Is this bedrock version? If so then I am, if not where do i get it? (sorry been a long time since I been on PC Minecraft last one I was on for 1.9). It is what I downloaded it when i got back on mc
Mate did you actually read your picture? It says java edition!
I did but like I stated before (see quote below) I have not used MC on PC in a while, so what is the difference in bedrock (which I think is PS4) and java?
I don't play on 1.7 but I still play on an even older version - 1.6.4 - and have literally never played on any later version, not counting the few times I either checked how well then ran or how much of a difference changes actually made (1.9 combat, changes to caves and ores), but I've never had a regular Survival world on them. The last link in my signature details the reasons but basically it comes down to my playstyle and modding abilities (if I really want something i can add it myself, which isn't that much; many of the features that TMCW has which are in later versions were added for fun or to show my own ideas of how they could have been implemented).
Of course, you can't really say that this is 1.6.4 (though I've spent the most time playing in a basically vanilla world):
From near spawn; in the distance is a TMCW Mega Taiga, with huge spruce trees with 3x3 trunks, to the left is a Savanna and to the right is a Roofed Forest, with a green giant mushroom, which also come in blue and purple in addition to the vanilla red and brown, same for small mushrooms:
A fairly large Extreme Hills mountain, which can reach up to around y=192, the height limit I set for terrain (I think max-height/256 is a bit too much):
This is an example of a more extreme mountain, reaching y=185:
Some mountains in a Winter Forest (a forest biome with snow. Note that unlike vanilla snow covers the ground under trees, which makes snowy biomes look way better, same for rivers always being frozen in snowy biomes):
A surface mineshaft exposed in a mesa biome (my exposure check is far superior to Mojang's, avoiding MC-105035 and MC-103559), they also have gold ore generated as part of the structure itself (otherwise it does not generate higher up in mesas), the floor is a red variant of clay:
An Ice Hills biome:
Some other biomes I came across while flying around:
A Tropical Swamp, with numerous small lakes and small jungle trees in addition to swamp oak trees. The patches of sand that generate underwater also use quartz sand instead of regular sand (there is also a variant of desert made out of quartz sand):
A Mega Mixed Forest, with some of the trees reaching cloud level from near sea level; there are several other variants of "mega" tree biomes:
Also, that cave update that everybody always wants? Well:
A ravine in a mesa biome - yes, the hardened clay layers go all the way down to bedrock, with ores generated in them to match the block and pockets of red clay replacing dirt and gravel. Stalagmites and stalactites also generate as decorations:
An enormous cave about 100 blocks across, and they can get even larger:
The other end reaches an Ice Hills biome, which has all the packed ice you could ever want underground (though they do not make boats go faster):
Did i say that caves can get even larger? This cave has a volume of about 685000 blocks, about 30 times the volume of the largest single cave possible in vanilla, which is impossibly rare, and is over 200 blocks long:
A stronghold partly suspended in midair; by simply changing a single line of code I "prevented" caves from "cutting" through them (this is a total myth; caves cannot physically cut through anything other than terrain, strongholds simply do not overwrite air, but only for the walls, which is why you can find floating doorways, chests, bookshelves, and yes, End portal rooms):
An enormous ravine that goes out of render distance and cuts from the surface down to lava level at one end (most of them, as well as caves, are closer to vanilla but with a much greater size range):
A rendering of the underground, with the ravine shown above to the left of center, which intersects another massive ravine to the east; for scale, the ravine closest to the top-enter is a typical vanilla-sized ravine (about 95 blocks long); to the east of that ravine is a giant cave with a medium-large ravine to the south:
A medium sized cave in a swamp; pockets of clay generate underground in place of 50% of dirt (excellent for building with bricks):
I've heard some people claim that they can go caving for an hour without seeing a single mob in newer versions - that is absolutely not the case here; caves are simply exploding with mobs (conversely, changes to mob spawning mean that mob farms will be far less efficient; only 25% of chunks attempt to spawn a pack per cycle, and individual attempts are reduced by a factor of 3 if the mob cap can't be maintained - a factor of up to 12 worse than vanilla):
What's that near the bottom? A stray, in 1.6.4?! Yes, and they can spawn anywhere, not just on the surface, as I think a mob that only spawns on the surface is pointless. And yes, that is the old Beta gravel texture, with a chance of either type generating and the chances varying on a regional scale, along with the number and size of 1.8 stones and dirt/gravel veins:
A ravine in a Mega Taiga biome (not to be confused with TMCW Mega Taiga); veins of dirt have podzol at the top and mineshafts use spruce wood (generally matching the type of trees found in a biome, including multiple variants in biomes with multiple wood types):
Also, would you believe this? Ocean content without all the lag that newer versions, especially 1.13+ have!
