since I have a large XP grinder in Skyblock and no enchanting table my XP level is level 167, what is the highest you've gotten in Vanilla MC with no cheats legit (bottles o enchanting ok as long as its bought from villagers or found in dungeon chests)
Hmm, maybe level 65, thats the highest i have gotten in Minecraft vanilla. I spent about 1 hour killing zombies from my xp farm but didnt use my levels, mainly because i didnt have anything else to enchant and i just wanted some rotten flesh to trade with villagers. Then 20 minutes later i fell into a lava pool while mining and lost all my levels and also my sweet fortune III pickaxe
I don't consider using an XP farm as being legit, since you didn't really work to get the XP (once you've built it); the 60 or so levels, once as high as 68 IIRC, I often attain between repairs while caving is a much larger accomplishment since that comes from mining ores and killing mobs in face-face combat and represents just how easy it is to get XP and maintain your gear without XP farms.
In fact, this is one reason why I modded in a new armor/tool material which is mostly the same as diamond, but is much rarer, harder to enchant (only with books), and is far more expensive to repair (both per repair and per durability point, even though it has a higher durability) because diamond doesn't really seem that rare or valuable when you get many times what you need in resources and XP to maintain the gear (NB: despite having a limited number of repairs in 1.8 it is far cheaper in the long run to repair and replace gear).
My all-time single play session record while caving is 8,218 XP:
(note that I did not get just 10 levels during that time (56-66), I repaired my pickaxe and boots during that time; the pickaxe costs 33 levels, so I "wasted" a ton of XP repairing it, same for the boots, et al)
There's also the time I went overboard while mining quartz, gaining around 13,000 XP and reaching level 82 from nothing.
The Ender Dragon gives you 12,000 XP but I don't count that here since anybody can get it. Note also 1.8 changed the level costs so this much XP gives you 68 levels, compared to 78 before, so the raw XP values are more comparable.
I don't consider using an XP farm as being legit, since you didn't really work to get the XP (once you've built it); the 60 or so levels, once as high as 68 IIRC, I often attain between repairs while caving is a much larger accomplishment since that comes from mining ores and killing mobs in face-face combat and represents just how easy it is to get XP and maintain your gear without XP farms.
I disagree. The effort taking in constructing these farms is a lot greater than wondering around killing random mobs. And this being minecraft, it is as legit a way of gathering XP as any other way.
I have cranked my level up to around 125 using my ocean monument farm. Constructing this farm was weeks of work!
I disagree. The effort taking in constructing these farms is a lot greater than wondering around killing random mobs. And this being minecraft, it is as legit a way of gathering XP as any other way.
I have cranked my level up to around 125 using my ocean monument farm. Constructing this farm was weeks of work!
Considering it only took me 3-4 days of playing to enchant all of my gear, getting XP by mining quartz, and this was using a mod with items that are hard to enchant (must use books, which also can get only one enchantment in 1.6.4), plus the pre-1.8 enchanting, spending several weeks sure doesn't seem worthwhile; you shouldn't need the extra XP afterwards, barring a horrible death. In those same few weeks in my latest world I "beat" the game (only then do I do my caving).
For an example of what I mean, I spend 35 levels (1,205 XP) to repair a Sharpness V, Knockback II, Unbreaking III diamond sword with two diamonds, which restores 780 durability or 3,120 uses, which can kill another 1,560 mobs - getting back at least 7,800 XP (mobs with gear drop an extra 1-3 XP per piece so this is a minimum, unless you use your sword to kill tiny slimes, clear cobwebs, etc) - more than six times what I need to repair it again, a margin that is just ridiculously huge. That's with the pre-1.8 repairing; in 1.8 it costs far less for every repair except for the last one, and even that one is much cheaper when you consider that you can fully repair it (that's over 15,000 XP back between repairs), and after that you can make up to 50 top-level enchantments before it breaks - surely you'll get another sword by then! (may as well just use Sharpness IV, which isn't any different in most cases and avoids having to combine two swords/books, and forfeiting a repair).
I got 49 levels recently, mining at bedrock until I hear mob noises and then digging up to find and clear out the caves, then back to mining until it gets too hard to make more room in my ender chest and inventory.
I wouldn't call XP-grinding illegitimate but I consider it unnecessary (for me at least) I've done it on my first worlds and building the farms was interesting but the grinding itself is boring and on my month old world I have collected a double chestfull of enchanted diamond gear without it.
