It's here. It's finally here. You'd think for a game named MINEcraft there'd be more underground content. That said... There is a lot to unpack here.
For me, the underground was enough of a doozy as is, even before the minor additions from 1.8-1.16. I feel like this is going to be overwhelming, and I agree some of it 'feels' modded, but maybe that's a good thing.
For me, the underground was enough of a doozy as is, even before the minor additions from 1.8-1.16. I feel like this is going to be overwhelming, and I agree some of it 'feels' modded, but maybe that's a good thing.
I thought the underground was said to be underwhelming post-1.6.4.I personally never noticed but some people say that ever since 1.6.4 the caves were downgraded somehow.
Of the 3 mobs to vote for, glow squid got my vote and I'm glad it got the majority of the votes too. Fitting, considering underground bodies of water will be a thing!
Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?
I thought the underground was said to be underwhelming post-1.6.4.I personally never noticed but some people say that ever since 1.6.4 the caves were downgraded somehow.
This is true; prior to 1.7 cave systems were much larger and denser, often with huge ragged chambers with no recognizable tunnels, along with a much greater frequency of mineshafts and dungeons, which were both made more than twice as rare (1.13 slightly offset this by removing a reduction in mineshaft frequency close to the origin, making them more common than in 1.6.4 within 512 blocks, but that's only a minuscule fraction of the world), and a great reduction in underground interconnectivity - my playstyle involves exploring from one cave system/structure to the next while remaining entirely underground, and the underground structures themselves are much more interesting to me than simple decorative features like the new stone types (I only added these to TMCW for fun and made the unpolished variants drop cobblestone unless you use Silk Touch so they don't interfere with mining):
A map of the underground in 1.6.4; mineshafts are much more common than indicated since this is close to the origin, with the base chance being scaled by (distance/80) within 80 chunks of the origin (the base chance per chunk was reduced from 1/100 to 1/250 in 1.7):
The underground in 1.7 and later; you can see that cave systems are much smaller and less dense and there is much less variation in cave system size and regional cave density:
This is also a big reason why I never updated past 1.6.4, with my own mods all focusing on cave generation; for example, this is a rendering of part of my current Survival world and some of the things I've found in it, and I'm working on a massive update (way bigger than any vanilla update) which will greatly enhance the underground (e.g. "underground biomes" down to bedrock, where stone is entirely replaced with blocks like sandstone and hardened clay with ore variations to match, as well as biome-specific mobs and mob variations (I think it is completely pointless for strays and husks to exist since they don't spawn underground; TMCW also has had naturally spawning "cave" spiders since the first version was released over 6 years ago):
This is a 1024x1024 block area of the seed "TMCWv4" centered at 1024, 160, which includes many of the special cave variations; in the upper-right is a giant cave region, the largest underground feature with a volume averaging 1.25 million blocks within a 300x300 block area and in the lower-left is a network cave region, averaging about 125,000 blocks. in the lower-right is a colossal cave system, averaging about 235,000 blocks, which is based on a cave system in my first world, one of the largest and densest cave systems that I've found in any vanilla seed. Near the top-center are a giant cave and ravine, each with a volume of more than 250,000 (for perspective, the largest single cave in vanilla is about 1/10 as large and so rare than even within a 1 million chunk area the largest cave averages around 20,000; the largest cave that I've found over 110,000 chunks in my first world is about 13,000, and they would be even rarer in 1.7+):
This is with only special cave variations shown:
This is the output from my "CaveFinder" utility, which is included with my mod and was used to generate the maps shown above (it does not show any biome-specific cave variation or dungeons); large caves and ravines are considered to have a volume of at least 25,000:
Most of these are from other parts of the world, some of which have had many more large caves and ravines than the one shown above (within a level 3 map):
Note that this was taken before rendering changes which make the sky and fog pitch black when in the absence of skylight underground:
This gives you an idea of how much content my own updates add, with all of this planned for the next update (the numbers are based on the number of features added to the current release of TMCW, TMCWv4.5, where each major version (1,2,3,4) is more like the difference between 1.6.4 and 1.7 than 1.16 and 1.17 (TMCWv4.5 is considered to be part of TMCWv4, with TMCWv5, which was originally going to have all of the features of 4.5, being the next time a complete change to biome/terrain/cave generation occurs, necessitating making a new world unless you want lots of ugly chunk borders):
115. Giant mushrooms now also attempt to generate in 5% of individual chunks, or 50% of chunks within Mushroom Island, both outside of giant cave regions (25% of 2x2 chunk regions), mostly within larger caves where there is enough space.
116. Mycelium can now survive and spread under mushroom blocks (since they are both part of the fungus).
117. Fixed placement of Nether fortresses so they are randomly distributed instead of in north-south lines, with the frequency changed from a 1/3 chance per 16x16 chunk region to one per 27x27 chunk region (from 1/768 to 1/729, so they are slightly more common), and fixed only the first fortress in the list being checked for mobs spawning on Nether brick (https://minecraft.gamepedia.com/Talk:Nether_Fortress#Explanation_of_mob_spawning). Note that fortresses in existing worlds will not be affected (aside from the mob spawning fix) but new ones will generate differently and may be cut off (partially generated existing fortresses will fully generate properly due to saved structure data).
118. Oak planks can now be crafted from sticks, with 4 sticks (2x2) giving one plank (half the efficiency of crafting sticks from planks; 2 planks = 4 sticks).
119. Hidden lava blocks in the Nether are now a special variant of Netherrack which turns into lava when updated, helping reduce the number of chunk sections being rendered (from 1592 to 1330 in one test); their behavior is otherwise the same (they are always hidden when placed so it is unlikely you will find one by mining naturally exposed Netherrack).
120. Added tamed cat variants from 1.14 for a total of 11 variants.
121. Witch huts now have two witches instead of one, and they have double the normal health (52). An untamed black cat also spawns (same behavior as ocelots and retains its skin when tamed).
122. Added husks, which unlike 1.10 can spawn anywhere, including underground, in Desert (all variants), Mesa, Rocky Mountains, Volcanic Wasteland, and the Nether and make up 47.5% of all zombies (50% of non-villager zombies, which are thus no less common than elsewhere), except in the Nether (100%); they give the player Hunger for at least 5 and up to 6.65-13.35-20 seconds with a 11-33%, 22-66%, 33-100% chance on Easy-Normal-Hard. These times are less than in vanilla since Hunger takes away 5 times as much hunger over time (i.e. equivalent to 33.25-66.5-100 seconds in 1.11+, where the duration is floor(7 * (regional difficulty)) seconds, up to 43 on Hard). There are also 4 types of husks; Deserts have yellow husks, Mesa has red husks, Rocky Mountains and Volcanic Wasteland have white husks, and the Nether has pink husks, which are also immune to fire and can apply Slowness in addition to Hunger (not both in the same hit). They also have gold ingots, Nether brick items, and glowstone dust as rare drops in place of the normal zombie drops, and have up to a 10-20-30% chance of a gold sword on Easy-Normal-Hard, starting at 1/3 of this at minimum difficulty, and always spawn with gold armor in place of other types (also up to 10-20-30% but starting from 0& at 0 difficulty).
123. Giants now have a husk variant with the same spawn conditions as normal husks, and it applies Hunger for twice as long.
124. Mob variations now have their own names; e.g. Zombie Villager, Baby Zombie, Husk, Wither Skeleton.
125. Nametagged hostile mobs and tiny slimes do not despawn on Peaceful, and will also usually ignore the player (some, like creepers, still follow the player but do not attack; this does not affect some mobs, including the Ender Dragon and Wither).
126. Added naturally spawning Endermen to the Nether, which can also pick up Netherrack (reduced chance compared to other blocks).
127. Mushrooms can grow on podzol, netherrack, and nether quartz ore in any light level.
128. Added additional blocks that fire can burn (fence gates, flowers, dead bushes, carpets, saplings), fire also burns infinitely on nether quartz ore.
