural style, expanded it from a settlement of maybe eight villagers to fifteen with almost every occupation represented and a big treasury/warehouse/official office building, tall wall and moat, and farmlands outside like hanging glowberry gardens. Building new villager workstations is intuitive. A lot of things that would be a pain in the ass (like feeding myself in the desert, or getting arrows in the desert) are easier now, because I just mass-produce sticks and paper from bamboo and sugar cane farming, and expanding villages feels like an actual rewarding goal.

New mapmaking system is also great. I used to have a cycle, no joke, where I would try to map out the world - I found that more interesting than anything else - but I would inevitably fuck up and die at some point and lose my map or get lost, then rage/despairquit the world. Now it's a lot easier to make new maps, including copies that automatically update, and you can set your respawn just by clicking the bed (don't have to sleep in it, so you can do it at any time of day), so I systematically build beds, chests filled with two spare map copies), and basic tools so that no matter where I die, I can always reorient myself. I like to try to make as much of my stuff centralized as possible, but when you start in a shithole like a desert that's not always possible. I also like to link my settlements by roads (or networks of docks, where water is involved) so that I can navigate between them without maps and can easily use horses. At the moment I've got just two proper stations but have plans to install three dockhouses and three more major bases (a jungle lumber camp, a badlands and extreme mountains mining/prospecting camp, and a plateau plains ranch), and I tend to reclaim temples (have a desert and a jungle temple now) into bases. I'd like to find a way to lure my excess villagers to start up new colonies at those locations.
 
The new villager system is great, I wish it was possible to just buy what I want instead of having two trade deals per villager
The Level 1 trades can be exploited. For example, if you want a Mending trade on a Librarian, and you have a Villager who hasn't been traded with yet, just destroy his Lectern and place it again. When he becomes a Librarian again, his trades will be rerolled.
 
I started playing again after what was probably years (I had to install it on my newest laptop, and that's two years old), knowing there was new stuff but not really what, and it's so much better than it was. It's also worse in some ways, mining is a complete bitch because it feels like there's massive fuck-off canyons everywhere and they took away most of the iron while adding useless copper
That's because ore distribution has changed quite a bit.

Iron, gold and diamonds generate more often at lower elevations while copper, coal and emeralds tend to generate more higher up.

There's a official chart for it as well:
minecraft-1-18-ore-distribution-776x1024.jpeg

And that's not even going into how other factors, like air exposure, affects how certain ores like diamonds generate.

TL;DR: mining has whole new strategic element to it now.
 
That's because ore distribution has changed quite a bit.

Iron, gold and diamonds generate more often at lower elevations while copper, coal and emeralds tend to generate more higher up.

There's a official chart for it as well:
View attachment 3480895

And that's not even going into how other factors, like air exposure, affects how certain ores like diamonds generate.

TL;DR: mining has whole new strategic element to it now.
Strategic mining pisses me off.
It was a big enough problem that I had to look it up, found that, but I did manage to find a massive mountain that is loaded with the iron. I wish copper wasn't so damn useless. I kind of wish (there's probably a mod for this) that there was realistic toolmaking where you start out picking up rocks and flints and then go stone -> copper -> bronze -> iron -> steel.

I used to dig a deep borehole all the way down to bedrock. Maybe I should go to the top of the mountain and dig a borehole. One problem is that every borehole I try to dig runs into one of those huge chasms that's all over the place now. It's easier than ever to drop straight to the depths of the earth now, but not to dig a single ladder to make it easily traversible. Used to be the worst problem was digging a borehole and running into an unavoidable lava lake.
 
Strategic mining pisses me off.
It was a big enough problem that I had to look it up, found that, but I did manage to find a massive mountain that is loaded with the iron. I wish copper wasn't so damn useless. I kind of wish (there's probably a mod for this) that there was realistic toolmaking where you start out picking up rocks and flints and then go stone -> copper -> bronze -> iron -> steel.

I used to dig a deep borehole all the way down to bedrock. Maybe I should go to the top of the mountain and dig a borehole. One problem is that every borehole I try to dig runs into one of those huge chasms that's all over the place now. It's easier than ever to drop straight to the depths of the earth now, but not to dig a single ladder to make it easily traversible. Used to be the worst problem was digging a borehole and running into an unavoidable lava lake.
I feel you. Personally, I just look an exposed tunnel or ravine and explore it for a while. I usually come out with most of what I need in afterwards.
 