Deserts are also livelier with several more types of cactus (from left to right, "thin" cactus, which is half the thickness of normal cactus, normal cactus, saguaro cactus, and prickly pear cactus, which can also be farmed for prickly pear fruit, similar to apples in hunger value, though only if they are near water):
Of course, they also have husks, which can also spawn underground (these mobs replace 50% instead of 80% of their normal counterparts):
Several features can be seen here; in the upper-left corner is an Ice Plains Spikes, with palm trees to the right, and in the center are rabbits, with more naturally spawning variants than vanilla 1.8+ has - even killer rabbits (very rarely outside of a 256 block radius of world spawn). Note also how flat the beach is, which are similar to beaches in Beta, including gravel beaches in colder biomes:
A Frozen Ocean biome, which isn't completely frozen (it snows across the entire biome but whether water freezes is based on a noise map), including icebergs:
Also, what about 1.16? Well...
On the left is a Nether tree and in the middle is a ravine (cave generation is not as complex as in the Overworld but there are still giant caves and ravines and proper cave systems, rather than scattered tunnels); there are also stalagmites and stalactites scattered around:
Another ravine below lava level; unlike vanilla they continue on below lava (or water in the Overworld), you can also see magma blocks near the top-center, which also generate in long veins similar to caves in addition to the ore-like pockets:
What are these mobs? Nether husks, there are also Nethermites (pink-colored Endermites, which themselves naturally spawn in the Overworld and End):
A Nether dungeon, similar to the ones in the Overworld (note that skeletons will never be Wither skeletons to prevent exploits; I may make some of them Wither skeletons but they will never drop a skull; I can track which mobs came from a spawner by giving them an NBT tag which indicates how it was spawned). There is also Nether gold ore visible near the center:
Red and brown giant mushrooms can also be found (only these colors since blue/green/purple aren't fitting):
While there is no Netherite TMCW does have its own "better than diamond" tier, Amethyst, which I added in the second version, released about 5 years ago; diamond itself was nerfed so amethyst is not actually better than diamond in vanilla (armor is actually worse, except when worn by mobs, then they get 22 armor points at 4% per point. Player armor is up to 20 points but only reduces damage by 3.3% per point):
There are also many more features, far too many to list here (TMCWv5 alone has more than 300 features being added):
Some of the many variants of ores, which use metadata to determine the base texture, which is overlaid with a transparent ore texture (no new blocks other than new ores, were added; likewise, most of the other blocks I've added are variants of existing blocks; the 256 ID limit doesn't concern me at all and I even completely removed support for 4096 IDs (partially implemented in vanilla) as an optimization). There are also bark blocks, which yield a 1:1 ratio of input:output (4 logs = 4 bark blocks):
These are all the variants of walls and fences that I've added (mainly for fun or so mineshafts can have matching wood types; I've never actually used walls in Survival); similar to ores these do not represent new blocks but variants of existing blocks:
All the variants of stalagmites, except Netherrack; there are 6 base variants each of small and large and their appearance is based on the block they are placed on (stalagmites on the ground and stalactites if there is a block above them; stone takes on the texture of the type of stone they are on while hardened clay uses the color of the block, defaulting to stone and hardened clay respectively if on a different block) - these are again just a single new block (one of the issues with 1.13's "flattening" is that it increased the number of unique blocks by a factor of several dozen (I recall seeing a list of over 8000 block states), increasing resource usage and the time needed to lookup blocks in the block registry):
A biome map I made with my own biome mapping tool (unknown biomes cause AMIDST to crash):
Also, different biomes have different colors for grass and leaves on in-game maps (only a few colors are used due to the limited number of colors available but it greatly improves maps):
Not only that, there are cave maps that map the underground and Nether, but only caves that are lit up with torches are displayed (blocks must have a light level of at least 6 and have a direct path to a torch within 8 blocks; there are no naturally generated torches underground so nothing will show up until you place them):
I've been playing a lot of modpacks, so I'm switching between 1.6.4, 1.7.10 and other versions. Still love 1.7.10 the most, but that's just me and my nostalgia
I play from 1.6.4 to 1.16 to make mod spotlights these days, but I usually jump between if I want to play mods not updated anymore, I don't often 1.2.5, 1.4.7, 1.5.2 or 1.6.4 that much anymore unless I really feel like it but 1.7.10 to 1.16 has enough new and fun to go back to changes that I don't mind playing still, 1.7.10 to many people is still very fun to play on it as mods are still being made for it.
People think of 1.7.10 as the end of old versions (as far as I've heard), and I find that 1.8+ either requires a lot more RAM or changed too much for people and 1.7.10 has many good versions of mods and it's not complicated to setup mods until 1.5.2 and prior with core mods, META-INF and more to keep in mind.
Rollback Post to RevisionRollBack
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
So I for some reason still love 1.7. Does anyone else still play it?
