Okay, I've done some initial testing of the filling of cauldrons with lava. I had a 3x3 square of small stalactites (which seem to drip by far the fastest) into a 3x3 square of cauldrons. (I'm assuming that the cauldrons being adjacent doesn't affect the rate of lava filling, which might not be the case. I've seen no obvious trends of some cauldrons being filled faster than others, but I haven't explicitly tested for it either.)
In ten minutes, I got 13 buckets of lava. That suggests an average rate of about 7 minutes to fill a cauldron. However, the variation is very high. I haven't tried to estimate the standard deviation yet.
It seems likely that each drop has a fixed chance of filling a cauldron - I've sometimes seen cauldrons fill almost instantly after being placed. Having each cauldron keep track of how long it's been collecting lava seems like way too much work for too little return, too. If I'm right, lava accumulation is a Poisson point process and sufficient testing should be able to nail its parameter pretty easily. (Though it's not impossible that cauldrons have "growth stages" like crops. If so, that will make things more complicated.)
Man you always go all out about your 1.6.4 caves. Every post. ... Anyways.
I guess the caves I've been constantly running into could be just chance that feels like they are more common then they really are.
I'm not asking for huge solid pockets that are thousands of blocks in size, and have caves be so sparse. No. I'm just wanting just ever so slightly less overlap of caves just because of the absolute mess they make. That and building around them is a pain. I know. I can just move to another location; but once I have half or most of a build finished then I hit a cluster of a cave ... yuck.
It's funny, because pre 1.7 everyone was complaining about the Swiss cheese caves Minecraft had.
As for the lava filling Mojang has stated in the Reddit thread that the lava fill rate will likely be slowed down. Probably by giving lava 3 fill levels similar to water and powdered snow.
Man you always go all out about your 1.6.4 caves. Every post. ... Anyways.
Well, you have to consider the sheer amount of caving that I do; these are the "session stats" for the last 15 times I played on my first world (mostly vanilla underground generation, except I removed mineshafts that overlap dense cave systems):
That's an average of more than 3000 ores mined and 3700 resources (ores mined (not drops) + rails/cobwebs/moss stone) collected every single day, each of which corresponds to about one large cave system, two ravines, and one mineshaft; over this period I collected 4 times the ~1000 rails I recently used to make a railway to a new secondary base and found about 34 dungeons (average of about 48 moss stone each). 1.7+ reduced mineshafts and dungeons by about 60% each (dungeons may have been mostly inadvertent as they doubled their altitude range from 128 to 256 but did not double the count to offset the reduction in per-layer density, the rest of the decrease is due to less caves and mineshafts).
I wouldn't be surprised if the average player doesn't even do as much caving over the lifetime of an entire world as I do in one day, given that they think it is too hard to mine even a hundred iron or resources are rare and precious (I recently had a discussion with somebody who was actually concerned that even a e.g. 500000x500000 block area could be depleted of resources, the ores I've collected are only a few percent of the ores originally present as I only mine exposed ores; rails come closest to the total since mineshafts are easy to find but I only collect cobwebs around spawners or in the way), or seeds with multiple spawners close to spawn are rare and special when I find 3-4 every day, even as many as 18 on one day (if I were inclined to some of the mob farms I could have made would be quite impressive, as it is I just mine them on sight and the "spawn[ers]" listed above are the number I mined).
So you can see why having a lot of large cave systems and other underground structures is important to me (everybody always claims that caves were made much bigger in Beta 1.8 but it was actually the addition of ravines and especially mineshafts that made it seem so) and why I've been modding the underground for nearly as long as I've been playing (and of course, 1.17 is a "cave update" so it is natural that my opinion includes comparisons to my own ideal underground generation).
I find it interesting that the lush caves will have clay in them, unless that is separate from from them and it's only a coincidence. We've needed an alternate clay source for some time now. Swamps are nice but having a second biome (an underground one at that!) with clay in it is a welcome addition.
Edit: Calcite is also seen in this image but outside of a geode. This is also good news.
I just discovered that dripstone will still drip water in the Nether. So, if this is left in, one will be able to get renewable water in the Nether - though very, very slowly.
Glowing plants, huzzah! Really looking forward to the lush caves. I've always wanted an equal to Terraria's undergorund jungle (and other underground biomes at that), it provides a cute pet, new flora types, and what appears to be a desirable source of clay. The availability of clay for huge builds has always been a nuisance.
Regarding the dripstone water in the nether, that's not too terribly important given that water in its common form is still useless in the nether. The cauldron mostly being there for filling up water bottles and removing dyes. Though... Having a way to cheese fire damage is useful. Nonetheless, I'm glad that the cauldron is continuing to have its existence justified. I remember it did jack all back in the day.
I just discovered that dripstone will still drip water in the Nether. So, if this is left in, one will be able to get renewable water in the Nether - though very, very slowly.
