I made this animation showing my progress over the past 6 days to show just how quickly I explore caves; for scale the area I've covered extends from about x = 1050-1550 and z = -50 to 600; I used MCMap to make this:
In the center is one of the larger cave systems I've found in this world, as I mentioned over here; further to the right is a large complex of mineshafts (at least 2 so far, likely 3 or more based on the extent). I first started exploring all of this from an entrance I had previously marked at 1098, 395; nearly all of the caves seen are interconnected (arguably, they all are, including a few small surface caves which were likely the ends of caves that went above ground for a bit).
It took me about 20 hours to explore all of that, during which I mined more than 18,000 resources, including more than 4,000 yesterday (today I only got about 1,500 due to spending a lot of time on a village I found):
Here is a 20% full scale rendering of the underground of the entire world (both this and the animation can be clicked to view full size); as seen above only caves that contain torches are shown, so this is the best way to see just how much I've explored; the area I'm currently in is near the top center:
Also, I found another village - the ninth one in this world - today:
This is representative of how I've fixed up every village; among other things, I lowered one of the houses by 1 block so the entrance wasn't so high off the ground (the large house to the right of the blacksmith which has a 2-high set of stairs in front), modified the well (I've removed it in at least one village, replaced the paths with cobblestone (I also put stairs where it goes up/down a block, the first time I've done this). Notice that I use ladders to get in/out of the village, which is also zombie-proof (though I play on Normal):
I also did some trading and after trading 8 iron (which was conveniently in the blacksmith chest) and 4 diamonds (not really a bad trade, even as a final offer, when you consider they they sell every type of diamond item prior to 1.8) I got this trade, although I don't really need axes (I've only consistently bought pickaxes from another villager I found, which has also traded several other pieces of diamond gear but I have only bought them to unlock the pickaxe trade):
Also, this is where I first saw the village (shown after I'd fixed it up), when I was on a cobblestone pillar I erected where I dug to the surface for returning to after I went back to restock on supplies and make a trip back to my main base to unload the resources I mined since last time:
Incredible! Riding in the Minecarts and viewing all of the little intricacies have inspired me. I also quite like your journal-esque posts/updates. Very detailed. (y)
Leather Helmet? Diamond Chestplate, Leggings, and Boots, and then a leather helmet... Confuzled
I do not normally wear helmets except those that I pick up when a mob drops them since I do not need the extra protection, plus they are a bit of a waste of diamonds and XP due to their low durability (not that I have any problem getting enough of either, and by putting Protection IV on my chestplate and leggings I spend more XP to repair them for less average protection than full diamond armor, but more against sources like fall damage).
As you can see here I'm wearing a gold helmet, then a chain helmet with another leather helmet (enchanted) in my inventory, both picked up:
The last time I checked, I'd gone though more than 250 gold helmets alone, giving you some idea of how often they are dropped (not very considering that I've killed 140,000 mobs, mostly hostile, and around 2/3 of them zombies and skeletons. I've still managed to get them often enough that I've crafted more than 80 by combining two worn-out helmets before the first one breaks, so I've gotten closer to 330). I'll sometimes even combine enchanted helmets in the anvil. I do have a diamond helmet with Aqua Affinity and Respiration III but I only use it when working underwater, like when digging a railway (at y=58, so they often hit water); if a mob ever drops a diamond helmet I'll keep it as a trophy, like the leggings a skeleton dropped a while back, and a chestplate dropped by a zombie much longer ago (the chestplate has Thorns so using it to repair the one I wear isn't an option anyway).
I do not normally wear helmets except those that I pick up when a mob drops them since I do not need the extra protection, plus they are a bit of a waste of diamonds and XP due to their low durability (not that I have any problem getting enough of either, and by putting Protection IV on my chestplate and leggings I spend more XP to repair them for less average protection than full diamond armor, but more against sources like fall damage).
