When 1.5 comes out..

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Confidential1207

New Member
Jul 29, 2019
101
0
0
I believe that having new and cool things added to the game is nice but there is no final "goal" (at least I can see) from Mojang. Most of their updates since 1.0.0 have added random things I don't use such as bats. I would like Mojang to fix all of the bugs in their game before adding new stuff. Also the new redstone mechanics are useless when you have redpower.
 

benben500

New Member
Jul 29, 2019
91
0
0
I don't mind at all they add new content to the base game, in fact I think it's a great thing.

Like I posted before though- there isn't any sense of direction of what they want to do with the game. It just seems so random...

It doesn't seem that random. Every update has had a theme since the adventure update. However, the randomness seems to occur in the category after it is chosen. For example, in the "pretty scary update", almost everything seemed to fit into the "scary" theme. But the scary things were extremely random. Invisibility, passive bats, witches, and a new boss that does almost as much world damage as the Ender Dragon. It all can be scary, but it's also random.
 

Confidential1207

New Member
Jul 29, 2019
101
0
0
It doesn't seem that random. Every update has had a theme since the adventure update. However, the randomness seems to occur in the category after it is chosen. For example, in the "pretty scary update", almost everything seemed to fit into the "scary" theme. But the scary things were extremely random. Invisibility, passive bats, witches, and a new boss that does almost as much world damage as the Ender Dragon. It all can be scary, but it's also random.
What they added though was not very expansive. The bats were unneeded and does nothing beside fly around. The wither is useless unless you want to make beacons which is mostly useless with ic2 tools and armor. The wither also isn't worth the reward for the time you have to hunt wither skeletons. Witches I have never found and are only good for a renewable supple of redstone and glowstone. The only thing I liked that was added to the update was the invis potions.
 

Sphinx2k

New Member
Jul 29, 2019
195
0
0
But you have to see that the majority of the Mine craft Players plays vanilla, maybe never touched a thing like a texture pack. And for them it is cool to have a long time goal like, building a beacon.
I don't like the speed they push small updates and would like to see them making fewer but bigger updates, so everything is a bit more stable for modding.
I don't realy need the redstone update, but i like to get the HD Texture Pack support they build in. So looking forward for 1.5
 

Belone

New Member
Jul 29, 2019
417
0
0
I feel that a lot of the randomness of the updates comes from the fact that actually Mojang are making subtle changes in the background, IMO vanilla Minecraft is a lot more stable than it was even a year ago. The problem then arises that people would see updates, but not seeing anything visibly different within their game, so they have to add little random things just so stop people complaining that they are having to update without getting anything.
 
  • Like
Reactions: arkangyl

Juanitierno

New Member
Jul 29, 2019
579
0
0
Because of the merge, minecraft is more CPU-enemy and the rendering engine is screwed up... Instead of being backwards.

While you are correct (clientCPU + serverCPU > oldCPU) the new system allows multi-core computers (practically all computers now) to run the server and the client on different cores, actually improving the performance on most systems.
 

Honza8D

New Member
Jul 29, 2019
122
0
0
...
This one is my personal favourite, nice to know you went to all the effort of making a trapped chest- then undermine it with this functionality in the same update.
...
Those 2 are different. You can open normal chest, switch diamds with the same amount of sand and the redstone signal wont change. Trapped chest on the other hand emits signal as soon as somebody opnes it. So normal chest is more for automation, so you know when its full for example.
 

slay_mithos

New Member
Jul 29, 2019
1,288
0
0
But if you fill it with something, as soon as someone takes an item, it lowers the signal, making it possible to trap it.

Works best when the amount per slot is low though.
 

Honza8D

New Member
Jul 29, 2019
122
0
0
But if you fill it with something, as soon as someone takes an item, it lowers the signal, making it possible to trap it.

Works best when the amount per slot is low though.
Thats not true, just tried it and it doesnt lower the signal every time you take something, only when i took a significant number of items. Unless you fill it precisely so even one item missing will lower the signal, but then again, somebody can put some useless stuff there and take precious diamonds
 

slay_mithos

New Member
Jul 29, 2019
1,288
0
0
yeah, how about you put 1 diamond in each slot?
or other combinations where one can't put anything without taking something else instead.

Although, I don't know if it ticks when you have a stack in your cursor and click an other stack, replacing it.
 

arkangyl

New Member
Jul 29, 2019
295
0
0
I feel that a lot of the randomness of the updates comes from the fact that actually Mojang are making subtle changes in the background, IMO vanilla Minecraft is a lot more stable than it was even a year ago. The problem then arises that people would see updates, but not seeing anything visibly different within their game, so they have to add little random things just so stop people complaining that they are having to update without getting anything.
This. Anyone who studies the MC code can tell you, between 1.3.2 (when they started planning the Modding API and hired Dinnerbone) and 1.4.7, a heck of a lot of the internal code has been rewritten. An easy example of this is the dispenser. In 1.3.2, the Dispenser class was a huge mess of tangled code that determined what action to take based on what item was dispensing. To make it easier for future modders to add their own Dispenser functions, they completely overhauled its code, moving each behavior to its own class. Now a modder can write a new Dispenser Interface class instead of modifying the base Dispenser class. If two modders modify the same code, bad juju happens.

These surface changes are mostly pointless. They're to distract people with shiny new toys while Dinnerbone and Jeb do the real heavy lifting of cleaning up Notch's spaghetti code.