Sometimes I feel nostalgic about an old base or village I once had, but I can't even remember which of my saved games it was in, so I can't just quickly pay it a visit for old time's sake. This makes me sad
I caught myself hoping that 1.15 wouldn't have anything spectacular in it so that I wouldn't have to ditch my current 1.14 world and start over like I did when villages were improved in the village and pillage update. I realize this is silly because all I have to do is travel in my world and all the new content will be available in regions hitherto unexplored. Sometimes I regret not just updating my original 1.12 world to each new version so that nothing I have spent time on in the past would be "lost".
On the other hand, there is something exciting about creating a completely new pristine world. It is only after I get invested (with lots of time and effort) in the new world that I start getting nostalgic about the old worlds.
Why do you start new worlds? Do you ever miss your old ones and regret not being able to find them in the myriad of saved games?
Don't ditch old worlds. Make a long Nether tunnel far beyond you old world exploration radius (remember to divide coords by 8) and open a brand new portal, and voilà, new generated chunks. So you have the best of both worlds.
Most of my worlds are old, the only new one I started one recently was a brand new Hardcore world, because I haven't done one in a while and I've got my own personal record to beat - which wasn't a very impressive amount of days anyway. I've just gone for a walk in the nether in my original first saved world (Before my main one) and made a new portal and am currently exploring underwater wrecks/ruins and breeding turtles. Even saw an ocean monument on the way - which is amazing in this old world.
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I make a new world for every major version of my mods, mainly so that I can easily track everything that I've explored/collected in each version, as well as not deal with chunk walls, in some cases, quite extreme due to the changes to world generation (for example, my "double height terrain" mod vs vanilla). Of course, there are also modded blocks/items; the next version of TMCW will also change many vanilla block and item IDs (for example having two separate blocks for things like redstone lamps is highly wasteful and is only because vanilla doesn't support setting light levels based on metadata, only block IDs, so I fixed this and used the freed-up IDs for new blocks), and every version has had different world generation (including underground; I'd consider the changes to the underground in 1.13, which just involved changes in the positions of individual caves, to be enough to not upgrade without a mod to change them back. Obviously, this would be far more noticeable in TMCW, where single caves can be hundreds of blocks across).
That said, I haven't started a new world since the beginning of 2017; I've been playing on existing worlds since then, including a recreation of an old world I had (I deleted most of my earlier worlds; I later found many of them in a backup, including the one I'm currently playing on, which I decided to play on again since the backup was from before I originally stopped playing on it. The recreated world doesn't count as a new world since it was a "caving only" world, where several of my early worlds simply skipped the entire "early game" and I just used MCEdit to copy a base over so I could immediately start caving).
As far as revisiting old worlds goes, I generally only play on a world for one period of time; my current world is the only world other than my first world where I've returned to playing on it after playing on another world. Some of my old worlds can't even be opened since I used mods on them (not my own) and don't have them anymore (in order to fix them I'd have to use NBTExplorer to transfer the items in my backpacks to chests and change the item IDs of my gear to either diamond or my own implementation of amethyst items, which originally came from a Forge mod, and MCEdit to replace the modded amethyst ore with my own (it has an ID of 2000, which is not supported in vanilla without a lot of fixes) or stone. I may return to TMCWv4 soon though since I've considered releasing a version of TMCWv4 with all of the optimizations and bugfixes that I've added to TMCWv5 due to the amount of time it has taken (I've been working on it on and off for the past 1.5 years, by far the longest time spent on updating/developing any mod).
I usually play multiplayer with friends these days, and we only start a new world when an update changes the world generation algorithm rather than merely adding new blocks/mobs/gamerules. This is because in such cases, new chunks generated near existing ones often don't meet smoothly, creating ugly scars on the landscape.
In any case, it's a good idea to periodically start fresh, as some updates will tend to lead to map corruption or other glitches if used to play a sufficiently old map. For a very minor example, one of the past updates changed rules so redstone torches could no longer be placed atop jack-o-lanterns, breaking a bunch of my redstone gizmos where I'd used jack-o-lanterns to keep the areas of redstone wiring well lit and prevent hostile mob spawning (at the time either mobs could still spawn on redstone wiring or I didn't yet realize they couldn't).
