So, I sort of touched on this a few months back when the subject of the advanced resource farms came up:
It's the game developers I'm annoyed at for adding the feature in the first place--I feel like it reduces the value of caving or mining jaunts when you could just go build a collector instead and end up with essentially infinite iron in the long run for a finite amount of work.
My thinking is...if we're in a game world where most resources are abundant and cheap and all you need to do to get a double-chest full of iron or even
gold is just stand in a given spot for an hour while you go take a shower and read a book...
why aren't we just in creative mode? That way we can all see just how creative we all are without having to worry about silly things like mining in a game where "mine" is part of the name. We can all make castles of whatever materials we want without having to worry about how those materials were acquired.
My issue with that is that I (and I'm not the only one) aren't particularly creative when it comes to building things. I mean, look at what I've built on the server: a giant stone dome (which I couldn't end up using), a small pyramid that has a neat effect inside, and...that's it. I would probably never play on a creative server.
Edit: On that note, I have to conditionally disagree with Pablo about megascale projects. In a survival world (and I mean a true survival world, not the pseudo-creative world we have now) with mostly finite resources, I think large-scale projects are kinda cool, because they represent a significant investment of time to acquire the resources as well as build the thing itself, making it a much more impressive achievement than just making the same thing in creative.
I honestly
like caving, and I was rather proud of my four stacks of iron blocks before the iron farm came about. I had been considering building something out of iron blocks, but now that iron is a cheap renewable resource, there's nothing special about a building made of iron. Before, it would've been "wow, that's a lot of work to have collected all that iron..." Now, it's "oh, iron, okay."
It's not just a matter of currency between players, although with the server operating on a barter system that's definitely a consideration. And "well, you don't have to use the farms" isn't really a valid answer anyway, because I'd be a fool to go spend two hours mining when I could just afk at the iron farm for those same two hours and end up with more resources (and not have to smelt them, either!)
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As for using the new world as a survival world, a couple thoughts/concerns:
- I believe it's technically possible to have a world not share inventories with other worlds. I'm not sure if it's possible with our current addons to keep some items while getting rid of others, or to have items only go one way. I'm also not sure if ender chests can be disabled in that case.
- What happens when there's more new resources we want added to the game? The original plan was to just re-create the resource world, but if people are going to be living there permanently, we no longer have a solution to that.
- On a somewhat related note (w.r.t. server resources), I don't think anyone uses the old world anymore, ever, but there's a lot of cool stuff we built there. It was suggested in #mc last night that I could offline the old world forever, and share a zip file somewhere of the world and the nether, so if someone wants to explore the server's history they can. What do people think of that?