Pretty straightforward question. How far out do you think you go in any one direction from spawn in your average survival world? I'm curious how much people like to travel since it's not incentivized much by the game. No commands, no mods - just how far you walk in plain, vanilla Survival.
Do you mean in general or where do you go to set up your primary build? Because I use 3rd party tools like AMIDST to make sure that I start in a good biome and has stuff I want around me. That means my main base is always within 1k blocks of spawn, but I'll go thousands of blocks to get items from specific biomes when needed.
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The furthest that I've gone from spawn in any world is around 3400 blocks along either axis, or about 3900 blocks in a straight line, in my first world, which is my largest world by far with all other worlds being no more than half of this, in some cases, not even a quarter of this:
Likewise, I always remain within about 100 blocks of spawn until I search for a stronghold, then when I start caving for fun after the "end-game", which represents nearly all the exploring that I do, advancing outwards bit by bit (averaging about 100 chunks per 3.5 hour play session, which means a level 4 map, which is +/- 1024 blocks from the center, takes about 24 days of playtime over 164 days of daily playing to explore; for comparison, my first world is equivalent to a square about 5570x5570 blocks and has nearly 160 days of playtime).
A few of my worlds were modded to have 2-3 times the ground depth and/or significantly more caves than vanilla, resulting in an even slower exploration rate; TripleHeightTerrain is equivalent to a vanilla 1.6.4 world with about 4 times the area (all my worlds are modded in some way, with World1 being the closest to vanilla, including world generation, but this has no impact on how I play or explore, other than the aforementioned differences in cave density affecting how fast I cover ground, and none of these other worlds have much more than a quarter of the playtime so they'd never be as large regardless).
Also, my main form of transportation is walking, averaging around 18 km per play session in my first world, almost entirely underground; otherwise, I link my bases together with railways, with secondary bases placed about 1 km apart or as I deem necessary (I have a total of 20 bases and about 20 km of railways); I still haven't considered making a Nether railway in my first world, with the furthest secondary base around 4 km away from my main base (distance traveled by rail, a round trip of which takes close to 20 minutes, which I make about once every 6 play sessions to return resources to my main base).
I go anywhere from 1,000 to about 5,000 from spawn, as this is generally enough distance to find an ideal biome to set up first base for me and friends on my server.
I've theorized about going further later on for ambitious projects, but I can't see myself going much beyond 30,000 from origin, not unless I inadvertently ended up further than that by setting up a portal elsewhere inside the nether, since the nether can be used as a shortcut through the overworld.
Do you mean in general or where do you go to set up your primary build? Because I use 3rd party tools like AMIDST to make sure that I start in a good biome and has stuff I want around me. That means my main base is always within 1k blocks of spawn, but I'll go thousands of blocks to get items from specific biomes when needed.
I just mean in general. It's my personal experience that I never travel very far from spawn, and I wanted to see how other people stack up.
The furthest that I've gone from spawn in any world is around 3400 blocks along either axis, or about 3900 blocks in a straight line, in my first world, which is my largest world by far with all other worlds being no more than half of this, in some cases, not even a quarter of this:
Likewise, I always remain within about 100 blocks of spawn until I search for a stronghold, then when I start caving for fun after the "end-game", which represents nearly all the exploring that I do, advancing outwards bit by bit (averaging about 100 chunks per 3.5 hour play session, which means a level 4 map, which is +/- 1024 blocks from the center, takes about 24 days of playtime over 164 days of daily playing to explore; for comparison, my first world is equivalent to a square about 5570x5570 blocks and has nearly 160 days of playtime).
A few of my worlds were modded to have 2-3 times the ground depth and/or significantly more caves than vanilla, resulting in an even slower exploration rate; TripleHeightTerrain is equivalent to a vanilla 1.6.4 world with about 4 times the area (all my worlds are modded in some way, with World1 being the closest to vanilla, including world generation, but this has no impact on how I play or explore, other than the aforementioned differences in cave density affecting how fast I cover ground, and none of these other worlds have much more than a quarter of the playtime so they'd never be as large regardless).
Also, my main form of transportation is walking, averaging around 18 km per play session in my first world, almost entirely underground; otherwise, I link my bases together with railways, with secondary bases placed about 1 km apart or as I deem necessary (I have a total of 20 bases and about 20 km of railways); I still haven't considered making a Nether railway in my first world, with the furthest secondary base around 4 km away from my main base (distance traveled by rail, a round trip of which takes close to 20 minutes, which I make about once every 6 play sessions to return resources to my main base).
Nether highways are sick, man. Make your 20 minute round trip a three minute one and use less railing? Sounds like a win to me. Only would take a bit of time to set up and save a lot more time thereafter. I totally get what you said about stronghold hunting, though, in my current survival world the only thing I've gone far from my base to do is mine.
I go anywhere from 1,000 to about 5,000 from spawn, as this is generally enough distance to find an ideal biome to set up first base for me and friends on my server.
I've theorized about going further later on for ambitious projects, but I can't see myself going much beyond 30,000 from origin, not unless I inadvertently ended up further than that by setting up a portal elsewhere inside the nether, since the nether can be used as a shortcut through the overworld.