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Typically when deciding to upgrade to next major release. As I got no desire to play 13+, I will likely play my current Abyssalcraft world for a whole lot longer. Heck, I have only started exploring Omothol there...
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I've created quick temporary worlds to test something, but I don't even know how long it's been since I last started a new "real" world... My current world - started as a test world for the pre-1.9 snapshots - is way too big and developed for me to ever want to abandon it and start over. At the moment the fully-zoomed-out maps fit in a 13x10 grid, although there's a little hole in the middle of the upper-right quadrant, and the lower-left quadrant is mostly unexplored (a quick count looks like i'm at 79 fully explored maps; between zoomed copies and treasure maps and things, the map i'm currently exploring is #537), and I have an extensive rail network connecting over a dozen villages/outposts/bases scattered all over my world (although i still have two or three maps to cross to connect my now-main network back to the (much smaller) original). Never mind pre-1.14 villages/villagers, I still have some *really* old clerics back near my original base selling eyes of ender. And while this does mean having to travel farther to explore new features, when I find something interesting i just build an outpost or develop a nearby village and connect it to the rest of the world by rail...
I've created quick temporary worlds to test something, but I don't even know how long it's been since I last started a new "real" world... My current world - started as a test world for the pre-1.9 snapshots - is way too big and developed for me to ever want to abandon it and start over. At the moment the fully-zoomed-out maps fit in a 13x10 grid, although there's a little hole in the middle of the upper-right quadrant, and the lower-left quadrant is mostly unexplored (a quick count looks like i'm at 79 fully explored maps; between zoomed copies and treasure maps and things, the map i'm currently exploring is #537), and I have an extensive rail network connecting over a dozen villages/outposts/bases scattered all over my world (although i still have two or three maps to cross to connect my now-main network back to the (much smaller) original). Never mind pre-1.14 villages/villagers, I still have some *really* old clerics back near my original base selling eyes of ender. And while this does mean having to travel farther to explore new features, when I find something interesting i just build an outpost or develop a nearby village and connect it to the rest of the world by rail...
This sounds great! Instead of creating a whole new world I will keep the one I have and just expand as you have. If I get nostalgic for an old world that I have already deserted, I may upgrade one and continue to play that for a while.
Sometimes I feel nostalgic about an old base or village I once had, but I can't even remember which of my saved games it was in, so I can't just quickly pay it a visit for old time's sake. This makes me sad
I caught myself hoping that 1.15 wouldn't have anything spectacular in it so that I wouldn't have to ditch my current 1.14 world and start over like I did when villages were improved in the village and pillage update. I realize this is silly because all I have to do is travel in my world and all the new content will be available in regions hitherto unexplored. Sometimes I regret not just updating my original 1.12 world to each new version so that nothing I have spent time on in the past would be "lost".
On the other hand, there is something exciting about creating a completely new pristine world. It is only after I get invested (with lots of time and effort) in the new world that I start getting nostalgic about the old worlds.
Why do you start new worlds? Do you ever miss your old ones and regret not being able to find them in the myriad of saved games?
Don't ditch old worlds. Make a long Nether tunnel far beyond you old world exploration radius (remember to divide coords by 8) and open a brand new portal, and voilà, new generated chunks. So you have the best of both worlds.
Most of my worlds are old, the only new one I started one recently was a brand new Hardcore world, because I haven't done one in a while and I've got my own personal record to beat - which wasn't a very impressive amount of days anyway. I've just gone for a walk in the nether in my original first saved world (Before my main one) and made a new portal and am currently exploring underwater wrecks/ruins and breeding turtles. Even saw an ocean monument on the way - which is amazing in this old world.