As you can see here I'm wearing a gold helmet, then a chain helmet with another leather helmet (enchanted) in my inventory, both picked up:
The last time I checked, I'd gone though more than 250 gold helmets alone, giving you some idea of how often they are dropped (not very considering that I've killed 140,000 mobs, mostly hostile, and around 2/3 of them zombies and skeletons. I've still managed to get them often enough that I've crafted more than 80 by combining two worn-out helmets before the first one breaks, so I've gotten closer to 330). I'll sometimes even combine enchanted helmets in the anvil. I do have a diamond helmet with Aqua Affinity and Respiration III but I only use it when working underwater, like when digging a railway (at y=58, so they often hit water); if a mob ever drops a diamond helmet I'll keep it as a trophy, like the leggings a skeleton dropped a while back, and a chestplate dropped by a zombie much longer ago (the chestplate has Thorns so using it to repair the one I wear isn't an option anyway).
I guess that makes sense... I understand now... because boots have more durability while costing less than a helmet, and that stuff and stuff blah blah blah.
I guess that makes sense... I understand now... because boots have more durability while costing less than a helmet, and that stuff and stuff blah blah blah.
Boots are the only piece of armor that can have Feather Falling IV, which I consider to be a must-have (and has saved my life on many occasions), and the cost is the same for any item, 4 diamonds for a full repair, when you repair items in the anvil. This means that for chestplates you only need half as many diamonds compared to making new ones. Boots can be efficiently repaired either way, and actually, I've recently been buying them from a villager to use in repairing and currently only my chestplate and sword require using mined diamonds. Conversely, it is a bad idea to use individual diamonds to repair shovels.
I found a diamond skeleton, diamond zombie, and iron baby zombies.
Was that with mods? I've seen quite a few diamond-armored mobs in this world but only about 5-6 in more than 2,000 hours of gameplay, with close to 160,000 mobs killed, perhaps 90% of those hostile (more recently I've been killing animals for trading but most of the mobs I kill are still hostile; they did not add stats for specific mobs until 1.7); the last time I saw one was several months ago, and before that, another two months earlier. One time I did see two about 30 minutes apart though. For perspective, the chance of getting diamond armor is one in 2,333 mobs with armor, or one in 15,551 zombies and skeletons at the maximum regional difficulty.
This is on Normal difficulty but I modified the regional difficulty calculation so it starts at 50% of the maximum so it only takes half as long to reach the maximum (this does not affect the save files as it simply modifies how the game converts the inhabited time to a difficulty so as I explore new areas they do not start out from 0; the area around my main base is probably already at the maximum even if I do not spend much time there and the world was generated in 1.5, when the game did not save it).
There's also a difference in how the game calculates regional difficulty across versions; prior 1.8 the chance of regional difficulty-dependent effects linearly increases from 0% while since 1.8 it must reach at least 2 (as seen in the debug screen) to have any affect (this means that on Easy, which never exceeds 1.5, mobs will never spawn with armor in 1.8 or later, but I've seen armored mobs on Easy immediately after creating a new world in 1.6 or 1.7). Also, prior to 1.8 the chances of effects can get higher on Hard since 1.8 placed a cap on the calculation (anything over 4, the maximum on Normal, has no further effect); the chance of armor is up to 15% on Normal but up to 22.5% on Hard, compared to 15% for both in 1.8. On the other hand, since 1.8 the total time played is also a factor so you don't need to load a chunk for 50 hours to reach the maximum inhabited time-based difficulty.
Was that with mods? I've seen quite a few diamond-armored mobs in this world but only about 5-6 in more than 2,000 hours of gameplay, with close to 160,000 mobs killed, perhaps 90% of those hostile (more recently I've been killing animals for trading but most of the mobs I kill are still hostile; they did not add stats for specific mobs until 1.7); the last time I saw one was several months ago, and before that, another two months earlier. One time I did see two about 30 minutes apart though. For perspective, the chance of getting diamond armor is one in 2,333 mobs with armor, or one in 15,551 zombies and skeletons at the maximum regional difficulty.
This is on Normal difficulty but I modified the regional difficulty calculation so it starts at 50% of the maximum so it only takes half as long to reach the maximum (this does not affect the save files as it simply modifies how the game converts the inhabited time to a difficulty so as I explore new areas they do not start out from 0; the area around my main base is probably already at the maximum even if I do not spend much time there and the world was generated in 1.5, when the game did not save it).