Water only fills when a water source block is above it which cannot be achieved in the Nether. I personally think that they should have just fill water by default and just have the lava mechanic need the source.
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
It's likely because of how useful they can be against ocean monuments. Them and the trident can make them a piece of cake compared to how hard they were when initially introduced. Considering one of the rewards for conquering them can now be gained with a mining trip to the Nether (8gold blocks) it makes sense that they should have more ways to make them easier to plow through.
You can take the water from the cauldron into a bucket. It won't work in that case (the water will evaporate), but there's still a clear intention here not to have water access in the nether.
As of 1.16.2, you can get water bottles from piglin bartering
I just discovered that dripstone will still drip water in the Nether. So, if this is left in, one will be able to get renewable water in the Nether - though very, very slowly.
I have a feeling that will be changed if it hasn't already. There was a 1.14 snapshot that had water pools with stone and diamond ore in the nether.
I'm sure optifine will be able to make the glow squids glow, as they do with exploding creepers and stuff
I don't know how they can do all that but Mojang somehow can't, it perplexes me
I think 1.17 is cool but I play on Chromebook and I will lag badly... But everything they will add is very cool! The caves and mountains generation is awesome! Can't wait, still waiting for emerald sword and stuff, but this... IS CRAZY!!!! Everything we asked for, but some I wish they added.:
It occurs to me that mineshafts, dungeons, strongholds, and perhaps fossils are could get a makeover. I'm curious how that is going to play out. Perhaps strongholds get relocated to the deep dark?
What also occurs to me is that there's a non-zero chance we could see rubies and red dragons, or something like them. For the past several updates we've been getting features that have been previously hinted at in the distant past, and given that other minerals are making it in it's possible we could see rubies, and an update to caves and mountains would make it prime time for dragon lairs or something of that sort.
In any case, I'm still well excited to see how this updates shapes up in its entirety.
Okay, I've done some initial testing of the filling of cauldrons with lava. I had a 3x3 square of small stalactites (which seem to drip by far the fastest) into a 3x3 square of cauldrons. (I'm assuming that the cauldrons being adjacent doesn't affect the rate of lava filling, which might not be the case. I've seen no obvious trends of some cauldrons being filled faster than others, but I haven't explicitly tested for it either.)
In ten minutes, I got 13 buckets of lava. That suggests an average rate of about 7 minutes to fill a cauldron. However, the variation is very high. I haven't tried to estimate the standard deviation yet.
It seems likely that each drop has a fixed chance of filling a cauldron - I've sometimes seen cauldrons fill almost instantly after being placed. Having each cauldron keep track of how long it's been collecting lava seems like way too much work for too little return, too. If I'm right, lava accumulation is a Poisson point process and sufficient testing should be able to nail its parameter pretty easily. (Though it's not impossible that cauldrons have "growth stages" like crops. If so, that will make things more complicated.)
Man you always go all out about your 1.6.4 caves. Every post. ... Anyways.
I guess the caves I've been constantly running into could be just chance that feels like they are more common then they really are.
I'm not asking for huge solid pockets that are thousands of blocks in size, and have caves be so sparse. No. I'm just wanting just ever so slightly less overlap of caves just because of the absolute mess they make. That and building around them is a pain. I know. I can just move to another location; but once I have half or most of a build finished then I hit a cluster of a cave ... yuck.
It's funny, because pre 1.7 everyone was complaining about the Swiss cheese caves Minecraft had.
As for the lava filling Mojang has stated in the Reddit thread that the lava fill rate will likely be slowed down. Probably by giving lava 3 fill levels similar to water and powdered snow.
Praise be to Spode.
Well, you have to consider the sheer amount of caving that I do; these are the "session stats" for the last 15 times I played on my first world (mostly vanilla underground generation, except I removed mineshafts that overlap dense cave systems):
That's an average of more than 3000 ores mined and 3700 resources (ores mined (not drops) + rails/cobwebs/moss stone) collected every single day, each of which corresponds to about one large cave system, two ravines, and one mineshaft; over this period I collected 4 times the ~1000 rails I recently used to make a railway to a new secondary base and found about 34 dungeons (average of about 48 moss stone each). 1.7+ reduced mineshafts and dungeons by about 60% each (dungeons may have been mostly inadvertent as they doubled their altitude range from 128 to 256 but did not double the count to offset the reduction in per-layer density, the rest of the decrease is due to less caves and mineshafts).