My highest level is about 55 to 60. This was mainly in 1.6 when levels were needed more for enchantment. This was mainly murdering mobs at night and farming quartz in the nether for most of the experience. I generally don't use mob grinders unless I need resources (like arrows or bones for example).
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"It's not enough you have the will to care. What are you going to do to show it?"
I had around 40-50 one day when I uncovered a secret cave which had a pile of zombies in who had picked up chicken eggs and hadn't despawned, but normally whenever I reached 30xp it was Enchantment time.
Considering it only took me 3-4 days of playing to enchant all of my gear, getting XP by mining quartz, and this was using a mod with items that are hard to enchant (must use books, which also can get only one enchantment in 1.6.4), plus the pre-1.8 enchanting, spending several weeks sure doesn't seem worthwhile; you shouldn't need the extra XP afterwards, barring a horrible death. In those same few weeks in my latest world I "beat" the game (only then do I do my caving).
For an example of what I mean, I spend 35 levels (1,205 XP) to repair a Sharpness V, Knockback II, Unbreaking III diamond sword with two diamonds, which restores 780 durability or 3,120 uses, which can kill another 1,560 mobs - getting back at least 7,800 XP (mobs with gear drop an extra 1-3 XP per piece so this is a minimum, unless you use your sword to kill tiny slimes, clear cobwebs, etc) - more than six times what I need to repair it again, a margin that is just ridiculously huge. That's with the pre-1.8 repairing; in 1.8 it costs far less for every repair except for the last one, and even that one is much cheaper when you consider that you can fully repair it (that's over 15,000 XP back between repairs), and after that you can make up to 50 top-level enchantments before it breaks - surely you'll get another sword by then! (may as well just use Sharpness IV, which isn't any different in most cases and avoids having to combine two swords/books, and forfeiting a repair).
I understand that everyone plays the game differently, and I respect that. But I have to say that I disagree also when you say that XP farms aren't legit. Good XP farms take large amount of work to build, and it isn't like your not paying a heavy price for all that XP. And that whole situation you just explained sounds like a long, slow process. Yes, that's the way it was intended to be, but imagine trying to kill lots of mobs AND work on big projects at the same time. For example, when I built my first slime farm, I needed to repair my pickaxes many time and had to make new ones (This is 1.8) I believe I used at least 5. I found I was cheaper just to make lot's of pickaxes (which was wasting my diamonds), and without my blaze farm I would have not been able to finish my project. It would have taken insanely long to kill mobs just get to get fro lvl 27 to 30 every time I needed an enchant. XP grinders help in lots of situations, unless you don't have/need/want lots of enchanted items/gear.
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If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
XP grinders help in lots of situations, unless you don't have/need/want lots of enchanted items/gear.
Virtually all of my gear is highly enchanted - I even use Efficiency V, Unbreaking III shears to mine away cobwebs from around cave spider spawners, and the only reason I no longer run around with a maxed-out Efficiency V, Fortune III, Unbreaking III pickaxe (now without Fortune) is because I regularly mine 3,000 or more ore (mostly coal, affected by Fortune) per play session; the 37 level cost for one diamond (that's 148 levels for a full repair, using the pre-1.8 repair system; the ability to keep the repair costs down by renaming was essential to use items like this regularly) is more than five times the per-use cost a non-Fortune pickaxe - and I even used it to mine stone, mineshaft rails, mossy cobblestone, the works (I only carry around one pickaxe, not counting one with Silk Touch for my Ender chest).
What I tried explaining is that through normal use I easily get many times the XP I need - all of those mobs I kill with my sword are killed because otherwise they would kill me, or at least be a big pain to get around; similarly, all the ores I mine with my pickaxe, which also gives me many times the XP I need to repair it again, are though normal playing; I never get XP just so I can repair something or enchant, aside from my initial quartz mining (I never go back to the Nether afterwards).
I even modded in my own amethyst items partly for this reason - amethyst is 8 times rarer than diamond when found in caves (more common right at bedrock level so branch-mining is practical) - and much more expensive to repair, even factoring in the triple durability; an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to fully repair while the equivalent amethyst pickaxe costs 39 for one unit, restoring 3/4 the uses for 1.6 times the XP cost, or over twice the cost per use. Otherwise it is exactly the same as diamond and most people would probably not find it worthwhile to use. I still get a large surplus of XP though (see above about the Fortune III diamond pickaxe, which cost more, though my other gear is also more expensive), and as noted before repairing in 1.8, even with the limited number of repairs and the need to enchant new items, is much cheaper in the long run.