There's also a difference in how the game calculates regional difficulty across versions; prior 1.8 the chance of regional difficulty-dependent effects linearly increases from 0% while since 1.8 it must reach at least 2 (as seen in the debug screen) to have any affect (this means that on Easy, which never exceeds 1.5, mobs will never spawn with armor in 1.8 or later, but I've seen armored mobs on Easy immediately after creating a new world in 1.6 or 1.7). Also, prior to 1.8 the chances of effects can get higher on Hard since 1.8 placed a cap on the calculation (anything over 4, the maximum on Normal, has no further effect); the chance of armor is up to 15% on Normal but up to 22.5% on Hard, compared to 15% for both in 1.8. On the other hand, since 1.8 the total time played is also a factor so you don't need to load a chunk for 50 hours to reach the maximum inhabited time-based difficulty.
I was playing on hard mode, using 1.6.4. 1.6.4 Using Your first world mod
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I was playing on hard mode, using 1.6.4. 1.6.4 Using Your first world mod
My first world mod? I do not have any mod for this world, at least not that you can download; the only thing I can think of is "TheMasterCaver's World" which is an entirely different mod (if you travel out to load new chunks or recreate the world you'd see why; you might even think you were playing in 1.7+; here is a rendering of a world I played on with the mod).
That would also explain the number of mobs with enchanted gear, since I increased the chance of armor as well as the chance of having better armor in that mod, making Normal difficulty (which I play on) have higher rates than Hard in vanilla (20% chance of armor on Normal - and 30% on Hard - double that of vanilla; this also applies to the chance of zombies with weapons, 3.3% on Easy, 6.7% on Normal, and 10% on Hard vs 1-1-5% in vanilla). I also made Hard-only features, except for zombies breaking doors, available in all difficulties, again with rates that are significantly higher than vanilla on Hard since I designed it with Normal difficulty in mind.
Do your "zombie proof" villages also survive the zombie swarms that spawn in-village?
Zombie sieges do not occur in 1.6.4 due to a bug and I never bothered fixing it, even in my mod TMCW (I've fixed various other bugs, some with the help of fixes posted to the bugtracker) since I see little reason for them (normal zombie spawns, especially since 1.6, are dangerous enough for unprotected villages; because of this I always come up to look around any plains or deserts I see on the map I carry around while caving. It should not require babysitting to ensure that a already protected village survives, especially not with my playstyle), plus you need at least 20 villagers anyway; even the village in my main base, which has many extra doors added to the houses, plus a few new houses, has only about a dozen villagers and one naturally spawned iron golem.
In the other villages I've found I only added doors to houses that lacked them, plus a few others here and there; I've never seen any such villages breed additional villagers or even spawn iron golems (a village to the south has one but I built it). The village in my main base was wiped out early on since I did not pay much attention to it, later on I built a wall around it and cured zombie villagers to repopulate it (I never really did much with villagers until late last year when I found village with a blacksmith selling diamond pickaxes; only in the last couple months did I reach the point where I no longer need to use mined diamonds to repair my gear after I found another village/blacksmith selling diamond chestplates, the last item I needed (in 1.6.4 you can buy every type of diamond tool and armor, I even have a diamond hoe I bought to unlock trades), aside from a couple items that only rarely need repairs.
What are the chances for your 1.6.4 mod for the following:
Gold, Iron, Diamond, Chainmail, and finally Leather mobs
I'm not sure how to easily calculate it but in vanilla the probabilities are calculated like this:
int var1 = this.rand.nextInt(2);
if (this.rand.nextFloat() < 0.095F) ++var1;
if (this.rand.nextFloat() < 0.095F) ++var1;
if (this.rand.nextFloat() < 0.095F) ++var1;
The first line sets var1 to 0 or 1, which is 0 = leather and 1 = gold; this is then followed by three successive chances of adding one to it, each with a 9.5% chance; the chance of diamond (when var1 is 4) is 0.5 * 0.095 * 0.095 * 0.095 = 0.0004287 or 0.04287%; the Wiki has a table of the probabilities for all armor here.
