I built close to my house I nice little fishing hut and a dock. Also made my farmland wider and surrounded it with a stone wall.
Went mining yesterday and found myself a bunch of diamond so welcome first diamond tools in this specific world. Still need to gather some for diamond armor.
The next thing I'm going to do is to create a road which takes me to te woodland mansion, that means a lot of work with axe since the mansion is in the middle of dark oak forest surrounded by the dark oak trees..
I would love to post some screenshots of my world but I have no idea how to add images here with phone..
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~ A noob pretending to know what's going on instead of knowing what's going on. ~
I build a Guardian farm for like 5 hours to build a Japanese Gate and I also changed the roof of my Japanese Houses.
The Next Job is to completely destroy that Pagoda in the background because I can't put more details to it because of its size, I'll build a Japanese castle instead.
We killed the Elder Guardians the day after Christmas and I started working on a guardian farm. I thought it would be a group project, but it turns out that I was the only group member who worked on it. We play on hard and I only died once when trying to dive down and break some sea grass so I could place my sand divider. I was getting towards the end of the draining and there were at least 20 Guardians with their death ray on me at once.
The last farm I made had all the usual Ocean monument blocks with quartz as an accent. I think I'm going to use quartz and pupur this time, but haven't totally decided. In any case, I started growing the chorus because I know I definitely want some End Rods at some point. I discovered in the growing process that hostile mobs can spawn on the plants.
During the new year I got the sudden urge to continue clearing inside the Chunk Plaza development I was doing in my 9 year old+ main world - right up to the world d/l release in late November. I finished clearing the floor inside I was on leaving three more, and I made a good start on the next floor down as well!
Other than that I've been doing small little jobs converting the last ever two glowstone lamposts to the modern ones that I did months ago.
I have also had issues with the terrain around the lighthouse for a long time:
Even before it was a lighthouse, back in Alpha I made a watch-tower here and converted the land, though I don't even remember doing it. There used to be a good mound of land here because I remember dying in alpha having to swim (Well, bob) past it, which was terrifying at night with creepers trying to come and get me and skeletons trying to pick me off. Nine years on and I really wish I hadn't done the land like this as now it just looks too fake and un-natural.
The only problem is, 9 years ago I didn't start taking screenshots until a month after I started; something that changed with the third world. SO I have no screenshots of that area until it was landscaped. However! After searching through my old picture files (by year) I found an old cartograph map that had been just sitting in the folder for years! (From January 2011) It clearly showed me what it was like!:
Obviously the second picture is zoomed in with photoshop but what I love about the old map is you can actually see the squares so I can count blocks and make a rough re-creation which is what I did in in a CREATIVE COPY of the world first and then went on and did it in survival:
It still needs some dressing but it looks a lot more natural though I will probably change up that very straight line to the right. In the background to the left of the side of the lighthouse there's also a very pyramid shaped bit of land there also which I took two layers of the top and layered out the sides to make it look more natural. Making sure to re-plant the trees exactly where they were.
Whilst I've still no idea what to do with the old empty trading hall, I did come up with a plan for the entrance 20 minutes ago (Left picture). I have linked it up on the inside with a corner corridor that goes to the right - so it joins up with the stairs coming down from the top (Round the right corner - picture #2) to the art gallery in the lower region.
So now it can be accessed from both the top grounds and from this entrance.
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I was in the Nether for a bit... and did a little mining...
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I tried not to. My mining experience didn't go so well. I booted up my 1.15 world into the newest snapshot and went for Netherite gear, but...
Curse underground lava pools!
It seems to me like I'll actually end up needing Fire Protection potions for once. Branch mining doesn't work so well when I find lava as much as redstone.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I've just achieved a significant milestone in my world, though not one that may seem conventional by any means.
For years, I had been considering the concept of a modular survival base - that is, a base in which everything can be controlled by everything else, set and customized by the user. For instance, maybe you want your farms to automatically harvest upon walking through a piston door on the other side of the base. Or maybe you want the night lights to flash upon receiving input from a mob farm. Or maybe you want to lock down the entire base when you enter/exit the Nether. Maybe you also want your last haul of items to be automatically sorted and stored, then have a minecart greet you back at the Nether portal when you return from the Nether. And then, you may want to reset all these links and change the base's behavior. Now you want the iron farm to automatically harvest all your resource farms, and a random piston door to lock down the base, and then brew you a fresh batch of potions. The possibilities are endless, you see.
Well, I'm happy to say that after working on-and-off over the past year on a redstone machine that makes this possible, it is now a reality. My survival base has become completely modular, with updates and features being the next component.
Called the Modular Interface Specifications Center (MISC), the machine expertly utilizes binary addition to function, wherein each number represents a specific link throughout the base. The book and quill on the left provides a link map to help you compose the links you want to make. Select the glowstone to begin the linking process (by default, the machine is locked). Then, you'll first select one of eight inputs on the right. Afterwards, these will all lock with registers to save that data, then you'll select one of four outputs. Once done, the machine will automatically lock, and the link will be created. Two buttons grant you immense control over the base, and that power cannot be understated so slightly.
I imagine the astute among you would like a peek at the redstone. Well, just for you, I've gone into detail about every aspect of this build. It's in my survival journal here, specifically Sessions 231-233, and 239-240.
I think I'll make a video showing the machine in action, but not until I finalize a few more features (such as multi-link and save/reset links). Now, I am off to build several modifiers for the machine.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Finished clearing and cleaning a mansion, and lighting and decorating so I use it as an away-from-home base .Extended my explorations to around 8-9K blocks in all directions around home base and made small bases some distance away in about a dozen spots. Put in a system of portals linking all far away bases through my nether-ceiling rail system. This system now has over 5K of rails in it.
Got my iron farm working again and built several other small farms which all seem okay except the mushroom farm is very slow. Tamed a couple more varieties of cats. Now at 8 of 11. Wish I could tell what biomes I lack to finish off that achievement, as I have 37 but don't know what I still lack, nor where to find a full list of all that are needed.
The Meaning of Life, the Universe, and Everything.
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So I've been working on Nephuku Estate, my base in Brujuku-ku, the Brooklyn-Harajuku mash up parody city-island on my server 🪐 Blocky World 🪐 (link in sig) which will be home to a large, advanced technological server infrastructure, farms, machines, mass storage / sorting systems, etc. My address is 1 Neapolitan Ave, Brujuku-ku.
I finished two rooms of generic item sorting, and built a couple "sinks" in the kitchen of my base and down in my work station, where you can come in with a shulker full of random items, place it on the sink, and the system will suck all the items out, sort all the generics, and return the un-sortable items to a chest just above the sink. It's working wonderfully well and makes work on the server a breeze, and I already have a lever toggle hooked up to divert items to an external mass storage facility which I plan to build later on the island.
I also finished a really cleanly compact 2x1 honey-block-slime-block flying machine elevator to take you from the ground floor up to the garden roof where I have a few crops set up. One simple button can be pressed to either activate the elevator or call it to your location. The bottom floor comes with a pair of automatic piston doors which remain closed until the elevator arrives, and then opens automagically.