129. Modified how damage reduction from Protection enchantments is calculated; the maximum EPF is now 20 and each point reduces damage by 3.75% with the EPF for each enchantment the same as in 1.9+ (the main difference is that EPF linearly scales with the level, instead of showing an accelerated increase at higher levels; previously, Protection provided 1,2,3,5 EPF):
130. Added ruby ore to Savanna Mountains and Volcanic Wasteland, making it easier to find, especially in hot climate zones where Rocky Mountains is less common (previously the only biome with ruby ore, but since ruby now has a proper use it is much more valuable).
131. Added endermites, which naturally spawn in all dimensions, with the Nether having a Nethermite variant which is pink and immune to fire, in addition to spawning when an Enderman teleports if it is aggressive towards a player; chance of spawning the first endermite is 0.33-0.66-1 on Easy-Hard and up to 4 can be spawned per enderman with an additional 0.75-0.5-0.25 chance of the next 3 (times the difficulty factor).
132. Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners, infested blocks, or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn.
133. Added silverfish variants for Deserts and Mesa Edge (yellow), Volcanic Wasteland and Rocky Mountains (white), and Mesa (red). This incldues silverfish spawned from infested blocks, which will always match the current biome.
134. Added mossy, cracked, and chiseled stone brick monster eggs, which were renamed to infested (block), as well as granite, diorite, and andesite variants; silverfish can no longer hide in polished stone variants (before they would convert any variant into regular stone). Infested blocks also take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools, and using Silk Touch or breaking one in Creative no longer spawns silverfish.
135. Added strays, with similar spawn conditions as husks except they spawn in all snowy biomes as well as Extreme Hills and Rocky Mountains (including non-snowy areas below the summit) and their attacks (arrows and melee attacks) inflict Slowness for 5 to 10-20-30 seconds on Easy-Normal-Hard (the arrows they fire are no different from normal arrows, I check to see if the entity that fired it is a skeleton and its type is a stray when they deal damage).
136. Added baby skeletons (both normal skeletons and strays, but not wither skeletons), which are similar to baby zombies (faster, do not burn in or avoid sunlight, and drop more XP) and are 1.25-1.875-2.8125 to 5-7.5-11.25% of all skeleton spawns on Easy-Normal-Hard (same as baby zombies), except for spider jockeys; they instead spawn on cave spiders, similar to baby zombies, with a 50/50 chance of a skeleton or zombie (1/30 chance of either).
137. Skeletons have a chance of spawning with a sword instead of a bow, 2% on Easy, 2.5% on Normal, and 3.3% on Hard and a 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst. They also move faster (like Wither skeletons, a vanilla mechanic) and Wither skeletons can get enchantments on their sword.
138. Skeletons only drop additional XP for their weapon if it is enchanted or is not a bow (otherwise, they would always drop at least 6-8 XP, averaging 7; skeletons with swords always drop XP for their weapon).
139. Burning skeletons can shoot flaming arrows, with the chance based on difficulty.
140. Added rabbits, which are mostly the same as in 1.8+ except killer rabbits use the original bloody texture and are named "The Killer Rabbit of Caerbannog" (an entity type specific name, not nametagged) and naturally spawn with a 1/500 chance per rabbit outside of a 256 block radius from spawn and deal 4 damage. The "Toast" variant is a naturally spawning variant instead of an Easter egg. Rabbits also only avoid players and are not attacked by wolves, and are immune to cactus and fall damage so they do not kill themselves on cactus or by jumping off of cliffs. Rabbits are also the only passive mob that spawn in deserts (gold) and mesa (red), with snowy biomes having white rabbits and other biomes can have any variant, with red/white/gold variants being much rarer. The white variant from Bedrock, with black eyes, also spawns in place of some normal (red eyed) white rabbits, and a red variant was added. Rabbits will produce 2-3 babies instead of just one when bred, which also have a 1/250% chance each of being a different breed (1% per litter), except for the killer rabbit. Rabbits can also spawn on sand and hardened clay so they can respawn in deserts and mesas, and also favor pathfinding to these blocks as well as grass so they do not have a tendency to move into grassy biomes. Rabbit meat was also added, with 1 drop per rabbit, unaffected by Looting like chicken, rabbit stew, with a shapeless recipe, and rabbit hides, craftable into leather.
141. Furnaces can now smelt amethyst ore (added support for metadata) and added more blocks/items that can be used as furnace fuel and changed smelting times for others; for example, chests can smelt 8 items instead of 1 1/2 (8 planks = 12 items) and jukeboxes can smelt 20 items (67% more than 8 planks at the cost of a diamond):
Fuel Items smelted
Paper 0.17
Carpet 0.335
Book 0.5
Wool 0.5
Bow 1
Bowl 1
Fishing Rod 1
Ladder 1
Wooden Button 1
Sign 2
Torch 2
Trapdoor 2
Wooden Door 2
Bed 3
Crafting Table 4
Boat 5
Bookshelf 6
Chest 8
Note Block 8
Jukebox 20
142. Added iron nuggets so iron tools and armor can be smelted; iron, chain, and gold items return up to 3 nuggets per resource needed to craft them (a 33% return), based on durability and rounded to the nearest whole nugget (for example, an iron shovel returns 3 nuggets if the durability is at least 5/6 or 209). Also, smelting redstone ore now returns 2 redstone dust and lapis ore returns 3 lapis (furnaces were fixed so they properly handle multiple output items per operation; they will only start smelting if there is enough space in the output slot). Here is a list of all new items that can be smelted down; most of them return about a third of the original resources, with anvils behaving like tools (from 3 ingots for very damaged to 12 ingots for intact):
143. Enchanted tools and weapons also cannot be used as fuel or smelted, preventing accidental destruction of items, and furnaces will only smelt items that return multiple results if there is enough room in the output slot (this accounts for durability, so you can smelt a chestplate with 1 durability if the output stack size is 63 or less, but an intact chestplate needs 40 or less).
144. Anvils now have four damage states instead of three with the chance of becoming damaged increased from 12% to 16% per use so they have the same number of uses on average (25) but their lifetime is more consistent (the chance of an anvil becoming damaged on every use until it breaks was decreased from 0.1728% to 0.065536%). As before, two very damaged anvils can be crafted together to make a new anvil, which now results in extra "durability" being restored (previously you'd get an average of 50 uses by crafting two very damaged anvils (25 * 2/3 * 3) into an intact anvil, then using it until it becomes very damaged; now you get 56.25 uses (25 * 3/4 * 3), a gain of 12.5%).
145. Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
146. Added more types of huge mushroom (different cap types and sizes) as well as green, blue, and purple variants of mushrooms and huge mushrooms. Green mushrooms emit a light level of 3 and huge green mushroom blocks emit a light level of 4 (visually identical as the light level of a full block is inside the block itself). Mushroom stew can also be made with two mushrooms of different colors (e.g. red + brown, green + blue, blue + red, etc); fermented spider eyes still require brown mushrooms but they are not less common (the frequencies of red+green+blue+purple together are the same as brown, which in turn is similar to vanilla).
147. Added brown, green, blue, and purple Mooshroom variants, which naturally spawn in packs of a single color in addition to normal red Mooshrooms (slightly recolored to match red mushroom caps; all variants use a single grayscale texture for the colored areas which is recolored like grass). Breeding normally chooses one of the parent's colors but there is a 1% chance of choosing a different color.
148. Fortune increases the drop rate of mushrooms from mushroom blocks, averaging 0.3-0.3375-0.4-0.525 with no Fortune to Fortune III (the chance of dropping anything is increased, not the number, which is always 0,1,2).
149. Doors now stack to 16 and the crafting recipe now yields 3 doors, along with the crafting recipe for trapdoors.
150. Clay found underground in mesa biomes is now red clay, which is functionally identical to normal (gray) clay, and half of underground dirt veins in swamps were replaced with normal clay.
