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Whoever said it first was lying.


Even in Java there is a built in recipe book that tells you how to craft items that you have the resources for.


The recipes are such a small amount of the secret knowledge now. There are so many quirks to the game to discover, even people playing 10+ years still find joy in discovering them (or being taught).

Community is a huge aspect, shared learning, collaboration, cooperation

Imagination also plays a big role. You have to create your own story and see things not as they are, but as what they are to the story. It's reminiscent of childhood and play. HermitCraft is the most notable example of this, but it's pervasive, especially among builders. (i.e. put a railroad on a smoker to make a grill, flower pot as a cup, extended piston as a table, or a fence post with a pressure plate as a table)


I don't really agree with this assessment of rebase. I think there is value in squashing commits on dev branches into logically distinct sets to keep the log cleaner. In the case where the reason code is doing something that is not obvious I think that explaining the reasoning or the journey to that point in a commit message is clearer than the complete history of trial and error to reach that state.


This is one of those things where both sides have a point based upon their values as developers.


It's wasted from the perspective of the end user.


Not when the end user turns around and uses Google Maps which is now populated with higher quality fine feature information due to the training of the machine learning system on what traffic controls look like.


You don't even need to understand ASCII. You can hard code an array of all the letters in the alphabet, search for a given letter and replace it with the letter 13 places ahead in the array. If you were really lazy and didn't want to worry about the logic for rolling over when going past Z, you could even rewrite the first 13 letters at the end.


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