The Level 1 trades can be exploited. For example, if you want a Mending trade on a Librarian, and you have a Villager who hasn't been traded with yet, just destroy his Lectern and place it again. When he becomes a Librarian again, his trades will be rerolled.
It's even better when you zombifiy them for the massive discount.
 
  • Agree
Reactions: Book Thief
It's pretty surprising how seemingly no Minecraft YouTubers talk about the downfall of the Minecraft modding community, so I'll leave a little rant about it here.

Back in the day, when Minecraft was officially still in Beta, modding was rather crude and full of pitfalls. The modding API you would use would be Risugami's ModLoader. To install ModLoader itself, you would have to open up minecraft.jar, add and replace files in it, and then delete META-INF to start off. A lot of mods could be installed by simply dropping the .jar files into a designated folder, but a lot of mods would also need to replace .class files in minecraft.jar, and eventually you would end up with conflicts and incompatibilities. And if you didn't install mods one by one, while making backups of minecraft.jar at every step, you would have to reinstall everything if some mod added to minecraft.jar caused the game to crash.

All of this changed somewhere around the official release of Minecraft 1.0, when a new modding API, Forge, was created. It was a reverse engineer project based off of Risugami's ModLoader, therefore mods made for ModLoader would work on Forge. The biggest advantage of Forge was the fact that you no longer had to dig into minecraft.jar, the entirety of the mod could be place in a separate .jar file in the mods folder, and if a mod caused problems all it took was the removal of this single file.

Forge would get updates every new Minecraft version, and so would the mods for it. Throughout the history of the updates, certain versions would get longer support from the modding community, such as version 1.7.10 or version 1.12.2. However around the time 1.12.2 was released and 1.13 was on it's way, many people were disappointed with Forge's slow updates and bad performance, which led to the creation of a new modding API, Fabric. This unfortunately led to the downfall of the modding community, as everyone would get divided over this new reality.

First, let's start with the fact that there are now two modding API's, which are completely incompatible with each other. Mods made for Forge can't be loaded through Fabric and vice versa. And you cannot use both API's on a single instance because of how radically different they go about modding the game. So now, many modders have declared that they will make mods for Forge only and won't adapt to the new API that is Fabric, others have declared that they will make mods for Fabric only and won't support the legacy API that is Forge, and some simply made their mods for both API's so that no one is left out.

The other issue that arose is the version division. Many modders have refused to update their mods to versions beyond 1.12.2, which could be explained with the fact that they would either have to choose one API or make their mods for two separate API's at once, which is well over what they're willing to do for the mod. The other part of the modders have declared that the future is now and that 1.12.2 doesn't deserve any more attention, so their mods are being made for the newest versions only and they won't get backported to 1.12.2, which was a common practice back in the day for very popular mods. Many modpacks have stayed on 1.12.2 such as the famous RLCraft due to this divison.

All of this has caused the modding community to get completely fragmented, and most importantly, the community hasn't established a new "long term support" version as they did with 1.7.10 or 1.12.2. I believe the main issue here is the API division. People cannot agree on which API is the best choice, so they sure as hell won't agree on a single version to continue to support for a longer time. Instead mods keep drifting between the newest versions and stagnating on older versions, which leads to the fact that modpacks don't really get updated to the newest versions anymore due to how many mods stay behind.

The modding community as it is right now is on the brink of extinction if no singular agreement will be made. Back in the day, it was simple. First you had a single API, Risugami's ModLoader which was the backbone of all the mods, then you had Minecraft Forge which was fully backwards compatible with ModLoader. And for years the one option you had was Forge, and it worked well, until the disagreements with the Forge project and the creation of Fabric, a completely different, incompatible API, which now coexists with Forge. And it doesn't seem to change anytime soon unless the impossible happens and both API's end up being cross-compatible.
 
It's pretty surprising how seemingly no Minecraft YouTubers talk about the downfall of the Minecraft modding community, so I'll leave a little rant about it here.