151. Added glow squid, which have the same behavior as normal squid but drop glowstone dust (0-1 + 1 per level of Looting) and spawn underground more than 8 blocks below sea level (including under overhangs in oceans). The mob cap for water mobs was also increased from 5 to 15 with up to 10 of each variant of squid, which is also a hard cap (no more than 10 can spawn at a time; in vanilla hundreds can spawn at once in open ocean).
152. Added Depth Strider enchantment, which increases movement speed underwater and is similar to the enchantment in 1.8+ (the main difference is that it costs 2 levels per enchantment level instead of 4 since I don't think it should be as expensive as Fortune or Looting).
153. Added two new types of caves:
153a. Vertical pit caves, which generate as a series of circular pits of various sizes with a similar frequency as ravines.
153b. Jungle caves, which appear as a large chamber filled with vegetation between y=40-50 (based on ground level, so they can be higher/lower in Superflat worlds) and generate about once every 100 chunks of jungle (the biome within a 2x2 chunk area centered on it must be entirely jungle and there must not be too many caves nearby so they are less common).
153c. Note that overall cave generation is unchanged, minimizing chunk walls where new caves will cut off.
154. Added two new variants of grass, "Cave Grass" and "Cave Fern", which are identical to tall grass and ferns except they can survive in the dark; they generate underground in jungle biomes. Grass blocks found underground also have a data value of 1, which disables spreading; they drop normal grass when harvested.
(if you look closely you can see another feature that will be added, stalagmites and stalactites, this screenshot was actually from TMCWv5, which was originally going to add all the features listed here)
155. Many parts of world generation now use a true 64 bit random number generator instead of Java's Random, which only uses 48 bits, increasing the variation between seeds (terrain still uses Random to maintain consistency with old worlds).
156. Added three new variants of gravel; Gravel Sand, Gold Gravel, and Gold Gravel Sand. Gravel Sand uses the old gravel texture (from 1.0 to 1.2.5, which I chose since I think it is better than the older texture). Gold Gravel (Sand) has flecks of gold in its texture and drops 3-6 gold nuggets when mined, with Fortune increasing the min/max by 2 per level with a max of 9 (always 9 with Fortune III, making it equivalent to gold ore), and smelting gives a gold ingot. Unlike gold ore it can be mined by hand, making it unique among ores, replacing the gold ore that previously generated in gravel beaches. Gravel Sand also makes up 10-90% of underwater gravel patches and 10-90% of underground gravel veins (both varying within 8x8 chunk regions). Gravel Sand can also be crafted with 2x2 normal gravel and sand, giving 4 blocks.
157. Increased variation of underground dirt, gravel, stones, and biome-specific blocks; the number of veins and size of each varies between 50%, 100%, 200% of normal (based on actual vein size, which is not a linear function of the "size" parameter), with non-stone blocks varying inversely for about the same amount of each in a given 8x8 chunk region (regions are square with a 0-1 chunk offset around the edges to make them less abrupt. Stone has independent size and count variation since it has no effect on the generation of other ores; the amount of each stone can vary from 1/4 to 4 times the average, a range of 16-fold).
158. Underground dirt veins in Mega Taiga biomes are podzol if the block above them is transparent.
159. Ocelots were added to the passive mob spawn list so they can spawn during world generation, and these ocelots do not despawn (ocelots spawned after world generation still do).
160. Palm trees now generate with coconuts instead of cocoa beans; they work pretty much the same way except that they cannot be propagated unless you grow more palm trees; mature coconuts drop a single coconut item which can be placed as a mature coconut on the side of a jungle log and can be eaten for the same hunger and saturation as an apple.
161. Boulders made out of full smooth sandstone (sand beaches) and cobblestone (gravel beaches) occasionally generate on beaches and on the seafloor nearby; boulders on land generate in 25% of 4x4 chunk regions much as palm trees do, but not in the same chunks.
162. Added four new saplings and a new leaf block so mega trees, palm trees, dark oak trees, acacia trees, and swamp oak trees can all be grown anywhere and drop their respective saplings (dark oak (2x2) and swamp trees (1x1) use the same sapling to avoid having to add a new sapling block, max of 8 types per block, and leaf block, max of 4 types per block), as well as 2x2 big oak (previously they only grew in Big Oak Forest) and several other variants of trees; for example, spruce trees grown with one sapling now have a large tree variant with the same base chance as big oaks from an oak sapling (10%). Some biomes still affect the chances of certain types of tree, but all types can be grown anywhere (aside from special variants like small jungle trees with vines and cocoa beans in jungles). Palm saplings can also be placed on sand. Palm leaves also always use the biome coloration of jungles and acacia leaves always use the color of savannas, much as spruce and birch leaves are always the same color, and player-placed dark/swamp oak leaves are always the same color as well (all new leaf blocks use the same textures as the vanilla blocks they replaced so this helps make them more unique). Mega tree leaves also have a reduced chance of dropping saplings (1/100), sticks (1/60), and apples (1/600) (the average tree has over 2000 leaf blocks so they still give you enough saplings) while palm leaves have an increased chance of saplings and sticks (both 1/10).
163. Added two new variants of trees, a smaller variant of small oak tree which generates in plains and from about 10% of saplings and a larger variant which generates in Great Forest and from oak and spruce saplings in place of 25-50% of big tree variants (25% in most biomes, 50% in Great Forest).
As you can guess, I have hardly any opinion on 1.17 since my own updates are much better as they are designed by myself.
Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?
I'm not the person you were asking but I voted the same way they did. My votes were for Moobloom in the first vote because I spend most of my time in biomes like Flower Forest and Plains and I like the bees. When that lost out I went for Glow Squid because my next favorite biome is Ocean and I figured that is where they would be.
But I specifically did not choose Iceologer because:
1. I don't go to the snowy biomes normally and 1 new hostile mob isn't enough to make me want to
2. I'm not voting on a new hostile mob without details on how they act and what they do. That didn't work out so well with Phantoms as evidenced by the number of complaints being so high they added a gamerule specifically to get rid of it.
3. The name is dumb. There I said it. Yeah Moobloom and Glow Squid aren't great names either but Iceologer is extra dumb to me.
Rollback Post to RevisionRollBack
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!
...That is a *seriously* cool idea! Try suggesting it, I think it has legs. (I doubt it's on the drawing board yet, but it probably should be.) I don't know how well it will work for dropping, though, as you ought to be able to drop the whole bundle at once.
Thanks! I find that encouraging :). As for dropping the bundle, I thought it would work if you press CTRL-Q drop the bundle like you would to drop a whole stack, whereas pressing Q would drop just one item.
This idea I would like some feedback on whether this would be a good suggestion or not.
I have thought of a potential upgrade to telescopes (aside from making them have variable zoom). This upgrade would consist of combining a telescope with an eye of ender on a crafting bench, giving you an "enderscope".
This item would allow you to place one enderscope down on a block and then link it to another enderscope in your inventory. Doing so will allow you to look through the one in your inventory as if you were looking through the one you placed down. Essentially like a security camera for minecraft.
I have thought about maybe making it possible to link several enderscopes to one enderscope (something like 4 or 8) but that may be a bit much, yet I don't know. I think it should have a max range of say 500 blocks as to not allow it to load too many chunks away from the player (and maybe give a fuzzier image when you look through it) and it should have a long cooldown to allow chunks to unload unless the chunks are already loaded.
Now the biggest thing is why we would want this added. First of all, it has massive applications in PvP, you can check up on your base if you are in range, and you can have a hidden view angle to watch a trap for when to trigger it. Secondly, it could be great for minigames. But to make it potential tool for players to use for something outside of these to areas would be redstone. Imagine using an enderscope to see the inner workings of a redstone machine, or using it in a mob farm to pull aside a super rare diamond armored mob. It could be made even more useful if you could possible create a redstone pulse with it, causing even more potential for this item.
Now I think this item should have a limited turn radius, with either 30degrees of turn left and right with 12 possible directions, or 45 degrees of turn with 8 possible directions. The up and down traverse should be 45 degrees up and down regardless of where it's placed.