This is just the reply I was looking for, haha. There's so much world in Minecraft, but so little reason to actually explore in it! I think the world size has a lot of potential that just isn't being explore right now for gameplay things.
I just mean in general. It's my personal experience that I never travel very far from spawn, and I wanted to see how other people stack up.
Nether highways are sick, man. Make your 20 minute round trip a three minute one and use less railing? Sounds like a win to me. Only would take a bit of time to set up and save a lot more time thereafter. I totally get what you said about stronghold hunting, though, in my current survival world the only thing I've gone far from my base to do is mine.
This is just the reply I was looking for, haha. There's so much world in Minecraft, but so little reason to actually explore in it! I think the world size has a lot of potential that just isn't being explore right now for gameplay things.
The world sizes are massive, but the big problem with the overworld atm is it is outdated as far as the exploration aspect goes, and it is in dire need of a cave update in my opinion. Unfortunately world sizes being massive and for all intents and purposes unlimited, is not enough to keep people playing, there needs to be an incentive to keep bringing people back to the game.
With the cave update I would argue that Mojang should expand the terrain depth and move the bedrock and void layer down to negative 2048 Y, this would expand the subterranean environment so that more features can safely be added without changing too much about how the current underground layer generates, and it would also allow for deeper oceans and mineshafts.
We could have biome specific underground structures or dungeons with new mobs/monsters added in, like goblins, as well as skeleton knights which are tougher than the regular skeletons, are armed with swords that have fire aspect on them, but when defeated, drop a random iron enchanted armour piece. They could come with mending but this would be a very low chance, it would make sense to keep this rare so it cannot be cheesed for easy powerful gear, the most common enchants for killing the Skeleton Knights in these underground structures should be things like unbreaking II or III, or Thorns III, and the 4 different Protection enchantments.
Nether highways are sick, man. Make your 20 minute round trip a three minute one and use less railing? Sounds like a win to me. Only would take a bit of time to set up and save a lot more time thereafter. I totally get what you said about stronghold hunting, though, in my current survival world the only thing I've gone far from my base to do is mine.
I never even visit the Nether once I'm done mining quartz for XP, in fact, I deleted both the Nether and End from my first world years ago; otherwise, rails are not an issue thanks to my playstyle and the abundance of mineshafts in 1.6.4 - I've collected close to 200,000 rails from mineshafts and only used about a tenth of that, with a much lower percentage of the gold I've collected used to make powered rails. I might eventually consider it though, especially once I completely explore the spawn continent as other continents can be thousands of blocks away (example of a 1.6.4 world, I modded the game to set the biome size to 2 to enable mapping more of it at once so the scale at the bottom is really 20000 blocks).
My own mods also help reduce the frequency of return trips; I added rail blocks, cobweb blocks, and compressed mossy cobblestone so I can craft them into blocks much like minerals (9 rails and 4 cobwebs/moss stone per block), and in TMCW (not my first world) I added a new variant of ender chest with a double chest of capacity (in addition to normal ender chests) so I can take about twice as much back per trip (117 vs 63 stacks).
Of course, I could also just set up a new main base, which is really just a centralized storage area for the resources I collect while caving, which would be necessary over the extremely long-term as too many chests in one area will cause lag (I already optimized their rendering so closed chests render about twice as fast, with much greater improvements for signs and item frames, and I could make chests far faster by rendering them as a static block instead of dynamic entity at the expense of the opening animation).
Either way, it will be a long time before I get very far from spawn as the area explored increases by the square of the distance; it would take about 640 days of playtime to explore twice as far out (more realistically, about half this since there is no more land to the north and west, with the extent to the south and east unknown). I also don't spend all my time playing on one world; much of the time I've spent playing since early 2018 has been on other worlds (here is a series of renderings I made after each major play period; even assuming a constant amount of time per period the relative increase in world size will decrease with time, doubly so for the distance from spawn; most recently (2020) the increase in distance was mostly in terms of straight-line distance as I explored an area in the corner of the main 3x3 area of level 4 maps, with little exploration outside of this area so far).
Pretty straightforward question. How far out do you think you go in any one direction from spawn in your average survival world? I'm curious how much people like to travel since it's not incentivized much by the game. No commands, no mods - just how far you walk in plain, vanilla Survival.
Do you mean in general or where do you go to set up your primary build? Because I use 3rd party tools like AMIDST to make sure that I start in a good biome and has stuff I want around me. That means my main base is always within 1k blocks of spawn, but I'll go thousands of blocks to get items from specific biomes when needed.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
The furthest that I've gone from spawn in any world is around 3400 blocks along either axis, or about 3900 blocks in a straight line, in my first world, which is my largest world by far with all other worlds being no more than half of this, in some cases, not even a quarter of this:
Likewise, I always remain within about 100 blocks of spawn until I search for a stronghold, then when I start caving for fun after the "end-game", which represents nearly all the exploring that I do, advancing outwards bit by bit (averaging about 100 chunks per 3.5 hour play session, which means a level 4 map, which is +/- 1024 blocks from the center, takes about 24 days of playtime over 164 days of daily playing to explore; for comparison, my first world is equivalent to a square about 5570x5570 blocks and has nearly 160 days of playtime).