Yesterday, I wound up challenging one of our server mods Ozuhara to a bare knuckle boxing match. After some deliberation, we decided to fight in the Goodvibes barn in Homer. We strippedd down and emptied our inventories, stood at opposite pillars within the barn as Rockmih counted us down to fight, at which point we released the hurricanes. Ozuhara opened the chicken gates, letting chickens come spitting out, throwing eggs at me, and then fled to the cow pen where he hid among the cows as I struggled to land a blow among all the livestock. Afterward, we set up an H.B.K.B. Scoreboard (Homer Bare Knuckle Boxing) just outside the Goodvibes barn with two item deposit chests for fighters and a set of rules. I think we're going to build some more advanced arena type games / fighting competition areas, but bare knuckle boxing in the barn wound up being more fun than I anticipated. XD
A couple other random things I wound up doing recently are, I found the very first wooden pickaxe crafted on the server, enchanted it, and named it The Immaculate Mattock, which we will build a shrine / temple in honor of. I built the first shop in Homer, an enchanted book store called The Coolasstic Book Fair. I further mapped out my island Brujuku-ku, and the wider continental territories. I built a cacti-smelter XP generator just outside Nephuku Estate which helps keep my gear repaired. And I built an annoying slimeblock piston machine in Ozuhara's base and gave it trapdoor wings and named it "BIRDIE FLAP FLAP FLAP". XD
So I've been working on Nephuku Estate, my base in Brujuku-ku, the Brooklyn-Harajuku mash up parody city-island on my server The Oddverse (link in sig) which will be home to a large, advanced technological server infrastructure, farms, machines, mass storage / sorting systems, etc. My address is 1 Neapolitan Ave, Brujuku-ku.
Good stuff there! Makes me think of some mashup between Japanese and modern suburban architecture. Would be interested to see the redstone side of things.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Today, I got some more heavy work done on Starlight Compressor - a redstone machine that will act as a modifier for the MISC (a generator recently built that lets you link two components of the base together such that they can control each other). I wanted some options for 'compressing' links that I make throughout the base. For example, I might want to make two separate links and then combine them. I'll give you an example:
Say we want to link the furnace room to all the base's farms and the transport pods, such that it will automate both when activated. Currently, with just the MISC, we can only choose one link and compose it. The editor does not yet allow saving of current links; it will reset them once a new link is started. This is a feature I have yet to add.
Here is the new furnace room:
The furnace room is part of the Compressor, and it does a lot of automated stuff on its own. A minecart rides straight here and automatically sorts out all items that can be smelted, smelts them, and then moves the rest to a storage unit.
^ Plug the Starlight Compressor into the MISC with the modular mixer, and a whole host of new things becomes possible:
The Compressor is two machines built into one: (1) an item sorter/automatic smelter, and (2) a powerful modifier that compresses generator outputs based on item input. Today, I completed the first machine; there is still a lot of work to do on the second.
Those six switches? Well, I've wired up several options for this one, only three of which have been fully completed. Here is a brief description of the options (yes, it's brief; there is a lot more going on under-the-hood):
CLOCKWISE from top left lever:
Threshold – Sets the quantity of items necessary to begin link compression. If the lever is off, then you need at least a full stack of items. If the lever is on, then you need at least ten stacks of items. Otherwise, if you input fewer items, there will be no compression input to the modular system. Note that this option refers to items detected on immediate input – so, you have to input the required amount of items right away, not over several trips, because the threshold is determined by a timer set to the amount of time necessary for a stack (or ten) to funnel through the hoppers. This is useful if you want to use the Compressor as an item sorter/smelter and not as a modifier; you would set the threshold to ten and input fewer than that. Likewise, if you have a full inventory of items, but don’t want compression to start immediately (giving yourself time to get to the MISC and decide which links you want to make), you will equally find this useful.
Amplitude (not done)– turns the Compressor output wire into an analog wire which will decide how much the Compressor will modify its target generator. For our purposes, this effectively means that a comparator will be used to determine how full the minecart at the bottom is (dependent on how many items we throw in to be sorted), and that output signal strength will impart different effects on the generator.
Target destination – the hoppers will funnel items into a minecart, which will transport them to one of two locations. Keep the lever off to send them straight to a storage collection unit. Turn the lever on to send them to the automatic furnace room - this is about 100 blocks away. Items that don’t need to be smelted will be automatically left out and sent to storage.
Balancer – built-in system balancer which performs the same function as the Starlight Balancer. While the Compressor works, other modules in the base can be turned off temporarily until compression concludes (i.e. sugar cane farm, Night Lights, tree farm) to reduce lag.
Automate generator input (not done) – the Compressor will have the ability to automatically create specific links that relate to the items being sorted. This way, the Compressor is able to automate several base operations at once by modifying the MISC - you won't even have to compose the links yourself. As we build more generators, we can give the Compressor more functions with this feature, as it is generator-dependent.
Type (not done)– type of compression performed. If you leave this off, it will compress normally (hard). Turning this option on will allow soft compression – that is, items will be processed in batches rather than sorting. Useful if you have several types of items to smelt, such as ores, clay, and netherrack, and you don’t want to separate them. You would use hard compression to keep the clay and netherrack from smelting (because they won’t sort out on soft). This will also affect the other features, since everything is based on item input.
Yes... lots of references to music compressors in there. There is plenty of work to do yet, but I'm having much fun with this project so far. It's a key player in automating the modular base!
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
For the first time I've gotten a look at the biome layout in TMCW; previously I used AMIDST on a simplified version which only showed landmasses and "climate zones" (example; unknown biomes crash AMIDST so I couldn't show them) but recently I decided to make my own biome mapping program, which turned out to be quite simple, and after adding in proper colors for every one of 121 biomes (119 Overworld biomes) I got this as the result, mapped over a 8192x8192 area at 4 blocks per pixel (the base resolution of the biome generator):
This is all the code that is really needed (plus code to set the center and range, which is 1/4 of the actual range); most of the work was refactoring BiomeGenBase to remove most of the unnecessary code (including references to other parts of the game) and adding in proper colors (fun fact - the biome colors that AMIDST uses are actually coded into the game and not used by anything in-game, suggesting that Mojang uses AMIDST or a similar tool to map biomes. The new biomes I added all had the colors of whatever biomes I'd copied):
GenLayerTMCW biomeGenerator = GenLayerTMCW.initializeAllBiomeGenerators(seed, biomeSize);
GenLayerTMCW.resetIntCache();
short[] biomes = biomeGenerator.getInts(minX, minZ, width, width);
for (int z = 0; z < width; ++z)
{
int zIndex = z * width;
for (int x = 0; x < width; ++x)
{
image.setRGB(x, z, -16777216 | BiomeGenBase.getBiome(biomes[x + zIndex]).color);
}
}
I've already taken advantage of this by tweaking biome interactions between several biomes, in much less time than it would have taken before (as I would have to recompile the entire game, then load a world (deleting region files for subsequent attempts), and fly around, all of which takes far longer than looking at a biome map). Likewise, I previously made a "cave mapper" utility which can quickly generate maps of the underground, making it much easier to make changes or additions (in either case they need to be verified in-game, especially caves as they are 3D).
