I decided to start a new world - without using any mods - except for some that I made myself (including some bugfixes/patches); I am still playing in 1.6.4 but I added in some things added in 1.7+, such as naturally spawning witches, melons in jungles, and fixed food exhaustion drain from sprint-jumping (that is to say, it is supposed to drain 0.8 exhaustion, so 5 jumps will drain 1 hunger point, but a bug in 1.6 only drains 0.2, the same as a normal jump; I've noticed very little difference but then I don't sprint-jump much, unlike people who report a massive increase in hunger loss in 1.7+, haven't noticed any difference myself in 1.7 aside from that); I also added in a patch for server lag due to zombies (based on Forge's implementation, using their patched source, but not installing Forge itself). I also changed the hit box of baby zombies so they can go through 1 block high spaces, and made them drop XP (haven't figured out items yet). In addition, I fixed a bug in 1.6.x where animals never stop running around after being hit (normally stop after 5 seconds), and added another fix from Forge that ensures the internal server is shut down properly (this is why you sometimes get glitches like chunks not saving or worlds not deleting properly).
Besides that, I also added in naturally spawning cave spiders in caves (why are they called cave spiders otherwise?), below sea level (like bats), with the same frequency as witches (relatively rare, outside of mineshafts), and changed biome generation, reducing the frequency of jungles, taiga, and desert biomes, while completely rearranging biome placement, while also increasing the max height so that all biomes except for plains, swamps, and oceans are much hiller, even with mountains outside of X-hills biomes; I changed the biome generation in part so I can reuse the same seed I used for my first main world and several others, which I consider to be near-perfect because it spawns you in the middle of a large landmass well away from oceans (from going through seeds in AMIDST, it seems pretty rare to get such a seed; my changes make no changes to landmasses):
(note that this map shows the vanilla biome placement/spawn point; the actual spawn point in my world is around -50, -100)
As for the underground, I made a few changes to caves but the amount/distribution of caves is close to the same as vanilla, except I lowered the lava level by 5 (about 10% more room, min/max of rarer ores also decreased by the same amount and bedrock removed except for bottommost layer), made more caves generate in Extreme Hills biomes (extra caves generated higher up) and doubled the maximum size of individual caves (not cave systems), with the same average size, and a 50% chance of a cave being able to break the surface (removing only stone otherwise, less cave openings/gashes in the surface), I also increased ravine variability and modified part of the code that checks for water in their path (and caves), which by default simply prevents part of a cave/ravine from generating; I made it so that they can continue on but only removing stone (both also generate in different locations from the original seed); more significantly, I changed abandoned mineshaft spawning rules so that they generate with a minimum distance between structures, avoiding two or more generating next to each other, with no decrease in frequency near the origin but the same overall probability as in 1.7+ (0.004 chance per chunk, down from 0.01 in 1.6.4 and earlier). Also, I made strongholds always fill in walls even in caves/on Superflat maps (a very popular misconception is that caves cut through structures, ores, etc; in reality, they can only cut through stone, dirt, and grass blocks and generate first in any case; the stronghold code simply ignores air blocks by default, unlike abandoned mineshafts, which fills them in with wood planks)
That said, here is my world so far, from the surface and underground; unlike previous worlds, I just decided to start caving even before getting enchanted stuff, which I'll do when I get enough bookshelves for enchanting at level 30 (which will also be much easier since I am using diamond tools, no exorbitantly rare/expensive mod tools, so I'll only use books with level-1 enchants to get Protection IV, Power V, etc):
Also, I've been flattening out the plains biome at spawn for my base, with several diamond shovels used up so far; also of note, while there isn't any desert nearby I've mined over 1,200 sand from a few lakes that I filled in, more than enough sand for the glass I'll be using; unlike my previous world, I've decided to make my base all one floor instead of multiple stacked floors, hence the large are required (the dirt pillars, also seen on the map above, mark the corners of the area I'll be using, still have to fill in one corner):
Note also all of the cows, which I've been breeding for leather for books; I haven't bother fencing them in since they don't wander that far.
