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'm curious when we'll see whatever biome the sculk and warden generate it. Speaking of them, while this is probably irrelevant as lotsa stuff changes in development, I noticed that the sculk seems to be pouring out from a smooth endstone-like block. It goes true for the main patch we see as well as the second patch in the dark you can hardly see. Curious...
Additionally I'm curious about what new structures we'll see when the biomes are implemented proper.
Metal ores will now drop lumps of "raw" smeltable metal rather than ore blocks. This will let Fortune work on them! (Though I'm not clear on why they say this will avoid cluttering the inventory.)
It's clear that 1.17 is going to make some pretty fundamental changes to how the game is played. On the whole, I'm very pleased. But I daresay modders will want to think carefully how to balance ore-doubling methods and so on against Fortune.
The reason it avoids cluttering your inventory is because you won't have both grimstone iron ore and iron ore in your inventory. I like this change because of the Fortune thing too!
The reason it avoids cluttering your inventory is because you won't have both grimstone iron ore and iron ore in your inventory. I like this change because of the Fortune thing too!
I suppose... though I don't see it coming up very often.
And if you're using Fortune on ores, you're probably Silk Touching them to bring home, so no inventory space is saved anyway.
I suppose... though I don't see it coming up very often.
And if you're using Fortune on ores, you're probably Silk Touching them to bring home, so no inventory space is saved anyway.
Why do people use Silk Touch on ores so they can bring them home to then mine them with Fortune? It is extremely wasteful, both because you need to mine the block twice, increasing tool maintenance costs, and because it takes more inventory space - even if you use Fortune only lapis averages more than 9 drops per ore and lapis is much less common than other ores so you'll save space - after all, how do you think I manage to mine 6,000 or more ores per caving session with only my inventory and an ender chest (no shulker boxes or any of that)? A single stack of blocks represents 576 resources so an ender chest can store more than 15,000 resources (in practice, about half a much due to non-resource items and a few slots for a crafting table, furnaces, and an anvil).
I even added "rail blocks" so I can craft rails into blocks in the same manner as I've collected over a thousand in a single play session before (16 stacks of 64 rails becomes just two stacks of rail blocks and a stack of rails if I don't get a multiple of 9). As far as iron and gold go, I fill up my ender chest and inventory with ore blocks, then I set up a bank of furnaces in a secure location while continuing to explore caves nearby so I can smelt them into ingots and craft them into blocks, so it wouldn't matter if there were more than one type.
Also, Silk Touch is about as easy to get as Fortune III (this tool says that a diamond pickaxe enchanted at level 30 has a 21% chance of Fortune III and 20% chance of Silk Touch; for iron and netherite the chance of Fortune III is about 26% while Silk Touch is about the same) so I don't buy that as an excuse (i.e. they don't want to risk losing their "valuable" Fortune pickaxe, yet they will use one with an enchantment that is actually harder to get. Yes, you can bring just one pickaxe for general mining and ender chests but then you don't get coal so you'll need to bring enough for torches, of which you'll be using a lot more of to light larger caves (I used 5,500 to light a single giant cave in a modded world. About half the XP I get also comes from ores so that's a pretty big loss).
Of course, few players do caving on the scale that I do and I doubt that 1.17 will change that so it probably doesn't matter for the average player who probably also uses XP farms and/or shulker boxes.
That said, my own solution to having multiple types of ores (many more than 1.17 is adding) is to simply have them drop themselves since I already have several slots dedicated to iron ore and in my version biome-specific underground blocks extend all the way down to bedrock and across entire biomes (e.g. deserts have sandstone instead of stone and sandstone-based ores, mesas hardened clay-based ores, and so on - even snow and ice-based ores); I'll still probably be spending a lot of time moving across biome borders given how much I explore per caving session but as mentioned before I have multiple slots for ores anyway and everything else drops resources as usual unless Silk Touch is used (which is yet another argument against using it). I'm also adding a '"Smelting" enchantment that makes iron and gold drop ingots, which can also be combined with Fortune (it is not as easy to get though since Smelting is a "true" treasure enchantment, only found in naturally generated chests, since after all it is a bit more powerful than just allowing Fortune as you don't need to smelt them either).
Raw iron, copper, and gold can't be compacted into any 9 block crafting form. Unless you want to set up a whole furnace array as you strip mine/ cave it's more efficient to hold them as stone ore/deepslate ore than it is to fortune them, but it's more efficient like you said above to fortune them for coal, redstone, lapiz, nether gold, quartz, emeralds, and diamond.
