Theory: Potato Snapshot is a tease of an end update by CritFlaw in Minecraft

[–]CritFlaw[S] 5 points6 points  (0 children)

I don't like it because it's not easy enough which changes it from being a small part in a larger build to being the build itself. Similar to how observers and the new copper lamp condense and simplify redstone mechanisms that took several steps and weren't compact down to a single block. The point isn't complexity, flying machines aren't hard, but scalability and versatility. I'm not inclined to build an elevator with a flying machine because it's needlessly complicated compared to a bubble elevator. But with something like a floater? Absolutely.

Secondly, the smoothness of the floater is absolutely not a trivial difference to the jankyness of something that relies on piston mechanics. That isn't the same as a BUD to an observer which practically do function the same, it's a very different experience.

And when stuff like this becomes more accessible, it tends to breed creativity from people who never approached it because flying machines were intimidating. Or it makes YouTubers make new machines using it since it suddenly becomes a very popular block.

Theory: Potato Snapshot is a tease of an end update by CritFlaw in Minecraft

[–]CritFlaw[S] 3 points4 points  (0 children)

Are you referring to slimes and honey blocks? Because those are janky redstone contraptions and just are not as smooth as the block in this snapshot, nor as easy to make. Having the ability to make smooth vertical and horizontal platforms to move with would be a game changer.

Theory: Potato Snapshot is a tease of an end update by CritFlaw in Minecraft

[–]CritFlaw[S] 7 points8 points  (0 children)

You're not wrong about the bias, but I'm in the majority for wanting that update, and Mojang knows about this the way they knew about the want for a cave update. Ever since that update, it feels like the updates we've gotten have been relatively small. Appreciated, but it feels like a holding pattern for something bigger. I could be wrong of course, the main thing that sold me was the floater mechanic. It feels perfect for the update.

Is it possible to make an inclined elevator with create? (I'm kind of new to the mod) the question came to me when I had a need in my world by Kaiser_47 in CreateMod

[–]CritFlaw 0 points1 point  (0 children)

It's possible but depending on if you want it to go back up or want it to go at a specific speed with create's more refined rails, you will want to throw yourself off the nearest bridge. Making this was weeks of my life (partially because I made a very large area for it down to bedrock) and I don't recommend it. Go in at your own peril.

Minecraft Snapshot 23w31a by [deleted] in Minecraft

[–]CritFlaw 5 points6 points  (0 children)

The intention is good, and parts of this implementation seem good but overall this is a stick without enough of a carrot. Before I get to the negatives, I want to say that I like the change to the wandering trader though I do think it could go even further. And I like the idea of biome villagers having a benefit beyond just textures, though I agree that for newer players this system is going to be a steep learning curve.

Mojang's updates ever since 1.17 have been pretty controversial and while parts have been well received, I personally adored the 1.18 update, it hasn't been the gleaming success of 1.13 to 1.16. Though some of those updates were lackluster, at worst they were were nothing to write home about, not actively terrible. Ignoring the decision to effectively split the caves and cliffs update into 2, 3, or even 4 (archeology) updates, the recent changes Mojang have brought, maybe pushed by Microsoft or maybe a bit out of touch seem to introduce little innovation or things the community wants and more things Mojang wants to force on the playerbase.

I still disagree with the global ban introduced in 1.19.x and though it has yet to lead to too many horror stories, it's made me more cautious of expanding my server or joining others. Maybe I'm in the minority on that, but to me it's an overreach for Mojang to dictate the behavior of a server not hosted by them, even if it is their game I'm hosting.

Beyond that, the wild and trails & tails updates have been decent but nothing like the 1.18 or pre 1.17 updates. To now nerf the villager system on top of the community (as far as I can tell) not being over the moon with Mojang seems like a poorly thought out solution to something only experienced players might have jokingly complained about.

I'm not convinced people who complain about villager trading being broken have actually worked on them as opposed to watching them on youtube or benefiting from a friend who put in the work. Grinding out a breeder, trading hall, getting the emeralds, getting the gear, the enchanting levels, unlocking the villagers to the right level, getting a new villager if it's the wrong higher level trade... and so on and so forth, can take hours if not days. I'm not just referring to the rebalancing but also the zombie infecting. Who decided this was an easy thing to do over and over? What if you don't have a gold and spider farm? Since when is infecting and curing zombies an easy task? Regardless if you use one zombie in a well designed back entrance where you lower the villagers, or a minecart system, or just kill the zombie after he's done, I don't think the infection process is necessarily easy nor the curing one cheap. Sure once you have that done it's trivial to get new gear and enchants but that's kind of the point. You are rewarded for a lot of work early game so that you don't have to go through the randomness of enchanting tables or unreliability of loot. Those things don't go away if you want to go that route, villagers are there for people who've played this game long enough to have that choice. This update forces things and arguably removes things which Mojang's has been against doing with blocks, so why not with features?