Here is my temporary shelter/farm:
Note how I've planted trees; I planted saplings in two rows next to each other, so they grow into a solid wall of wood 2 blocks thick, also makes it easier to cut down the giant oak trees that occasionally grow:
Also of note, you can see here that I ignore the common advice to mine above lava level, instead simply mining right through lava lakes (unless they are really large), since diamonds are less common above y=12 (y=7 in my case), so if you mine on that layer you'll get less diamonds than if you mine lower down so that the ceiling is below that (so far I've mined 46 diamonds, plus 523 iron and 1,157 coal, the latter two mostly from caves):
(that said, I did get burned once when lava came out faster than expected; it is also hard to block off lava coming from the ceiling unless, as seen here, it is only one block under and you can flood it from above)
This is how I mark where I've exited a cave system without using Rei's Minimap to set waypoints; I'll tear it down when I'm done (I initially entered through my mine, no surface cave openings aside from one connected to a small cave system):
I like how your wheat is grown in the 4-block limit of a natural water source. It's rare that you see something other than a woefully typical rectangular grid-like farm for mass production.
I like how your wheat is grown in the 4-block limit of a natural water source. It's rare that you see something other than a woefully typical rectangular grid-like farm for mass production.
That's only temporary; when I'm done with my base I'll just dig it all up and revert it back to dirt, using the rectangular plots you mentioned instead (one for carrots, one for wheat, and a large one for potatoes, my main food source later on; you can see that I've already started growing some; actually, I already have several stacks, mainly been eating apples (a lot of apples from all the trees I've cut down) and steaks; you can see what I did in my previous world here.
That said, this is what I've done so far on my base; you can see (link above) that I am more or less copying my previous base, except instead of a second/third floor I'll have those parts off the the sides, all on one floor:
(I've made a Nether portal but haven't actually gone there yet; the first thing I'll do there is get glowstone to use as lighting in the ceiling when I make the roof, which I'm planning to do as two layers of half-slabs with a half-slab space between and glowstone embedded in it)
gotta say that's one epic world you have there and nice house (picture above me)
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Here is a look at what I've done over the past few days:
Yes, that tower on the right (35 blocks high) is a gigantic greenhouse for my tree farm; I've used a couple thousand glass blocks so far (mostly turned into glass panes except the roof).
Here is another look down at my base from 64 blocks up (it is 88 blocks across):
Also, if you're wondering where the sand for all that glass is coming from, with no desert nearby, I've been mining sand from lakes, replacing it with dirt afterwards; about 1,300 blocks came from several small lakes that I filled in in the area I flattened out (it's interesting to note that the lake shown here is mostly Extreme Hills, as seen by the grass color in the lower-left):
In addition, the underground below my base is becoming a huge mess of tunnels with all of the stone I've been mining (of course, at diamond level, with about 100 mined so far); hard to see here but there are 3 layers overlapping (probably mined out just about every diamond ore in that area):
Also, here are some screenshots from inside, added since the previous one showing the inside before I put a roof on (two layers of stone slabs with a half-slab space between and glowstone embedded in for lighting):
To the left you can see a pit which will have Nether wart when I find some, haven't actually looked for a fortress yet; I'll also have cacti between the melons and sugarcane when I find a desert.
Note that I used glass blocks around the lower half of the animal pens, which avoids suffocation glitches (they can otherwise escape through fences).
As for what I'll do after I finish the greenhouse (two more sides to go), I'll make an NPC village, using the area between me and the greenhouse in the first screenshot (second image), which will also be enclosed with a glass roof.
Here is a look at what I've done over the past few days:
Yes, that tower on the right (35 blocks high) is a gigantic greenhouse for my tree farm; I've used a couple thousand glass blocks so far (mostly turned into glass panes except the roof).
Here is another look down at my base from 64 blocks up (it is 88 blocks across):
Also, if you're wondering where the sand for all that glass is coming from, with no desert nearby, I've been mining sand from lakes, replacing it with dirt afterwards; about 1,300 blocks came from several small lakes that I filled in in the area I flattened out (it's interesting to note that the lake shown here is mostly Extreme Hills, as seen by the grass color in the lower-left):
In addition, the underground below my base is becoming a huge mess of tunnels with all of the stone I've been mining (of course, at diamond level, with about 100 mined so far); hard to see here but there are 3 layers overlapping (probably mined out just about every diamond ore in that area):
Also, here are some screenshots from inside, added since the previous one showing the inside before I put a roof on (two layers of stone slabs with a half-slab space between and glowstone embedded in for lighting):
To the left you can see a pit which will have Nether wart when I find some, haven't actually looked for a fortress yet; I'll also have cacti between the melons and sugarcane when I find a desert.
Note that I used glass blocks around the lower half of the animal pens, which avoids suffocation glitches (they can otherwise escape through fences).
