Minecraft

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Made significant progress on an ocean landmark, I smoked a joint and entered a flow state. I found a statue of Poseidon and knew I needed to use it in the ocean.
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The geysers make this look so neat, they really bring in motion and make the water look a lot better. I'm thinking to hollow out the disks and make the layers held up with pillars, there's a lot of room to work with but it's shaping up.
EDIT:
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It's almost done, I like it.
 
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Mojang really be doing anything BUT give us a new end update
I want the End gone. The dragon fight is boring and SNCA, end blocks are ugly and SNCA, end cities are tedious and SNCA, elytra and shulker boxes are useful but overpowered so they should just be made craftable with netherite. Also repurpose strongholds into a structure similar to trial chambers and add a boss you summon with eyes of ender to appease the speedrunfags.

They'll never do it but a man can dream.
 
I have never once reached The End simply because it's fucking boring, I want to build a little city and have little slapfights with pillagers and maybe explore the nether a bit. 90% of the fun is just vibe mining and exploring, and the entire concept of an endgame is silly.
 
I have never once reached The End simply because it's fucking boring, I want to build a little city and have little slapfights with pillagers and maybe explore the nether a bit. 90% of the fun is just vibe mining and exploring, and the entire concept of an endgame is silly.
I've beaten the dragon twice and both time were an absolute slog. It's like it was intentionally designed to be the complete opposite of an engaging boss fight. All of its dangers are completely avoidable if you have game knowledge and the fixed flight cycle basically smothers any chance for emergent gameplay. Frankly, vanilla Minecraft's mechanics just aren't suited for big boss battles, which is why I think trial chambers feel like such a step in the right direction.
 
I've beaten the dragon twice and both time were an absolute slog. It's like it was intentionally designed to be the complete opposite of an engaging boss fight. All of its dangers are completely avoidable if you have game knowledge and the fixed flight cycle basically smothers any chance for emergent gameplay. Frankly, vanilla Minecraft's mechanics just aren't suited for big boss battles, which is why I think trial chambers feel like such a step in the right direction.
Funnily enough the current dragon fight is the “improved” version from 1.9, before then it was even worse. Somehow modders can sufficiently improve it but Mojang does nothing but drool from the mouth and create useless decoration blocks.
 
The issue with that hyper-detailed style is that it falls apart when you’re close to the build. Like, if you’re making something meant to be seen from afar like with the idea of a skybox, gradients and blending colors work well but up close it just looks weird.
 
Builds made for thumbnails and YouTube videos
Part of the charm of Minecraft has always been the inherently “rough” nature of building. It’s a big, blocky style that doesn’t lend itself well to extreme detail but really lends itself to using those limitations to breed creativity.
I do respect the skill of those complex builders, I’ve seen really cool videos about building competitions with some legitimately amazing looking art, but it’s a time and place thing.
 
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