Raw iron, copper, and gold can't be compacted into any 9 block crafting form. Unless you want to set up a whole furnace array as you strip mine/ cave
As mentioned before, this is exactly what I do while caving, as otherwise there is no way I could possibly afford to spend 6-8 hours at a time caving with only my inventory and an ender chest (that's non-stop, absolutely no return trips for any reason until I've completely exhausted my storage and/or food/wood supplies), with mining rates on the order of 240 iron and gold ore per hour out of a total of around a thousand resources collected per hour:
Why do people use Silk Touch on ores so they can bring them home to then mine them with Fortune? It is extremely wasteful, both because you need to mine the block twice, increasing tool maintenance costs, and because it takes more inventory space - even if you use Fortune only lapis averages more than 9 drops per ore and lapis is much less common than other ores so you'll save space - after all, how do you think I manage to mine 6,000 or more ores per caving session with only my inventory and an ender chest (no shulker boxes or any of that)? A single stack of blocks represents 576 resources so an ender chest can store more than 15,000 resources (in practice, about half a much due to non-resource items and a few slots for a crafting table, furnaces, and an anvil).
I even added "rail blocks" so I can craft rails into blocks in the same manner as I've collected over a thousand in a single play session before (16 stacks of 64 rails becomes just two stacks of rail blocks and a stack of rails if I don't get a multiple of 9). As far as iron and gold go, I fill up my ender chest and inventory with ore blocks, then I set up a bank of furnaces in a secure location while continuing to explore caves nearby so I can smelt them into ingots and craft them into blocks, so it wouldn't matter if there were more than one type.
Also, Silk Touch is about as easy to get as Fortune III (this tool says that a diamond pickaxe enchanted at level 30 has a 21% chance of Fortune III and 20% chance of Silk Touch; for iron and netherite the chance of Fortune III is about 26% while Silk Touch is about the same) so I don't buy that as an excuse (i.e. they don't want to risk losing their "valuable" Fortune pickaxe, yet they will use one with an enchantment that is actually harder to get. Yes, you can bring just one pickaxe for general mining and ender chests but then you don't get coal so you'll need to bring enough for torches, of which you'll be using a lot more of to light larger caves (I used 5,500 to light a single giant cave in a modded world. About half the XP I get also comes from ores so that's a pretty big loss).
Of course, few players do caving on the scale that I do and I doubt that 1.17 will change that so it probably doesn't matter for the average player who probably also uses XP farms and/or shulker boxes.
That said, my own solution to having multiple types of ores (many more than 1.17 is adding) is to simply have them drop themselves since I already have several slots dedicated to iron ore and in my version biome-specific underground blocks extend all the way down to bedrock and across entire biomes (e.g. deserts have sandstone instead of stone and sandstone-based ores, mesas hardened clay-based ores, and so on - even snow and ice-based ores); I'll still probably be spending a lot of time moving across biome borders given how much I explore per caving session but as mentioned before I have multiple slots for ores anyway and everything else drops resources as usual unless Silk Touch is used (which is yet another argument against using it). I'm also adding a '"Smelting" enchantment that makes iron and gold drop ingots, which can also be combined with Fortune (it is not as easy to get though since Smelting is a "true" treasure enchantment, only found in naturally generated chests, since after all it is a bit more powerful than just allowing Fortune as you don't need to smelt them either).
On blocks that can be fortuned I tend to just fortune them right away because the materials can be made into blocks to save inventory space, and if I had a need for extra space I've got ender chests and shulker boxes.
It would be the same deal by the time 1.17 reaches full release.
Plus we're gonna be getting bundles to put recyclable trash or miscellaneous items in.
The only things I ever make a habit out of using silk touch on are things like Ice, Ender chest itself or mycelium
I don't do it with just ores (except for quartz or emerald) because I don't like having to repair 2 tools instead of just one.
Better to just get it over and done with and fortune the lapis, coal, diamonds, redstone and quartz to bring home for processing later.