I realize this idea could end up being highly specialized for only a couple things, but then again it could possibly help immensely in several areas of minecraft, I just don't know myself what this could mean. As for it fitting in with minecraft, it would look exactly like a telescope with an endereye on the end of it. I don't think it would look not like a minecraft item with this kind of simple look.
This idea I would like some feedback on whether this would be a good suggestion or not.
I have thought of a potential upgrade to telescopes (aside from making them have variable zoom). This upgrade would consist of combining a telescope with an eye of ender on a crafting bench, giving you an "enderscope".
This item would allow you to place one enderscope down on a block and then link it to another enderscope in your inventory. Doing so will allow you to look through the one in your inventory as if you were looking through the one you placed down. Essentially like a security camera for minecraft.
Also a good idea. If it works interdimensionally, it could also let you see (for example) what's waiting on the other side of a Nether portal.
I've been pondering how we're going to stop copper from developing (further) patina. I think one promising solution might be to get wax from honeycombs to apply as a coating.
This idea I would like some feedback on whether this would be a good suggestion or not.
I have thought of a potential upgrade to telescopes (aside from making them have variable zoom). This upgrade would consist of combining a telescope with an eye of ender on a crafting bench, giving you an "enderscope".
This item would allow you to place one enderscope down on a block and then link it to another enderscope in your inventory. Doing so will allow you to look through the one in your inventory as if you were looking through the one you placed down. Essentially like a security camera for minecraft.
I have thought about maybe making it possible to link several enderscopes to one enderscope (something like 4 or 8) but that may be a bit much, yet I don't know. I think it should have a max range of say 500 blocks as to not allow it to load too many chunks away from the player (and maybe give a fuzzier image when you look through it) and it should have a long cooldown to allow chunks to unload unless the chunks are already loaded.
Now the biggest thing is why we would want this added. First of all, it has massive applications in PvP, you can check up on your base if you are in range, and you can have a hidden view angle to watch a trap for when to trigger it. Secondly, it could be great for minigames. But to make it potential tool for players to use for something outside of these to areas would be redstone. Imagine using an enderscope to see the inner workings of a redstone machine, or using it in a mob farm to pull aside a super rare diamond armored mob. It could be made even more useful if you could possible create a redstone pulse with it, causing even more potential for this item.
Now I think this item should have a limited turn radius, with either 30degrees of turn left and right with 12 possible directions, or 45 degrees of turn with 8 possible directions. The up and down traverse should be 45 degrees up and down regardless of where it's placed.
I realize this idea could end up being highly specialized for only a couple things, but then again it could possibly help immensely in several areas of minecraft, I just don't know myself what this could mean. As for it fitting in with minecraft, it would look exactly like a telescope with an endereye on the end of it. I don't think it would look not like a minecraft item with this kind of simple look.
What do you all think?
Please post suggestions to the Suggestions forum section -- this thread is only for discussing the actual planned or implemented content for 1.17.
I think the Caves, Cliffs and Land Bridges update looks & sounds awesome, cant wait to play it. I personally enjoy seeing these additional improvements to the world generation system. Anything that adds another layer of uniqueness to the game, sign me up. If there is anywhere I say I spend most of my time in this game is in the vast cave system so I'm very thrilled about this new update to the cave system and its new dedotated Cave Mob "The Warden", Sounds Awesome hope we get more of those kinds of Mobs and maybe a Cool Underground Village to boot with its very own unique non-hostile Cave Dweller Mob you can trade with.
Other then that I personally think it should take some where between 64 days to 256 minecraft days for copper to completely oxidize if 20 minecraft years is too long...
See, this is what I'm talking about. ONE GUY putting out more content on his spare time than 30 full time developers do AS THEIR JOB. It's sad.
We've already discussed this 3 times in this thread alone. You can at least respond to what's already been said instead of trying to restart the discussion. The fact of the matter is that more people does not equal faster content. This is consistent throughout every game - Not just Minecraft.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
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.
See, this is what I'm talking about. ONE GUY putting out more content on his spare time than 30 full time developers do AS THEIR JOB. It's sad.
To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.
Also, I think mojang not releasing updates faster might not be as bad as you think. Maybe if you only care about vanilla its bad but mojang pushing out really fast updates could destroy modding.
To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.
Believe it or not, less than 5% of the entire codebase of TMCW involves cave generation - it changes way more than just caves; for example, it has much more varied world generation in general, none of the "travel 10000+ blocks to find some ultra-rare biome or structure" nonsense that Mojang has been pushing since 1.7, which I suspect will also be applied to caves in 1.17, any biome-specific variants aside (e.g. Ice Spikes caves, which would already be very rare due to the biome itself being rare), which need to be much more common than surface structures for the average player to find them in a reasonable amount of time since they are buried underground and it takes far longer to cover the same area by caving (it took me 466 hours of caving to find every underground feature in TMCW, which I'd say is too much for the average player; the rarest underground feature generates once every 16384 chunks, or a level 4 map, while I cover about 100 chunks per 3.5 hour play session, which can be covered in 6.2 minutes of walking if you walk through every chunk, much less if chunks only need to be within view).
Also, it is highly misleading to use my own mod to claim that I can add all of this stuff in far less time - many of the features planned to be added in the next update were first implemented over 2 years ago, but never released (I was originally going to release this as part of TMCWv5, the next "update that changed the world" which breaks backwards compatibility with older worlds); many of them also require additional work, not unlike updating a mod from 1.7 to 1.8 or 1.12 to 1.13, due to all the changes I made to the rendering and world generation systems since then, but much less than making them from scratch (the development and testing of what is basically a mod like Optifine, but with much more extensive code changes, took around a year with little actual features other than graphical settings and enhancements (among these, true darkness in caves and smooth lighting fixes and my own versions of things like "better grass/snow") then I integrated it with TMCWv4 over a couple months). Then again, I haven't spent the entire time working on mods (my "Minecraft time" is spent on mod development or playing, not both).
They stated somewhere that they were showcasing the large caves to show what is possible but will be very rare. The large caverns are just one of many new cave types that will be added. To may understanding there are now two contributing factors to cave generation: Cave type and biome. They are independent from each other. This way caves will be very diverse. Here are the current confirmed biomes and types.
Biomes: "Classic", Lush, Dripstone, Deep Dark
Types: "Classic", Huge Cavern, Mesh Cave (mentioned in a tweet)
Ah, okay that makes sense. Of course, we'll see how it plays out in the end. We don't even have a snapshot yet, but I'm excited for when they come out.
We've already discussed this 3 times in this thread alone. You can at least respond to what's already been said instead of trying to restart the discussion. The fact of the matter is that more people does not equal faster content. This is consistent throughout every game - Not just Minecraft.
It took too long for me to understand this. Sometimes it still falls to deaf ears. But... Gosh, I remember the bugs all those years ago. THE BUGS. The game today is so smooth and bug free by comparison. I recall Minecraft being known for its bugs back in the day... I have nostalgia for the old days, but I do not miss bugs. The polish today is very much appreciated, even if I find myself miffed at the development time every now and then.
To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.
I see no issue with it. Just someone enjoying themselves and engaging in conversation.
Frankly it's about bloody time that MINEcraft had an update centered around where a major part of the game takes place.
Hi there, ZaffreAqua. I asked you a question before.
This is what I said:
"Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?"
The general consensus around this thread is that the iceologer would have been too annoying because people are apparently unwilling to deal with any more hostile mobs than already exist.
Rollback Post to RevisionRollBack
Remember those versions that minecraft pranked us with? Specifically:
Minecraft 2.0
Minecraft 1.VR-Pre1
Snapshot 15w14a
Minecraft 3D
Those are still downloadable! Watch this video for 2.0:
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.
I thought the underground was said to be underwhelming post-1.6.4.I personally never noticed but some people say that ever since 1.6.4 the caves were downgraded somehow.
On Bedrock Edition, caves are just as swiss cheesey as 1.5 Java. So if I want swiss cheese I play Bedrock and if I don't I play Java.
Issue is that simple and easy is not always bad, especially if you have low brightness. And when there is swiss cheese it's not that simple.