Nothing can go here but time itself.
You cannot play old versions on bedrock...
Is this bedrock version? If so then I am, if not where do i get it? (sorry been a long time since I been on PC Minecraft last one I was on for 1.9). It is what I downloaded it when i got back on mc
Nothing can go here but time itself.
Mate did you actually read your picture? It says java edition!
I did but like I stated before (see quote below) I have not used MC on PC in a while, so what is the difference in bedrock (which I think is PS4) and java?
Nothing can go here but time itself.
Too many differences to list them all, use the wiki.
Then lets go back to my Original Question about 1.7 which is on Minecraft PC (java) does anyone still play it?
Nothing can go here but time itself.
I don't play on 1.7 but I still play on an even older version - 1.6.4 - and have literally never played on any later version, not counting the few times I either checked how well then ran or how much of a difference changes actually made (1.9 combat, changes to caves and ores), but I've never had a regular Survival world on them. The last link in my signature details the reasons but basically it comes down to my playstyle and modding abilities (if I really want something i can add it myself, which isn't that much; many of the features that TMCW has which are in later versions were added for fun or to show my own ideas of how they could have been implemented).
Of course, you can't really say that this is 1.6.4 (though I've spent the most time playing in a basically vanilla world):
A fairly large Extreme Hills mountain, which can reach up to around y=192, the height limit I set for terrain (I think max-height/256 is a bit too much):
This is an example of a more extreme mountain, reaching y=185:
Some mountains in a Winter Forest (a forest biome with snow. Note that unlike vanilla snow covers the ground under trees, which makes snowy biomes look way better, same for rivers always being frozen in snowy biomes):
A surface mineshaft exposed in a mesa biome (my exposure check is far superior to Mojang's, avoiding MC-105035 and MC-103559), they also have gold ore generated as part of the structure itself (otherwise it does not generate higher up in mesas), the floor is a red variant of clay:
An Ice Hills biome:
Some other biomes I came across while flying around:
A Tropical Swamp, with numerous small lakes and small jungle trees in addition to swamp oak trees. The patches of sand that generate underwater also use quartz sand instead of regular sand (there is also a variant of desert made out of quartz sand):
A Mega Mixed Forest, with some of the trees reaching cloud level from near sea level; there are several other variants of "mega" tree biomes:
Also, that cave update that everybody always wants? Well:
A ravine in a mesa biome - yes, the hardened clay layers go all the way down to bedrock, with ores generated in them to match the block and pockets of red clay replacing dirt and gravel. Stalagmites and stalactites also generate as decorations:
An enormous cave about 100 blocks across, and they can get even larger:
The other end reaches an Ice Hills biome, which has all the packed ice you could ever want underground (though they do not make boats go faster):
Did i say that caves can get even larger? This cave has a volume of about 685000 blocks, about 30 times the volume of the largest single cave possible in vanilla, which is impossibly rare, and is over 200 blocks long:
A stronghold partly suspended in midair; by simply changing a single line of code I "prevented" caves from "cutting" through them (this is a total myth; caves cannot physically cut through anything other than terrain, strongholds simply do not overwrite air, but only for the walls, which is why you can find floating doorways, chests, bookshelves, and yes, End portal rooms):
An enormous ravine that goes out of render distance and cuts from the surface down to lava level at one end (most of them, as well as caves, are closer to vanilla but with a much greater size range):
A rendering of the underground, with the ravine shown above to the left of center, which intersects another massive ravine to the east; for scale, the ravine closest to the top-enter is a typical vanilla-sized ravine (about 95 blocks long); to the east of that ravine is a giant cave with a medium-large ravine to the south:
A medium sized cave in a swamp; pockets of clay generate underground in place of 50% of dirt (excellent for building with bricks):
I've heard some people claim that they can go caving for an hour without seeing a single mob in newer versions - that is absolutely not the case here; caves are simply exploding with mobs (conversely, changes to mob spawning mean that mob farms will be far less efficient; only 25% of chunks attempt to spawn a pack per cycle, and individual attempts are reduced by a factor of 3 if the mob cap can't be maintained - a factor of up to 12 worse than vanilla):
What's that near the bottom? A stray, in 1.6.4?! Yes, and they can spawn anywhere, not just on the surface, as I think a mob that only spawns on the surface is pointless. And yes, that is the old Beta gravel texture, with a chance of either type generating and the chances varying on a regional scale, along with the number and size of 1.8 stones and dirt/gravel veins:
A ravine in a Mega Taiga biome (not to be confused with TMCW Mega Taiga); veins of dirt have podzol at the top and mineshafts use spruce wood (generally matching the type of trees found in a biome, including multiple variants in biomes with multiple wood types):
Also, would you believe this? Ocean content without all the lag that newer versions, especially 1.13+ have!
