I don't see what the fuss is all about with this 'cave update' thing, personally, I think caves are fine the way they are, besides, don't we already have an exclusive cave mod - the cave spiders?
I don't see what the fuss is all about with this 'cave update' thing, personally, I think caves are fine the way they are, besides, don't we already have an exclusive cave mod - the cave spiders?
Caves haven't seen any real changes since June 26th 2014... almost 6 years ago.They're a bit in need of an update, to say the least. Not to mention cave spiders are from the beta. A lot of us are pretty tired of exploring practically the same caves for so long.
I understand that you don't see the need for it, but is there a reason why you oppose it? Would it lessen the quality of the game in some way? Or is your opinion that it just isn't worth the effort?
Also, few players likely spend any real time caving; they either branch-mine or build automated farms to get resources; even I get the resources I need to start out with by branch-mining (all the caving that I do afterwards, which amounts to hundreds or even thousands of hours per world, is done for fun, with the resources I collect a byproduct which easily meets all of my needs, which aren't much since I don't play to build).
Either way, a game called Minecraft should have a lot more to the "mining" aspect; imagine finding caves like these, from the first version of my namesake mod, released nearly 6 years ago (first world started on March 12, 2014, mod released on April 23, 2014):
Later versions have even more extreme caves, including a regional-scale feature around 300 blocks across and more than a million blocks in volume, plus more variants of caves, with even more to come in the next version:
This is a map of only "special" caves in the latest version of TMCW (not released yet; however, TMCWv4 has most of what is seen) over a 2048x2048 block area (split into two images), plus a look at the largest individual caves and ravines within 8192 blocks of the origin (with everything shown), and at mineshafts only, which vary in size more than in vanilla, and also generate spaced apart to minimize overlap and avoid generating in regions of higher cave density (the base frequency is the same as vanilla 1.6.4; 1.7 made them 60% less common, while around 40% fail to generate in TMCW).
Not only that, there are an infinite number of strongholds per world (the area shown is 4096x4096, which averages 8 strongholds), currently a Bedrock exclusive (unlike Bedrock though they all have End portals - the decision to mark this as WAI is reason enough to never play Bedrock); they also generate fully intact in midair (contrary to popular belief caves cannot directly cut through anything other than the terrain they are generated as part of; vanilla simply doesn't overwrite air blocks when generating the walls of strongholds. I also let them generate under liquids (besides the portal room), which was only implemented in vanilla in 1.13. They are also guaranteed to have more than a few rooms):
Also, few players likely spend any real time caving; they either branch-mine or build automated farms to get resources; even I get the resources I need to start out with by branch-mining (all the caving that I do afterwards, which amounts to hundreds or even thousands of hours per world, is done for fun, with the resources I collect a byproduct which easily meets all of my needs, which aren't much since I don't play to builEither way, a game called Minecraft should have a lot more to the "mining" aspect; imagine finding caves like these, from the first version of my namesake mod, released nearly 6 years ago (first world started on March 12, 2014, mod released on April 23, 2014):
Later versions have even more extreme caves, including a regional-scale feature around 300 blocks across and more than a million blocks in volume, plus more variants of caves, with even more to come in the next version:
This is a map of only "special" caves in the latest version of TMCW (not released yet; however, TMCWv4 has most of what is seen) over a 2048x2048 block area (split into two images), plus a look at the largest individual caves and ravines within 8192 blocks of the origin (with everything shown), and at mineshafts only, which vary in size more than in vanilla, and also generate spaced apart to minimize overlap and avoid generating in regions of higher cave density (the base frequency is the same as vanilla 1.6.4; 1.7 made them 60% less common, while around 40% fail to generate in TMCW)
Not only that, there are an infinite number of strongholds per world (the area shown is 4096x4096, which averages 8 strongholds), currently a Bedrock exclusive (unlike Bedrock though they all have End portals - the decision to mark this as WAI is reason enough to never play Bedrock); they also generate fully intact in midair (contrary to popular belief caves cannot directly cut through anything other than the terrain they are generated as part of; vanilla simply doesn't overwrite air blocks when generating the walls of strongholds. I also let them generate under liquids (besides the portal room), which was only implemented in vanilla in 1.13. They are also guaranteed to have more than a few rooms):
I always forget 1.7.2, because i played 17.10 until this year because bad PC. I preferred the old caves, as i enjoyed them a lot. Either way, It's amazing how you've practically created your own game based around what you enjoy about Minecraft, we're privlidged you take the time to share it with us.
We need a cave update with new ores, mods exclusive to caves only, and new structures
I don't see what the fuss is all about with this 'cave update' thing, personally, I think caves are fine the way they are, besides, don't we already have an exclusive cave mod - the cave spiders?
DEFINITELY SKYBLOCK
Caves haven't seen any real changes since June 26th 2014... almost 6 years ago.They're a bit in need of an update, to say the least. Not to mention cave spiders are from the beta. A lot of us are pretty tired of exploring practically the same caves for so long.
I understand that you don't see the need for it, but is there a reason why you oppose it? Would it lessen the quality of the game in some way? Or is your opinion that it just isn't worth the effort?
Christian artist. Here is my art page.
This was actually October 25, 2013, when 1.7.2 was released, even earlier if you include snapshots - and it did the opposite of a cave update:
https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/381672-it-seems-that-the-underground-is-no-longer-swiss
https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2835864-why-do-i-still-play-in-1-6-4 (includes comparisons of the underground before and after 1.7)
Also, few players likely spend any real time caving; they either branch-mine or build automated farms to get resources; even I get the resources I need to start out with by branch-mining (all the caving that I do afterwards, which amounts to hundreds or even thousands of hours per world, is done for fun, with the resources I collect a byproduct which easily meets all of my needs, which aren't much since I don't play to build).
Either way, a game called Minecraft should have a lot more to the "mining" aspect; imagine finding caves like these, from the first version of my namesake mod, released nearly 6 years ago (first world started on March 12, 2014, mod released on April 23, 2014):
Later versions have even more extreme caves, including a regional-scale feature around 300 blocks across and more than a million blocks in volume, plus more variants of caves, with even more to come in the next version:
This is a map of only "special" caves in the latest version of TMCW (not released yet; however, TMCWv4 has most of what is seen) over a 2048x2048 block area (split into two images), plus a look at the largest individual caves and ravines within 8192 blocks of the origin (with everything shown), and at mineshafts only, which vary in size more than in vanilla, and also generate spaced apart to minimize overlap and avoid generating in regions of higher cave density (the base frequency is the same as vanilla 1.6.4; 1.7 made them 60% less common, while around 40% fail to generate in TMCW).
Not only that, there are an infinite number of strongholds per world (the area shown is 4096x4096, which averages 8 strongholds), currently a Bedrock exclusive (unlike Bedrock though they all have End portals - the decision to mark this as WAI is reason enough to never play Bedrock); they also generate fully intact in midair (contrary to popular belief caves cannot directly cut through anything other than the terrain they are generated as part of; vanilla simply doesn't overwrite air blocks when generating the walls of strongholds. I also let them generate under liquids (besides the portal room), which was only implemented in vanilla in 1.13. They are also guaranteed to have more than a few rooms):
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 always forget 1.7.2, because i played 17.10 until this year because bad PC. I preferred the old caves, as i enjoyed them a lot. Either way, It's amazing how you've practically created your own game based around what you enjoy about Minecraft, we're privlidged you take the time to share it with us.
Christian artist. Here is my art page.