My most controversial take

Kaledo Art
Alisa U Zemlji Chuda
dirt enthusiast
Game of Thrones Daily
Claire Keane

⁂

JBB: An Artblog!

shark vs the universe
$LAYYYTER
Monterey Bay Aquarium
hello vonnie
noise dept.
I'd rather be in outer space 🛸
styofa doing anything
taylor price
KIROKAZE

JVL

if i look back, i am lost
Cosimo Galluzzi

oozey mess

seen from United States

seen from Venezuela
seen from India
seen from Türkiye
seen from Canada
seen from Qatar

seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States

seen from United States

seen from United States
seen from United States

seen from United States

seen from Chile
@guardian-farm
My most controversial take
Obviously my post about wool colors applies to glass as well, but wouldn’t it be neat if there was like… a new, seperate tier/spectrum of colors that sheep can’t be dyed, which require harder-to-find resources? Like what if there was a kind of brown that you had to crush up nautilus shells to make, a kind of purplish red that you needed to find nether-rubies to get, a turquoise you had to find a rare coral to make, a dark rose magenta from nether roses, etc? It would be neat to have like a “rare” rainbow to accompany the common one that can be made from everyday flowers.
Rough Draft
Minecraft savannah update.. 🐕🐘🦁
Imagine if minecraft had tumblr
439 notes
💎 villager9 Follow
By the Nether, those blasted undeads have been especially bold! I fear our iron construct may not be able to hold out much longer...
19 notes
🟣 endergirlpearls Follow
remember the Herobrine scare in 2016 that we just. don't talk about anymore
_______________________________________________________________________
👓 white-eyes Follow
:(
_______________________________________________________________________
🟣 endergirlpearls Follow
What the fuck
100 notes
🗡 xxpro-gamerxx Follow
boy, this nether adventure is making me tired. Thank goodness I brought a bed!
-3 notes
🔺️redgineer Follow
What if I snort this?
_______________________________________________________________________
🔺️redgineer Follow
Hospital
87 notes
🟦 blue-tube-coral-block Follow
THREE CHEERS FOR GIRL RECTANGLE!!!
391 notes
👦 steveminecraft Follow
Where am I
genuinely cannot believe there are people who play this game who do not like terracotta
any Minecraft tips for someone who has literally never played before and is about to play for the first time?
I really do suggest trying to make it as far as you can without looking anything up online, because the journey of discovery minecraft takes you on is really like no other. but there are some essential things to know:
You eat food by holding the food in your hand and using it like you would use a tool to mine a block. This took me forever to figure out.
You can eat rotten flesh if it comes down to it.
You have to mount a horse repeatedly to tame it, and only then can you put a saddle on it. You need a saddle to ride/control a horse. Some horses are faster than others.
You need to keep your hunger bar full so your hearts will regenerate when you get hurt.
Monsters spawn in the dark, so light sources protect an area from monster spawning
Make a fishing pole! Fishing has a chance of giving you good loot.
Since 1.18, iron is basically mostly found in very high elevations and in iron veins DEEP underground. Which sucks because iron is one of the first things you need to progress. Try climbing mountains but watch out for powder snow.
When caving, always take some logs with you. You might need to make a crafting table, get sticks for torches, or smelt them into charcoal for torches.
Don't dig straight down (directly below you). You don't know what's under there.
If you see something that looks like a cluster of lighted buildings, that's a village, and it WILL NOT hurt you. The villagers don't even care if you steal their stuff. Hanging out in a village is a good way to survive early game. But if you accidentally hit a villager in front of an iron golem, the iron golem will kill you.
If you're stuck outside in the dark, building a tower underneath yourself out of blocks or hanging out on an island surrounded by water can protect you. Watch out for Drowned if you do the second thing though
Mark your trail as you travel in some way so you don't get lost.
The Nether is accessed by constructing a portal; that's all i'm saying for now
So how about those new deep cities and skulk family
i think minecraft is a really really great example of how a game's set of incentives and mechanics can create ideological (and in this case very objectionable) implications without any intent being necessary on part of the creators
like we know that resource automation wasn't an intended playstyle and wasn't designed around--but at the end of the day the 'optimal' (according to the progression mechanisms the game sets up, and therefore the implicit goals you are given) way to play the game is to create industrialised slaughter machines, including--most problematically--of 'golems' (!) and i do think that any analysis of minecraft needs to reckon with that
One thing I think is really interesting is, Minecraft (or at least my memory of it, it’s probably changed since I played) doesn’t really ever require you to acquire resources on the scale that would necessitate building elaborate resource automation systems. Like most of those systems require a huge up-front investment in resources that your average player I think would rather just spend on some armor or whatever. No explicit goal in Minecraft will ever ask you to have one billion iron, one trillion cobblestone, but people like...decided they wanted that. The Youtube content creator space around Minecraft loves enormous bases with massive efficient factories, and it’s become associated with “good” or “optimal” play, but like... optimal towards what goal? It’s not the optimal way to reach the explicit end of the game, as evidenced by speed-runners not doing anything like that. But the gaming community at large decided that the most significant victory you can have over the game of minecraft is to extract One Hundred Billion Resources Per Second, and to me that does actually speak to the cultural significance colonialism holds in the gaming space. Like it’s basically a replication of the hundreds and hundreds of other games where resource extraction is the explicit goal that people have played
There’s something that’s been bothering me about my post for a bit, and I wanted to add on. I do still think that the desire to automate mass-production in Minecraft comes (at least partially) from players external preconceptions about resources and victory in games and is not directly incentivized by the systems, but I guess...I wanted to clarify that the method of play that’s more directly incentivized is still also colonialist in nature. Like the core fantasy of Minecraft is still to be put in a terra nil where you display mastery over the world by virtue of being the only one with the agency to change it and extract resources from it. This is pretty directly what the point of the game is both from the marketing material and my experience of people playing it for the first time. And this is like...still a colonialist fantasy whether it looks like an industrial slaughterhouse or your little wood cottage base on a hill.
How about an addition from someone who actually...plays Minecraft (me).
Like...the first reblog in particular is just completely inaccurate to the game? The most crucial resources for progression in Minecraft (diamonds, obsidian) aren't automatically farmable at all. The automated farm being described, an iron farm, is highly inefficient in its simpler versions and isn't exactly easy to make for a new player. The purpose of an iron farm isn't efficiency, it's sustainability: it lets you make more iron in the same space rather than exploring outward and expanding your mining activities.
Most auto farms don't include "slaughter machines" either? Like...there's mob farms where you kill zombies, skeletons, spiders and creepers, there's the iron golem based iron farm, and that's about it in terms of farms the average player might want to create.
The automated farms I've built the most are: a sheep shearing machine, sugarcane farm, bamboo farm, pumpkin farm, and kelp farm. I've also built cactus and moss farms.
Not only is auto farming not directly incentivized, it is not at all intuitive to discover or figure out. There's a reason Redstone is somewhat of a niche sub-community within the player community—it takes a ton of effort and experimentation and frustration to learn how to exploit the game's mechanics in order to automate farming, and it is even harder to design a farm that is actually worth the resources you put into building it.
It's straight nonsense to call auto farming a byproduct of colonialism, just as it would be nonsense to call beating Super Mario in the fastest possible time colonialism. Because it is ultimately about two things:
alleviating how extremely tedious it is to grind for resources like cobblestone that are often needed in huge quantities if you want to build something large
stretching the limits of the medium for the hell of it
Like, as someone who does build Redstone contraptions, it is super annoying to see automation characterized as a product of resource extraction as a gaming trope. It is fun to build Rube Goldberg machines and exploit obscure glitches, and it's nice to be able to flip a switch to get cobblestone instead of spending a whole hour just clicking in a gray 1x2 corridor, and to automatically harvest sugarcane instead of harvesting "by hand" and accidentally destroying the bottom block and having to replant again.
The thing that's intoxicating about building more efficient farms is that they're essentially open engineering problems: the mechanics involved are so complex that it's never quite "solved" what the most efficient farm is, and efficiency is a solid metric by which to measure engineering feats. And it's a very fun, neat thing.
The only part of this post that holds any water is the part about Minecraft's empty world you are invited to develop and build upon is a colonialist fantasy, which...is true to some extent, but at the same time, the problem with the colonialist myth of an empty land free for the taking was that it WASN'T TRUE AND PEOPLE LIVED THERE.
If the Americas had in fact been completely empty of human inhabitants, settling there would not have held the same moral implications.
This discussion gives me the same vibe as "cottagecore is colonialist": the colonialism comes from the context and assumptions involved, not from the mere act of wanting to grow food or live in the country. There's no innately colonialist element to building a cottage or exploring a place. I don't really feel that shaping and exploring the world in Minecraft is colonialist any more than bringing something into being in a drawing or painting, or carving a piece of wood, or planting a tree, is.
And I would argue "shaping and exploring the world around you" is part of human behavior throughout history across cultures and is ultimately a good thing—this is how we domesticated plants and animals! how we shaped and tended to ecosystems!
Anyway, this is a bizarre post because there very much are actual colonialist elements to Minecraft. The ways you're encouraged to treat villagers, particularly how you basically have to build a wall around villages to protect the villagers from killing themselves somehow, and otherwise "help" them. More recently in the game, the addition of piglins and bastion remnants introduces a class of still-inhabited structure that you are encouraged to loot and steal from. The piglins themselves can interact neutrally with the player and can be traded with, and they are not undead "monsters" or spiders or slime cubes but Alive Sentient Beings—yet you're still encouraged to kill them. Which is kinda fucked up!
And of course there's a very viable line of thought in how the procedural generation of minecraft makes land an unlimited resource. There will always be more pristine wilderness no matter how much you deplete your existing space.
But bringing up automatic farming (something that exists almost purely as an engineering flex and to reduce grinding) as a colonialist element is purely ridiculous
Minecraft 1.20 thoughts:
The highlight is, of course, the cherry blossom grove biome and cherry trees. The cherry wood just looks SO GOOD with everything. I've made so many builds incorporating it already and it's so easy to work into a color scheme. Cherry wood. Hhhhhnnnnghh. Such a delicious shade of pink. I want to eat it.
Also really excited about the bamboo wood set, it looks amazing and adds a lot of functionality to bamboo.
Feeling pretty positively about the armor trims, though I wish there were more where the decorative material was more dominant in the color scheme.
Trail ruins and archaeology: Mixed feelings. I think archaeology is a fun mechanic, I like exploring the trail ruins, but they really, really turn inventory management into an absolute nightmare.
There are many different varieties of pottery sherds, I think at least 20. Sherds of different types do not stack. There are 4 armor trims that can be dropped by suspicious gravel in trail ruins. Trims of different types do not stack. The trail ruin structures themselves include many different varieties of terracotta and glazed terracotta, (at least 6 different colors of each) and—you guessed it!—each type stacks separately.
Additionally, suspicious gravel in trail ruins may drop any of several colors of candle (I have found red, purple, green, brown, and blue candles) and any of several colors of glass pane. The process of digging the ruin out will fill your inventory with at least 6 stacks of gravel as well as a lot of dirt, coarse dirt, cobblestone, and flint.
To top it all off, unless you want to enchant your brush with Unbreaking, you will need to carry multiple brushes because the brush breaks before the ruin is fully cleared.
Even with multiple shulker boxes clearing a ruin fully in one trip is impossible. What were the devs even thinking??? Are we expected to throw away the candles and other "junk" drops and ignore the glazed terracotta, mud bricks, and other tedious-to-obtain blocks in the structure itself?
This update shares with 1.19 the bizarre attribute of the devs supposedly being very focused on the player experience, while seemingly not noticing key parts of the player experience. The new mechanics and features in both have some incredibly fun and engaging elements to them but also some glaring problems.
I'm pretty much just indifferent to the clay pots? They would be more fun if they incorporated some basic colored patterns and/or actually could be used for something.
Changes to sign editing, and hanging signs are both fantastic.
The "Netherite Upgrade" is shit and I'm not sorry to say it.
Like...netherite is already so incredibly tedious and difficult to obtain that it's almost not worth bothering with. 4 ancient debris is needed to craft a single netherite ingot. You need 16 ancient debris to upgrade a full diamond armor set to netherite, and 8 more if you want to upgrade a sword and one pickaxe. If you don't have Mending on all of them, basically go fuck yourself, because from that point you will need multiple netherite ingots to repair a piece of equipment in the same way you would need multiple diamonds to repair diamond equipment. All of this for a set of equipment that will be fucking gone if you die and can't recover it.
And yet the devs have decided to??? fucking...add a generic, painfully uncharismatic new item to provide another barrier to obtaining netherite gear? because it's too easy or something???
I haven't broken into the other new additions very much, but I will try to obtain a sniffer egg soon...
If the devs want to encourage players to explore, they need to implement some way of making mistakes and failures less fucking punishing.
Like, a good set of gear is a very time-consuming investment, but if you die with your gear, it's often just gone. You're back to square one. And unless you have Mending and Unbreaking III on all of your gear, it's borderline impossible to max out an "extra" set of gear because the process of trying to get enough EXP depletes the gear that you have, and you need EXP to repair gear. Repairing gear gets more expensive the more you repair it.
It's not so bad if you have a really good mob grinder and a librarian villager that trades you mending books, but before I started playing on a multiplayer server, I had no idea either of these things were possible. I'm pretty sure I didn't even know what Mending did. I only had a couple mending books and didn't want to use them because they appeared to be so rare.
On my old survival worlds I had one Totem of Undying per world but never used or equipped them, because I had no idea they were renewable, because I had never done a raid, simply because I saw that raids spawned pillagers to kill my villagers and decided that I was supposed to stay away from villages when I had the "bad omen" effect. It never would have occurred to me to use an innocent hapless village to intentionally trigger raids, even just to see what happened.
I have never beaten the game without keepinventory. The first time I beat the Ender Dragon, I fell into the void and died trying to get into the exit portal. Do you have any idea how devastating that would be if I just lost everything immediately after beating the final boss
tbh most minecraft players don't realize how unplayable the game is without a great deal of foreknowledge of the game, some of which can only be obtained by watching a bunch of youtubers or something that are i guess beamed into the brains of every 14 year old by magic.
everyone is like "yeah yeah farming gunpowder by creating a 2-block tall chamber with a roof of trapdoors level with the top of the second block and pillars every 3 blocks to prevent spider spawning we've all heard of it" meanwhile when I first started playing I didn't know how to eat food so every time my hunger bar got too low I would kill myself by jumping off the roof of my house
Enderpearls based off an endermans diet, I will probably more in the future, you can tell some of these are better than others, next I'll be making a list on things Endermen should and can eat, and stuff that is very bad for their tummies
hi there, this is block! welcome to the minecraft sideblog!
no pronouns, no problem | fav mob is the guardian
pocket edition player since 0.8.0
primary interest in posting headcanons and theories, and reblogging stuff! stick around for more :]