Also, I've gotten exact statistics on the frequencies of every biome, based on areas well away from the origin as a large continent is forced to generate there (unlike vanilla you are guaranteed to always spawn on a large landmass; vanilla does have similar code but the landmass doesn't necessarily "grow" to cover the origin):
The rarest full-size biome overall, excluding sub-biomes/rivers/edge biomes, is (unsurprisingly) Mushroom Island, at 0.093% of all biomes and 0.22% of oceans, while the rarest land-based biome is Ice Plains Spikes, at 0.22% of land (making it about as rare as Mushroom Island relative to ocean), and the rarest biome of any type is Ice Hills River at only 0.00911% (about 1 in 11000; Ice Hills is most commonly found as a sub-biome of Ice Plains, and rarely, a full-sized biome). Oceans also cover 42.6% of the world.
In addition, here are some zoomed-in views of various biomes, showing the complexity of my biome generator (despite this, it is vastly faster than modern vanilla versions - it only took about 2 minutes to generate the over 262 million chunks worth of biomes used in the analysis above, and this would be slowed down by having to iterate over 8 MB+ arrays as I generated the entire area for each seed in one go, reducing CPU cache efficiency (vanilla mostly generates biomes on a per-chunk basis, with the largest array used being 1458 bytes in size); by contrast, Mojang's coding practices made the vanilla biome generator become 35 times slower in 1.13 (obviously, system specs are needed here but even the pre-1.13 value listed would be 5 times slower than TMCW's biome generator, making it 200 times faster than 1.13 - I can't even imagine the coding that would cause such a thing, much less a 35x regression):
To the left is a patch of Frozen Ocean with several Ice Plains islands (these can also be other snowy biomes); near the top is an Extreme Hills, which is surrounded by Extreme Hills Edge, including next to the ocean, which has an additional edge of Gravel Beach (the removal of Edge in 1.7 is likely due to the fact that the vanilla biome generator can only add one "edge" biome, while TMCW has a total of 6 layers of "edge" generation), and an Extreme Mountains sub-biome in the northern half (a total of 3 or 4 layers of biomes). To the south is an Ice Mountains biome (as a full-size biome, not sub-biome, as found in Ice Plains) surrounded by Ice Plains to help smooth out height differences, with a Savanna Mountains to the west, which is similarly layered (surrounded by Savanna and with Extreme Savanna Mountains embedded in it). Note that coastlines also have "ocean shallows" separating them from ocean, again to help smooth out height differences (the lighter blue areas to the west of the Savanna Mountains and around the Desert to the north are Tropical Ocean).
To the left-center is a Jungle, which has Quartz Beach next to ocean instead of normal sand beaches, then to the east is a complex mix of Desert and Mountainous Desert and their hills sub-biomes, followed by a Badlands to the northeast (distinct from Mesa) and an Iceland biome (similar to Mesa but made out of ice) to the south of that, and in turn, a Rocky Mountains near the lower-right, which is one of the most complex biomes, with rings of increasingly high biomes reaching a peak to generate large-scale mountains (larger than the terrain heightmap can generate, especially as relatively smooth-sloped mountains, not jagged cliffs).
Another thing to note is that rivers are lined with "riverbank" biomes to help smooth out height variations; with only two exceptions (Rocky Mountains and Volcanic Wasteland) rivers will cut through even the highest terrain (with the exceptions they will instead be replaced by the next level down; e.g. Rocky Mountains Edge is replaced with Rocky Mountains instead of River, so rivers don't just abruptly stop in these biomes). At the top is Rocky Mountains (the greenish rivers are actually Swamp River as I didn't want to add another biome just for this, these rivers have the same properties of vanilla rivers, mainly by being affected by the height of surrounding terrain) and at the bottom is Volcanic Wasteland (purple is Volcanic Wasteland River, which shares the same properties as its parent biome; previously it was just River, which allowed water lakes and springs to generate in the same chunks, which are completely absent from Volcanic Wasteland):
Also, this is what happens when a Tropical Ocean generates next to a snowy biome, or Frozen Ocean is next to a non-snowy, non-regular ocean biome; they will be separated by a strip of regular ocean (not always entirely due to the random "growth" that occurs as layers are zoomed); otherwise, there isn't much in the way of biome separation (most of the world is "normal" climate zones, which allow any biome to generate regardless of adjacent biomes; "cold" zones increase the frequency of snowy biomes and eliminate "hot" biomes, vice-versa for "hot" zones, which overall preserves the variety in biome generation that is often so lacking in 1.7+ since only a handful of common biomes can generate in each zone, which are also much larger):
Also, on another note, this is an enormous cave I recently found while testing, with a volume of 685,000 air blocks and a width/length of up to 200 blocks (they can actually get even larger; by forcing them to generate at their maximum possible size I found caves up to 1 million blocks in volume, but this is the largest naturally generated cave. For comparison, a giant cave region, the largest underground feature, consists of 94 individual caves averaging around 1.3 million blocks over a 300x300 area, so this single cave is more than half the volume, if much smaller in areal coverage):
Despite being on "Far" render distance you can see into unloaded chunks (which is really only 10 chunks or 160 blocks due to the internal server limiting it to 10 and even Optifine has a bug where you need to set it to 17+ for it to work properly; this is planned to be fixed once I completely replace the rendering system):
Strongholds prevent giant caves from generating within a 6 chunk radius but that isn't enough for a cave of this size; either way, they always overwrite air (a very widespread myth is that caves destroy strongholds, even end portals, but all that happens is that in vanilla they do not replace air blocks when placing walls, but everything inside does overwrite air - I only changed a single line of code to fix this) so you may never even know that the stronghold is in midair unless there is an open corridor:
You can see an exposed fossil near the top (IMO, they aren't actually that rare, I found more fossils in TMCWv4 than villages or any other single surface structure; similar to vanilla, there is a 1/64 chance per chunk of desert or swamp, compared to 1/1024 for villages in vanilla and 1/576 in TMCW, where they are more common per area to offset their biomes being rarer):
For perspective, these are the sizes of various underground features within a 1 million chunk area (not all are listed by size; for structures this is the number of structure pieces):
*Doing a "Block run" I.E. stocking up on certain resources:- sand, diorite and last weekend terracotta:
I need to do another terracotta run really as I've still some colors to stock up on, but I want to do another run for sand, this time for conversion to glass.
I've also been making roof repairs (x2 roofs) at Mount DOOOooom after noticing on my small map there grey in the roof. Guess there was another storm, but this is what I had to repair:
I will be prepared next time as I converted one of the little back rooms at the back of the base of the main central tower to a wood store. I think I'll ass some length way logs to this room also.
I've also spent so many years perfecting the look of Mount DOOOooom that a lot of basic walls were lacking in detail and texturing so now I am spending that time doing it, but it is a big job to do the whole of the castle! The pallet now includes stone, stone brick and very seldom used gravel as my andesite is re-textured.
AFter 9 years+ i have removed the lava fall from the front of my house so I can have a wooden roof, but - I have replaced it with a faux one made from magma blocks! I was unhappy with the bob of a stonebrick roof and I wanted to keep the lava fall as it was there (Albeit less wider) from the beginning, even before I began building inside the mountain.
Lastly, as I am about to go to bed, i can do so happy.