I wouldn't be surprised if the average player doesn't even do as much caving over the lifetime of an entire world as I do in one day, given that they think it is too hard to mine even a hundred iron or resources are rare and precious (I recently had a discussion with somebody who was actually concerned that even a e.g. 500000x500000 block area could be depleted of resources, the ores I've collected are only a few percent of the ores originally present as I only mine exposed ores; rails come closest to the total since mineshafts are easy to find but I only collect cobwebs around spawners or in the way), or seeds with multiple spawners close to spawn are rare and special when I find 3-4 every day, even as many as 18 on one day (if I were inclined to some of the mob farms I could have made would be quite impressive, as it is I just mine them on sight and the "spawn[ers]" listed above are the number I mined).
So you can see why having a lot of large cave systems and other underground structures is important to me (everybody always claims that caves were made much bigger in Beta 1.8 but it was actually the addition of ravines and especially mineshafts that made it seem so) and why I've been modding the underground for nearly as long as I've been playing (and of course, 1.17 is a "cave update" so it is natural that my opinion includes comparisons to my own ideal underground generation).
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 new look at the Lush Caves.
Source: https://twitter.com/_LadyAgnes/status/1332375944229769217
I find it interesting that the lush caves will have clay in them, unless that is separate from from them and it's only a coincidence. We've needed an alternate clay source for some time now. Swamps are nice but having a second biome (an underground one at that!) with clay in it is a welcome addition.
Edit: Calcite is also seen in this image but outside of a geode. This is also good news.
Praise be to Spode.
I just discovered that dripstone will still drip water in the Nether. So, if this is left in, one will be able to get renewable water in the Nether - though very, very slowly.
Glowing plants, huzzah! Really looking forward to the lush caves. I've always wanted an equal to Terraria's undergorund jungle (and other underground biomes at that), it provides a cute pet, new flora types, and what appears to be a desirable source of clay. The availability of clay for huge builds has always been a nuisance.
Regarding the dripstone water in the nether, that's not too terribly important given that water in its common form is still useless in the nether. The cauldron mostly being there for filling up water bottles and removing dyes. Though... Having a way to cheese fire damage is useful. Nonetheless, I'm glad that the cauldron is continuing to have its existence justified. I remember it did jack all back in the day.
Figured it was time for a change.
Water only fills when a water source block is above it which cannot be achieved in the Nether. I personally think that they should have just fill water by default and just have the lava mechanic need the source.
Praise be to Spode.
Axolotls just got added. I find it interesting how they can remove mining fatigue and play dead.
Remember those versions that minecraft pranked us with? Specifically:
Those are still downloadable! Watch this video for 2.0:
https://www.youtube.com/watch?v=PQdu9LKAdIU
To download the other ones you need to make a folder in the versions folder for minecraft and put the client and JSON file for the versions in there. They all need to be named the same aside from file extensions. Once you do that, you will be able to choose that version when making a new profile with the minecraft launcher.
15w14a is on this link:
http://minecraft.gamepedia.com/15w14a
1.RV-Pre1 is here:
http://minecraft.gamepedia.com/1.RV-Pre1
Minecraft 3D is here:
https://minecraft.gamepedia.com/Java_Edition_3D_Shareware_v1.34
It's likely because of how useful they can be against ocean monuments. Them and the trident can make them a piece of cake compared to how hard they were when initially introduced. Considering one of the rewards for conquering them can now be gained with a mining trip to the Nether (8gold blocks) it makes sense that they should have more ways to make them easier to plow through.
Praise be to Spode.
Quote from Ptolemy2002»
You can take the water from the cauldron into a bucket. It won't work in that case (the water will evaporate), but there's still a clear intention here not to have water access in the nether.
As of 1.16.2, you can get water bottles from piglin bartering
I have a feeling that will be changed if it hasn't already. There was a 1.14 snapshot that had water pools with stone and diamond ore in the nether.
Not really into Minecraft anymore, but this update is really hype.
on glow squids
i think they are gonna be absolutely useless they will likely serve no purpose other than looking nice
I'm sure optifine will be able to make the glow squids glow, as they do with exploding creepers and stuff
I don't know how they can do all that but Mojang somehow can't, it perplexes me
Mojang has never at any point said they can't do it. They said they won't do it. There's a difference.
Which hogs performances and other issues that an external mod won't fix.
I think 1.17 is cool but I play on Chromebook and I will lag badly... But everything they will add is very cool! The caves and mountains generation is awesome! Can't wait, still waiting for emerald sword and stuff, but this... IS CRAZY!!!! Everything we asked for, but some I wish they added.:
It occurs to me that mineshafts, dungeons, strongholds, and perhaps fossils are could get a makeover. I'm curious how that is going to play out. Perhaps strongholds get relocated to the deep dark?
What also occurs to me is that there's a non-zero chance we could see rubies and red dragons, or something like them. For the past several updates we've been getting features that have been previously hinted at in the distant past, and given that other minerals are making it in it's possible we could see rubies, and an update to caves and mountains would make it prime time for dragon lairs or something of that sort.
In any case, I'm still well excited to see how this updates shapes up in its entirety.
Figured it was time for a change.