As for what I'll do after I finish the greenhouse (two more sides to go), I'll make an NPC village, using the area between me and the greenhouse in the first screenshot (second image), which will also be enclosed with a glass roof.
how do you have time for this? in my Xbox world i am building a iron golem farm and after about 20 minutes of working on it i get bored and have to go do something new or play a different game
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
how do you have time for this? in my Xbox world i am building a iron golem farm and after about 20 minutes of working on it i get bored and have to go do something new or play a different game
It's just a matter of keeping interest in the game; some people don't find it very engaging but others do; after all, look at what I do after I'm all settled in, killed the dragon, etc. That is, here is a map of my first main world (4000x2200 blocks) and the underground (zoomed in full-size around my base/spawn); you can see what people mean when they talk about the underground being like Swiss cheese:
Dude, this is nuts. Awesomely so. Ever thought about combining all your patches/modifications into a single, concise mod for the public to use? This looks like something truly epic. A mod like this that slightly alters the game generation, but doesn't change it like a conventional mod (adding items, incompatible with vanilla, ect.) would probably gain popularity pretty quickly. "MasterCaver's WorldGeneration Mod." That would be cool. Whatever the case, this is impressive however you look at it.
It's just a matter of keeping interest in the game; some people don't find it very engaging but others do; after all, look at what I do after I'm all settled in, killed the dragon, etc. That is, here is a map of my first main world (4000x2200 blocks) and the underground (zoomed in full-size around my base/spawn); you can see what people mean when they talk about the underground being like Swiss cheese:
wow you sir are a living minecraft legend
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
I mentioned that I made some changes to biome/terrain generation; here are some screenshots from a randomly generated seed (of note, AMIDST actually works on modded versions as long as the mod is a direct jar mod and doesn't add a new world type):
(as you can see from the last two, the land isn't ALL hills and mountains)
Of note, I actually added two new biomes in increase variability between biomes:
Hilly Plains; basically the same as plains except the height range* was changed to 0.5-1.0; I also slightly reduced the max height of the regular plains biome to 0.15 (from 0.3):
Forest Mountains; a much more mountainous version of forest, with spruce trees mixed in:
*For comparison, the normal height range of plains is 0.1 to 0.3 and extreme hills is 0.3 to 1.5; note that values above about 2.0 won't increase max height any further, limited to slightly below y=127 in 1.6.x, although will still increase the average height.
Also, here is a comparison between vanilla biome generation and my modified biome generation (note that land/ocean are still the same, as well as mushroom island/ice plains; the spawn point can also change, sometimes by a lot):
Vanilla 1.6.4:
Modded:
Hilly Plains has the same biome ID as Jungle Edge in 1.7 and Forest Mountains is Deep Ocean in 1.7; AMIDST shows them using the 1.7 names/colors.
I mentioned that I made some changes to biome/terrain generation; here are some screenshots from a randomly generated seed (of note, AMIDST actually works on modded versions as long as the mod is a direct jar mod and doesn't add a new world type):
(as you can see from the last two, the land isn't ALL hills and mountains)
Of note, I actually added two new biomes in increase variability between biomes:
Hilly Plains; basically the same as plains except the height range* was changed to 0.5-1.0; I also slightly reduced the max height of the regular plains biome to 0.15 (from 0.3):
Forest Mountains; a much more mountainous version of forest, with spruce trees mixed in:
*For comparison, the normal height range of plains is 0.1 to 0.3 and extreme hills is 0.3 to 1.5; note that values above about 2.0 won't increase max height any further, limited to slightly below y=127 in 1.6.x, although will still increase the average height.
Also, here is a comparison between vanilla biome generation and my modified biome generation (note that land/ocean are still the same, as well as mushroom island/ice plains; the spawn point can also change, sometimes by a lot):
Vanilla 1.6.4:
Modded:
Hilly Plains has the same biome ID as Jungle Edge in 1.7 and Forest Mountains is Deep Ocean in 1.7; AMIDST shows them using the 1.7 names/colors.
wow those biomes remind me of old beta
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Indeed; I've noticed that one issue many people have with the current generation is a lack of height variation, as noted in this thread*; instead of being able to have hills and mountains anywhere, they are restricted to Extreme Hills and X-hills biomes (Forest Hills, Jungle Hills, etc); with what I did, normal biomes have a maximum height higher than the normal X-hills biomes and those in turn have a higher height as well (with the minimum height reduced).