I have now cleared 6 of the 7 floors for the inside of my hotel at the Chunk Plaza - were I've been changing a big,long and flat ugly chunk error wall into homes, shops and a hotel since just before January 2015. Since the new year I've had a break and my diamond pickaxe has upgraded from a level IV efficiency (As well as the other enchantments on it) to a level V, and boy have I noticed the difference.
I've been using a beacon constantly with it even with the efficiency IV, but it's been like a hot knife cutting through butter tonight! Very satisfying with a great deal cleared. (Levels III and II)
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Good stuff there! Makes me think of some mashup between Japanese and modern suburban architecture. Would be interested to see the redstone side of things.
Thanks, man! Love your build as well.
I've started working out the streets and street lamps / traffic lights in Brujuku-ku. I'm really happy with how it's coming out, it's really starting to feel like a Brooklyn / Harajuku city. And by the way, invitations are open for any good builders who'd like to come check out the 🪐 Blocky World 🪐 server!
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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I also built several hidden chicken breeders in my newbie buddy's base on my server 🪐 Blocky World 🪐, which spit eggs out from behind several walls and from an adjacent mountain spawning chickens all over his base and his roof, covering his roof in chickens, he has absolutely no idea what is happening. He thinks chickens randomly multiplying all over his base is just how chickens work in Minecraft.
I've also been renaming the hundreds of chickens all over his base "Nevermore".
Just finished making ilmango's massive gold XP farm.
It seems to be running okay!
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Cured a couple zombie villagers in Brujuku and have bred about 20+ of them now.
Also worked out some nice subway / street lamp / traffic light designs and road layout.
But the coolest thing I've done recently is that I had a little stroke of baby genius, you see the trash can my buddy Rockmih is standing on in the middle pic, I've hooked up all the trashcans on every street corner to funnel items to my item sorter. So you can walk along the street and just dump any random item into a trash can, and it will all get sent to my base and sorted in my storage system. I'm going to expand this across the entire island-city, so you can be anywhere in Brujuku-ku, and just dump items into a trash can, and they will all be sent either to my base, or eventually to a massive centralized storage facility called the Brujuku Yield Index.
And also just generally screwing around with my server buds on the Blocky World.
It's been a while since I last posted here, having done nothing in my Minecraft worlds for a while, instead playing both Terraria and Factorio.
Tonight I decided to move my Voide Ore and Resource Miners to the Overworld. They have been in the Mining Dimension, and travelling there via the portal you make in the mod causes animals to become invisible when you return until you relog.
So far, only the Ore Miner was moved, and also upgraded to Tier 5. This generates ore once every 4 ticks (5/second) and uses 38,959 RF/t:
The Miner has 8 Accuracy and 8 Speed Modifiers. These increase the chances of getting certain crystals (I got a few Tier 6 crystals, Aethium, within seconds after powering on the miner), and decrease the duration in ticks, but also increase power consumption. With 59.3 G RF being stored in my base, I'm not seeing a dent in my power, but all of my generators are running.
I'm using Draconic Energy relay Crystals on top of Steel Posts from Immersive Engineering throughout the base. Most of the network is at Draconic tier, except the crystal here - it is at Wyvern tier, which I am leaving it at.
Edit: forgot to add - this area is in the south part of my base. Originally there was a AE2 Meteorite crash site here; I filled in the terrain with dirt using the Building Gadget from Direwolf20's mod.
I made what may be the most disruptive change that I've made to game mechanics so far (many of which hurt automated farms, intentionally or otherwise) - I removed spawn chunks, mainly as an optimization (reduced load time and memory usage, not that either need to be any lower; reloading a world was already near-instant, as was teleporting to another dimension (once chunks have been generated, which only takes a second or two for the Nether and almost instant for the End. I also still pregenerate the world spawn area when a world is created). Later versions of Optifine (not the 1.6.4 version) include an option that does the same for the same reasons, but this also means that it is no longer possible to use them for farms:
// Disables spawn chunks by always unloading chunks
public void unloadChunksIfNotNearSpawn(int x, int z)
{
if (this.fixChunkProviderServer)
{
this.chunksToUnload.add(Long.valueOf(ChunkCoordIntPair.chunkXZ2Int(x, z)));
}
else
{
super.unloadChunksIfNotNearSpawn(x, z);
}
}
(this code is in a subclass of ChunkProviderServer; I used reflection to make "chunksToUnload" accessible so I can bypass the method without actually modifying another vanilla class, which I only do if there is no other way, such as the Block/Item classes, which are referenced just about everywhere).
Here are some screenshots to show the impact of this change - even in the Nether memory usage is only around 100 MB and increases by about 1 MB per second when standing still (I've made many other changes to minimize memory allocation rates, which are still around an order of magnitude lower in 1.6.4 than in 1.8+, which can exceed 200 MB per second when moving). Server tick time is also less than 1 millisecond in the Nether - so low that the snooper shows it as 0; this is equivalent to being able to support over 50 players before lagging - all on a single thread (since 1.8 Mojang has heavily multithreaded the server, from mob AI to world generation to lighting, not that it has done much):
These were taken on Far render distance, although I haven't fixed it yet (the server loads 10 chunks out regardless of client-side settings, it does still increase resource usage since the client allocates a "WorldRenderer" for every chunk section within render distance, including for unloaded/empty chunks). Note that I added chunks loaded server-side ("ChunkCache:, which was previously "MultiPlayerChunkCache" and showed client-side loaded chunks), as well as the world seed to the debug screen (this used to be displayed in singleplayer until 1.3):
One thing to note is that the "E:" number shows 63 loaded entities while the mob counts show 73 hostile mobs loaded server-side; the server only sends entities to the client if they are within 80 blocks of the player so "E:" isn't always a surefire way to check if the mob cap has been reached (e.g. mob farms, where you can get away with some dark areas as long as the cap isn't reached as spawn rates aren't based on how full the cap is):
This isn't very useful when tick times are as low as they are as it only reports integer numbers, rounded down:
Notice that I also changed the name of the game; "Minecraft World1" is the name of the mod that use for my first world, which is more or less vanilla aside from these changes and fixes, which will all be ported to TMCW (many of the earlier changes were first added to TMCW, while others were added to a personal modded copy of Optifine, all of which are being combined).
Also, I'm surprised that bedrock-breaking exploits still exist because it is incredibly easy to patch - just prevent bedrock from being replaced under any circumstances, other than a player in Creative mode, which calls a different method from the one shown here, which is the general method called by most code that places blocks (I also have my own "fast" methods which are only used during world generation):
public boolean setBlockIDWithMetadata(int posX, int posY, int posZ, int newBlockState)
{
int oldBlockState = this.getBlockState(posX, posY, posZ);
// Prevents bedrock from being replaced under any circumstances
if ((oldBlockState & 255) == Block.bedrock.blockID || oldBlockState == newBlockState)
{
return false;
}
Not that breaking bedrock is useful since you'll die from void damage if you get on top of the Nether in Survival, and TMCW only has a single layer of bedrock at y=0 so there is no reason to want to flatten it out (the same goes for the Nether in TMCWv5).