I'm just pretty scared about low spec pcs since the massive mountain and cave generation may affect the quality of the gameplay alot
If the game were properly coded with efficiency in mind it wouldn't be an issue - I had no problems playing on a world with 192+ block deep terrain and 4 times the underground air volume of vanilla 1.6.4 (which is in turn higher than 1.7-1.16) on a computer which is absolutely ancient by today's standards - the CPU and GPU were from 2005-2006 and were mid-low end even back then. I only allocated 768 MB of memory, of which around half was actually used (I normally allocated 512 MB due to having a 32 bit system but due to this mod and several Forge mods I used back then (Forge is extremely resource-inefficient by itself) I'd get stuttering from memory hitting 100% with 512 MB. Or maybe that was just the "incremental CMS" GC that Mojang thought was a good option back then):
This is a 200+ block deep ravine with the top at y=217 (the deepest one that I'd explored was about 180 blocks deep, visible on the far left side of the underground rendering above):
Those "tiny" trees at the top are giant jungle trees:
The ravine on the right is deeper than the underground in 1.17 and is an example of how Mojang could actually take advantage of a deeper underground (as it is, what they've added doesn't warrant any increase Link Removed is accurate as to the size of the "giant" caves):
This was the system that I played on back then - even relatively old integrated graphics are far superior to the GPU, which only ran at 400 MHz (or maybe not, since older versions especially run better on NVIDIA GPUs due to good support of hardware occlusion queries, which the game used to cull hidden chunks prior to 1.8):
Arguably, TMCW's "Mega Forest" biomes are much worse for performance than THT due to the much more complex rendered geometry which can't effectively be culled, and were also much more intensive during world generation due to the massive lighting updates (it took around a minute to generate a Superflat world set to Mega Forest, compared to 10 seconds for a normal world), but I still got 80-100 FPS in them (only on Fast leaves, Fancy completely killed performance due to a lack of VRAM). The only real issue that I had was occasional crashes during world generation due to MC-32168 (the game instantly updates water/lava springs during world generation and generating extremely large water/lava flows requires a huge amount of recursion, possibly causing stack overflow; I've since fixed this by limiting the recursion depth, with interrupted springs updating normally after world generation).
Of course, modern versions require around 10 times the system resources due to Mojang's programming practices since around 1.8; try getting a memory usage of less than 100 MB at any time, much less in a situation like this, which is significantly lower than vanilla 1.6.4 thanks to my own optimizations that minimize memory waste and allocations; likewise, with optimizations to world generation I've gotten the time to generate a Mega Forest world down to 2-3 seconds (this would be about 3 times longer on my old computer, which still makes it faster than normal terrain was and 5+ times faster than 1.13.2, the latest version I've ever run, took to generate a more or less normal world on my current system - that's actually crazy since Mojang claims to have multithreaded world generation in 1.13, yet TMCW is single-threaded):
According to MCEdit there were nearly a million leaves and 110,000 wood within loaded chunks:
This was taken while flying to generate new chunks; the server has absolutely no trouble keeping up, with a tick time of less than 10 ms; FPS took the biggest hit, around 3-fold decrease, due to the cost of rendering sections filled with Fancy leaves on the same thread as drawing to the screen (this is still much better than in vanilla and with a FPS limit it wouldn't even be noticeable). Memory usage was mainly higher due to being at a high point in the GC cycle (the screenshot above was near a minimum and is more representative of the true memory usage); even under pressure the JVM didn't see any reason to increase the amount allocated from 243 MB (i.e. setting the limit to 256 MB would make no difference; for comparison, the default allocation in the launcher is 2 GB and was 1 GB prior to 1.13):
I'll start. Everyone's crazy about the new cave generations, new ores and new mobs.
But as a map maker, did you see the new mapmaking mechanics shown in the livestream? I feel like another revolutionary era of mapmaking is on its way to 1.17.
They aren't on java but they are on the bedrock beta rn
True.
But once 1.17 is released, both Java & Bedrock will have caves and mountains.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Looks like this is mostly a bugfix snapshot. Though the ability to remove oxidation, and to automate it, is interesting.
Did they fix enchantments?
Also, I found this custom world setting file that will give you a world with both lush and dripstone caves:
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 listed as a fixed bug, yes.
I am just afraid if it's a mistake to start a world in the snapshot or not
Well you can try 1.17 before the official release.
Or wait until 1.17 is released officially.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Sadly no snapshot this week. Sad.
I'm curious when we'll see whatever biome the sculk and warden generate it. Speaking of them, while this is probably irrelevant as lotsa stuff changes in development, I noticed that the sculk seems to be pouring out from a smooth endstone-like block. It goes true for the main patch we see as well as the second patch in the dark you can hardly see. Curious...
Additionally I'm curious about what new structures we'll see when the biomes are implemented proper.