In TMCW it looks like this:
int var1 = this.rand.nextInt(2);
if (this.rand.nextFloat() < 0.15F) ++var1;
if (this.rand.nextFloat() < 0.15F) ++var1;
if (this.rand.nextFloat() < 0.15F) ++var1;
if (var1 == 4 && this.rand.nextFloat() < 0.25F) ++var1;
The first difference is that instead of a 9.5% chance of incrementing var1 it is a 15% chance, and there is an additional line that increments it with a 25% chance if it is 4, which will increment it to 5 and results in amethyst armor, which is 1/3 as likely as diamond (1/4 of either). Just for the chance of diamond the chance is 0.5 * 0.15 * 0.15 * 0.15 * 0.75 = 0.001266 or 0.1266%, making it about 2.9 times more common than in vanilla; amethyst armor has nearly the same chance as diamond in vanilla (0.0004219 or 0.04219%). Since the chance of any armor on Hard is double that of vanilla diamond armor is about 6 times more likely for the same number of mobs; this is still not very common, as you need an average of 2,634 mobs to find one with diamond armor (15,551 in vanilla).
Also, in vanilla zombies have a 5% chance of a weapon on Hard (1% on Easy and Normal); in TMCW this is 3.3-6.7-10%, meaning that it is 3.3 times more common on Easy, 6.7 times more common on Normal, and 2 times more common on Hard. The weapons were also altered, from a 67% chance of an iron shovel and a 33% chance of an iron sword to a 25% chance each of shovels, pickaxes, axes, and swords, each of which has a 80% chance of iron, 16% chance of diamond and 4% chance of amethyst.
In addition, the chances of baby zombies increases with difficulty, from 2.5% on Easy to 5% on Normal (the same as vanilla) to 10% on Hard (all starting from 0 in a new world); this also affects zombie villagers (unintended, I never fixed it in the currently available download; sometime in the future I may finish an update that fixes it, along with a couple other bugs, besides adding many new features).
Today I played on this world for the first time in nearly half a year after having completed my previous world:
I started exploring from where I last left off; it didn't feel like much time had passed at all, and I explored a medium-sized cave system that had a rather large cave in it (large by vanilla standards, of course, if you had been following my previous world):
Otherwise, it was a more or less average vanilla 1.6.4 cave system (swiss cheese):
I also found this after coming back to a cave that had a skeleton in it:
Yes; that's why I also revealed what the world looked like and the locations of every type of cave. However, I've already made some changes for a future version; for example, I'm testing increasing cave variation further:
The size at the top is the number of initial cave nodes in each cave system in the column below; the actual number of caves depends on how many circular rooms and how many caves each one adds (for vanilla there is a 1/4 chance of a circular room per node and 0-3 additional caves for an average increase of 37.5%. Size also ranges from 1-39 with smaller sizes being more common):
Here is the code I use to vary them; there are a total of 19,440 possible combinations of variables (besides vanilla caves, which are 25% of 16x16 chunk regions):
// Default cave parameters, which generate cave systems similar to vanilla
boolean largerCircularRooms = false;
int circularRoomChance = 4;
boolean largerLargeCaves = false;
largeCaveChance = 10;
float width = 1.0F;
int length = 112;
float curviness = 0.1F;
int verticalVariation = 6;
boolean lavaLevelCaves = false;
boolean seaLevelCaves = false;
if (applyCaveVariation)
{
this.caveRNG.setSeed(regionSeed);
// 50% chance of larger circular rooms
largerCircularRooms = this.caveRNG.nextBoolean();
// Chance of circular rooms; 1/(1,2,4,8,16)
circularRoomChance = 1 << this.caveRNG.nextInt(5);
// 50% chance of larger than usual caves being able to reach their maximum size
largerLargeCaves = this.caveRNG.nextBoolean();
// Chance of larger than usual caves; 1/(5,10,20)
largeCaveChance = 5 << this.caveRNG.nextInt(3);
// 50% chance of a width of 0.5 or 2 times the normal width
width = (float)(1 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2))) * 0.5F;
// 50% chance of a maximum length of 80 or 144 blocks
length = 80 + (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2)) * 32;
// 50% chance of a curviness of 0.5 or 2 times the normal curviness
curviness = (float)(1 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2))) * 0.05F;
// 50% chance of 1/3 or 1/12 of caves having increased vertical variation
verticalVariation = 3 << (this.caveRNG.nextInt(2) + this.caveRNG.nextInt(2));
// 50% chance of extra caves at lava level
lavaLevelCaves = this.caveRNG.nextBoolean();
// 50% chance of extra caves near sea level (excluding biome-specific caves, which always generate)
seaLevelCaves = this.caveRNG.nextBoolean();
}
I made this animation showing my progress over the past 6 days to show just how quickly I explore caves; for scale the area I've covered extends from about x = 1050-1550 and z = -50 to 600; I used MCMap to make this:
In the center is one of the larger cave systems I've found in this world, as I mentioned over here; further to the right is a large complex of mineshafts (at least 2 so far, likely 3 or more based on the extent). I first started exploring all of this from an entrance I had previously marked at 1098, 395; nearly all of the caves seen are interconnected (arguably, they all are, including a few small surface caves which were likely the ends of caves that went above ground for a bit).