Back in the day, when Minecraft was officially still in Beta, modding was rather crude and full of pitfalls. The modding API you would use would be Risugami's ModLoader. To install ModLoader itself, you would have to open up minecraft.jar, add and replace files in it, and then delete META-INF to start off. A lot of mods could be installed by simply dropping the .jar files into a designated folder, but a lot of mods would also need to replace .class files in minecraft.jar, and eventually you would end up with conflicts and incompatibilities. And if you didn't install mods one by one, while making backups of minecraft.jar at every step, you would have to reinstall everything if some mod added to minecraft.jar caused the game to crash.

All of this changed somewhere around the official release of Minecraft 1.0, when a new modding API, Forge, was created. It was a reverse engineer project based off of Risugami's ModLoader, therefore mods made for ModLoader would work on Forge. The biggest advantage of Forge was the fact that you no longer had to dig into minecraft.jar, the entirety of the mod could be place in a separate .jar file in the mods folder, and if a mod caused problems all it took was the removal of this single file.

Forge would get updates every new Minecraft version, and so would the mods for it. Throughout the history of the updates, certain versions would get longer support from the modding community, such as version 1.7.10 or version 1.12.2. However around the time 1.12.2 was released and 1.13 was on it's way, many people were disappointed with Forge's slow updates and bad performance, which led to the creation of a new modding API, Fabric. This unfortunately led to the downfall of the modding community, as everyone would get divided over this new reality.

First, let's start with the fact that there are now two modding API's, which are completely incompatible with each other. Mods made for Forge can't be loaded through Fabric and vice versa. And you cannot use both API's on a single instance because of how radically different they go about modding the game. So now, many modders have declared that they will make mods for Forge only and won't adapt to the new API that is Fabric, others have declared that they will make mods for Fabric only and won't support the legacy API that is Forge, and some simply made their mods for both API's so that no one is left out.

The other issue that arose is the version division. Many modders have refused to update their mods to versions beyond 1.12.2, which could be explained with the fact that they would either have to choose one API or make their mods for two separate API's at once, which is well over what they're willing to do for the mod. The other part of the modders have declared that the future is now and that 1.12.2 doesn't deserve any more attention, so their mods are being made for the newest versions only and they won't get backported to 1.12.2, which was a common practice back in the day for very popular mods. Many modpacks have stayed on 1.12.2 such as the famous RLCraft due to this divison.

All of this has caused the modding community to get completely fragmented, and most importantly, the community hasn't established a new "long term support" version as they did with 1.7.10 or 1.12.2. I believe the main issue here is the API division. People cannot agree on which API is the best choice, so they sure as hell won't agree on a single version to continue to support for a longer time. Instead mods keep drifting between the newest versions and stagnating on older versions, which leads to the fact that modpacks don't really get updated to the newest versions anymore due to how many mods stay behind.

The modding community as it is right now is on the brink of extinction if no singular agreement will be made. Back in the day, it was simple. First you had a single API, Risugami's ModLoader which was the backbone of all the mods, then you had Minecraft Forge which was fully backwards compatible with ModLoader. And for years the one option you had was Forge, and it worked well, until the disagreements with the Forge project and the creation of Fabric, a completely different, incompatible API, which now coexists with Forge. And it doesn't seem to change anytime soon unless the impossible happens and both API's end up being cross-compatible.
The Fabric API has now got a fork of itself known as QuiltMC.
From their introduction blog post (Archive)

Why the Fork?​

While the Fabric Project has made significant progress towards an open and advanced mod loader, it has recently slowed down in technical innovation and failed to address several organizational issues. There are a number of changes the Quilt Project will put into place in the future to differentiate ourselves:
  • Governmental Structure – Quilt’s organizational structure has been designed with openness in mind; no one person holds all the keys.
  • Separation of Concerns – Those in charge of technical concerns should not be making important community decisions, and vice versa. Quilt’s teams each control a very specific aspect of the project.
  • Quilt Loader Plugins – Will allow other parties to change mod loading behavior in new and exciting ways.
  • Dependency Downloading – Users will no longer have to download every single dependency for each of their mods.
  • Cleaner Bytecode Modifications – A safe, deterministic alternative to “Mixin” or modifying bytecode by hand.
  • Faster Iteration & Experimentation – The Quilt project aims to fail fast. We would rather try something and fix it then spend countless months debating whether to move forward with it in the first place.