*Of course, I have the opposite thinking about the complaint of endless caves all over the place; I still see people complaining about too many caves despite 1.7 removing about half of them and large cave systems; that is to say, here are examples of cave generation before and after 1.7:
1.6.4:
Same seed in 1.7.5 (note the abandoned mineshaft to the upper-right in both of these):
How big can pre-1.7 cave systems (complexes) get?
(from my first main world; and yes, I explored all of that, more than 500 blocks long)
How do you, personally, get to the depth you want to start mining? Do you use ladders, or a stairway straight to bedrock? When you get there, how do you start mining? Do you create a base and work from there in all directions? I've always mined aimlessly, and you seem very efficient.
Incredible world, by the way! I wish I had the time to do something that big!
You can use F3 to look at the depth; I just dig down until I am close to bedrock (because there is only one layer of bedrock and everything else is 5 blocks lower, I started mining at y=3 (feet level; head is one higher), although this means going though/under lava; for a regular world I'd suggest y=10; lava can flow in at feet level but not come down on top of you, which is more dangerous/harder to block off; many people suggest y=11 or 12 but you have a higher chance of finding diamonds if the ceiling is 12 or less), then dig a straight tunnel out for a couple hundred blocks, then make a new one next to it (three blocks over so there are two blocks between them), etc. I don't make a mining base, other than what I made when I start out (a small room or two dug out close to the surface); I've since stripped it out and at this point probably won't be using the mine anymore; my last few trips were actually to get dirt which I used to replace sand I removed from nearby lakes (you don't really have to do this, but water will flow into the space you dug out, pulling/slowing you down if you try to swim across it, and the holes/exposed stone can look ugly).
Of course, most of my mining later on is from caving, which I do for fun, not to get more stuff, only mining tunnels to get to the surface or get more cobblestone (usually done at diamond level, of course), which I use a lot of while caving (stairs, bridges, filling in holes, filling out ravine ledges, etc).
You have a nice layout there. Like the incorporated function into the building. Makes it look a bit modern in style. Even in your previous one. Gives me a few ideas.
Namely the jungle greenhouse. been meaning to do that sometime myself, as I have only ever done an underground tree farm with the 3 basic trees...
nice work.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Wow, it looks great! You are much better at survival than me. I know it in theory, but in practice... let's just say I haven't wanted to open my survival world for a while. Bleh.
What do you use for the underground and aboveground maps?
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I'm on a bit of a hiatus from playing Minecraft, so I'm not so active in this forum, either. I still check it though, and participate in a few discussions.
It is worth noting that what you see here isn't all that I did to my base, as the following screenshots I took from other threads show (I tend to forget to update these threads; you can find another one I made here where I built my base using some of the quartz I got from enchanting):
(the huge trees are from my mod; they can reach 70 blocks tall and contain up to 500 wood, although are pain to harvest since a lot of the wood is inside the leaves)
Wow, it looks great! You are much better at survival than me. I know it in theory, but in practice... let's just say I haven't wanted to open my survival world for a while. Bleh.
What do you use for the underground and aboveground maps?
I used MCMap, which in addition to the nice surface rendering has the unique (as far as I know) feature of only mapping underground areas around torches (I removed them from mineshafts and strongholds for this reason, and even improved MCMap itself by reducing the range it maps around a torch to a more realistic area based on the actual light range, though my version hasn't been made public).
I decided to start a new world - without using any mods - except for some that I made myself (including some bugfixes/patches); I am still playing in 1.6.4 but I added in some things added in 1.7+, such as naturally spawning witches, melons in jungles, and fixed food exhaustion drain from sprint-jumping (that is to say, it is supposed to drain 0.8 exhaustion, so 5 jumps will drain 1 hunger point, but a bug in 1.6 only drains 0.2, the same as a normal jump; I've noticed very little difference but then I don't sprint-jump much, unlike people who report a massive increase in hunger loss in 1.7+, haven't noticed any difference myself in 1.7 aside from that); I also added in a patch for server lag due to zombies (based on Forge's implementation, using their patched source, but not installing Forge itself). I also changed the hit box of baby zombies so they can go through 1 block high spaces, and made them drop XP (haven't figured out items yet). In addition, I fixed a bug in 1.6.x where animals never stop running around after being hit (normally stop after 5 seconds), and added another fix from Forge that ensures the internal server is shut down properly (this is why you sometimes get glitches like chunks not saving or worlds not deleting properly).
