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One decade later, Minecraft world generation is interesting again

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Re: One decade later, Minecraft world generation is interesting again

#161
post #94

I love gaming as much as the next person - I spent most of my teens playing Half Life and the like. I have a genuine question as I’m very naive to Minecraft. I see a lot of time / thought / energy dedicated to making things in Minecraft and can’t help but feel it’s a bit of a waste of time. I think I feel this way because I don’t know much about Minecraft or the community. Other than for pleasure (which is a plenty g…

Are you trying to make a statement in the form of a question? It is a video game, take of it what you will.

Re: One decade later, Minecraft world generation is interesting again

#162
post #94

I love gaming as much as the next person - I spent most of my teens playing Half Life and the like. I have a genuine question as I’m very naive to Minecraft. I see a lot of time / thought / energy dedicated to making things in Minecraft and can’t help but feel it’s a bit of a waste of time. I think I feel this way because I don’t know much about Minecraft or the community. Other than for pleasure (which is a plenty g…

Why do people go for pottery classes, watch tv, ride bicycles, run, read books, or otherwise do anything other than work? I don't mean to be antagonistic but I find your question to be flawed in the first place; why do we have to always "generate value"?

Also, what is "the real world"? At this point, considering how massively popular Minecraft is, Minecraft __is__ an extension of the real world at this point. It's very unlikely that we will ever lose Minecraft to history. Commit the worldsave to a repo and that world is as good as the real world.

Re: One decade later, Minecraft world generation is interesting again

#163

Earlier quoted context omitted.

The Microsoft acquisition of Minecraft is inexplicably one of the few big tech acquisitions that hasn't completely destroyed the product. It's impressive

Eh, aside from making java and bedrock incompatible, requiring Xbox live accounts to play, deleting customer accounts in the transition to Xbox live, making realms which are different somehow from java and bedrock (many parents had a devil if a time figuring out how to setup a server for kids playing on all the platforms during lockdown)... Aside from this they didn't ruin it.

> Eh, aside from making java and bedrock incompatible

The "Minecraft Pocket Edition" (MCPE) code that became Bedrock predates Microsoft's involvement by over three years. Bedrock is actually Microsoft's effort to unify versions, eliminating the separate legacy console editions and providing cross-play with PC, mobile, and other console users.

Java remains separate because the consoles will never run Java and the modding community that exists around the Java version just can't be replicated on the Bedrock codebase. If it weren't for mods I guarantee Java edition would be dead.

Re: One decade later, Minecraft world generation is interesting again

#164

Earlier quoted context omitted.

I'm no Microsoft apologist, but I believe you've misunderstood the intention and the effect of the changes. Previously, the time-optimal strategy to acquire iron and diamonds was to dig a hole deep into the earth and then bore straight paths. This was exceptionally grindy (fans would say zen, detractors would say tedious), but effective. With 1.18, the optimal strategy is now to enter a cave and find the resources th…

> Previously, the time-optimal strategy to acquire iron and diamonds was to dig a hole deep into the earth and then bore straight paths. This was exceptionally grindy (fans would say zen, detractors would say tedious), but effective. I'm not a big Minecraft player, but I'm pretty sure the time-optimal strategy for getting diamonds consistently was to set up a deliberate mine topology which is mathematically efficient…

Unless you're really working to hit ore in a limited space, you pretty much just want to make a bunch of long parallel tunnels at the right height.

Re: One decade later, Minecraft world generation is interesting again

#165

Earlier quoted context omitted.

Have you considered modded to get a little more Factorio in your minecraft? I'm playing the "Create: Above & Beyond" pack. There is grind, the pack gives you a goal (build rocket, go to moon), but how you get there is up to you and the automation isn't quite so arcane as vanilla, and doesn't rely on "magic blocks" (Where you plonk down a single block and it magically does all the things) instead relying on you making…

The problem with those packs, especially ones like tekkit is that they just mash in a thousand different mods of barebones compatibility, some adding the same kind of ore or item slightly differently and you end up with a billion items, some of which are duplicates, no idea where to start from or what to use with what, and all in all a general unbalanced clusterfuck. Create mod by itself is fine as it is imo, no extr…

> no idea where to start from or what to use with what

A lot of recent packs give you a quest book to guide your progress and push you into the different mods slowly. You get maybe 70-80% through one mod's tech tree and then you're pushed to start on another section before you can progress into that last 20%. The Project Ozone series does a REALLY good job of making sure the different mods balance each other and interact in a way that feels good.