So adding more to caves may become too much for me. I also hope it's done tastefully with reasonably matching colour palettes and shapes.
Believe it or not, less than 5% of the entire codebase of TMCW involves cave generation - it changes way more than just caves; for example, it has much more varied world generation in general, none of the "travel 10000+ blocks to find some ultra-rare biome or structure" nonsense that Mojang has been pushing since 1.7, ..
I agree. Again, I rely on Bedrock for nicer aesthetics since 1.6, even though its gameplay controls are more finicky than Java's.
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.
Hi there, ZaffreAqua. I asked you a question before.
This is what I said:
"Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?"
I didn't get around to voting due to being out of town, but glow squid has my pick for several reasons
-Moobloom would have just been another rare animal, I don't see anything for it to add outside of aesthetic. Another biome exclusive mob too. Meh.
-Iceologer, ignoring the subpar name, would have just been another biome exclusive mob. The snowy biomes already have polar bears and strays. Plus, it would just be another hostile illager mob, we have plenty of those already. Just use the illusioner. If it were something more creative like an icy arachnid creature disguising as ice or some original shtick, then I'd be more obligated to vote. Oh, and I don't have faith in it spawning much.
-The glow squid, while ironically suffers from the same problem as the Moobloom, fits with this update. You aren't going to be finding either of the above anywhere near caves or with anything to do with them. Glow squid however could spawn in underground lakes and oceans.
-It does something with the squid. Not much has been done with squid overall, having been in since early beta. Squid only got sounds 5 YEARS after they were implemented, and I think it's about time we got a variant for a mob that isn't yet another bloody humanoid! Too many of those. Blah.
-Spices up oceans ever so slightly. It's small, but between seeing normal squid, fish and dolphins, it's be nice to have another thing swimming in the depths.
-In the dark depths, a glowing mob can indicate passages and other locations which should be fairly useful.
I will say that I wish it did a wee bit more, but we'll see.
For me, the underground was enough of a doozy as is, even before the minor additions from 1.8-1.16. I feel like this is going to be overwhelming, and I agree some of it 'feels' modded, but maybe that's a good thing.
I thought the underground was said to be underwhelming post-1.6.4.I personally never noticed but some people say that ever since 1.6.4 the caves were downgraded somehow.
Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?
This is true; prior to 1.7 cave systems were much larger and denser, often with huge ragged chambers with no recognizable tunnels, along with a much greater frequency of mineshafts and dungeons, which were both made more than twice as rare (1.13 slightly offset this by removing a reduction in mineshaft frequency close to the origin, making them more common than in 1.6.4 within 512 blocks, but that's only a minuscule fraction of the world), and a great reduction in underground interconnectivity - my playstyle involves exploring from one cave system/structure to the next while remaining entirely underground, and the underground structures themselves are much more interesting to me than simple decorative features like the new stone types (I only added these to TMCW for fun and made the unpolished variants drop cobblestone unless you use Silk Touch so they don't interfere with mining):
The underground in 1.7 and later; you can see that cave systems are much smaller and less dense and there is much less variation in cave system size and regional cave density:
This is also a big reason why I never updated past 1.6.4, with my own mods all focusing on cave generation; for example, this is a rendering of part of my current Survival world and some of the things I've found in it, and I'm working on a massive update (way bigger than any vanilla update) which will greatly enhance the underground (e.g. "underground biomes" down to bedrock, where stone is entirely replaced with blocks like sandstone and hardened clay with ore variations to match, as well as biome-specific mobs and mob variations (I think it is completely pointless for strays and husks to exist since they don't spawn underground; TMCW also has had naturally spawning "cave" spiders since the first version was released over 6 years ago):
This is with only special cave variations shown:
This is the output from my "CaveFinder" utility, which is included with my mod and was used to generate the maps shown above (it does not show any biome-specific cave variation or dungeons); large caves and ravines are considered to have a volume of at least 25,000:
Most of these are from other parts of the world, some of which have had many more large caves and ravines than the one shown above (within a level 3 map):
Note that this was taken before rendering changes which make the sky and fog pitch black when in the absence of skylight underground:
This gives you an idea of how much content my own updates add, with all of this planned for the next update (the numbers are based on the number of features added to the current release of TMCW, TMCWv4.5, where each major version (1,2,3,4) is more like the difference between 1.6.4 and 1.7 than 1.16 and 1.17 (TMCWv4.5 is considered to be part of TMCWv4, with TMCWv5, which was originally going to have all of the features of 4.5, being the next time a complete change to biome/terrain/cave generation occurs, necessitating making a new world unless you want lots of ugly chunk borders):
116. Mycelium can now survive and spread under mushroom blocks (since they are both part of the fungus).
117. Fixed placement of Nether fortresses so they are randomly distributed instead of in north-south lines, with the frequency changed from a 1/3 chance per 16x16 chunk region to one per 27x27 chunk region (from 1/768 to 1/729, so they are slightly more common), and fixed only the first fortress in the list being checked for mobs spawning on Nether brick (https://minecraft.gamepedia.com/Talk:Nether_Fortress#Explanation_of_mob_spawning). Note that fortresses in existing worlds will not be affected (aside from the mob spawning fix) but new ones will generate differently and may be cut off (partially generated existing fortresses will fully generate properly due to saved structure data).
118. Oak planks can now be crafted from sticks, with 4 sticks (2x2) giving one plank (half the efficiency of crafting sticks from planks; 2 planks = 4 sticks).
119. Hidden lava blocks in the Nether are now a special variant of Netherrack which turns into lava when updated, helping reduce the number of chunk sections being rendered (from 1592 to 1330 in one test); their behavior is otherwise the same (they are always hidden when placed so it is unlikely you will find one by mining naturally exposed Netherrack).
120. Added tamed cat variants from 1.14 for a total of 11 variants.
121. Witch huts now have two witches instead of one, and they have double the normal health (52). An untamed black cat also spawns (same behavior as ocelots and retains its skin when tamed).
122. Added husks, which unlike 1.10 can spawn anywhere, including underground, in Desert (all variants), Mesa, Rocky Mountains, Volcanic Wasteland, and the Nether and make up 47.5% of all zombies (50% of non-villager zombies, which are thus no less common than elsewhere), except in the Nether (100%); they give the player Hunger for at least 5 and up to 6.65-13.35-20 seconds with a 11-33%, 22-66%, 33-100% chance on Easy-Normal-Hard. These times are less than in vanilla since Hunger takes away 5 times as much hunger over time (i.e. equivalent to 33.25-66.5-100 seconds in 1.11+, where the duration is floor(7 * (regional difficulty)) seconds, up to 43 on Hard). There are also 4 types of husks; Deserts have yellow husks, Mesa has red husks, Rocky Mountains and Volcanic Wasteland have white husks, and the Nether has pink husks, which are also immune to fire and can apply Slowness in addition to Hunger (not both in the same hit). They also have gold ingots, Nether brick items, and glowstone dust as rare drops in place of the normal zombie drops, and have up to a 10-20-30% chance of a gold sword on Easy-Normal-Hard, starting at 1/3 of this at minimum difficulty, and always spawn with gold armor in place of other types (also up to 10-20-30% but starting from 0& at 0 difficulty).
123. Giants now have a husk variant with the same spawn conditions as normal husks, and it applies Hunger for twice as long.
124. Mob variations now have their own names; e.g. Zombie Villager, Baby Zombie, Husk, Wither Skeleton.
125. Nametagged hostile mobs and tiny slimes do not despawn on Peaceful, and will also usually ignore the player (some, like creepers, still follow the player but do not attack; this does not affect some mobs, including the Ender Dragon and Wither).
126. Added naturally spawning Endermen to the Nether, which can also pick up Netherrack (reduced chance compared to other blocks).
127. Mushrooms can grow on podzol, netherrack, and nether quartz ore in any light level.
128. Added additional blocks that fire can burn (fence gates, flowers, dead bushes, carpets, saplings), fire also burns infinitely on nether quartz ore.