Other significant changes/fixes include optimizing and fixing the file I/O system; while I've never experienced any chunk corruption while playing (other than an unrelated issue caused by a race condition in the biome generator, which I made server-sided only to avoid this; it caused a chunk in an old world (Forge 1.6.2) to have the wrong biome, but otherwise it matched surrounding chunks, which I also saw once in a test world) I have occasionally seen chunk errors similar to the ones shown in this bug report while flying around in test worlds, which is caused by a race condition in the file I/O code; it incorrectly removes pending chunks from a list of chunks to save before actually saving them (it should instead be after) and also doesn't properly update pending chunks when a newer version needs to be saved before the old version has been saved. The faster you generate chunks the more likely it is to happen (this bug report describes the cause and includes the fix I used, "MC-119971-fix-simplified.zip"; Mojang claims that this is fixed but I seriously doubt it given how common chunk errors are, which may be due to other changes since they became much more common around 1.8 and even more so in 1.14, and mostly involve chunks becoming misplaced (it is interesting how so many of these reports were marked as fixed yet new reports continue to surface - something has to be seriously broken in the chunk loading code).
Also, speaking of chunk corruption, this is what happened when I made a mistake in the file I/O code; while the game indexes chunks sections from 0-15 the sections themselves use 16 times this value for their internal index (so 0,16,32...240) and I didn't account for this, causing sections to be saved with an index of 0 so the surface was shifted down to the void (this was not noticeable until chunks were reloaded):
Obviously changes like this must be very thoroughly tested before using them in an actual world (Mojang has released snapshots with major save bugs before). Other fixes include proper error handling for various forms of chunk corruption (e.g. bad entities, wrong-located chunks. Some of these cause vanilla to simply regenerate the entire chunk, as opposed to just removing the bad part; for wrong-located chunks I just trash the entire chunk instead of trying to fix it, which usually just causes more errors like chunks moving around and overwriting other chunks and wrong-located entities (since their coordinates no longer match the coordinates of the chunk that was relocated. Also, it appears that in newer versions Mojang simply chose the "trash the entire chunk" approach in response to any errors at all, as seen by complete world wipes when downgrading from 1.15 to 1.14 or 1.14 to 1.13 (they changed the save format in 1.13 so it is understandable why downgrading to a version before 1.13 destroys a world; by contrast, vanilla 1.6.4 had no issues with loading a world generated in TMCWv5 (vanilla is all ocean so chunk resets would be immediately obvious) despite all the new things I added; of course, doing this effectively ruins the world as all modded blocks/items/entities are removed, aside from ones that add metadata to existing blocks, like the 1.8 stones, which retain their metadata until placed or mined and appear as the default vanilla block).
I built close to my house I nice little fishing hut and a dock. Also made my farmland wider and surrounded it with a stone wall.
Went mining yesterday and found myself a bunch of diamond so welcome first diamond tools in this specific world. Still need to gather some for diamond armor.
The next thing I'm going to do is to create a road which takes me to te woodland mansion, that means a lot of work with axe since the mansion is in the middle of dark oak forest surrounded by the dark oak trees..
I would love to post some screenshots of my world but I have no idea how to add images here with phone..
~ A noob pretending to know what's going on instead of knowing what's going on. ~
I build a Guardian farm for like 5 hours to build a Japanese Gate and I also changed the roof of my Japanese Houses.
The Next Job is to completely destroy that Pagoda in the background because I can't put more details to it because of its size, I'll build a Japanese castle instead.
We killed the Elder Guardians the day after Christmas and I started working on a guardian farm. I thought it would be a group project, but it turns out that I was the only group member who worked on it. We play on hard and I only died once when trying to dive down and break some sea grass so I could place my sand divider. I was getting towards the end of the draining and there were at least 20 Guardians with their death ray on me at once.
The last farm I made had all the usual Ocean monument blocks with quartz as an accent. I think I'm going to use quartz and pupur this time, but haven't totally decided. In any case, I started growing the chorus because I know I definitely want some End Rods at some point. I discovered in the growing process that hostile mobs can spawn on the plants.
During the new year I got the sudden urge to continue clearing inside the Chunk Plaza development I was doing in my 9 year old+ main world - right up to the world d/l release in late November. I finished clearing the floor inside I was on leaving three more, and I made a good start on the next floor down as well!
Other than that I've been doing small little jobs converting the last ever two glowstone lamposts to the modern ones that I did months ago.
I have also had issues with the terrain around the lighthouse for a long time:
Even before it was a lighthouse, back in Alpha I made a watch-tower here and converted the land, though I don't even remember doing it. There used to be a good mound of land here because I remember dying in alpha having to swim (Well, bob) past it, which was terrifying at night with creepers trying to come and get me and skeletons trying to pick me off. Nine years on and I really wish I hadn't done the land like this as now it just looks too fake and un-natural.
The only problem is, 9 years ago I didn't start taking screenshots until a month after I started; something that changed with the third world. SO I have no screenshots of that area until it was landscaped. However! After searching through my old picture files (by year) I found an old cartograph map that had been just sitting in the folder for years! (From January 2011) It clearly showed me what it was like!:
Obviously the second picture is zoomed in with photoshop but what I love about the old map is you can actually see the squares so I can count blocks and make a rough re-creation which is what I did in in a CREATIVE COPY of the world first and then went on and did it in survival:
It still needs some dressing but it looks a lot more natural though I will probably change up that very straight line to the right. In the background to the left of the side of the lighthouse there's also a very pyramid shaped bit of land there also which I took two layers of the top and layered out the sides to make it look more natural. Making sure to re-plant the trees exactly where they were.
Whilst I've still no idea what to do with the old empty trading hall, I did come up with a plan for the entrance 20 minutes ago (Left picture). I have linked it up on the inside with a corner corridor that goes to the right - so it joins up with the stairs coming down from the top (Round the right corner - picture #2) to the art gallery in the lower region.
So now it can be accessed from both the top grounds and from this entrance.
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only
Don't let it die!!
I was in the Nether for a bit... and did a little mining...
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I tried not to. My mining experience didn't go so well. I booted up my 1.15 world into the newest snapshot and went for Netherite gear, but...
Curse underground lava pools!
It seems to me like I'll actually end up needing Fire Protection potions for once. Branch mining doesn't work so well when I find lava as much as redstone.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I've just achieved a significant milestone in my world, though not one that may seem conventional by any means.
For years, I had been considering the concept of a modular survival base - that is, a base in which everything can be controlled by everything else, set and customized by the user. For instance, maybe you want your farms to automatically harvest upon walking through a piston door on the other side of the base. Or maybe you want the night lights to flash upon receiving input from a mob farm. Or maybe you want to lock down the entire base when you enter/exit the Nether. Maybe you also want your last haul of items to be automatically sorted and stored, then have a minecart greet you back at the Nether portal when you return from the Nether. And then, you may want to reset all these links and change the base's behavior. Now you want the iron farm to automatically harvest all your resource farms, and a random piston door to lock down the base, and then brew you a fresh batch of potions. The possibilities are endless, you see.
Well, I'm happy to say that after working on-and-off over the past year on a redstone machine that makes this possible, it is now a reality. My survival base has become completely modular, with updates and features being the next component.
Called the Modular Interface Specifications Center (MISC), the machine expertly utilizes binary addition to function, wherein each number represents a specific link throughout the base. The book and quill on the left provides a link map to help you compose the links you want to make. Select the glowstone to begin the linking process (by default, the machine is locked). Then, you'll first select one of eight inputs on the right. Afterwards, these will all lock with registers to save that data, then you'll select one of four outputs. Once done, the machine will automatically lock, and the link will be created. Two buttons grant you immense control over the base, and that power cannot be understated so slightly.