Closed old thread
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16yrs+ only
I make a new world for every major version of my mods, mainly so that I can easily track everything that I've explored/collected in each version, as well as not deal with chunk walls, in some cases, quite extreme due to the changes to world generation (for example, my "double height terrain" mod vs vanilla). Of course, there are also modded blocks/items; the next version of TMCW will also change many vanilla block and item IDs (for example having two separate blocks for things like redstone lamps is highly wasteful and is only because vanilla doesn't support setting light levels based on metadata, only block IDs, so I fixed this and used the freed-up IDs for new blocks), and every version has had different world generation (including underground; I'd consider the changes to the underground in 1.13, which just involved changes in the positions of individual caves, to be enough to not upgrade without a mod to change them back. Obviously, this would be far more noticeable in TMCW, where single caves can be hundreds of blocks across).
That said, I haven't started a new world since the beginning of 2017; I've been playing on existing worlds since then, including a recreation of an old world I had (I deleted most of my earlier worlds; I later found many of them in a backup, including the one I'm currently playing on, which I decided to play on again since the backup was from before I originally stopped playing on it. The recreated world doesn't count as a new world since it was a "caving only" world, where several of my early worlds simply skipped the entire "early game" and I just used MCEdit to copy a base over so I could immediately start caving).
As far as revisiting old worlds goes, I generally only play on a world for one period of time; my current world is the only world other than my first world where I've returned to playing on it after playing on another world. Some of my old worlds can't even be opened since I used mods on them (not my own) and don't have them anymore (in order to fix them I'd have to use NBTExplorer to transfer the items in my backpacks to chests and change the item IDs of my gear to either diamond or my own implementation of amethyst items, which originally came from a Forge mod, and MCEdit to replace the modded amethyst ore with my own (it has an ID of 2000, which is not supported in vanilla without a lot of fixes) or stone. I may return to TMCWv4 soon though since I've considered releasing a version of TMCWv4 with all of the optimizations and bugfixes that I've added to TMCWv5 due to the amount of time it has taken (I've been working on it on and off for the past 1.5 years, by far the longest time spent on updating/developing any mod).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
A fresh start is always nice, especially after you haven't played for a long time
professional minecraft player since 2012
I usually play multiplayer with friends these days, and we only start a new world when an update changes the world generation algorithm rather than merely adding new blocks/mobs/gamerules. This is because in such cases, new chunks generated near existing ones often don't meet smoothly, creating ugly scars on the landscape.
In any case, it's a good idea to periodically start fresh, as some updates will tend to lead to map corruption or other glitches if used to play a sufficiently old map. For a very minor example, one of the past updates changed rules so redstone torches could no longer be placed atop jack-o-lanterns, breaking a bunch of my redstone gizmos where I'd used jack-o-lanterns to keep the areas of redstone wiring well lit and prevent hostile mob spawning (at the time either mobs could still spawn on redstone wiring or I didn't yet realize they couldn't).
Typically when deciding to upgrade to next major release. As I got no desire to play 13+, I will likely play my current Abyssalcraft world for a whole lot longer. Heck, I have only started exploring Omothol there...
I've created quick temporary worlds to test something, but I don't even know how long it's been since I last started a new "real" world... My current world - started as a test world for the pre-1.9 snapshots - is way too big and developed for me to ever want to abandon it and start over. At the moment the fully-zoomed-out maps fit in a 13x10 grid, although there's a little hole in the middle of the upper-right quadrant, and the lower-left quadrant is mostly unexplored (a quick count looks like i'm at 79 fully explored maps; between zoomed copies and treasure maps and things, the map i'm currently exploring is #537), and I have an extensive rail network connecting over a dozen villages/outposts/bases scattered all over my world (although i still have two or three maps to cross to connect my now-main network back to the (much smaller) original). Never mind pre-1.14 villages/villagers, I still have some *really* old clerics back near my original base selling eyes of ender. And while this does mean having to travel farther to explore new features, when I find something interesting i just build an outpost or develop a nearby village and connect it to the rest of the world by rail...
This sounds great! Instead of creating a whole new world I will keep the one I have and just expand as you have. If I get nostalgic for an old world that I have already deserted, I may upgrade one and continue to play that for a while.