Deserts are also livelier with several more types of cactus (from left to right, "thin" cactus, which is half the thickness of normal cactus, normal cactus, saguaro cactus, and prickly pear cactus, which can also be farmed for prickly pear fruit, similar to apples in hunger value, though only if they are near water):
Of course, they also have husks, which can also spawn underground (these mobs replace 50% instead of 80% of their normal counterparts):
Several features can be seen here; in the upper-left corner is an Ice Plains Spikes, with palm trees to the right, and in the center are rabbits, with more naturally spawning variants than vanilla 1.8+ has - even killer rabbits (very rarely outside of a 256 block radius of world spawn). Note also how flat the beach is, which are similar to beaches in Beta, including gravel beaches in colder biomes:
A Frozen Ocean biome, which isn't completely frozen (it snows across the entire biome but whether water freezes is based on a noise map), including icebergs:
Also, what about 1.16? Well...
On the left is a Nether tree and in the middle is a ravine (cave generation is not as complex as in the Overworld but there are still giant caves and ravines and proper cave systems, rather than scattered tunnels); there are also stalagmites and stalactites scattered around:
Another ravine below lava level; unlike vanilla they continue on below lava (or water in the Overworld), you can also see magma blocks near the top-center, which also generate in long veins similar to caves in addition to the ore-like pockets:
What are these mobs? Nether husks, there are also Nethermites (pink-colored Endermites, which themselves naturally spawn in the Overworld and End):
A Nether dungeon, similar to the ones in the Overworld (note that skeletons will never be Wither skeletons to prevent exploits; I may make some of them Wither skeletons but they will never drop a skull; I can track which mobs came from a spawner by giving them an NBT tag which indicates how it was spawned). There is also Nether gold ore visible near the center:
Red and brown giant mushrooms can also be found (only these colors since blue/green/purple aren't fitting):
While there is no Netherite TMCW does have its own "better than diamond" tier, Amethyst, which I added in the second version, released about 5 years ago; diamond itself was nerfed so amethyst is not actually better than diamond in vanilla (armor is actually worse, except when worn by mobs, then they get 22 armor points at 4% per point. Player armor is up to 20 points but only reduces damage by 3.3% per point):
There are also many more features, far too many to list here (TMCWv5 alone has more than 300 features being added):
Some of the many variants of ores, which use metadata to determine the base texture, which is overlaid with a transparent ore texture (no new blocks other than new ores, were added; likewise, most of the other blocks I've added are variants of existing blocks; the 256 ID limit doesn't concern me at all and I even completely removed support for 4096 IDs (partially implemented in vanilla) as an optimization). There are also bark blocks, which yield a 1:1 ratio of input:output (4 logs = 4 bark blocks):
These are all the variants of walls and fences that I've added (mainly for fun or so mineshafts can have matching wood types; I've never actually used walls in Survival); similar to ores these do not represent new blocks but variants of existing blocks:
All the variants of stalagmites, except Netherrack; there are 6 base variants each of small and large and their appearance is based on the block they are placed on (stalagmites on the ground and stalactites if there is a block above them; stone takes on the texture of the type of stone they are on while hardened clay uses the color of the block, defaulting to stone and hardened clay respectively if on a different block) - these are again just a single new block (one of the issues with 1.13's "flattening" is that it increased the number of unique blocks by a factor of several dozen (I recall seeing a list of over 8000 block states), increasing resource usage and the time needed to lookup blocks in the block registry):
A biome map I made with my own biome mapping tool (unknown biomes cause AMIDST to crash):
Also, different biomes have different colors for grass and leaves on in-game maps (only a few colors are used due to the limited number of colors available but it greatly improves maps):
Not only that, there are cave maps that map the underground and Nether, but only caves that are lit up with torches are displayed (blocks must have a light level of at least 6 and have a direct path to a torch within 8 blocks; there are no naturally generated torches underground so nothing will show up until you place them):
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?
I've been playing a lot of modpacks, so I'm switching between 1.6.4, 1.7.10 and other versions. Still love 1.7.10 the most, but that's just me and my nostalgia
I play from 1.6.4 to 1.16 to make mod spotlights these days, but I usually jump between if I want to play mods not updated anymore, I don't often 1.2.5, 1.4.7, 1.5.2 or 1.6.4 that much anymore unless I really feel like it but 1.7.10 to 1.16 has enough new and fun to go back to changes that I don't mind playing still, 1.7.10 to many people is still very fun to play on it as mods are still being made for it.
People think of 1.7.10 as the end of old versions (as far as I've heard), and I find that 1.8+ either requires a lot more RAM or changed too much for people and 1.7.10 has many good versions of mods and it's not complicated to setup mods until 1.5.2 and prior with core mods, META-INF and more to keep in mind.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2