I imagine the astute among you would like a peek at the redstone. Well, just for you, I've gone into detail about every aspect of this build. It's in my survival journal here, specifically Sessions 231-233, and 239-240.
I think I'll make a video showing the machine in action, but not until I finalize a few more features (such as multi-link and save/reset links). Now, I am off to build several modifiers for the machine.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Finished clearing and cleaning a mansion, and lighting and decorating so I use it as an away-from-home base .Extended my explorations to around 8-9K blocks in all directions around home base and made small bases some distance away in about a dozen spots. Put in a system of portals linking all far away bases through my nether-ceiling rail system. This system now has over 5K of rails in it.
Got my iron farm working again and built several other small farms which all seem okay except the mushroom farm is very slow. Tamed a couple more varieties of cats. Now at 8 of 11. Wish I could tell what biomes I lack to finish off that achievement, as I have 37 but don't know what I still lack, nor where to find a full list of all that are needed.
Learn something new each day
So I've been working on Nephuku Estate, my base in Brujuku-ku, the Brooklyn-Harajuku mash up parody city-island on my server 🪐 Blocky World 🪐 (link in sig) which will be home to a large, advanced technological server infrastructure, farms, machines, mass storage / sorting systems, etc. My address is 1 Neapolitan Ave, Brujuku-ku.
I finished two rooms of generic item sorting, and built a couple "sinks" in the kitchen of my base and down in my work station, where you can come in with a shulker full of random items, place it on the sink, and the system will suck all the items out, sort all the generics, and return the un-sortable items to a chest just above the sink. It's working wonderfully well and makes work on the server a breeze, and I already have a lever toggle hooked up to divert items to an external mass storage facility which I plan to build later on the island.
I also finished a really cleanly compact 2x1 honey-block-slime-block flying machine elevator to take you from the ground floor up to the garden roof where I have a few crops set up. One simple button can be pressed to either activate the elevator or call it to your location. The bottom floor comes with a pair of automatic piston doors which remain closed until the elevator arrives, and then opens automagically.
Yesterday, I wound up challenging one of our server mods Ozuhara to a bare knuckle boxing match. After some deliberation, we decided to fight in the Goodvibes barn in Homer. We strippedd down and emptied our inventories, stood at opposite pillars within the barn as Rockmih counted us down to fight, at which point we released the hurricanes. Ozuhara opened the chicken gates, letting chickens come spitting out, throwing eggs at me, and then fled to the cow pen where he hid among the cows as I struggled to land a blow among all the livestock. Afterward, we set up an H.B.K.B. Scoreboard (Homer Bare Knuckle Boxing) just outside the Goodvibes barn with two item deposit chests for fighters and a set of rules. I think we're going to build some more advanced arena type games / fighting competition areas, but bare knuckle boxing in the barn wound up being more fun than I anticipated. XD
A couple other random things I wound up doing recently are, I found the very first wooden pickaxe crafted on the server, enchanted it, and named it The Immaculate Mattock, which we will build a shrine / temple in honor of. I built the first shop in Homer, an enchanted book store called The Coolasstic Book Fair. I further mapped out my island Brujuku-ku, and the wider continental territories. I built a cacti-smelter XP generator just outside Nephuku Estate which helps keep my gear repaired. And I built an annoying slimeblock piston machine in Ozuhara's base and gave it trapdoor wings and named it "BIRDIE FLAP FLAP FLAP". XD
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
Good stuff there! Makes me think of some mashup between Japanese and modern suburban architecture. Would be interested to see the redstone side of things.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Today, I got some more heavy work done on Starlight Compressor - a redstone machine that will act as a modifier for the MISC (a generator recently built that lets you link two components of the base together such that they can control each other). I wanted some options for 'compressing' links that I make throughout the base. For example, I might want to make two separate links and then combine them. I'll give you an example:
Say we want to link the furnace room to all the base's farms and the transport pods, such that it will automate both when activated. Currently, with just the MISC, we can only choose one link and compose it. The editor does not yet allow saving of current links; it will reset them once a new link is started. This is a feature I have yet to add.
Here is the new furnace room:
The furnace room is part of the Compressor, and it does a lot of automated stuff on its own. A minecart rides straight here and automatically sorts out all items that can be smelted, smelts them, and then moves the rest to a storage unit.
^ Plug the Starlight Compressor into the MISC with the modular mixer, and a whole host of new things becomes possible:
The Compressor is two machines built into one: (1) an item sorter/automatic smelter, and (2) a powerful modifier that compresses generator outputs based on item input. Today, I completed the first machine; there is still a lot of work to do on the second.
Those six switches? Well, I've wired up several options for this one, only three of which have been fully completed. Here is a brief description of the options (yes, it's brief; there is a lot more going on under-the-hood):
CLOCKWISE from top left lever:
Yes... lots of references to music compressors in there. There is plenty of work to do yet, but I'm having much fun with this project so far. It's a key player in automating the modular base!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
For the first time I've gotten a look at the biome layout in TMCW; previously I used AMIDST on a simplified version which only showed landmasses and "climate zones" (example; unknown biomes crash AMIDST so I couldn't show them) but recently I decided to make my own biome mapping program, which turned out to be quite simple, and after adding in proper colors for every one of 121 biomes (119 Overworld biomes) I got this as the result, mapped over a 8192x8192 area at 4 blocks per pixel (the base resolution of the biome generator):
This is all the code that is really needed (plus code to set the center and range, which is 1/4 of the actual range); most of the work was refactoring BiomeGenBase to remove most of the unnecessary code (including references to other parts of the game) and adding in proper colors (fun fact - the biome colors that AMIDST uses are actually coded into the game and not used by anything in-game, suggesting that Mojang uses AMIDST or a similar tool to map biomes. The new biomes I added all had the colors of whatever biomes I'd copied):
I've already taken advantage of this by tweaking biome interactions between several biomes, in much less time than it would have taken before (as I would have to recompile the entire game, then load a world (deleting region files for subsequent attempts), and fly around, all of which takes far longer than looking at a biome map). Likewise, I previously made a "cave mapper" utility which can quickly generate maps of the underground, making it much easier to make changes or additions (in either case they need to be verified in-game, especially caves as they are 3D).
Also, I've gotten exact statistics on the frequencies of every biome, based on areas well away from the origin as a large continent is forced to generate there (unlike vanilla you are guaranteed to always spawn on a large landmass; vanilla does have similar code but the landmass doesn't necessarily "grow" to cover the origin):
The rarest full-size biome overall, excluding sub-biomes/rivers/edge biomes, is (unsurprisingly) Mushroom Island, at 0.093% of all biomes and 0.22% of oceans, while the rarest land-based biome is Ice Plains Spikes, at 0.22% of land (making it about as rare as Mushroom Island relative to ocean), and the rarest biome of any type is Ice Hills River at only 0.00911% (about 1 in 11000; Ice Hills is most commonly found as a sub-biome of Ice Plains, and rarely, a full-sized biome). Oceans also cover 42.6% of the world.