> you end up with a billion items

Yeah that gets bad. Most packs have some sort of inventory organization system (basically a computer you can stick all your items into with no organization and then search them up later) to help alleviate that.

Re: One decade later, Minecraft world generation is interesting again

#166

Earlier quoted context omitted.

Have you considered modded to get a little more Factorio in your minecraft? I'm playing the "Create: Above & Beyond" pack. There is grind, the pack gives you a goal (build rocket, go to moon), but how you get there is up to you and the automation isn't quite so arcane as vanilla, and doesn't rely on "magic blocks" (Where you plonk down a single block and it magically does all the things) instead relying on you making…

The problem with those packs, especially ones like tekkit is that they just mash in a thousand different mods of barebones compatibility, some adding the same kind of ore or item slightly differently and you end up with a billion items, some of which are duplicates, no idea where to start from or what to use with what, and all in all a general unbalanced clusterfuck. Create mod by itself is fine as it is imo, no extr…

The trailer for Create Above and Beyond made it look pretty integrated. They added a lot on top and did a lot of mod editing.

Re: One decade later, Minecraft world generation is interesting again

#167

Man. I really do want to like it, but this update is the first one that gives me the Microsoft-finally-took-over vibes. Traversal and with that exploration just became so much harder. The landscape is now riddled with holes that you either build scraggly bridges over, or lead to massive detours. The sides of bodies of water are much higher and steeper on average, making it impossible to see the landscape you're passi…

I haven't tried but I believe I can't play Minecraft anymore because all players have been forced to convert their Mojang accounts, which is something I simply don't want to do. Funny how a company can just take away something you purchased and you have no recourse.

Why does it matter who administers the account you use to log in to the game?

Re: One decade later, Minecraft world generation is interesting again

#168
post #29

Earlier quoted context omitted.

I think a SimClimate could become a hit. Maybe the dynamics could be gamified for kids, but I bet there are lots of adults who'd also want to just "spend months crossing the steppes" following the seasons pretty much.

Hmm are there any Climate Change strategy games? There are games for nuclear war and pandemics that are fun and educational about the globe-spanning dynamics of those catastrophes. There are also games like Universal Paperclips that provide an intuition for the exponential dynamics of complex systems. Seems like there should be a way to fuse these concepts around climate change.

Civilization VI tacked on climate mechanics with one of its addons.

https://civilization.fandom.com/wiki/Climate_(Civ6)

Re: One decade later, Minecraft world generation is interesting again

#169

> I have stopped in recent years since I find it dangerously addictive I forgot this, but that's actually why I stopped playing it. I was in uni around 2007-08 and realised it was using a serious amount of my time and energy. I just quit cold turkey back then. I've barely played any video games since this point, in fact. What I loved about Minecraft initially was the exploration. I got into it during the beta (I thin…

Surely you could always punch your way out? And an unlit cave was never pitch black as far as I'm aware.

Re: One decade later, Minecraft world generation is interesting again

#170

Earlier quoted context omitted.

The Microsoft acquisition of Minecraft is inexplicably one of the few big tech acquisitions that hasn't completely destroyed the product. It's impressive

Eh, aside from making java and bedrock incompatible, requiring Xbox live accounts to play, deleting customer accounts in the transition to Xbox live, making realms which are different somehow from java and bedrock (many parents had a devil if a time figuring out how to setup a server for kids playing on all the platforms during lockdown)... Aside from this they didn't ruin it.

Yeah, I'm a parent that was new to Minecraft during lockdown. It didn't take me long to figure out Bedrock and Java are incompatible, but I did have to explain it to other parents with kids that wanted to play with my kids (my kids play on Bedrock to be most compatible).

My biggest issue is the amount of friction when creating a new Microsoft account for a child. I have to walk through other parents in creating a MS account for themselves (if they don't have one), then how to make a child account with a username, then finding and ticking a bunch of checkboxes to allow online play, then launching Minecraft and signing in with the new child account. It's way too many steps with email verifications. It's >30 minutes. In just my circle there's several parents who gave up and sadly their kid can't play with their group of friends. People outside of tech don't have patience for that crap. This is all outside the fact that each console has their own form of friction in allowing kids to play online.

C'mon Microsoft, you can improve the new user process. Just make an optional in-game wizard asking parents a bunch of questions so kids can play ASAP. And if the issue is that it wouldn't fit in with the one-size-fits-all MS accounts used for everything else, then flag the "wizard-built" accounts as incomplete so parents can go through making a 360 account another day. Damn metrics.

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