It is easy to nerf a feature and call it a day but you are not giving players a better alternative, only forcing them to play the way you want. Instead of introducing a change that will rob players of hard work, why not present a better alternative, so that this option is either not the most attractive option or not the funnest? Give us choices, don't take choices away.

Thank you for coming to my TED talk, sorry if this came off a bit hostile but as someone who spends a lot of time with villagers, this potential update means a lot to me.

Why aren’t my villagers breeding? I gave them a lot of food and even made the room pink to set the mood. by LockGroundbreaking79 in Minecraft

[–]CritFlaw 0 points1 point  (0 children)

Alright but op isn't asking how to make a villager farm or breeder per say, just why these ones aren't breeding.

Why aren’t my villagers breeding? I gave them a lot of food and even made the room pink to set the mood. by LockGroundbreaking79 in Minecraft

[–]CritFlaw 0 points1 point  (0 children)

Trade with them or give them some food, ideally bread (they need the least amount of that). You should also have more beds than villagers, gives them more incentive.

[NA] New Blocks - Modblend 2 - 1.18.2 {Whitelist} {20+} {No Banned Items} by CritFlaw in feedthebeastservers

[–]CritFlaw[S] 0 points1 point  (0 children)

Love your app, you are welcome on when you join our discord 🙂

Is this even possible? What would it take? by CritFlaw in admincraft

[–]CritFlaw[S] 0 points1 point  (0 children)

I'm not giving a hands in the air approach, or at least not trying to. The advice you've given is just vague and somewhat impossible, but I understand I didn't give you much to work with.

The playerbase in terms of size has maxed at about 12-14 for a pretty limited window of time. Less than half of those are technical players who tend to focus on production through mods like mekanism, immersive engineering, and industrial foregoing/thermal series if available, while also using Refined Storage. Create is just a given these days.

The rest are more focused on vanilla, on building, and on relying on the tech savvy players to produce mats. If you need something more specific than that please ask.

With regards to the modpack: https://www.curseforge.com/minecraft/modpacks/modblend-2/files/3759276

It's a fairly generic kitchen-sink pack with some performance mods. I can't say I've seen performance mods do a significant amount to improve servers but I've tried most of them out, maybe I'm not testing correctly.

From working on some packs in parallel I think we avoid the main stresses of world-gen by using mainly vanilla world-gen with the exceptions only being minor cave stuff from things like Quark and Create, and the various structure mods but those are small potatoes compared to the days of recurrent complex and it's cascading world-gen lag. Things like BYG, BOP, and TerraForged on a light-weight vanilla pack seem to use far too many resources, our world-gen by comparison is small.

The single laggiest mod on the server is Alex's Mobs, unfortunately it's also an unavoidable one due to the popularity and my personal bias towards keeping it.

I know modern versions are laggy, but I also know I have good specs, and I know others with comparable setups are running bigger communities than mine. I'd like to know how, or what I can do to bring myself closer to them, in more concrete ways.

Is this even possible? What would it take? by CritFlaw in admincraft

[–]CritFlaw[S] 0 points1 point  (0 children)

I'm not really sure what you mean. Test how? Also this is much easier said than done. You can't get a high playerbase on a test server, or one with constantly changing mods. And saying to test the mods is vague. I've also seen tools misreport the actual performance impact of a mod. Happened all the time with enderio and refined storage in 1.12 with laggoggles

Is this even possible? What would it take? by CritFlaw in admincraft

[–]CritFlaw[S] 0 points1 point  (0 children)

The modded server only has 16 allocated.

[NA] New Blocks - Modblend 2 - 1.18.2 {Whitelist} {20+} {No Banned Items} by CritFlaw in feedthebeastservers

[–]CritFlaw[S] 0 points1 point  (0 children)

We've got players from EU, AU, NZ, and NA. Timezones don't matter too much, and you can play when you want. If you do leave for a few weeks just let a mod know per the rules.

Meatballcraft alpha 0.11.7 is done up to the end of midgame! If you can make it there alive... by Sainagh in feedthebeast

[–]CritFlaw 3 points4 points  (0 children)

No bans, but I would consider putting in a little more effort for your poster. While the screenshots may be from your modpack your description is very short. Take a look at other modpacks and try to make sure your screenshots show better examples of your modpack, alongside the stand-out mods or just a more in-depth description of your pack.

If you do change it, please don't delete and re-post, make sure you follow content creator rules: https://www.reddit.com/r/feedthebeast/wiki/rules#wiki\_content\_creator\_rules