In addition, here are some zoomed-in views of various biomes, showing the complexity of my biome generator (despite this, it is vastly faster than modern vanilla versions - it only took about 2 minutes to generate the over 262 million chunks worth of biomes used in the analysis above, and this would be slowed down by having to iterate over 8 MB+ arrays as I generated the entire area for each seed in one go, reducing CPU cache efficiency (vanilla mostly generates biomes on a per-chunk basis, with the largest array used being 1458 bytes in size); by contrast, Mojang's coding practices made the vanilla biome generator become 35 times slower in 1.13 (obviously, system specs are needed here but even the pre-1.13 value listed would be 5 times slower than TMCW's biome generator, making it 200 times faster than 1.13 - I can't even imagine the coding that would cause such a thing, much less a 35x regression):
To the left-center is a Jungle, which has Quartz Beach next to ocean instead of normal sand beaches, then to the east is a complex mix of Desert and Mountainous Desert and their hills sub-biomes, followed by a Badlands to the northeast (distinct from Mesa) and an Iceland biome (similar to Mesa but made out of ice) to the south of that, and in turn, a Rocky Mountains near the lower-right, which is one of the most complex biomes, with rings of increasingly high biomes reaching a peak to generate large-scale mountains (larger than the terrain heightmap can generate, especially as relatively smooth-sloped mountains, not jagged cliffs).
Another thing to note is that rivers are lined with "riverbank" biomes to help smooth out height variations; with only two exceptions (Rocky Mountains and Volcanic Wasteland) rivers will cut through even the highest terrain (with the exceptions they will instead be replaced by the next level down; e.g. Rocky Mountains Edge is replaced with Rocky Mountains instead of River, so rivers don't just abruptly stop in these biomes). At the top is Rocky Mountains (the greenish rivers are actually Swamp River as I didn't want to add another biome just for this, these rivers have the same properties of vanilla rivers, mainly by being affected by the height of surrounding terrain) and at the bottom is Volcanic Wasteland (purple is Volcanic Wasteland River, which shares the same properties as its parent biome; previously it was just River, which allowed water lakes and springs to generate in the same chunks, which are completely absent from Volcanic Wasteland):
Also, this is what happens when a Tropical Ocean generates next to a snowy biome, or Frozen Ocean is next to a non-snowy, non-regular ocean biome; they will be separated by a strip of regular ocean (not always entirely due to the random "growth" that occurs as layers are zoomed); otherwise, there isn't much in the way of biome separation (most of the world is "normal" climate zones, which allow any biome to generate regardless of adjacent biomes; "cold" zones increase the frequency of snowy biomes and eliminate "hot" biomes, vice-versa for "hot" zones, which overall preserves the variety in biome generation that is often so lacking in 1.7+ since only a handful of common biomes can generate in each zone, which are also much larger):
Also, on another note, this is an enormous cave I recently found while testing, with a volume of 685,000 air blocks and a width/length of up to 200 blocks (they can actually get even larger; by forcing them to generate at their maximum possible size I found caves up to 1 million blocks in volume, but this is the largest naturally generated cave. For comparison, a giant cave region, the largest underground feature, consists of 94 individual caves averaging around 1.3 million blocks over a 300x300 area, so this single cave is more than half the volume, if much smaller in areal coverage):
Despite being on "Far" render distance you can see into unloaded chunks (which is really only 10 chunks or 160 blocks due to the internal server limiting it to 10 and even Optifine has a bug where you need to set it to 17+ for it to work properly; this is planned to be fixed once I completely replace the rendering system):
Strongholds prevent giant caves from generating within a 6 chunk radius but that isn't enough for a cave of this size; either way, they always overwrite air (a very widespread myth is that caves destroy strongholds, even end portals, but all that happens is that in vanilla they do not replace air blocks when placing walls, but everything inside does overwrite air - I only changed a single line of code to fix this) so you may never even know that the stronghold is in midair unless there is an open corridor:
You can see an exposed fossil near the top (IMO, they aren't actually that rare, I found more fossils in TMCWv4 than villages or any other single surface structure; similar to vanilla, there is a 1/64 chance per chunk of desert or swamp, compared to 1/1024 for villages in vanilla and 1/576 in TMCW, where they are more common per area to offset their biomes being rarer):
For perspective, these are the sizes of various underground features within a 1 million chunk area (not all are listed by size; for structures this is the number of structure pieces):
(the seed was "-6555389119863943307" but that is not guaranteed to work in the final release)
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?
In my main world of 9 years+ I have been:
*Doing a "Block run" I.E. stocking up on certain resources:- sand, diorite and last weekend terracotta:
I need to do another terracotta run really as I've still some colors to stock up on, but I want to do another run for sand, this time for conversion to glass.
I've also been making roof repairs (x2 roofs) at Mount DOOOooom after noticing on my small map there grey in the roof. Guess there was another storm, but this is what I had to repair:
I will be prepared next time as I converted one of the little back rooms at the back of the base of the main central tower to a wood store. I think I'll ass some length way logs to this room also.
I've also spent so many years perfecting the look of Mount DOOOooom that a lot of basic walls were lacking in detail and texturing so now I am spending that time doing it, but it is a big job to do the whole of the castle! The pallet now includes stone, stone brick and very seldom used gravel as my andesite is re-textured.
AFter 9 years+ i have removed the lava fall from the front of my house so I can have a wooden roof, but - I have replaced it with a faux one made from magma blocks! I was unhappy with the bob of a stonebrick roof and I wanted to keep the lava fall as it was there (Albeit less wider) from the beginning, even before I began building inside the mountain.
Lastly, as I am about to go to bed, i can do so happy.
I have now cleared 6 of the 7 floors for the inside of my hotel at the Chunk Plaza - were I've been changing a big,long and flat ugly chunk error wall into homes, shops and a hotel since just before January 2015. Since the new year I've had a break and my diamond pickaxe has upgraded from a level IV efficiency (As well as the other enchantments on it) to a level V, and boy have I noticed the difference.
I've been using a beacon constantly with it even with the efficiency IV, but it's been like a hot knife cutting through butter tonight! Very satisfying with a great deal cleared. (Levels III and II)
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only
Thanks, man! Love your build as well.
I've started working out the streets and street lamps / traffic lights in Brujuku-ku. I'm really happy with how it's coming out, it's really starting to feel like a Brooklyn / Harajuku city. And by the way, invitations are open for any good builders who'd like to come check out the 🪐 Blocky World 🪐 server!
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
I also built several hidden chicken breeders in my newbie buddy's base on my server 🪐 Blocky World 🪐, which spit eggs out from behind several walls and from an adjacent mountain spawning chickens all over his base and his roof, covering his roof in chickens, he has absolutely no idea what is happening. He thinks chickens randomly multiplying all over his base is just how chickens work in Minecraft.
I've also been renaming the hundreds of chickens all over his base "Nevermore".
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
Just finished making ilmango's massive gold XP farm.
It seems to be running okay!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Cured a couple zombie villagers in Brujuku and have bred about 20+ of them now.
Also worked out some nice subway / street lamp / traffic light designs and road layout.
