Doing the Lord’s work in the Devil’s basement

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Joined 1 year ago
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Cake day: May 8th, 2024

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  • the zombification exploit is an exploit (unless they fixed it? idk I haven’t played since before the update with the warden), setting up a farm with the desired villagers is an absolute chore

    Not sure what you mean ? Villager curing is a legit mechanic, and it’s not absolutely required. Personally i never bother, as emeralds are so easy to farm they’re basically infinite. I see what you mean about building villager “trading halls”, though, i used to hate it too. But it’s not really required either i guess. You can just pop into a village, convert 3 or 4 villagers to librarians with the trades you want : mending, unbreaking, efficiency & protection will get you most of the way even if it’s not maxed-out gear you’ll already see the difference. For more marginal enchants you can explore the End and combine equipment you looted from there.

    It’s what i like in that mechanic, there’s various paths to acquire good equipment, a minimal setup will take minimal effort but if you geek out you can make yourself a god-tier kit that will stay with you forever.

    Anecdotally I used to roll with a crew that had a bunch of PvPers who’d lose equipment all the time, so we had this huge kit-farming district in our base that was really fun to design and build. The system is pretty in-depth and i wouldn’t call it badly designed (even though it might not be to everybody’s taste).


  • I think what makes the game great is that it contains a number of game mechanics, which are all interlocked and play nice together. That gives it enormous versatility. You can be a nomad explorer, or a builder who stays at base and never sees a hostile mob. You can be a redstone engineer, or a farmer accumulating insane amounts of resources. You can create map art and barter with other map artists on the server. You can hunt bases and either grief them or contact their owners and get to know their history. You can play mini games on commercial servers or code your own mods and play PvA (player vs admin) on anarchy servers.

    You can find the exact combo and dosage that fits your playstyle, then switch gears a couple months later and turn the game on its head. I don’t know of many games with that kind of variety.


  • Remove the XP cost increment upon repairing items, so that Mending is not an end-game necessity anymore

    Yeah i see your point, it can get frustrating at first. Personally i don’t hate it, getting to keep your tools forever is an endgame perk and as such, it needs a bit of organization and knowledge. You’ll have to have at least some basic villager breeding (for a Mending librarian), and some basic farms (auto-furnace for XP generation & storage, or just some mob farm).

    That’s kind of why i think the game is well designed. To get endgame perks you need to interact with different game mechanics at least on a surface level, it’s great for discoverability and inspiration.




  • The irony of these projects is that they only seem to appeal to people who don’t really like Minecraft, or used to like older versions but not recent ones. They have zero traction among active Minecraft players.

    I’ve tried most of them and honestly they don’t hold a candle to the original - not that they are bad games, but rather they entirely miss the point of modern Minecraft and why it is so appealling to so many people. Although (some vocal fraction of) the community likes to nitpick every single detail of every single update, it is an incredibly well designed game.







  • I think what’s important is to understand that these things work because they are at a certain scale. Algorithms are notoriously bad at predicting individual behaviour, hence why recommendation engines are a specialization that is far from solved. But when you have large amounts of traffic, the law of large numbers allows you to predict group behaviour with some accuracy.

    So you can’t follow a user around and predict their next move and show them the right ad at the right time. But you can take 50 000 middle-aged males, and bet that at least 10 of them will buy a motorbike if you randomly show them a picture of a guy riding in the sunset. Once you have a good volume of this kind of data you can do some casino math to tilt all your bets slightly in your favour, and start betting 24/7.

    It’s really cold reading, like they do in those mentalist shows. It’s a lot dumber than it looks, but it’s way more effective than you think.



  • It’s actually a fairly involved process because the tokens representing 1 and 4 don’t have any mathematical correlation with the numbers 1 and 4 so you can’t math them directly to get to 5.

    Apparently how they do it is by a series of approximations from big numbers to small numbers, not too dissimilar from the way a human would do it. The anthropic team published a paper about it recently, I can dig it up if you’re interested.