129. Modified how damage reduction from Protection enchantments is calculated; the maximum EPF is now 20 and each point reduces damage by 3.75% with the EPF for each enchantment the same as in 1.9+ (the main difference is that EPF linearly scales with the level, instead of showing an accelerated increase at higher levels; previously, Protection provided 1,2,3,5 EPF):
Level 1 2 3 4
Protection 1 2 3 4
Fire/Blast/Proj 2 4 6 8
Feather Falling 3 6 9 12
130. Added ruby ore to Savanna Mountains and Volcanic Wasteland, making it easier to find, especially in hot climate zones where Rocky Mountains is less common (previously the only biome with ruby ore, but since ruby now has a proper use it is much more valuable).
131. Added endermites, which naturally spawn in all dimensions, with the Nether having a Nethermite variant which is pink and immune to fire, in addition to spawning when an Enderman teleports if it is aggressive towards a player; chance of spawning the first endermite is 0.33-0.66-1 on Easy-Hard and up to 4 can be spawned per enderman with an additional 0.75-0.5-0.25 chance of the next 3 (times the difficulty factor).
132. Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners, infested blocks, or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn.
133. Added silverfish variants for Deserts and Mesa Edge (yellow), Volcanic Wasteland and Rocky Mountains (white), and Mesa (red). This incldues silverfish spawned from infested blocks, which will always match the current biome.
134. Added mossy, cracked, and chiseled stone brick monster eggs, which were renamed to infested (block), as well as granite, diorite, and andesite variants; silverfish can no longer hide in polished stone variants (before they would convert any variant into regular stone). Infested blocks also take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools, and using Silk Touch or breaking one in Creative no longer spawns silverfish.
135. Added strays, with similar spawn conditions as husks except they spawn in all snowy biomes as well as Extreme Hills and Rocky Mountains (including non-snowy areas below the summit) and their attacks (arrows and melee attacks) inflict Slowness for 5 to 10-20-30 seconds on Easy-Normal-Hard (the arrows they fire are no different from normal arrows, I check to see if the entity that fired it is a skeleton and its type is a stray when they deal damage).
136. Added baby skeletons (both normal skeletons and strays, but not wither skeletons), which are similar to baby zombies (faster, do not burn in or avoid sunlight, and drop more XP) and are 1.25-1.875-2.8125 to 5-7.5-11.25% of all skeleton spawns on Easy-Normal-Hard (same as baby zombies), except for spider jockeys; they instead spawn on cave spiders, similar to baby zombies, with a 50/50 chance of a skeleton or zombie (1/30 chance of either).
137. Skeletons have a chance of spawning with a sword instead of a bow, 2% on Easy, 2.5% on Normal, and 3.3% on Hard and a 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst. They also move faster (like Wither skeletons, a vanilla mechanic) and Wither skeletons can get enchantments on their sword.
138. Skeletons only drop additional XP for their weapon if it is enchanted or is not a bow (otherwise, they would always drop at least 6-8 XP, averaging 7; skeletons with swords always drop XP for their weapon).
139. Burning skeletons can shoot flaming arrows, with the chance based on difficulty.
140. Added rabbits, which are mostly the same as in 1.8+ except killer rabbits use the original bloody texture and are named "The Killer Rabbit of Caerbannog" (an entity type specific name, not nametagged) and naturally spawn with a 1/500 chance per rabbit outside of a 256 block radius from spawn and deal 4 damage. The "Toast" variant is a naturally spawning variant instead of an Easter egg. Rabbits also only avoid players and are not attacked by wolves, and are immune to cactus and fall damage so they do not kill themselves on cactus or by jumping off of cliffs. Rabbits are also the only passive mob that spawn in deserts (gold) and mesa (red), with snowy biomes having white rabbits and other biomes can have any variant, with red/white/gold variants being much rarer. The white variant from Bedrock, with black eyes, also spawns in place of some normal (red eyed) white rabbits, and a red variant was added. Rabbits will produce 2-3 babies instead of just one when bred, which also have a 1/250% chance each of being a different breed (1% per litter), except for the killer rabbit. Rabbits can also spawn on sand and hardened clay so they can respawn in deserts and mesas, and also favor pathfinding to these blocks as well as grass so they do not have a tendency to move into grassy biomes. Rabbit meat was also added, with 1 drop per rabbit, unaffected by Looting like chicken, rabbit stew, with a shapeless recipe, and rabbit hides, craftable into leather.
141. Furnaces can now smelt amethyst ore (added support for metadata) and added more blocks/items that can be used as furnace fuel and changed smelting times for others; for example, chests can smelt 8 items instead of 1 1/2 (8 planks = 12 items) and jukeboxes can smelt 20 items (67% more than 8 planks at the cost of a diamond):
Fuel Items smelted
Paper 0.17
Carpet 0.335
Book 0.5
Wool 0.5
Bow 1
Bowl 1
Fishing Rod 1
Ladder 1
Wooden Button 1
Sign 2
Torch 2
Trapdoor 2
Wooden Door 2
Bed 3
Crafting Table 4
Boat 5
Bookshelf 6
Chest 8
Note Block 8
Jukebox 20
142. Added iron nuggets so iron tools and armor can be smelted; iron, chain, and gold items return up to 3 nuggets per resource needed to craft them (a 33% return), based on durability and rounded to the nearest whole nugget (for example, an iron shovel returns 3 nuggets if the durability is at least 5/6 or 209). Also, smelting redstone ore now returns 2 redstone dust and lapis ore returns 3 lapis (furnaces were fixed so they properly handle multiple output items per operation; they will only start smelting if there is enough space in the output slot). Here is a list of all new items that can be smelted down; most of them return about a third of the original resources, with anvils behaving like tools (from 3 ingots for very damaged to 12 ingots for intact):
Item Result (% back)
Red Clay (item) Brick
Red Clay (block) Hardened Clay
Amethyst Ore Amethyst
Raw Rabbit Cooked Rabbit
Redstone Ore 2 Redstone
Lapis Ore 3 Lapis
Shovel 3 nuggets (33.3% * durability)
Hoe 4 nuggets (33.3% * durability)
Sword 6 nuggets (33.3% * durability)
Axe 9 nuggets (33.3% * durability)
Pickaxe 9 nuggets (33.3% * durability)
Shears 4 nuggets (33.3% * durability)
Helmet 15 nuggets (33.3% * durability)
Chestplate 24 nuggets (33.3% * durability)
Leggings 21 nuggets (33.3% * durability)
Boots 12 nuggets (33.3% * durability)
Horse armor 1 ingot (N/A)
Empty bucket 1 ingot (33.3%)
Iron Bars 1 nugget (29.6%)
Rail 1 nugget (29.6%)
Powered Rail 3 nuggets (33.3%)
Activator Rail 3 nuggets (33.3%)
Detector Rail 3 nuggets (33.3%)
Iron Door 1 ingot (50.0%)
Compass 1 ingot (25.0%)
Clock 1 ingot (25.0%)
Pressure Plate 1 ingot (50.0%)
Hopper 2 ingots (40.0%)
Anvil 12 ingots (38.7% * damage state)
143. Enchanted tools and weapons also cannot be used as fuel or smelted, preventing accidental destruction of items, and furnaces will only smelt items that return multiple results if there is enough room in the output slot (this accounts for durability, so you can smelt a chestplate with 1 durability if the output stack size is 63 or less, but an intact chestplate needs 40 or less).
144. Anvils now have four damage states instead of three with the chance of becoming damaged increased from 12% to 16% per use so they have the same number of uses on average (25) but their lifetime is more consistent (the chance of an anvil becoming damaged on every use until it breaks was decreased from 0.1728% to 0.065536%). As before, two very damaged anvils can be crafted together to make a new anvil, which now results in extra "durability" being restored (previously you'd get an average of 50 uses by crafting two very damaged anvils (25 * 2/3 * 3) into an intact anvil, then using it until it becomes very damaged; now you get 56.25 uses (25 * 3/4 * 3), a gain of 12.5%).
145. Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
146. Added more types of huge mushroom (different cap types and sizes) as well as green, blue, and purple variants of mushrooms and huge mushrooms. Green mushrooms emit a light level of 3 and huge green mushroom blocks emit a light level of 4 (visually identical as the light level of a full block is inside the block itself). Mushroom stew can also be made with two mushrooms of different colors (e.g. red + brown, green + blue, blue + red, etc); fermented spider eyes still require brown mushrooms but they are not less common (the frequencies of red+green+blue+purple together are the same as brown, which in turn is similar to vanilla).
147. Added brown, green, blue, and purple Mooshroom variants, which naturally spawn in packs of a single color in addition to normal red Mooshrooms (slightly recolored to match red mushroom caps; all variants use a single grayscale texture for the colored areas which is recolored like grass). Breeding normally chooses one of the parent's colors but there is a 1% chance of choosing a different color.
148. Fortune increases the drop rate of mushrooms from mushroom blocks, averaging 0.3-0.3375-0.4-0.525 with no Fortune to Fortune III (the chance of dropping anything is increased, not the number, which is always 0,1,2).
149. Doors now stack to 16 and the crafting recipe now yields 3 doors, along with the crafting recipe for trapdoors.
150. Clay found underground in mesa biomes is now red clay, which is functionally identical to normal (gray) clay, and half of underground dirt veins in swamps were replaced with normal clay.
151. Added glow squid, which have the same behavior as normal squid but drop glowstone dust (0-1 + 1 per level of Looting) and spawn underground more than 8 blocks below sea level (including under overhangs in oceans). The mob cap for water mobs was also increased from 5 to 15 with up to 10 of each variant of squid, which is also a hard cap (no more than 10 can spawn at a time; in vanilla hundreds can spawn at once in open ocean).
152. Added Depth Strider enchantment, which increases movement speed underwater and is similar to the enchantment in 1.8+ (the main difference is that it costs 2 levels per enchantment level instead of 4 since I don't think it should be as expensive as Fortune or Looting).
153. Added two new types of caves:
153a. Vertical pit caves, which generate as a series of circular pits of various sizes with a similar frequency as ravines.
153b. Jungle caves, which appear as a large chamber filled with vegetation between y=40-50 (based on ground level, so they can be higher/lower in Superflat worlds) and generate about once every 100 chunks of jungle (the biome within a 2x2 chunk area centered on it must be entirely jungle and there must not be too many caves nearby so they are less common).
153c. Note that overall cave generation is unchanged, minimizing chunk walls where new caves will cut off.
154. Added two new variants of grass, "Cave Grass" and "Cave Fern", which are identical to tall grass and ferns except they can survive in the dark; they generate underground in jungle biomes. Grass blocks found underground also have a data value of 1, which disables spreading; they drop normal grass when harvested.
(if you look closely you can see another feature that will be added, stalagmites and stalactites, this screenshot was actually from TMCWv5, which was originally going to add all the features listed here)
155. Many parts of world generation now use a true 64 bit random number generator instead of Java's Random, which only uses 48 bits, increasing the variation between seeds (terrain still uses Random to maintain consistency with old worlds).
156. Added three new variants of gravel; Gravel Sand, Gold Gravel, and Gold Gravel Sand. Gravel Sand uses the old gravel texture (from 1.0 to 1.2.5, which I chose since I think it is better than the older texture). Gold Gravel (Sand) has flecks of gold in its texture and drops 3-6 gold nuggets when mined, with Fortune increasing the min/max by 2 per level with a max of 9 (always 9 with Fortune III, making it equivalent to gold ore), and smelting gives a gold ingot. Unlike gold ore it can be mined by hand, making it unique among ores, replacing the gold ore that previously generated in gravel beaches. Gravel Sand also makes up 10-90% of underwater gravel patches and 10-90% of underground gravel veins (both varying within 8x8 chunk regions). Gravel Sand can also be crafted with 2x2 normal gravel and sand, giving 4 blocks.
157. Increased variation of underground dirt, gravel, stones, and biome-specific blocks; the number of veins and size of each varies between 50%, 100%, 200% of normal (based on actual vein size, which is not a linear function of the "size" parameter), with non-stone blocks varying inversely for about the same amount of each in a given 8x8 chunk region (regions are square with a 0-1 chunk offset around the edges to make them less abrupt. Stone has independent size and count variation since it has no effect on the generation of other ores; the amount of each stone can vary from 1/4 to 4 times the average, a range of 16-fold).
158. Underground dirt veins in Mega Taiga biomes are podzol if the block above them is transparent.
159. Ocelots were added to the passive mob spawn list so they can spawn during world generation, and these ocelots do not despawn (ocelots spawned after world generation still do).
160. Palm trees now generate with coconuts instead of cocoa beans; they work pretty much the same way except that they cannot be propagated unless you grow more palm trees; mature coconuts drop a single coconut item which can be placed as a mature coconut on the side of a jungle log and can be eaten for the same hunger and saturation as an apple.
161. Boulders made out of full smooth sandstone (sand beaches) and cobblestone (gravel beaches) occasionally generate on beaches and on the seafloor nearby; boulders on land generate in 25% of 4x4 chunk regions much as palm trees do, but not in the same chunks.
162. Added four new saplings and a new leaf block so mega trees, palm trees, dark oak trees, acacia trees, and swamp oak trees can all be grown anywhere and drop their respective saplings (dark oak (2x2) and swamp trees (1x1) use the same sapling to avoid having to add a new sapling block, max of 8 types per block, and leaf block, max of 4 types per block), as well as 2x2 big oak (previously they only grew in Big Oak Forest) and several other variants of trees; for example, spruce trees grown with one sapling now have a large tree variant with the same base chance as big oaks from an oak sapling (10%). Some biomes still affect the chances of certain types of tree, but all types can be grown anywhere (aside from special variants like small jungle trees with vines and cocoa beans in jungles). Palm saplings can also be placed on sand. Palm leaves also always use the biome coloration of jungles and acacia leaves always use the color of savannas, much as spruce and birch leaves are always the same color, and player-placed dark/swamp oak leaves are always the same color as well (all new leaf blocks use the same textures as the vanilla blocks they replaced so this helps make them more unique). Mega tree leaves also have a reduced chance of dropping saplings (1/100), sticks (1/60), and apples (1/600) (the average tree has over 2000 leaf blocks so they still give you enough saplings) while palm leaves have an increased chance of saplings and sticks (both 1/10).
163. Added two new variants of trees, a smaller variant of small oak tree which generates in plains and from about 10% of saplings and a larger variant which generates in Great Forest and from oak and spruce saplings in place of 25-50% of big tree variants (25% in most biomes, 50% in Great Forest).
As you can guess, I have hardly any opinion on 1.17 since my own updates are much better as they are designed by myself.
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'm not the person you were asking but I voted the same way they did. My votes were for Moobloom in the first vote because I spend most of my time in biomes like Flower Forest and Plains and I like the bees. When that lost out I went for Glow Squid because my next favorite biome is Ocean and I figured that is where they would be.
But I specifically did not choose Iceologer because:
1. I don't go to the snowy biomes normally and 1 new hostile mob isn't enough to make me want to
2. I'm not voting on a new hostile mob without details on how they act and what they do. That didn't work out so well with Phantoms as evidenced by the number of complaints being so high they added a gamerule specifically to get rid of it.
3. The name is dumb. There I said it. Yeah Moobloom and Glow Squid aren't great names either but Iceologer is extra dumb to me.
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
Thanks! I find that encouraging :). As for dropping the bundle, I thought it would work if you press CTRL-Q drop the bundle like you would to drop a whole stack, whereas pressing Q would drop just one item.
This idea I would like some feedback on whether this would be a good suggestion or not.
I have thought of a potential upgrade to telescopes (aside from making them have variable zoom). This upgrade would consist of combining a telescope with an eye of ender on a crafting bench, giving you an "enderscope".