But the coolest thing I've done recently is that I had a little stroke of baby genius, you see the trash can my buddy Rockmih is standing on in the middle pic, I've hooked up all the trashcans on every street corner to funnel items to my item sorter. So you can walk along the street and just dump any random item into a trash can, and it will all get sent to my base and sorted in my storage system. I'm going to expand this across the entire island-city, so you can be anywhere in Brujuku-ku, and just dump items into a trash can, and they will all be sent either to my base, or eventually to a massive centralized storage facility called the Brujuku Yield Index.
And also just generally screwing around with my server buds on the Blocky World.
🪐🪐🪐 Blocky World 🪐🪐🪐 - [ Whitelist / Survival / Redstone / Civilization ]
It's been a while since I last posted here, having done nothing in my Minecraft worlds for a while, instead playing both Terraria and Factorio.
Tonight I decided to move my Voide Ore and Resource Miners to the Overworld. They have been in the Mining Dimension, and travelling there via the portal you make in the mod causes animals to become invisible when you return until you relog.
So far, only the Ore Miner was moved, and also upgraded to Tier 5. This generates ore once every 4 ticks (5/second) and uses 38,959 RF/t:
The Miner has 8 Accuracy and 8 Speed Modifiers. These increase the chances of getting certain crystals (I got a few Tier 6 crystals, Aethium, within seconds after powering on the miner), and decrease the duration in ticks, but also increase power consumption. With 59.3 G RF being stored in my base, I'm not seeing a dent in my power, but all of my generators are running.
I'm using Draconic Energy relay Crystals on top of Steel Posts from Immersive Engineering throughout the base. Most of the network is at Draconic tier, except the crystal here - it is at Wyvern tier, which I am leaving it at.
Edit: forgot to add - this area is in the south part of my base. Originally there was a AE2 Meteorite crash site here; I filled in the terrain with dirt using the Building Gadget from Direwolf20's mod.
I made what may be the most disruptive change that I've made to game mechanics so far (many of which hurt automated farms, intentionally or otherwise) - I removed spawn chunks, mainly as an optimization (reduced load time and memory usage, not that either need to be any lower; reloading a world was already near-instant, as was teleporting to another dimension (once chunks have been generated, which only takes a second or two for the Nether and almost instant for the End. I also still pregenerate the world spawn area when a world is created). Later versions of Optifine (not the 1.6.4 version) include an option that does the same for the same reasons, but this also means that it is no longer possible to use them for farms:
(this code is in a subclass of ChunkProviderServer; I used reflection to make "chunksToUnload" accessible so I can bypass the method without actually modifying another vanilla class, which I only do if there is no other way, such as the Block/Item classes, which are referenced just about everywhere).
Here are some screenshots to show the impact of this change - even in the Nether memory usage is only around 100 MB and increases by about 1 MB per second when standing still (I've made many other changes to minimize memory allocation rates, which are still around an order of magnitude lower in 1.6.4 than in 1.8+, which can exceed 200 MB per second when moving). Server tick time is also less than 1 millisecond in the Nether - so low that the snooper shows it as 0; this is equivalent to being able to support over 50 players before lagging - all on a single thread (since 1.8 Mojang has heavily multithreaded the server, from mob AI to world generation to lighting, not that it has done much):
One thing to note is that the "E:" number shows 63 loaded entities while the mob counts show 73 hostile mobs loaded server-side; the server only sends entities to the client if they are within 80 blocks of the player so "E:" isn't always a surefire way to check if the mob cap has been reached (e.g. mob farms, where you can get away with some dark areas as long as the cap isn't reached as spawn rates aren't based on how full the cap is):
This isn't very useful when tick times are as low as they are as it only reports integer numbers, rounded down:
Notice that I also changed the name of the game; "Minecraft World1" is the name of the mod that use for my first world, which is more or less vanilla aside from these changes and fixes, which will all be ported to TMCW (many of the earlier changes were first added to TMCW, while others were added to a personal modded copy of Optifine, all of which are being combined).
Also, I'm surprised that bedrock-breaking exploits still exist because it is incredibly easy to patch - just prevent bedrock from being replaced under any circumstances, other than a player in Creative mode, which calls a different method from the one shown here, which is the general method called by most code that places blocks (I also have my own "fast" methods which are only used during world generation):
Not that breaking bedrock is useful since you'll die from void damage if you get on top of the Nether in Survival, and TMCW only has a single layer of bedrock at y=0 so there is no reason to want to flatten it out (the same goes for the Nether in TMCWv5).
Other significant changes/fixes include optimizing and fixing the file I/O system; while I've never experienced any chunk corruption while playing (other than an unrelated issue caused by a race condition in the biome generator, which I made server-sided only to avoid this; it caused a chunk in an old world (Forge 1.6.2) to have the wrong biome, but otherwise it matched surrounding chunks, which I also saw once in a test world) I have occasionally seen chunk errors similar to the ones shown in this bug report while flying around in test worlds, which is caused by a race condition in the file I/O code; it incorrectly removes pending chunks from a list of chunks to save before actually saving them (it should instead be after) and also doesn't properly update pending chunks when a newer version needs to be saved before the old version has been saved. The faster you generate chunks the more likely it is to happen (this bug report describes the cause and includes the fix I used, "MC-119971-fix-simplified.zip"; Mojang claims that this is fixed but I seriously doubt it given how common chunk errors are, which may be due to other changes since they became much more common around 1.8 and even more so in 1.14, and mostly involve chunks becoming misplaced (it is interesting how so many of these reports were marked as fixed yet new reports continue to surface - something has to be seriously broken in the chunk loading code).
Also, speaking of chunk corruption, this is what happened when I made a mistake in the file I/O code; while the game indexes chunks sections from 0-15 the sections themselves use 16 times this value for their internal index (so 0,16,32...240) and I didn't account for this, causing sections to be saved with an index of 0 so the surface was shifted down to the void (this was not noticeable until chunks were reloaded):
Obviously changes like this must be very thoroughly tested before using them in an actual world (Mojang has released snapshots with major save bugs before). Other fixes include proper error handling for various forms of chunk corruption (e.g. bad entities, wrong-located chunks. Some of these cause vanilla to simply regenerate the entire chunk, as opposed to just removing the bad part; for wrong-located chunks I just trash the entire chunk instead of trying to fix it, which usually just causes more errors like chunks moving around and overwriting other chunks and wrong-located entities (since their coordinates no longer match the coordinates of the chunk that was relocated. Also, it appears that in newer versions Mojang simply chose the "trash the entire chunk" approach in response to any errors at all, as seen by complete world wipes when downgrading from 1.15 to 1.14 or 1.14 to 1.13 (they changed the save format in 1.13 so it is understandable why downgrading to a version before 1.13 destroys a world; by contrast, vanilla 1.6.4 had no issues with loading a world generated in TMCWv5 (vanilla is all ocean so chunk resets would be immediately obvious) despite all the new things I added; of course, doing this effectively ruins the world as all modded blocks/items/entities are removed, aside from ones that add metadata to existing blocks, like the 1.8 stones, which retain their metadata until placed or mined and appear as the default vanilla block).
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 did dumb, and destroyed perfect template for cave spider grinder...
2 spawners within 5 blocks from each other.
See the screenshot (the 2nd spawner was where the dark oak plank is placed):
And yes. I am salty. Me did dumb.