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Then why bother gating the blocks/items from players at all? It seems like the devs want you to put in effort in journey mode to fill out your research panel, but there's no skill or sense of achievement when god mode makes the effort trivial. It reduces the mechanic down to a time sink that doesn't satisfy anyone.
If journey mode characters can't be used in regular worlds, why not just give players a tab with all the items/blocks in it from the start?
Probably because some people may want to use journey mode to make super hard normal playthrough. By setting to master mode with increased spawn rate. And having blocks/items all unlocked would be bad for genuine playthrough like that.
But if you can just ignore the godmode button and other cheat options, surely you could likewise ignore an "all items" tab, yeah? That's my point here. Why make players "earn" their infinite blocks/items if you're also giving them the option to just make themselves invincible?
So that new players can still experience the game and not give themselves end game stuff
It's a collection mechanic. If it's pointless to you so be it. Devs think it's cool. Many players will likely have fun with it, I think I'll be one of them. get that stick out of your rear.
So your argument here is that new players having on-the-fly access to invincibility, spawn rates, time manipulation and game difficulty isn't going to "ruin their experience", but having a creative mode tab (similar to what minecraft has had forever btw) would?
Yeah, and when anyone can flip on the "can't die" button, it makes the whole research mechanic into nothing but a tedious time sink. You're going to get journey mode servers where people go just to quickly fill out their research tab so they don't have to waste the time doing it as intended.