Figured it was time for a change.
give me my grimstone back. its a better name and deepslate just doesnt fit. we all want grimstone back
Huh! A tiny but momentous snapshot this week!
Metal ores will now drop lumps of "raw" smeltable metal rather than ore blocks. This will let Fortune work on them! (Though I'm not clear on why they say this will avoid cluttering the inventory.)
It's clear that 1.17 is going to make some pretty fundamental changes to how the game is played. On the whole, I'm very pleased. But I daresay modders will want to think carefully how to balance ore-doubling methods and so on against Fortune.
The reason it avoids cluttering your inventory is because you won't have both grimstone iron ore and iron ore in your inventory. I like this change because of the Fortune thing too!
I suppose... though I don't see it coming up very often.
And if you're using Fortune on ores, you're probably Silk Touching them to bring home, so no inventory space is saved anyway.
Why do people use Silk Touch on ores so they can bring them home to then mine them with Fortune? It is extremely wasteful, both because you need to mine the block twice, increasing tool maintenance costs, and because it takes more inventory space - even if you use Fortune only lapis averages more than 9 drops per ore and lapis is much less common than other ores so you'll save space - after all, how do you think I manage to mine 6,000 or more ores per caving session with only my inventory and an ender chest (no shulker boxes or any of that)? A single stack of blocks represents 576 resources so an ender chest can store more than 15,000 resources (in practice, about half a much due to non-resource items and a few slots for a crafting table, furnaces, and an anvil).
I even added "rail blocks" so I can craft rails into blocks in the same manner as I've collected over a thousand in a single play session before (16 stacks of 64 rails becomes just two stacks of rail blocks and a stack of rails if I don't get a multiple of 9). As far as iron and gold go, I fill up my ender chest and inventory with ore blocks, then I set up a bank of furnaces in a secure location while continuing to explore caves nearby so I can smelt them into ingots and craft them into blocks, so it wouldn't matter if there were more than one type.
Also, Silk Touch is about as easy to get as Fortune III (this tool says that a diamond pickaxe enchanted at level 30 has a 21% chance of Fortune III and 20% chance of Silk Touch; for iron and netherite the chance of Fortune III is about 26% while Silk Touch is about the same) so I don't buy that as an excuse (i.e. they don't want to risk losing their "valuable" Fortune pickaxe, yet they will use one with an enchantment that is actually harder to get. Yes, you can bring just one pickaxe for general mining and ender chests but then you don't get coal so you'll need to bring enough for torches, of which you'll be using a lot more of to light larger caves (I used 5,500 to light a single giant cave in a modded world. About half the XP I get also comes from ores so that's a pretty big loss).
Of course, few players do caving on the scale that I do and I doubt that 1.17 will change that so it probably doesn't matter for the average player who probably also uses XP farms and/or shulker boxes.
That said, my own solution to having multiple types of ores (many more than 1.17 is adding) is to simply have them drop themselves since I already have several slots dedicated to iron ore and in my version biome-specific underground blocks extend all the way down to bedrock and across entire biomes (e.g. deserts have sandstone instead of stone and sandstone-based ores, mesas hardened clay-based ores, and so on - even snow and ice-based ores); I'll still probably be spending a lot of time moving across biome borders given how much I explore per caving session but as mentioned before I have multiple slots for ores anyway and everything else drops resources as usual unless Silk Touch is used (which is yet another argument against using it). I'm also adding a '"Smelting" enchantment that makes iron and gold drop ingots, which can also be combined with Fortune (it is not as easy to get though since Smelting is a "true" treasure enchantment, only found in naturally generated chests, since after all it is a bit more powerful than just allowing Fortune as you don't need to smelt them either).
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?
Raw iron, copper, and gold can't be compacted into any 9 block crafting form. Unless you want to set up a whole furnace array as you strip mine/ cave it's more efficient to hold them as stone ore/deepslate ore than it is to fortune them, but it's more efficient like you said above to fortune them for coal, redstone, lapiz, nether gold, quartz, emeralds, and diamond.
As mentioned before, this is exactly what I do while caving, as otherwise there is no way I could possibly afford to spend 6-8 hours at a time caving with only my inventory and an ender chest (that's non-stop, absolutely no return trips for any reason until I've completely exhausted my storage and/or food/wood supplies), with mining rates on the order of 240 iron and gold ore per hour out of a total of around a thousand resources collected per hour:
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?