Of course, I don't do major building projects apart from building my main base which I last did after I killed the Ender Dragon so I had 80 levels to spend (I only repaired one item, and actually, that was a bit unnecessary since an amethyst shovel with Unbreaking III is really no better than an unenchanted one since you can only repair it with one unit, getting back 25% durability (equivalent to a new shovel) and restoring less durability than a diamond shovel repaired fully, though I could have easily used it far more than 4,686 times, or 25% of the durability; such incremental repairs also meant that when I used a Fortune III pickaxe I didn't absolutely have to repair it when it lost enough durability for a repair, allowing me to repair something else and catch up later).
I don't consider using an XP farm as being legit, since you didn't really work to get the XP (once you've built it); the 60 or so levels, once as high as 68 IIRC, I often attain between repairs while caving is a much larger accomplishment since that comes from mining ores and killing mobs in face-face combat and represents just how easy it is to get XP and maintain your gear without XP farms.
In fact, this is one reason why I modded in a new armor/tool material which is mostly the same as diamond, but is much rarer, harder to enchant (only with books), and is far more expensive to repair (both per repair and per durability point, even though it has a higher durability) because diamond doesn't really seem that rare or valuable when you get many times what you need in resources and XP to maintain the gear (NB: despite having a limited number of repairs in 1.8 it is far cheaper in the long run to repair and replace gear).
My all-time single play session record while caving is 8,218 XP:
(note that I did not get just 10 levels during that time (56-66), I repaired my pickaxe and boots during that time; the pickaxe costs 33 levels, so I "wasted" a ton of XP repairing it, same for the boots, et al)
There's also the time I went overboard while mining quartz, gaining around 13,000 XP and reaching level 82 from nothing.
The Ender Dragon gives you 12,000 XP but I don't count that here since anybody can get it. Note also 1.8 changed the level costs so this much XP gives you 68 levels, compared to 78 before, so the raw XP values are more comparable.
For me XP is not that important -- I just let it run up forever. Sometimes I enchant a diamond pickaxe/sword, but usually I never actually carry it around; I use iron tools for all mining except obsidian and relatively rare ores (diamond) mined with a Fortune diamond pickaxe. Ironically I tend to run low on iron and coal, while I have an excess of redstone and lapis (which should be good for the new 1.8 enchanting). My main limiting resource is glass -- I tend to use a lot of it, and when there isn't a desert nearby I have to find beaches to raid.
TheMasterCaver's World; a mod I made for my own use, which includes the "stats" display seen in the screenshots (actually, from a modified version which doesn't include some other features as I'm using that on my first world, with another world for the "full" version), as well as new biomes (54; 75 total in the Overworld, including variations), more underground variation (size of caves, ravines, mineshafts), and changes to some game mechanics, in addition to the amethyst tools. It is only for 1.6.4 though, although many of the new biomes were taken from 1.7, plus my own biomes/variants; it also adds new trees, flowers, and the 1.8 stones (only one new block is actually added; amethyst ore and blocks are variants of obsidian, and similarly my packed ice is a variant of ice, not a new block; new trees use combinations of the 4 existing wood types and saplings check the biome to determine what should grow, making some trees only growable in specific biomes, which includes ungrowable vanilla trees like swamp trees).
since I have a large XP grinder in Skyblock and no enchanting table my XP level is level 167, what is the highest you've gotten in Vanilla MC with no cheats legit (bottles o enchanting ok as long as its bought from villagers or found in dungeon chests)
Hmm, maybe level 65, thats the highest i have gotten in Minecraft vanilla. I spent about 1 hour killing zombies from my xp farm but didnt use my levels, mainly because i didnt have anything else to enchant and i just wanted some rotten flesh to trade with villagers. Then 20 minutes later i fell into a lava pool while mining and lost all my levels and also my sweet fortune III pickaxe
I build stuffs like the cathedral in my avatar
Check out my survival journal if you want :
Part 1
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2485490-duythemcers-ssp-journal
Part 2
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2704381-duythemcers-survival-singleplayer-journal-part-2
I don't consider using an XP farm as being legit, since you didn't really work to get the XP (once you've built it); the 60 or so levels, once as high as 68 IIRC, I often attain between repairs while caving is a much larger accomplishment since that comes from mining ores and killing mobs in face-face combat and represents just how easy it is to get XP and maintain your gear without XP farms.