Can I mod on Fabric and Quilt?​

Fabric mods will be able to run on Quilt initially. There may be a point in the future where this is no longer possible.
Reminds me of that xkcd webcomic
standards.png
 
This Quilt thing will just collapse, and it's nothing but a bunch of weirdos.
As in, the founders are already jumping ship after having jumped ship from Fabric.
Screenshot 2022-07-16 at 21-51-32 QuiltMC on Twitter We’ll miss you ❤️ _ Twitter.png
(Tweet) (Archive)

  • Governmental Structure – Quilt’s organizational structure has been designed with openness in mind; no one person holds all the keys.
  • Separation of Concerns – Those in charge of technical concerns should not be making important community decisions, and vice versa. Quilt’s teams each control a very specific aspect of the project.
Both of these points just sound like mad trannies. I wouldn't worry about this fork gunking things up too much.
 
Quilt has virtually no reason to exist aside from bullshit Discord janny politics, so the main two players are still very much Forge and Fabric. As it stands, however, quite a few people are more and more pissed at Forge's decision-making and their insistence on utterly breaking shit even further in their own way with every major MC version. Fabric modders have been doing well so far with 1.19 while Forge mods are still at a standstill over their autistic refusal to allow things like accessing vanilla registries directly and only using their own deferred registers, along with other nonsense like a capabilities system that supposedly no one really likes to work with.

Also, LexManos is fat and I would not have sex with him.
 
I would like to add to what Slav Power said.
For some reason, Minecraft has always tickled my autism in a peculiar way, especially the mods. I always come back to it eventually. I don't think the general community has been going to shit because of 2 competing mod loaders. If you are motivated enough, most of these mods are open source and you can prove your autism by porting a mod (modding is a very challenging and rewarding puzzle).

Most of the communities centered about less normie Minecraft (only slightly) and generally, are first off on Discord. That's a problem, you are constrained by the ridiculous terms of service. Of course this does not pose a problem to those people because they side with the idea that cutting off your dick is a heckin valid and beautiful move. Wherever you go, forge, fabric, quiltards, it's all the same. Self entitled "non binary" idiots who run the mainstream show.

There might be a correlation with being on the spectrum and modding mc (also doing it requires a lot of time (implying unfitness for anything real)).

As for LTS versions, it's not a realistic thing to hope for anymore, most people chase the memeversions. I personally stick to 1.7 and 1.7 only, learning how to mod it in order to back port vanilla features and mods.
 
As for LTS versions, it's not a realistic thing to hope for anymore, most people chase the memeversions. I personally stick to 1.7 and 1.7 only, learning how to mod it in order to back port vanilla features and mods.
Exactly. 1.7.10 and 1.12.2 have made such an impact for the modding scene that those same modders have no reason to mod for versions beyond them. There are so many changes between the versions to the point that most mods would need to go through a complete rewrite if someone wants to port them to the more recent versions.

It's way more convenient to just stick to a single version of the game and mod for that.
There might be a correlation with being on the spectrum and modding mc (also doing it requires a lot of time (implying unfitness for anything real)).
Nah, it's more of a group overlap. Quite a few gender special snowflakes just so happen to also be tech geeks.
 
It seems Mojang has also made a brave stance against NFTs (Archive):
To ensure that Minecraft players have a safe and inclusive experience, blockchain technologies are not permitted to be integrated inside our client and server applications, nor may Minecraft in-game content such as worlds, skins, persona items, or other mods, be utilized by blockchain technology to create a scarce digital asset. Our reasons follow.
Their reason:
Each of these uses of NFTs and other blockchain technologies creates digital ownership based on scarcity and exclusion, which does not align with Minecraft values of creative inclusion and playing together. NFTs are not inclusive of all our community and create a scenario of the haves and the have-nots. The speculative pricing and investment mentality around NFTs takes the focus away from playing the game and encourages profiteering, which we think is inconsistent with the long-term joy and success of our players.