On blocks that can be fortuned I tend to just fortune them right away because the materials can be made into blocks to save inventory space, and if I had a need for extra space I've got ender chests and shulker boxes.
It would be the same deal by the time 1.17 reaches full release.
Plus we're gonna be getting bundles to put recyclable trash or miscellaneous items in.
The only things I ever make a habit out of using silk touch on are things like Ice, Ender chest itself or mycelium
I don't do it with just ores (except for quartz or emerald) because I don't like having to repair 2 tools instead of just one.
Better to just get it over and done with and fortune the lapis, coal, diamonds, redstone and quartz to bring home for processing later.
I'm just pretty scared about low spec pcs since the massive mountain and cave generation may affect the quality of the gameplay alot
1.17 requires OpenGL 3.2 or more recent I think.
I need to set the memory option to play 1.17 with less lags on my HP with 8 gig.
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
If the game were properly coded with efficiency in mind it wouldn't be an issue - I had no problems playing on a world with 192+ block deep terrain and 4 times the underground air volume of vanilla 1.6.4 (which is in turn higher than 1.7-1.16) on a computer which is absolutely ancient by today's standards - the CPU and GPU were from 2005-2006 and were mid-low end even back then. I only allocated 768 MB of memory, of which around half was actually used (I normally allocated 512 MB due to having a 32 bit system but due to this mod and several Forge mods I used back then (Forge is extremely resource-inefficient by itself) I'd get stuttering from memory hitting 100% with 512 MB. Or maybe that was just the "incremental CMS" GC that Mojang thought was a good option back then):
This is a 200+ block deep ravine with the top at y=217 (the deepest one that I'd explored was about 180 blocks deep, visible on the far left side of the underground rendering above):
Those "tiny" trees at the top are giant jungle trees:
The ravine on the right is deeper than the underground in 1.17 and is an example of how Mojang could actually take advantage of a deeper underground (as it is, what they've added doesn't warrant any increase Link Removed is accurate as to the size of the "giant" caves):
This was the system that I played on back then - even relatively old integrated graphics are far superior to the GPU, which only ran at 400 MHz (or maybe not, since older versions especially run better on NVIDIA GPUs due to good support of hardware occlusion queries, which the game used to cull hidden chunks prior to 1.8):
https://en.wikipedia.org/wiki/Athlon_64_X2
https://en.wikipedia.org/wiki/GeForce_7_series#GeForce_7600_GS
Arguably, TMCW's "Mega Forest" biomes are much worse for performance than THT due to the much more complex rendered geometry which can't effectively be culled, and were also much more intensive during world generation due to the massive lighting updates (it took around a minute to generate a Superflat world set to Mega Forest, compared to 10 seconds for a normal world), but I still got 80-100 FPS in them (only on Fast leaves, Fancy completely killed performance due to a lack of VRAM). The only real issue that I had was occasional crashes during world generation due to MC-32168 (the game instantly updates water/lava springs during world generation and generating extremely large water/lava flows requires a huge amount of recursion, possibly causing stack overflow; I've since fixed this by limiting the recursion depth, with interrupted springs updating normally after world generation).
Of course, modern versions require around 10 times the system resources due to Mojang's programming practices since around 1.8; try getting a memory usage of less than 100 MB at any time, much less in a situation like this, which is significantly lower than vanilla 1.6.4 thanks to my own optimizations that minimize memory waste and allocations; likewise, with optimizations to world generation I've gotten the time to generate a Mega Forest world down to 2-3 seconds (this would be about 3 times longer on my old computer, which still makes it faster than normal terrain was and 5+ times faster than 1.13.2, the latest version I've ever run, took to generate a more or less normal world on my current system - that's actually crazy since Mojang claims to have multithreaded world generation in 1.13, yet TMCW is single-threaded):
This was taken while flying to generate new chunks; the server has absolutely no trouble keeping up, with a tick time of less than 10 ms; FPS took the biggest hit, around 3-fold decrease, due to the cost of rendering sections filled with Fancy leaves on the same thread as drawing to the screen (this is still much better than in vanilla and with a FPS limit it wouldn't even be noticeable). Memory usage was mainly higher due to being at a high point in the GC cycle (the screenshot above was near a minimum and is more representative of the true memory usage); even under pressure the JVM didn't see any reason to increase the amount allocated from 243 MB (i.e. setting the limit to 256 MB would make no difference; for comparison, the default allocation in the launcher is 2 GB and was 1 GB prior to 1.13):
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 still create maps in 1.2.5.
Thanks.