Besides that, I also added in naturally spawning cave spiders in caves (why are they called cave spiders otherwise?), below sea level (like bats), with the same frequency as witches (relatively rare, outside of mineshafts), and changed biome generation, reducing the frequency of jungles, taiga, and desert biomes, while completely rearranging biome placement, while also increasing the max height so that all biomes except for plains, swamps, and oceans are much hiller, even with mountains outside of X-hills biomes; I changed the biome generation in part so I can reuse the same seed I used for my first main world and several others, which I consider to be near-perfect because it spawns you in the middle of a large landmass well away from oceans (from going through seeds in AMIDST, it seems pretty rare to get such a seed; my changes make no changes to landmasses):
(note that this map shows the vanilla biome placement/spawn point; the actual spawn point in my world is around -50, -100)
As for the underground, I made a few changes to caves but the amount/distribution of caves is close to the same as vanilla, except I lowered the lava level by 5 (about 10% more room, min/max of rarer ores also decreased by the same amount and bedrock removed except for bottommost layer), made more caves generate in Extreme Hills biomes (extra caves generated higher up) and doubled the maximum size of individual caves (not cave systems), with the same average size, and a 50% chance of a cave being able to break the surface (removing only stone otherwise, less cave openings/gashes in the surface), I also increased ravine variability and modified part of the code that checks for water in their path (and caves), which by default simply prevents part of a cave/ravine from generating; I made it so that they can continue on but only removing stone (both also generate in different locations from the original seed); more significantly, I changed abandoned mineshaft spawning rules so that they generate with a minimum distance between structures, avoiding two or more generating next to each other, with no decrease in frequency near the origin but the same overall probability as in 1.7+ (0.004 chance per chunk, down from 0.01 in 1.6.4 and earlier). Also, I made strongholds always fill in walls even in caves/on Superflat maps (a very popular misconception is that caves cut through structures, ores, etc; in reality, they can only cut through stone, dirt, and grass blocks and generate first in any case; the stronghold code simply ignores air blocks by default, unlike abandoned mineshafts, which fills them in with wood planks)
That said, here is my world so far, from the surface and underground; unlike previous worlds, I just decided to start caving even before getting enchanted stuff, which I'll do when I get enough bookshelves for enchanting at level 30 (which will also be much easier since I am using diamond tools, no exorbitantly rare/expensive mod tools, so I'll only use books with level-1 enchants to get Protection IV, Power V, etc):
Also, I've been flattening out the plains biome at spawn for my base, with several diamond shovels used up so far; also of note, while there isn't any desert nearby I've mined over 1,200 sand from a few lakes that I filled in, more than enough sand for the glass I'll be using; unlike my previous world, I've decided to make my base all one floor instead of multiple stacked floors, hence the large are required (the dirt pillars, also seen on the map above, mark the corners of the area I'll be using, still have to fill in one corner):
Note also all of the cows, which I've been breeding for leather for books; I haven't bother fencing them in since they don't wander that far.
Here is my temporary shelter/farm:
Note how I've planted trees; I planted saplings in two rows next to each other, so they grow into a solid wall of wood 2 blocks thick, also makes it easier to cut down the giant oak trees that occasionally grow:
Also of note, you can see here that I ignore the common advice to mine above lava level, instead simply mining right through lava lakes (unless they are really large), since diamonds are less common above y=12 (y=7 in my case), so if you mine on that layer you'll get less diamonds than if you mine lower down so that the ceiling is below that (so far I've mined 46 diamonds, plus 523 iron and 1,157 coal, the latter two mostly from caves):
(that said, I did get burned once when lava came out faster than expected; it is also hard to block off lava coming from the ceiling unless, as seen here, it is only one block under and you can flood it from above)
This is how I mark where I've exited a cave system without using Rei's Minimap to set waypoints; I'll tear it down when I'm done (I initially entered through my mine, no surface cave openings aside from one connected to a small cave system):
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?
That's only temporary; when I'm done with my base I'll just dig it all up and revert it back to dirt, using the rectangular plots you mentioned instead (one for carrots, one for wheat, and a large one for potatoes, my main food source later on; you can see that I've already started growing some; actually, I already have several stacks, mainly been eating apples (a lot of apples from all the trees I've cut down) and steaks; you can see what I did in my previous world here.
That said, this is what I've done so far on my base; you can see (link above) that I am more or less copying my previous base, except instead of a second/third floor I'll have those parts off the the sides, all on one floor:
(I've made a Nether portal but haven't actually gone there yet; the first thing I'll do there is get glowstone to use as lighting in the ceiling when I make the roof, which I'm planning to do as two layers of half-slabs with a half-slab space between and glowstone embedded 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?