A few of my worlds were modded to have 2-3 times the ground depth and/or significantly more caves than vanilla, resulting in an even slower exploration rate; TripleHeightTerrain is equivalent to a vanilla 1.6.4 world with about 4 times the area (all my worlds are modded in some way, with World1 being the closest to vanilla, including world generation, but this has no impact on how I play or explore, other than the aforementioned differences in cave density affecting how fast I cover ground, and none of these other worlds have much more than a quarter of the playtime so they'd never be as large regardless).
Also, my main form of transportation is walking, averaging around 18 km per play session in my first world, almost entirely underground; otherwise, I link my bases together with railways, with secondary bases placed about 1 km apart or as I deem necessary (I have a total of 20 bases and about 20 km of railways); I still haven't considered making a Nether railway in my first world, with the furthest secondary base around 4 km away from my main base (distance traveled by rail, a round trip of which takes close to 20 minutes, which I make about once every 6 play sessions to return resources to my main base).
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 go anywhere from 1,000 to about 5,000 from spawn, as this is generally enough distance to find an ideal biome to set up first base for me and friends on my server.
I've theorized about going further later on for ambitious projects, but I can't see myself going much beyond 30,000 from origin, not unless I inadvertently ended up further than that by setting up a portal elsewhere inside the nether, since the nether can be used as a shortcut through the overworld.
I just mean in general. It's my personal experience that I never travel very far from spawn, and I wanted to see how other people stack up.
Nether highways are sick, man. Make your 20 minute round trip a three minute one and use less railing? Sounds like a win to me. Only would take a bit of time to set up and save a lot more time thereafter. I totally get what you said about stronghold hunting, though, in my current survival world the only thing I've gone far from my base to do is mine.
This is just the reply I was looking for, haha. There's so much world in Minecraft, but so little reason to actually explore in it! I think the world size has a lot of potential that just isn't being explore right now for gameplay things.
The world sizes are massive, but the big problem with the overworld atm is it is outdated as far as the exploration aspect goes, and it is in dire need of a cave update in my opinion. Unfortunately world sizes being massive and for all intents and purposes unlimited, is not enough to keep people playing, there needs to be an incentive to keep bringing people back to the game.
With the cave update I would argue that Mojang should expand the terrain depth and move the bedrock and void layer down to negative 2048 Y, this would expand the subterranean environment so that more features can safely be added without changing too much about how the current underground layer generates, and it would also allow for deeper oceans and mineshafts.
We could have biome specific underground structures or dungeons with new mobs/monsters added in, like goblins, as well as skeleton knights which are tougher than the regular skeletons, are armed with swords that have fire aspect on them, but when defeated, drop a random iron enchanted armour piece. They could come with mending but this would be a very low chance, it would make sense to keep this rare so it cannot be cheesed for easy powerful gear, the most common enchants for killing the Skeleton Knights in these underground structures should be things like unbreaking II or III, or Thorns III, and the 4 different Protection enchantments.
I never even visit the Nether once I'm done mining quartz for XP, in fact, I deleted both the Nether and End from my first world years ago; otherwise, rails are not an issue thanks to my playstyle and the abundance of mineshafts in 1.6.4 - I've collected close to 200,000 rails from mineshafts and only used about a tenth of that, with a much lower percentage of the gold I've collected used to make powered rails. I might eventually consider it though, especially once I completely explore the spawn continent as other continents can be thousands of blocks away (example of a 1.6.4 world, I modded the game to set the biome size to 2 to enable mapping more of it at once so the scale at the bottom is really 20000 blocks).
My own mods also help reduce the frequency of return trips; I added rail blocks, cobweb blocks, and compressed mossy cobblestone so I can craft them into blocks much like minerals (9 rails and 4 cobwebs/moss stone per block), and in TMCW (not my first world) I added a new variant of ender chest with a double chest of capacity (in addition to normal ender chests) so I can take about twice as much back per trip (117 vs 63 stacks).
Of course, I could also just set up a new main base, which is really just a centralized storage area for the resources I collect while caving, which would be necessary over the extremely long-term as too many chests in one area will cause lag (I already optimized their rendering so closed chests render about twice as fast, with much greater improvements for signs and item frames, and I could make chests far faster by rendering them as a static block instead of dynamic entity at the expense of the opening animation).
Either way, it will be a long time before I get very far from spawn as the area explored increases by the square of the distance; it would take about 640 days of playtime to explore twice as far out (more realistically, about half this since there is no more land to the north and west, with the extent to the south and east unknown). I also don't spend all my time playing on one world; much of the time I've spent playing since early 2018 has been on other worlds (here is a series of renderings I made after each major play period; even assuming a constant amount of time per period the relative increase in world size will decrease with time, doubly so for the distance from spawn; most recently (2020) the increase in distance was mostly in terms of straight-line distance as I explored an area in the corner of the main 3x3 area of level 4 maps, with little exploration outside of this area so far).
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?