We are also concerned that some third-party NFTs may not be reliable and may end up costing players who buy them. Some third-party NFT implementations are also entirely dependent on blockchain technology and may require an asset manager who might disappear without notice. There have also been instances where NFTs were sold at artificially or fraudulently inflated prices. We recognize that creation inside our game has intrinsic value, and we strive to provide a marketplace where those values can be recognized.
As such, to ensure that Minecraft players have a safe and inclusive experience, blockchain technologies are not permitted to be integrated inside our Minecraft client and server applications nor may they be utilized to create NFTs associated with any in-game content, including worlds, skins, persona items, or other mods. We will also be paying close attention to how blockchain technology evolves over time to ensure that the above principles are withheld and determine whether it will allow for more secure experiences or other practical and inclusive applications in gaming. However, we have no plans of implementing blockchain technology into Minecraft right now.
 
It's pretty surprising how seemingly no Minecraft YouTubers talk about the downfall of the Minecraft modding community, so I'll leave a little rant about it here.

Back in the day, when Minecraft was officially still in Beta, modding was rather crude and full of pitfalls. The modding API you would use would be Risugami's ModLoader. To install ModLoader itself, you would have to open up minecraft.jar, add and replace files in it, and then delete META-INF to start off. A lot of mods could be installed by simply dropping the .jar files into a designated folder, but a lot of mods would also need to replace .class files in minecraft.jar, and eventually you would end up with conflicts and incompatibilities. And if you didn't install mods one by one, while making backups of minecraft.jar at every step, you would have to reinstall everything if some mod added to minecraft.jar caused the game to crash.

All of this changed somewhere around the official release of Minecraft 1.0, when a new modding API, Forge, was created. It was a reverse engineer project based off of Risugami's ModLoader, therefore mods made for ModLoader would work on Forge. The biggest advantage of Forge was the fact that you no longer had to dig into minecraft.jar, the entirety of the mod could be place in a separate .jar file in the mods folder, and if a mod caused problems all it took was the removal of this single file.

Forge would get updates every new Minecraft version, and so would the mods for it. Throughout the history of the updates, certain versions would get longer support from the modding community, such as version 1.7.10 or version 1.12.2. However around the time 1.12.2 was released and 1.13 was on it's way, many people were disappointed with Forge's slow updates and bad performance, which led to the creation of a new modding API, Fabric. This unfortunately led to the downfall of the modding community, as everyone would get divided over this new reality.

First, let's start with the fact that there are now two modding API's, which are completely incompatible with each other. Mods made for Forge can't be loaded through Fabric and vice versa. And you cannot use both API's on a single instance because of how radically different they go about modding the game. So now, many modders have declared that they will make mods for Forge only and won't adapt to the new API that is Fabric, others have declared that they will make mods for Fabric only and won't support the legacy API that is Forge, and some simply made their mods for both API's so that no one is left out.

The other issue that arose is the version division. Many modders have refused to update their mods to versions beyond 1.12.2, which could be explained with the fact that they would either have to choose one API or make their mods for two separate API's at once, which is well over what they're willing to do for the mod. The other part of the modders have declared that the future is now and that 1.12.2 doesn't deserve any more attention, so their mods are being made for the newest versions only and they won't get backported to 1.12.2, which was a common practice back in the day for very popular mods. Many modpacks have stayed on 1.12.2 such as the famous RLCraft due to this divison.

All of this has caused the modding community to get completely fragmented, and most importantly, the community hasn't established a new "long term support" version as they did with 1.7.10 or 1.12.2. I believe the main issue here is the API division. People cannot agree on which API is the best choice, so they sure as hell won't agree on a single version to continue to support for a longer time. Instead mods keep drifting between the newest versions and stagnating on older versions, which leads to the fact that modpacks don't really get updated to the newest versions anymore due to how many mods stay behind.

The modding community as it is right now is on the brink of extinction if no singular agreement will be made. Back in the day, it was simple. First you had a single API, Risugami's ModLoader which was the backbone of all the mods, then you had Minecraft Forge which was fully backwards compatible with ModLoader. And for years the one option you had was Forge, and it worked well, until the disagreements with the Forge project and the creation of Fabric, a completely different, incompatible API, which now coexists with Forge. And it doesn't seem to change anytime soon unless the impossible happens and both API's end up being cross-compatible.
I've been waiting for Thaumcraft for 6 years...
 
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