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Here is a look at what I've done over the past few days:
Yes, that tower on the right (35 blocks high) is a gigantic greenhouse for my tree farm; I've used a couple thousand glass blocks so far (mostly turned into glass panes except the roof).
Here is another look down at my base from 64 blocks up (it is 88 blocks across):
Also, if you're wondering where the sand for all that glass is coming from, with no desert nearby, I've been mining sand from lakes, replacing it with dirt afterwards; about 1,300 blocks came from several small lakes that I filled in in the area I flattened out (it's interesting to note that the lake shown here is mostly Extreme Hills, as seen by the grass color in the lower-left):
In addition, the underground below my base is becoming a huge mess of tunnels with all of the stone I've been mining (of course, at diamond level, with about 100 mined so far); hard to see here but there are 3 layers overlapping (probably mined out just about every diamond ore in that area):
Also, here are some screenshots from inside, added since the previous one showing the inside before I put a roof on (two layers of stone slabs with a half-slab space between and glowstone embedded in for lighting):
To the left you can see a pit which will have Nether wart when I find some, haven't actually looked for a fortress yet; I'll also have cacti between the melons and sugarcane when I find a desert.
Note that I used glass blocks around the lower half of the animal pens, which avoids suffocation glitches (they can otherwise escape through fences).
As for what I'll do after I finish the greenhouse (two more sides to go), I'll make an NPC village, using the area between me and the greenhouse in the first screenshot (second image), which will also be enclosed with a glass roof.
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?
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
It's just a matter of keeping interest in the game; some people don't find it very engaging but others do; after all, look at what I do after I'm all settled in, killed the dragon, etc. That is, here is a map of my first main world (4000x2200 blocks) and the underground (zoomed in full-size around my base/spawn); you can see what people mean when they talk about the underground being like Swiss cheese:
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?
Diamonds to you, my friend.
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
(as you can see from the last two, the land isn't ALL hills and mountains)
Of note, I actually added two new biomes in increase variability between biomes:
Forest Mountains; a much more mountainous version of forest, with spruce trees mixed in:
*For comparison, the normal height range of plains is 0.1 to 0.3 and extreme hills is 0.3 to 1.5; note that values above about 2.0 won't increase max height any further, limited to slightly below y=127 in 1.6.x, although will still increase the average height.
Also, here is a comparison between vanilla biome generation and my modified biome generation (note that land/ocean are still the same, as well as mushroom island/ice plains; the spawn point can also change, sometimes by a lot):
Modded:
Hilly Plains has the same biome ID as Jungle Edge in 1.7 and Forest Mountains is Deep Ocean in 1.7; AMIDST shows them using the 1.7 names/colors.
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?
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Indeed; I've noticed that one issue many people have with the current generation is a lack of height variation, as noted in this thread*; instead of being able to have hills and mountains anywhere, they are restricted to Extreme Hills and X-hills biomes (Forest Hills, Jungle Hills, etc); with what I did, normal biomes have a maximum height higher than the normal X-hills biomes and those in turn have a higher height as well (with the minimum height reduced).
*Of course, I have the opposite thinking about the complaint of endless caves all over the place; I still see people complaining about too many caves despite 1.7 removing about half of them and large cave systems; that is to say, here are examples of cave generation before and after 1.7:
Same seed in 1.7.5 (note the abandoned mineshaft to the upper-right in both of these):
How big can pre-1.7 cave systems (complexes) get?
(from my first main world; and yes, I explored all of that, more than 500 blocks long)
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 world, by the way! I wish I had the time to do something that big!
Of course, most of my mining later on is from caving, which I do for fun, not to get more stuff, only mining tunnels to get to the surface or get more cobblestone (usually done at diamond level, of course), which I use a lot of while caving (stairs, bridges, filling in holes, filling out ravine ledges, etc).
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?
Namely the jungle greenhouse. been meaning to do that sometime myself, as I have only ever done an underground tree farm with the 3 basic trees...
nice work.
What do you use for the underground and aboveground maps?
(the huge trees are from my mod; they can reach 70 blocks tall and contain up to 500 wood, although are pain to harvest since a lot of the wood is inside the leaves)
I used MCMap, which in addition to the nice surface rendering has the unique (as far as I know) feature of only mapping underground areas around torches (I removed them from mineshafts and strongholds for this reason, and even improved MCMap itself by reducing the range it maps around a torch to a more realistic area based on the actual light range, though my version hasn't been made public).
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?