In fact, this is one reason why I modded in a new armor/tool material which is mostly the same as diamond, but is much rarer, harder to enchant (only with books), and is far more expensive to repair (both per repair and per durability point, even though it has a higher durability) because diamond doesn't really seem that rare or valuable when you get many times what you need in resources and XP to maintain the gear (NB: despite having a limited number of repairs in 1.8 it is far cheaper in the long run to repair and replace gear).
My all-time single play session record while caving is 8,218 XP:
(note that I did not get just 10 levels during that time (56-66), I repaired my pickaxe and boots during that time; the pickaxe costs 33 levels, so I "wasted" a ton of XP repairing it, same for the boots, et al)
There's also the time I went overboard while mining quartz, gaining around 13,000 XP and reaching level 82 from nothing.
The Ender Dragon gives you 12,000 XP but I don't count that here since anybody can get it. Note also 1.8 changed the level costs so this much XP gives you 68 levels, compared to 78 before, so the raw XP values are more comparable.
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 disagree. The effort taking in constructing these farms is a lot greater than wondering around killing random mobs. And this being minecraft, it is as legit a way of gathering XP as any other way.
I have cranked my level up to around 125 using my ocean monument farm. Constructing this farm was weeks of work!
I believe it is %100, not that I ever made one
I like my mods.
Considering it only took me 3-4 days of playing to enchant all of my gear, getting XP by mining quartz, and this was using a mod with items that are hard to enchant (must use books, which also can get only one enchantment in 1.6.4), plus the pre-1.8 enchanting, spending several weeks sure doesn't seem worthwhile; you shouldn't need the extra XP afterwards, barring a horrible death. In those same few weeks in my latest world I "beat" the game (only then do I do my caving).
For an example of what I mean, I spend 35 levels (1,205 XP) to repair a Sharpness V, Knockback II, Unbreaking III diamond sword with two diamonds, which restores 780 durability or 3,120 uses, which can kill another 1,560 mobs - getting back at least 7,800 XP (mobs with gear drop an extra 1-3 XP per piece so this is a minimum, unless you use your sword to kill tiny slimes, clear cobwebs, etc) - more than six times what I need to repair it again, a margin that is just ridiculously huge. That's with the pre-1.8 repairing; in 1.8 it costs far less for every repair except for the last one, and even that one is much cheaper when you consider that you can fully repair it (that's over 15,000 XP back between repairs), and after that you can make up to 50 top-level enchantments before it breaks - surely you'll get another sword by then! (may as well just use Sharpness IV, which isn't any different in most cases and avoids having to combine two swords/books, and forfeiting a repair).
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 got 49 levels recently, mining at bedrock until I hear mob noises and then digging up to find and clear out the caves, then back to mining until it gets too hard to make more room in my ender chest and inventory.
I wouldn't call XP-grinding illegitimate but I consider it unnecessary (for me at least) I've done it on my first worlds and building the farms was interesting but the grinding itself is boring and on my month old world I have collected a double chestfull of enchanted diamond gear without it.
Just testing.
My highest level is about 55 to 60. This was mainly in 1.6 when levels were needed more for enchantment. This was mainly murdering mobs at night and farming quartz in the nether for most of the experience. I generally don't use mob grinders unless I need resources (like arrows or bones for example).
"It's not enough you have the will to care. What are you going to do to show it?"
I had around 40-50 one day when I uncovered a secret cave which had a pile of zombies in who had picked up chicken eggs and hadn't despawned, but normally whenever I reached 30xp it was Enchantment time.
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
I understand that everyone plays the game differently, and I respect that. But I have to say that I disagree also when you say that XP farms aren't legit. Good XP farms take large amount of work to build, and it isn't like your not paying a heavy price for all that XP. And that whole situation you just explained sounds like a long, slow process. Yes, that's the way it was intended to be, but imagine trying to kill lots of mobs AND work on big projects at the same time. For example, when I built my first slime farm, I needed to repair my pickaxes many time and had to make new ones (This is 1.8) I believe I used at least 5. I found I was cheaper just to make lot's of pickaxes (which was wasting my diamonds), and without my blaze farm I would have not been able to finish my project. It would have taken insanely long to kill mobs just get to get fro lvl 27 to 30 every time I needed an enchant. XP grinders help in lots of situations, unless you don't have/need/want lots of enchanted items/gear.