This item would allow you to place one enderscope down on a block and then link it to another enderscope in your inventory. Doing so will allow you to look through the one in your inventory as if you were looking through the one you placed down. Essentially like a security camera for minecraft.
I have thought about maybe making it possible to link several enderscopes to one enderscope (something like 4 or 8) but that may be a bit much, yet I don't know. I think it should have a max range of say 500 blocks as to not allow it to load too many chunks away from the player (and maybe give a fuzzier image when you look through it) and it should have a long cooldown to allow chunks to unload unless the chunks are already loaded.
Now the biggest thing is why we would want this added. First of all, it has massive applications in PvP, you can check up on your base if you are in range, and you can have a hidden view angle to watch a trap for when to trigger it. Secondly, it could be great for minigames. But to make it potential tool for players to use for something outside of these to areas would be redstone. Imagine using an enderscope to see the inner workings of a redstone machine, or using it in a mob farm to pull aside a super rare diamond armored mob. It could be made even more useful if you could possible create a redstone pulse with it, causing even more potential for this item.
Now I think this item should have a limited turn radius, with either 30degrees of turn left and right with 12 possible directions, or 45 degrees of turn with 8 possible directions. The up and down traverse should be 45 degrees up and down regardless of where it's placed.
I realize this idea could end up being highly specialized for only a couple things, but then again it could possibly help immensely in several areas of minecraft, I just don't know myself what this could mean. As for it fitting in with minecraft, it would look exactly like a telescope with an endereye on the end of it. I don't think it would look not like a minecraft item with this kind of simple look.
What do you all think?
Also a good idea. If it works interdimensionally, it could also let you see (for example) what's waiting on the other side of a Nether portal.
I've been pondering how we're going to stop copper from developing (further) patina. I think one promising solution might be to get wax from honeycombs to apply as a coating.
Please post suggestions to the Suggestions forum section -- this thread is only for discussing the actual planned or implemented content for 1.17.
- sunperp
I think the Caves, Cliffs and Land Bridges update looks & sounds awesome, cant wait to play it. I personally enjoy seeing these additional improvements to the world generation system. Anything that adds another layer of uniqueness to the game, sign me up. If there is anywhere I say I spend most of my time in this game is in the vast cave system so I'm very thrilled about this new update to the cave system and its new dedotated Cave Mob "The Warden", Sounds Awesome hope we get more of those kinds of Mobs and maybe a Cool Underground Village to boot with its very own unique non-hostile Cave Dweller Mob you can trade with.
Other then that I personally think it should take some where between 64 days to 256 minecraft days for copper to completely oxidize if 20 minecraft years is too long...
We've already discussed this 3 times in this thread alone. You can at least respond to what's already been said instead of trying to restart the discussion. The fact of the matter is that more people does not equal faster content. This is consistent throughout every game - Not just Minecraft.
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
To be fair he's been at since 1.6 which was released 7 years ago. MasterCaver loves caves so much that he finds nothing else worth it. He literally has his own personal build and talks about it to a great extent whenever he's given the chance. Like, good for him and all but there's more to Minecraft than just caves.
Praise be to Spode.
I want to rehash this post: https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/3037231-minecraft-1-17-update-opinion-thread?comment=48 which explains why its not simple for mojang to release updates faster.
Also, I think mojang not releasing updates faster might not be as bad as you think. Maybe if you only care about vanilla its bad but mojang pushing out really fast updates could destroy modding.
Believe it or not, less than 5% of the entire codebase of TMCW involves cave generation - it changes way more than just caves; for example, it has much more varied world generation in general, none of the "travel 10000+ blocks to find some ultra-rare biome or structure" nonsense that Mojang has been pushing since 1.7, which I suspect will also be applied to caves in 1.17, any biome-specific variants aside (e.g. Ice Spikes caves, which would already be very rare due to the biome itself being rare), which need to be much more common than surface structures for the average player to find them in a reasonable amount of time since they are buried underground and it takes far longer to cover the same area by caving (it took me 466 hours of caving to find every underground feature in TMCW, which I'd say is too much for the average player; the rarest underground feature generates once every 16384 chunks, or a level 4 map, while I cover about 100 chunks per 3.5 hour play session, which can be covered in 6.2 minutes of walking if you walk through every chunk, much less if chunks only need to be within view).
Also, it is highly misleading to use my own mod to claim that I can add all of this stuff in far less time - many of the features planned to be added in the next update were first implemented over 2 years ago, but never released (I was originally going to release this as part of TMCWv5, the next "update that changed the world" which breaks backwards compatibility with older worlds); many of them also require additional work, not unlike updating a mod from 1.7 to 1.8 or 1.12 to 1.13, due to all the changes I made to the rendering and world generation systems since then, but much less than making them from scratch (the development and testing of what is basically a mod like Optifine, but with much more extensive code changes, took around a year with little actual features other than graphical settings and enhancements (among these, true darkness in caves and smooth lighting fixes and my own versions of things like "better grass/snow") then I integrated it with TMCWv4 over a couple months). Then again, I haven't spent the entire time working on mods (my "Minecraft time" is spent on mod development or playing, not both).
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?
Ah, okay that makes sense. Of course, we'll see how it plays out in the end. We don't even have a snapshot yet, but I'm excited for when they come out.
It took too long for me to understand this. Sometimes it still falls to deaf ears. But... Gosh, I remember the bugs all those years ago. THE BUGS. The game today is so smooth and bug free by comparison. I recall Minecraft being known for its bugs back in the day... I have nostalgia for the old days, but I do not miss bugs. The polish today is very much appreciated, even if I find myself miffed at the development time every now and then.
I see no issue with it. Just someone enjoying themselves and engaging in conversation.
Frankly it's about bloody time that MINEcraft had an update centered around where a major part of the game takes place.
Figured it was time for a change.
Hi there, ZaffreAqua. I asked you a question before.
This is what I said:
"Wait really? Glow squid was the one you voted for? I'm not complaining but I'm just curious.Why the glow squid? And why not the Iceologer?"
The general consensus around this thread is that the iceologer would have been too annoying because people are apparently unwilling to deal with any more hostile mobs than already exist.
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
On Bedrock Edition, caves are just as swiss cheesey as 1.5 Java. So if I want swiss cheese I play Bedrock and if I don't I play Java.
Issue is that simple and easy is not always bad, especially if you have low brightness. And when there is swiss cheese it's not that simple.
So adding more to caves may become too much for me. I also hope it's done tastefully with reasonably matching colour palettes and shapes.
Iceologers just sound like illusioners met strays.
I agree. Again, I rely on Bedrock for nicer aesthetics since 1.6, even though its gameplay controls are more finicky than Java's.
What's so bad about illusioners or strays? I actually really like the illusioner concept and wish it was implemented into the actual game.
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
I didn't get around to voting due to being out of town, but glow squid has my pick for several reasons
-Moobloom would have just been another rare animal, I don't see anything for it to add outside of aesthetic. Another biome exclusive mob too. Meh.
-Iceologer, ignoring the subpar name, would have just been another biome exclusive mob. The snowy biomes already have polar bears and strays. Plus, it would just be another hostile illager mob, we have plenty of those already. Just use the illusioner. If it were something more creative like an icy arachnid creature disguising as ice or some original shtick, then I'd be more obligated to vote. Oh, and I don't have faith in it spawning much.
-The glow squid, while ironically suffers from the same problem as the Moobloom, fits with this update. You aren't going to be finding either of the above anywhere near caves or with anything to do with them. Glow squid however could spawn in underground lakes and oceans.
-It does something with the squid. Not much has been done with squid overall, having been in since early beta. Squid only got sounds 5 YEARS after they were implemented, and I think it's about time we got a variant for a mob that isn't yet another bloody humanoid! Too many of those. Blah.
-Spices up oceans ever so slightly. It's small, but between seeing normal squid, fish and dolphins, it's be nice to have another thing swimming in the depths.
-In the dark depths, a glowing mob can indicate passages and other locations which should be fairly useful.
I will say that I wish it did a wee bit more, but we'll see.
Figured it was time for a change.