It took me about 20 hours to explore all of that, during which I mined more than 18,000 resources, including more than 4,000 yesterday (today I only got about 1,500 due to spending a lot of time on a village I found):
Here is a 20% full scale rendering of the underground of the entire world (both this and the animation can be clicked to view full size); as seen above only caves that contain torches are shown, so this is the best way to see just how much I've explored; the area I'm currently in is near the top center:
Also, I found another village - the ninth one in this world - today:
I also did some trading and after trading 8 iron (which was conveniently in the blacksmith chest) and 4 diamonds (not really a bad trade, even as a final offer, when you consider they they sell every type of diamond item prior to 1.8) I got this trade, although I don't really need axes (I've only consistently bought pickaxes from another villager I found, which has also traded several other pieces of diamond gear but I have only bought them to unlock the pickaxe trade):
Also, this is where I first saw the village (shown after I'd fixed it up), when I was on a cobblestone pillar I erected where I dug to the surface for returning to after I went back to restock on supplies and make a trip back to my main base to unload the resources I mined since last time:
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?
Incredible! Riding in the Minecarts and viewing all of the little intricacies have inspired me. I also quite like your journal-esque posts/updates. Very detailed. (y)
Keep up the great work, I don't think I know anyone who has explored and covered so much
Signature removed by popular demand.
Leather Helmet? Diamond Chestplate, Leggings, and Boots, and then a leather helmet... Confuzled
Cool stuffs in spoiler
I do not normally wear helmets except those that I pick up when a mob drops them since I do not need the extra protection, plus they are a bit of a waste of diamonds and XP due to their low durability (not that I have any problem getting enough of either, and by putting Protection IV on my chestplate and leggings I spend more XP to repair them for less average protection than full diamond armor, but more against sources like fall damage).
As you can see here I'm wearing a gold helmet, then a chain helmet with another leather helmet (enchanted) in my inventory, both picked up:
The last time I checked, I'd gone though more than 250 gold helmets alone, giving you some idea of how often they are dropped (not very considering that I've killed 140,000 mobs, mostly hostile, and around 2/3 of them zombies and skeletons. I've still managed to get them often enough that I've crafted more than 80 by combining two worn-out helmets before the first one breaks, so I've gotten closer to 330). I'll sometimes even combine enchanted helmets in the anvil. I do have a diamond helmet with Aqua Affinity and Respiration III but I only use it when working underwater, like when digging a railway (at y=58, so they often hit water); if a mob ever drops a diamond helmet I'll keep it as a trophy, like the leggings a skeleton dropped a while back, and a chestplate dropped by a zombie much longer ago (the chestplate has Thorns so using it to repair the one I wear isn't an option anyway).
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 guess that makes sense... I understand now... because boots have more durability while costing less than a helmet, and that stuff and stuff blah blah blah.
Cool stuffs in spoiler
Boots are the only piece of armor that can have Feather Falling IV, which I consider to be a must-have (and has saved my life on many occasions), and the cost is the same for any item, 4 diamonds for a full repair, when you repair items in the anvil. This means that for chestplates you only need half as many diamonds compared to making new ones. Boots can be efficiently repaired either way, and actually, I've recently been buying them from a villager to use in repairing and currently only my chestplate and sword require using mined diamonds. Conversely, it is a bad idea to use individual diamonds to repair shovels.
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 found diamond zombies and iron baby zombie.
TheMasterCaver your mods are cool.
I found a diamond skeleton, diamond zombie, and iron baby zombies.
Was that with mods? I've seen quite a few diamond-armored mobs in this world but only about 5-6 in more than 2,000 hours of gameplay, with close to 160,000 mobs killed, perhaps 90% of those hostile (more recently I've been killing animals for trading but most of the mobs I kill are still hostile; they did not add stats for specific mobs until 1.7); the last time I saw one was several months ago, and before that, another two months earlier. One time I did see two about 30 minutes apart though. For perspective, the chance of getting diamond armor is one in 2,333 mobs with armor, or one in 15,551 zombies and skeletons at the maximum regional difficulty.
This is on Normal difficulty but I modified the regional difficulty calculation so it starts at 50% of the maximum so it only takes half as long to reach the maximum (this does not affect the save files as it simply modifies how the game converts the inhabited time to a difficulty so as I explore new areas they do not start out from 0; the area around my main base is probably already at the maximum even if I do not spend much time there and the world was generated in 1.5, when the game did not save it).
There's also a difference in how the game calculates regional difficulty across versions; prior 1.8 the chance of regional difficulty-dependent effects linearly increases from 0% while since 1.8 it must reach at least 2 (as seen in the debug screen) to have any affect (this means that on Easy, which never exceeds 1.5, mobs will never spawn with armor in 1.8 or later, but I've seen armored mobs on Easy immediately after creating a new world in 1.6 or 1.7). Also, prior to 1.8 the chances of effects can get higher on Hard since 1.8 placed a cap on the calculation (anything over 4, the maximum on Normal, has no further effect); the chance of armor is up to 15% on Normal but up to 22.5% on Hard, compared to 15% for both in 1.8. On the other hand, since 1.8 the total time played is also a factor so you don't need to load a chunk for 50 hours to reach the maximum inhabited time-based difficulty.
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 was playing on hard mode, using 1.6.4. 1.6.4 Using Your first world mod
Do your "zombie proof" villages also survive the zombie swarms that spawn in-village?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
My first world mod? I do not have any mod for this world, at least not that you can download; the only thing I can think of is "TheMasterCaver's World" which is an entirely different mod (if you travel out to load new chunks or recreate the world you'd see why; you might even think you were playing in 1.7+; here is a rendering of a world I played on with the mod).
That would also explain the number of mobs with enchanted gear, since I increased the chance of armor as well as the chance of having better armor in that mod, making Normal difficulty (which I play on) have higher rates than Hard in vanilla (20% chance of armor on Normal - and 30% on Hard - double that of vanilla; this also applies to the chance of zombies with weapons, 3.3% on Easy, 6.7% on Normal, and 10% on Hard vs 1-1-5% in vanilla). I also made Hard-only features, except for zombies breaking doors, available in all difficulties, again with rates that are significantly higher than vanilla on Hard since I designed it with Normal difficulty in mind.
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?
What are the chances for your 1.6.4 mod for the following:
Gold, Iron, Diamond, Chainmail, and finally Leather mobs
Zombie sieges do not occur in 1.6.4 due to a bug and I never bothered fixing it, even in my mod TMCW (I've fixed various other bugs, some with the help of fixes posted to the bugtracker) since I see little reason for them (normal zombie spawns, especially since 1.6, are dangerous enough for unprotected villages; because of this I always come up to look around any plains or deserts I see on the map I carry around while caving. It should not require babysitting to ensure that a already protected village survives, especially not with my playstyle), plus you need at least 20 villagers anyway; even the village in my main base, which has many extra doors added to the houses, plus a few new houses, has only about a dozen villagers and one naturally spawned iron golem.
In the other villages I've found I only added doors to houses that lacked them, plus a few others here and there; I've never seen any such villages breed additional villagers or even spawn iron golems (a village to the south has one but I built it). The village in my main base was wiped out early on since I did not pay much attention to it, later on I built a wall around it and cured zombie villagers to repopulate it (I never really did much with villagers until late last year when I found village with a blacksmith selling diamond pickaxes; only in the last couple months did I reach the point where I no longer need to use mined diamonds to repair my gear after I found another village/blacksmith selling diamond chestplates, the last item I needed (in 1.6.4 you can buy every type of diamond tool and armor, I even have a diamond hoe I bought to unlock trades), aside from a couple items that only rarely need repairs.
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 switched to normal but skeletons with enchanted bows and punch and flame are still everywhere, even on hard.
I'm not sure how to easily calculate it but in vanilla the probabilities are calculated like this:
int var1 = this.rand.nextInt(2);
if (this.rand.nextFloat() < 0.095F) ++var1;
if (this.rand.nextFloat() < 0.095F) ++var1;
if (this.rand.nextFloat() < 0.095F) ++var1;
The first line sets var1 to 0 or 1, which is 0 = leather and 1 = gold; this is then followed by three successive chances of adding one to it, each with a 9.5% chance; the chance of diamond (when var1 is 4) is 0.5 * 0.095 * 0.095 * 0.095 = 0.0004287 or 0.04287%; the Wiki has a table of the probabilities for all armor here.
In TMCW it looks like this:
int var1 = this.rand.nextInt(2);
if (this.rand.nextFloat() < 0.15F) ++var1;
if (this.rand.nextFloat() < 0.15F) ++var1;
if (this.rand.nextFloat() < 0.15F) ++var1;
if (var1 == 4 && this.rand.nextFloat() < 0.25F) ++var1;
The first difference is that instead of a 9.5% chance of incrementing var1 it is a 15% chance, and there is an additional line that increments it with a 25% chance if it is 4, which will increment it to 5 and results in amethyst armor, which is 1/3 as likely as diamond (1/4 of either). Just for the chance of diamond the chance is 0.5 * 0.15 * 0.15 * 0.15 * 0.75 = 0.001266 or 0.1266%, making it about 2.9 times more common than in vanilla; amethyst armor has nearly the same chance as diamond in vanilla (0.0004219 or 0.04219%). Since the chance of any armor on Hard is double that of vanilla diamond armor is about 6 times more likely for the same number of mobs; this is still not very common, as you need an average of 2,634 mobs to find one with diamond armor (15,551 in vanilla).
Also, in vanilla zombies have a 5% chance of a weapon on Hard (1% on Easy and Normal); in TMCW this is 3.3-6.7-10%, meaning that it is 3.3 times more common on Easy, 6.7 times more common on Normal, and 2 times more common on Hard. The weapons were also altered, from a 67% chance of an iron shovel and a 33% chance of an iron sword to a 25% chance each of shovels, pickaxes, axes, and swords, each of which has a 80% chance of iron, 16% chance of diamond and 4% chance of amethyst.
In addition, the chances of baby zombies increases with difficulty, from 2.5% on Easy to 5% on Normal (the same as vanilla) to 10% on Hard (all starting from 0 in a new world); this also affects zombie villagers (unintended, I never fixed it in the currently available download; sometime in the future I may finish an update that fixes it, along with a couple other bugs, besides adding many new features).
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?
Yet another zombie with a diamond helmet in your world i played on. (Before I played normal mode)
The first picture was taken on hard mode
The second was taken on easy mode
The last photo was taken on normal mode.
Also, can you add a config file to edit to increase the diamond iron golden leather chainmail
chances for enchanted equipment.
Today I played on this world for the first time in nearly half a year after having completed my previous world:
I started exploring from where I last left off; it didn't feel like much time had passed at all, and I explored a medium-sized cave system that had a rather large cave in it (large by vanilla standards, of course, if you had been following my previous world):
Otherwise, it was a more or less average vanilla 1.6.4 cave system (swiss cheese):
I also found this after coming back to a cave that had a skeleton in it:
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?
Your done playing the other world?
Yes; that's why I also revealed what the world looked like and the locations of every type of cave. However, I've already made some changes for a future version; for example, I'm testing increasing cave variation further:
Here is the code I use to vary them; there are a total of 19,440 possible combinations of variables (besides vanilla caves, which are 25% of 16x16 chunk regions):
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?