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
http://www.minecraftforum.net/forums/servers/pc-servers/2811770-axiba-smp-community-focused-vanilla-survival#c4
Virtually all of my gear is highly enchanted - I even use Efficiency V, Unbreaking III shears to mine away cobwebs from around cave spider spawners, and the only reason I no longer run around with a maxed-out Efficiency V, Fortune III, Unbreaking III pickaxe (now without Fortune) is because I regularly mine 3,000 or more ore (mostly coal, affected by Fortune) per play session; the 37 level cost for one diamond (that's 148 levels for a full repair, using the pre-1.8 repair system; the ability to keep the repair costs down by renaming was essential to use items like this regularly) is more than five times the per-use cost a non-Fortune pickaxe - and I even used it to mine stone, mineshaft rails, mossy cobblestone, the works (I only carry around one pickaxe, not counting one with Silk Touch for my Ender chest).
What I tried explaining is that through normal use I easily get many times the XP I need - all of those mobs I kill with my sword are killed because otherwise they would kill me, or at least be a big pain to get around; similarly, all the ores I mine with my pickaxe, which also gives me many times the XP I need to repair it again, are though normal playing; I never get XP just so I can repair something or enchant, aside from my initial quartz mining (I never go back to the Nether afterwards).
I even modded in my own amethyst items partly for this reason - amethyst is 8 times rarer than diamond when found in caves (more common right at bedrock level so branch-mining is practical) - and much more expensive to repair, even factoring in the triple durability; an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to fully repair while the equivalent amethyst pickaxe costs 39 for one unit, restoring 3/4 the uses for 1.6 times the XP cost, or over twice the cost per use. Otherwise it is exactly the same as diamond and most people would probably not find it worthwhile to use. I still get a large surplus of XP though (see above about the Fortune III diamond pickaxe, which cost more, though my other gear is also more expensive), and as noted before repairing in 1.8, even with the limited number of repairs and the need to enchant new items, is much cheaper in the long run.
Of course, I don't do major building projects apart from building my main base which I last did after I killed the Ender Dragon so I had 80 levels to spend (I only repaired one item, and actually, that was a bit unnecessary since an amethyst shovel with Unbreaking III is really no better than an unenchanted one since you can only repair it with one unit, getting back 25% durability (equivalent to a new shovel) and restoring less durability than a diamond shovel repaired fully, though I could have easily used it far more than 4,686 times, or 25% of the durability; such incremental repairs also meant that when I used a Fortune III pickaxe I didn't absolutely have to repair it when it lost enough durability for a repair, allowing me to repair something else and catch up later).
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 mod is that?
>> Implying I have a signature
For me XP is not that important -- I just let it run up forever. Sometimes I enchant a diamond pickaxe/sword, but usually I never actually carry it around; I use iron tools for all mining except obsidian and relatively rare ores (diamond) mined with a Fortune diamond pickaxe. Ironically I tend to run low on iron and coal, while I have an excess of redstone and lapis (which should be good for the new 1.8 enchanting). My main limiting resource is glass -- I tend to use a lot of it, and when there isn't a desert nearby I have to find beaches to raid.
Putting the CENDENT back in transcendent!
TheMasterCaver's World; a mod I made for my own use, which includes the "stats" display seen in the screenshots (actually, from a modified version which doesn't include some other features as I'm using that on my first world, with another world for the "full" version), as well as new biomes (54; 75 total in the Overworld, including variations), more underground variation (size of caves, ravines, mineshafts), and changes to some game mechanics, in addition to the amethyst tools. It is only for 1.6.4 though, although many of the new biomes were taken from 1.7, plus my own biomes/variants; it also adds new trees, flowers, and the 1.8 stones (only one new block is actually added; amethyst ore and blocks are variants of obsidian, and similarly my packed ice is a variant of ice, not a new block; new trees use combinations of the 4 existing wood types and saplings check the biome to determine what should grow, making some trees only growable in specific biomes, which includes ungrowable vanilla trees like swamp trees).
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?
100 levels.
"The only way to do great work is to love what you do" - Steve Jobs
Level 67. I trapped a blaze spawner and killed blazes for so long. Broke about 3/4ths of my sword. Worth it, so worth it.
Cool stuffs in spoiler
Probably something around 45-60.
You can just call me Canary.
How not to look like a total fool in the forum games
I have gained around 80 or so levels but that was not in single player it was a on server.
I'm not sure what my highest level is, but I'm sure it's low (45ish) because I enchant whenever I can.
45-ish from mining.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind