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+.
For the past couple months, on and off, I have been working on a new parkour course forged from an entire mesa biome. This course was also designed as a monument for pride, since I started it during pride month in June.
It is called Gravity Gorge, because it takes you across a beautiful river gorge that cuts through the center of the mesa plateau.
The course will utilize slow falling and jump boost potions! I also want to incorporate "bonus coins" throughout the course to make it more exploratory, similar to what you see in platformer games (an old one comes to mind: Ty the Tasmanian Tiger).
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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've been trying to remember to make my own update. Unfortunately, remembering to do things is not my forte.
I thought I was going to leave Elcionne after finishing my slime farm because it felt complete. Turns out that was wrong and I simply did not want to build an iron farm since that involved village mechanics. So I took a few months off, and now I've returned to it just fine.
A few major developments have come since I made my return. Most notably, I finally paid a visit to the End and obtained an Elytra.
I also began to mess around with datapacks since I don't want to deal with Minecraft mod launchers and everything. I found one that makes shulkers spawn in place of Endermen which I added, only to find out it had a 1 in 15 chance of spawning one every time the command ran. So I upgraded it to a nice and neat 1 in 10,001 (which I have yet to round out).
And since I don't want to make an iron farm but still want access to easy iron without the impatience that comes with mining, I tried making a datapack that made ravagers drop iron. It works, but now the issue is I can't actually do raids without panicking.
So I'm essentially back to square one and have to either find a new tappable source of iron or find an ideal spot for more iron. I'd like to use piglin bartering for nuggets, but they each take a gold ingot, and I'm not too sure how to make a gold farm in the newest version.
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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.
And it's complete! After a few months of slow but steady progress, Gravity Gorge is now the sixth official parkour course in my main survival world. Here is a run-through of the course:
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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.
After many months of not knowing what to do with it, I finally expanded down the staircase of my storage room. I plan to put several bits of expanded storage designed with my OCD in mind. Namely, I'm setting up a color-specific storage system so I can dump all of my dyed blocks into chests with others of the same color. And today, I finished the first one.
This room is for terracotta and the dyes themselves. Concrete/powder, wool, carpets and glass will go in the other on the other side of the hall.
The issue is, I dug into the wall and broke part of my auto-smelter's redstone. It's built specially around corner furnaces and the shape of my storage system, and it already took me two whole days just tweaking so I could make it work, so I can't just rebuild it to not get in the way. Instead, I decided to place the other colored storage beside the terracotta room and replace the painting with a small hallway to connect the two.
But there was still some room under the auto-smelter, so I built a basic potion room.
.
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It's a simple setup. I only need to press the buttons for them to enter the stream and end up in a hopper. At the moment, I manually insert the ingredients into the brewing stand itself. That'll change at some point. But I've always planned on manually inserting the bottles themselves.
Due to limited space, I chose the five ingredients I thought I'd use the most and added an additional space for anything that I couldn't fit to be sent into the system. I considered replacing the magma cream with ghast tears (especially since I have 56 due to that snapshot bug), but I decided against it since I already have glistering melons in, and in my opinion, splash healing potions are better than regeneration potions. Especially in singleplayer.
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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 just watched a llama die to an iron golem! I'm so sad! I had to get that out so I came here to post it.
I recently started a new world, and I'm in a village I'll be recreating and using as my home place. I have some llamas, but no Brown ones. I waited and finally a wandering trader showed up with one! In retrospect, maybe it's karma for killing the wandering trader. Upon doing so, the llamas started attacking me. I ran far away and even into the water but they persisted. I got back on land and one hit an iron golem while trying to hit me and it was not amused. I watched in horror as the iron golem rushed forward and sent the poor thing launching into the air. I think that was the fastest and most distressed "oh no!" response I've ever had with this game. Creepers in my main, long running world destroying my work at a bad time? An Enderman knocking me into the void in the end dimension while I have on some really good equipment? Not even those had me this sad. Poor llama, and it's entirely my fault.
Next time I'm going to try the method of using a boat to unleash it. Pictures coming when I get the llama (and I do work to the still default village).
After many months of not knowing what to do with it, I finally expanded down the staircase of my storage room. I plan to put several bits of expanded storage designed with my OCD in mind. Namely, I'm setting up a color-specific storage system so I can dump all of my dyed blocks into chests with others of the same color. And today, I finished the first one.
This room is for terracotta and the dyes themselves. Concrete/powder, wool, carpets and glass will go in the other on the other side of the hall.
Aha, nice setup there! I knew I was forgetting a whole subset of blocks! I keep forgetting that glazed terracotta is a thing. My current glass/glass pane/clay storage setup looks like this:
I have wool, carpet, and concrete in separate cellars, but I am aiming to try and fit glazed terracotta in here somehow. Ideally, I would like to build an auto-smelter just for the clay to smelt and then sort the glazed terracotta, though perhaps I would need to look at a separate room for that!
On another note, after 1.13 has been released for a long time, I only just now began my aquatic adventures in brand new 1.13+ chunks (they are 1.15.2)! This required a few thousand blocks of travel, but I am happy to give Quintropolis some new scenery. I even found a huge coral reef. Alas, I introduced every new aquatic block to this world, including other items like bamboo (which I found in a shipwreck chest, not a bamboo jungle), kelp, seagrass, turtle eggs, and hearts of the sea.
Every now and then, it's nice to just take a break from building and take a refreshing adventure. I did earlier this year when I visited the End for the first time, and now it was time for a new one. Diving into the depths of the southern waters, I became one with the sea for about a week or two. Now, I need to figure out where to store all these new items! To the aquatic arsenal...
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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:
7/4/2020
Posts:
62
Member Details
Hey all.
Plato's Transporters was kinda buggy.....well actually very buggy so I was not able to use it for my airship model. So I've been forced to create a brand new world using MC 1.12.2. There are a lot of mods for that version that have not ported over to 1.16 including one called Valkyrien Skies. It's the best I've seen so far that enables airships to fly. They recently updated again...still at 1.12.2 but eventually they will re-write it for 1.16. Been working on several ship model schematics for a possible modpack. One of them is my design and others I have imported from old world maps which I have optimized for 1.12.2 as well as make adjustments for survival gameplay.
I began laying the last "basic birch" floor on the final apartment at the Chunk Plaza Hotel (At the Chunk Plaza Development) and will finally be able to start doing interiors soon. At the other end of the Chunk Plaza Development in the small apartment block I've been farming trees to get all the corridor floors done.
Meanwhile the plans to start an international dock in this area also have moved closer to home, right near home in fact by the light house.
Whilst doing this I've also decided to go ahead with the modifications to the lighthouse. Just like the main homestead, If anyone wanted to see it in default I'd have to change the default "White terracotta" (Which is pink by default) to white concrete. I'm also adding a couple of floors to make the light house a bit taller.
change...
I'll also be adding a bit of a gradient into the older lower red terracotta with red concrete. An extension of the boardwalk will also continue on the other side of the well to the lighthouse and may/may not connect with the one on the other side by the lamppost. (That short boardwalk to the oriental garden also needs updating eo like the main boardwalk with the depth.)
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+.
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+.
I finished the second part of my colored storage system, and I made the connecting tunnel. I ended up using white and light grey concrete for the walls over another type of 1.8 stone, and I'm happy with the result.
I also swapped out the torches for redstone lamps and added three double chests for sand/gravel and terracotta. What's the point of having a storage for colored materials if you don't have the materials to color?
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Since my color storage floor is smooth stone and the walls of my potion room are also smooth stone, I didn't want another smooth stone floor for the main chamber. So I opted in for a checker-pattern made of diorite and blackstone.
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The middle space is empty at the moment, but I have a fun plan for it that may or may not loosely involve ender pearls.
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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.
At my Nether Castle Overworld Outpost, I’ve been working on my Villager Trading Centre. I have one at another base, which is combined with an Iron Farm, but this one is more ambitious, in that it can hold up to 60 villagers, and I will be ferrying them in from 4 villages that are in the surrounding area of the Outpost. The Centre will be underground, so I’ve been mining out the area just to the South of my base, which will house the Centre, plus adjacent to it will be the minecart rail lines network which will eventually connect up to the individual villages. Because three villages are in the North, and one in the South (which is close enough to be viewed from the roof of the Outpost), I’ve created 3 input lines; The North villages will have one line between them, whilst the South Village will have a dedicated line (this is the village I’ve been at extensively and is well populated now) plus one line as a spare. The centre has 4 rows of 15 “cells”, each row is colour coded, and so each villager input line has a Control node which pauses the incoming villager at a minecart stop and allows me to choose which row he goes in to by pressing a button. Its taken a bit of thought and quite a bit of redstone to build, but its coming together, all I really need is to extend the lines back to the villages and work out someway of dropping selected Villagers into a minecart so they can begin their journey.
The other bit to add will be 4 topside Zombie Villager conversion modules for each line, as I seem to get plenty of Zombie Villagers near the outpost – I currently have 7 housed temporarily in an empty animal pen. I had already built a temporary curing station near the South village, but out a total of 9 attempts trying to guide a zombie villager at night from the outpost surrounds to the station, I was only successful 4 times - It was chaotic at best with all the other mobs trying to despatch me; in fact I lost 3 in a row to skeleton arrows missing me and hitting them causing them to go off and attack the skeleton whilst I tried to get away from the other mobs and take out the offending skeleton before it killed the zombie villager!. The underground areas around the Outpost are also extensively lit up now, so at night, the surface becomes quite busy with mobs.
Other pics
One of the three Control nodes.
An additional feature on the input line is I can load up to 3 minecarts in a row; when I press the button to send the first one to the centre, the other two will shuffle along to the next space. I haven’t really decided how necessary this is …
After the Villager leaves the control node, he will be ejected further on by an Activator rail into the space adjacent which contains a wire hook detector which opens a piston floor and drops him into the water stream below that takes him to the centre. I have to remember to fill the space above the activator rail and 1-2 blocks either side with glass otherwise the villager gets ejected onto the track and not the space!
The four water streams for taking the villagers to the cells in each row.
One of the redstone circuits for one of the four rows. The water stream above is blocked by an open gate over every cell; when a villager drops into a cell, he stands on a pressure plate, which makes the gate retract via piston and the water can flow to the next cell (a second piston below the gate extends a block to seal off the cell and stop the water going into the cell)
Zombie Villager conversion modules underway …
Finally, the Trading area itself. Needs detailing and the outer walls blocked in with a colour/design or something.
It's been a long time since I was last in my 1.12.2 world as I have not been playing Minecraft for a while, so yesterday I logged into it for the first time in about 5 months.
I had finally found a place for the Astral Sorcery Horologium ritual that actually worked; I'm still not sure why it works in some places and not in others. I ended up locating it next to the Aevitas ritual:
If you look closely at the Ritual Pedestal (which is behind one of the Lenses), there is a purple hourglass shape of the constellation Horologium on the ground under it. The Ritual Anchor is linked to another one in my Thermal Expansion/Ender IO room. All of the machines show blue particle effects on them indicating they are being tick accelerated. My SAG Mills in particular seem to be running quite fast.
I've been running my Void Ore Miner (which is at Tier 5) for a while, and can now upgrade it to Tier 6. For that tier, I need 92 Strcuture Frames of that tier, which use 2 Aethium crystals each, and a controller of the same tier. The controller uses 6 Aethium blocks. So I need a total of 238 Aethium crystals.
Environmental Tech has 6 tiers of machines, such as the void miners, solar arrays, and nanobot beacons (which function like the vanilla ones). There are also 6 tiers of crystal used for each machine. They are (1) Litherite, (2) Erodium, (3) Kyronite, (4) Pladium, (5) Ionite, and (6) Aethium. Blocks of the tier 3 and higher crystals are also Wither proof. Only Litherite is craftable; the others must be obtained through Void Ore mining.
I've been working on a massive update to TMCW that will add most of the content from TMCWv5, except for new biomes and changes to biome generation and block IDs (e.g. TMCWv5 makes redstone lamps a single block with the data value setting the light level), maintaining compatibility with worlds created in TMCWv4 (locations of decorations and dungeons will be different); so far I've added the following (numbers are based on what has been added by TMCWv4.5 so far):
115. Giant mushrooms now also attempt to generate in 5% of individual chunks, or 50% of chunks within Mushroom Island, both outside of giant cave regions (25% of 2x2 chunk regions), mostly within larger caves where there is enough space.
116. Mycelium can now survive and spread under mushroom blocks (since they are both part of the fungus).
117. Fixed placement of Nether fortresses so they are randomly distributed instead of in north-south lines, with the frequency changed from a 1/3 chance per 16x16 chunk region to one per 27x27 chunk region (from 1/768 to 1/729, so they are slightly more common), and fixed only the first fortress in the list being checked for mobs spawning on Nether brick (https://minecraft.gamepedia.com/Talk:Nether_Fortress#Explanation_of_mob_spawning). Note that fortresses in existing worlds will not be affected (aside from the mob spawning fix) but new ones will generate differently and may be cut off (partially generated existing fortresses will fully generate properly due to saved structure data).
118. Oak planks can now be crafted from sticks, with 4 sticks (2x2) giving one plank (half the efficiency of crafting sticks from planks; 2 planks = 4 sticks).
119. Hidden lava blocks in the Nether are now a special variant of Netherrack which turns into lava when updated, helping reduce the number of chunk sections being rendered (from 1592 to 1330 in one test); their behavior is otherwise the same (they are always hidden when placed so it is unlikely you will find one by mining naturally exposed Netherrack).
120. Added tamed cat variants from 1.14 for a total of 11 variants.
121. Witch huts now have two witches instead of one, and they have double the normal health (52). An untamed black cat also spawns (same behavior as ocelots and retains its skin when tamed).
122. Added husks, which unlike 1.10 can spawn anywhere, including underground, in Desert (all variants), Mesa, Rocky Mountains, Volcanic Wasteland, and the Nether and make up 47.5% of all zombies (50% of non-villager zombies, which are thus no less common than elsewhere), except in the Nether (100%); they give the player Hunger for at least 5 and up to 6.65-13.35-20 seconds with a 11-33%, 22-66%, 33-100% chance on Easy-Normal-Hard. These times are less than in vanilla since Hunger takes away 5 times as much hunger over time (i.e. equivalent to 33.25-66.5-100 seconds in 1.11+, where the duration is floor(7 * (regional difficulty)) seconds, up to 43 on Hard). There are also 4 types of husks; Deserts have yellow husks, Mesa has red husks, Rocky Mountains and Volcanic Wasteland have white husks, and the Nether has pink husks, which are also immune to fire and can apply Slowness in addition to Hunger (not both in the same hit). They also have gold ingots, Nether brick items, and glowstone dust as rare drops in place of the normal zombie drops, and have up to a 10-20-30% chance of a gold sword on Easy-Normal-Hard, starting at 1/3 of this at minimum difficulty, and always spawn with gold armor in place of other types (also up to 10-20-30% but starting from 0& at 0 difficulty).
123. Giants now have a husk variant with the same spawn conditions as normal husks, and it applies Hunger for twice as long.
124. Mob variations now have their own names; e.g. Zombie Villager, Baby Zombie, Husk, Wither Skeleton.
125. Nametagged hostile mobs and tiny slimes do not despawn on Peaceful, and will also usually ignore the player (some, like creepers, still follow the player but do not attack; this does not affect some mobs, including the Ender Dragon and Wither).
126. Added naturally spawning Endermen to the Nether, which can also pick up Netherrack (reduced chance compared to other blocks).
127. Mushrooms can grow on podzol, netherrack, and nether quartz ore in any light level.
128. Added additional blocks that fire can burn (fence gates, flowers, dead bushes, carpets, saplings), fire also burns infinitely on nether quartz ore.
129. Modified how damage reduction from Protection enchantments is calculated; the maximum EPF is now 20 and each point reduces damage by 3.75% with the EPF for each enchantment the same as in 1.9+ (the main difference is that EPF linearly scales with the level, instead of showing an accelerated increase at higher levels; previously, Protection provided 1,2,3,5 EPF):
130. Added ruby ore to Savanna Mountains and Volcanic Wasteland, making it easier to find, especially in hot climate zones where Rocky Mountains is less common (previously the only biome with ruby ore, but since ruby now has a proper use it is much more valuable).
131. Added endermites, which naturally spawn in all dimensions, with the Nether having a Nethermite variant which is pink and immune to fire, in addition to spawning when an Enderman teleports if it is aggressive towards a player; chance of spawning the first endermite is 0.33-0.66-1 on Easy-Hard and up to 4 can be spawned per enderman with an additional 0.75-0.5-0.25 chance of the next 3 (times the difficulty factor).
132. Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners, infested blocks, or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn.
133. Added silverfish variants for Deserts and Mesa Edge (yellow), Volcanic Wasteland and Rocky Mountains (white), and Mesa (red). This incldues silverfish spawned from infested blocks, which will always match the current biome.
134. Added mossy, cracked, and chiseled stone brick monster eggs, which were renamed to infested (block), as well as granite, diorite, and andesite variants; silverfish can no longer hide in polished stone variants (before they would convert any variant into regular stone). Infested blocks also take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools, and using Silk Touch or breaking one in Creative no longer spawns silverfish.
135. Added strays, with similar spawn conditions as husks except they spawn in all snowy biomes as well as Extreme Hills and Rocky Mountains (including non-snowy areas below the summit) and their attacks (arrows and melee attacks) inflict Slowness for 5 to 10-20-30 seconds on Easy-Normal-Hard (the arrows they fire are no different from normal arrows, I check to see if the entity that fired it is a skeleton and its type is a stray when they deal damage).
136. Added baby skeletons (both normal skeletons and strays, but not wither skeletons), which are similar to baby zombies (faster, do not burn in or avoid sunlight, and drop more XP) and are 1.25-1.875-2.8125 to 5-7.5-11.25% of all skeleton spawns on Easy-Normal-Hard (same as baby zombies), except for spider jockeys; they instead spawn on cave spiders, similar to baby zombies, with a 50/50 chance of a skeleton or zombie (1/30 chance of either).
137. Skeletons have a chance of spawning with a sword instead of a bow, 2% on Easy, 2.5% on Normal, and 3.3% on Hard and a 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst. They also move faster (like Wither skeletons, a vanilla mechanic) and Wither skeletons can get enchantments on their sword.
138. Skeletons only drop additional XP for their weapon if it is enchanted or is not a bow (otherwise, they would always drop at least 6-8 XP, averaging 7; skeletons with swords always drop XP for their weapon).
139. Burning skeletons can shoot flaming arrows, with the chance based on difficulty.
140. Added rabbits, which are mostly the same as in 1.8+ except killer rabbits use the original bloody texture and are named "The Killer Rabbit of Caerbannog" (an entity type specific name, not nametagged) and naturally spawn with a 1/500 chance per rabbit outside of a 256 block radius from spawn and deal 4 damage. The "Toast" variant is a naturally spawning variant instead of an Easter egg. Rabbits also only avoid players and are not attacked by wolves, and are immune to cactus and fall damage so they do not kill themselves on cactus or by jumping off of cliffs. Rabbits are also the only passive mob that spawn in deserts (gold) and mesa (red), with snowy biomes having white rabbits and other biomes can have any variant, with red/white/gold variants being much rarer. The white variant from Bedrock, with black eyes, also spawns in place of some normal (red eyed) white rabbits, and a red variant was added. Rabbits will produce 2-3 babies instead of just one when bred, which also have a 1/250% chance each of being a different breed (1% per litter), except for the killer rabbit. Rabbits can also spawn on sand and hardened clay so they can respawn in deserts and mesas, and also favor pathfinding to these blocks as well as grass so they do not have a tendency to move into grassy biomes. Rabbit meat was also added, with 1 drop per rabbit, unaffected by Looting like chicken, rabbit stew, with a shapeless recipe, and rabbit hides, craftable into leather.
141. Furnaces can now smelt amethyst ore (added support for metadata) and added more blocks/items that can be used as furnace fuel and changed smelting times for others; for example, chests can smelt 8 items instead of 1 1/2 (8 planks = 12 items) and jukeboxes can smelt 20 items (67% more than 8 planks at the cost of a diamond):
Fuel Items smelted
Paper 0.17
Carpet 0.335
Book 0.5
Wool 0.5
Bow 1
Bowl 1
Fishing Rod 1
Ladder 1
Wooden Button 1
Sign 2
Torch 2
Trapdoor 2
Wooden Door 2
Bed 3
Crafting Table 4
Boat 5
Bookshelf 6
Chest 8
Note Block 8
Jukebox 20
142. Added iron nuggets so iron tools and armor can be smelted; iron, chain, and gold items return up to 3 nuggets per resource needed to craft them (a 33% return), based on durability and rounded to the nearest whole nugget (for example, an iron shovel returns 3 nuggets if the durability is at least 5/6 or 209). Also, smelting redstone ore now returns 2 redstone dust and lapis ore returns 3 lapis (furnaces were fixed so they properly handle multiple output items per operation; they will only start smelting if there is enough space in the output slot). Here is a list of all new items that can be smelted down; most of them return about a third of the original resources, with anvils behaving like tools (from 3 ingots for very damaged to 12 ingots for intact):
143. Enchanted tools and weapons also cannot be used as fuel or smelted, preventing accidental destruction of items, and furnaces will only smelt items that return multiple results if there is enough room in the output slot (this accounts for durability, so you can smelt a chestplate with 1 durability if the output stack size is 63 or less, but an intact chestplate needs 40 or less).
144. Anvils now have four damage states instead of three with the chance of becoming damaged increased from 12% to 16% per use so they have the same number of uses on average (25) but their lifetime is more consistent (the chance of an anvil becoming damaged on every use until it breaks was decreased from 0.1728% to 0.065536%). As before, two very damaged anvils can be crafted together to make a new anvil, which now results in extra "durability" being restored (previously you'd get an average of 50 uses by crafting two very damaged anvils (25 * 2/3 * 3) into an intact anvil, then using it until it becomes very damaged; now you get 56.25 uses (25 * 3/4 * 3), a gain of 12.5%).
145. Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
146. Added more types of huge mushroom (different cap types and sizes) as well as green, blue, and purple variants of mushrooms and huge mushrooms. Green mushrooms emit a light level of 3 and huge green mushroom blocks emit a light level of 4 (visually identical as the light level of a full block is inside the block itself). Mushroom stew can also be made with two mushrooms of different colors (e.g. red + brown, green + blue, blue + red, etc); fermented spider eyes still require brown mushrooms but they are not less common (the frequencies of red+green+blue+purple together are the same as brown, which in turn is similar to vanilla).
147. Added brown, green, blue, and purple Mooshroom variants, which naturally spawn in packs of a single color in addition to normal red Mooshrooms (slightly recolored to match red mushroom caps; all variants use a single grayscale texture for the colored areas which is recolored like grass). Breeding normally chooses one of the parent's colors but there is a 1% chance of choosing a different color.
148. Fortune increases the drop rate of mushrooms from mushroom blocks, averaging 0.3-0.3375-0.4-0.525 with no Fortune to Fortune III (the chance of dropping anything is increased, not the number, which is always 0,1,2).
149. Doors now stack to 16 and the crafting recipe now yields 3 doors, along with the crafting recipe for trapdoors.
There are many more things that will be added, such as full-depth underground biomes (e.g. hardened clay layers in Mesa extend down to bedrock), variations of ores for biome-specific underground blocks (sandstone, hardened clay, etc), stalagmites and stalactites (over 100 variants in two sizes), more biome-specific underground variation (e.g. more vegetation in jungles, mineshafts with biome-specific wood types), and more, possibly even new cave variations (what can be added without disrupting overall world generation; e.g. jungle caves in jungles and surface mineshafts in mesas, both of which are independent of other caves/mineshafts), sub-biomes (e.g. Mesa Plateau Forest, which doesn't change the overall biome layout, much like the biomes added to vanilla since 1.7), and a complete overhaul of the Nether (I'm not concerned about chunk borders since I never return after I'm done enchanting).
Of course, my additions are infinitely better than whatever Mojang plans to add as it will all be just the way I want things (I haven't even seen what they are adding since I'm that disinterested in vanilla updates). Many of the additions based on newer versions also go far beyond Mojang's own additions; they added just one variant of husk which only spawns on the surface while I added 4 variants and they can spawn underground, same for strays (iMO, it is completely pointless to add mobs that do not spawn underground), as well as husk variants of giants (a useless mob since 1.8; instead of removing their AI I updated them to the new mob AI so they pathfind properly); killer rabbits have a reason to exist (natural spawning, which did occur for a brief time in 1.8 snapshots), endermites have two variants, existing mobs like silverfish and cave spiders (the latter since TMCWv1) naturally spawn so they are encountered much more often. The return from smelting armor and tools is based on durability (e.g. 1-24 iron nuggets for a chestplate instead of just 1), with many other items able to be smelted, and so on (I've already seen people complaining about 1.17 and updates in general taking so long and not actually adding much).
Your world is beautiful!
Thank-you Toadrunner.
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16yrs+ only
Don't let it die!!
For the past couple months, on and off, I have been working on a new parkour course forged from an entire mesa biome. This course was also designed as a monument for pride, since I started it during pride month in June.
It is called Gravity Gorge, because it takes you across a beautiful river gorge that cuts through the center of the mesa plateau.
The course will utilize slow falling and jump boost potions! I also want to incorporate "bonus coins" throughout the course to make it more exploratory, similar to what you see in platformer games (an old one comes to mind: Ty the Tasmanian Tiger).
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've been trying to remember to make my own update. Unfortunately, remembering to do things is not my forte.
I thought I was going to leave Elcionne after finishing my slime farm because it felt complete. Turns out that was wrong and I simply did not want to build an iron farm since that involved village mechanics. So I took a few months off, and now I've returned to it just fine.
A few major developments have come since I made my return. Most notably, I finally paid a visit to the End and obtained an Elytra.
I also began to mess around with datapacks since I don't want to deal with Minecraft mod launchers and everything. I found one that makes shulkers spawn in place of Endermen which I added, only to find out it had a 1 in 15 chance of spawning one every time the command ran. So I upgraded it to a nice and neat 1 in 10,001 (which I have yet to round out).
And since I don't want to make an iron farm but still want access to easy iron without the impatience that comes with mining, I tried making a datapack that made ravagers drop iron. It works, but now the issue is I can't actually do raids without panicking.
So I'm essentially back to square one and have to either find a new tappable source of iron or find an ideal spot for more iron. I'd like to use piglin bartering for nuggets, but they each take a gold ingot, and I'm not too sure how to make a gold farm in the newest version.
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'm in awe of your creativity! That looks amazing.
And it's complete! After a few months of slow but steady progress, Gravity Gorge is now the sixth official parkour course in my main survival world. Here is a run-through of the course:
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.
After many months of not knowing what to do with it, I finally expanded down the staircase of my storage room. I plan to put several bits of expanded storage designed with my OCD in mind. Namely, I'm setting up a color-specific storage system so I can dump all of my dyed blocks into chests with others of the same color. And today, I finished the first one.
This room is for terracotta and the dyes themselves. Concrete/powder, wool, carpets and glass will go in the other on the other side of the hall.
The issue is, I dug into the wall and broke part of my auto-smelter's redstone. It's built specially around corner furnaces and the shape of my storage system, and it already took me two whole days just tweaking so I could make it work, so I can't just rebuild it to not get in the way. Instead, I decided to place the other colored storage beside the terracotta room and replace the painting with a small hallway to connect the two.
But there was still some room under the auto-smelter, so I built a basic potion room.
.
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It's a simple setup. I only need to press the buttons for them to enter the stream and end up in a hopper. At the moment, I manually insert the ingredients into the brewing stand itself. That'll change at some point. But I've always planned on manually inserting the bottles themselves.
Due to limited space, I chose the five ingredients I thought I'd use the most and added an additional space for anything that I couldn't fit to be sent into the system. I considered replacing the magma cream with ghast tears (especially since I have 56 due to that snapshot bug), but I decided against it since I already have glistering melons in, and in my opinion, splash healing potions are better than regeneration potions. Especially in singleplayer.
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 just watched a llama die to an iron golem! I'm so sad! I had to get that out so I came here to post it.
I recently started a new world, and I'm in a village I'll be recreating and using as my home place. I have some llamas, but no Brown ones. I waited and finally a wandering trader showed up with one! In retrospect, maybe it's karma for killing the wandering trader. Upon doing so, the llamas started attacking me. I ran far away and even into the water but they persisted. I got back on land and one hit an iron golem while trying to hit me and it was not amused. I watched in horror as the iron golem rushed forward and sent the poor thing launching into the air. I think that was the fastest and most distressed "oh no!" response I've ever had with this game. Creepers in my main, long running world destroying my work at a bad time? An Enderman knocking me into the void in the end dimension while I have on some really good equipment? Not even those had me this sad. Poor llama, and it's entirely my fault.
Next time I'm going to try the method of using a boat to unleash it. Pictures coming when I get the llama (and I do work to the still default village).
I built me a city tower.
I built a city tower in survival, one of my favorite builds. It looks really cool at night.
MrSmokeeee < GT and Discord #8784
Aha, nice setup there! I knew I was forgetting a whole subset of blocks! I keep forgetting that glazed terracotta is a thing. My current glass/glass pane/clay storage setup looks like this:
I have wool, carpet, and concrete in separate cellars, but I am aiming to try and fit glazed terracotta in here somehow. Ideally, I would like to build an auto-smelter just for the clay to smelt and then sort the glazed terracotta, though perhaps I would need to look at a separate room for that!
On another note, after 1.13 has been released for a long time, I only just now began my aquatic adventures in brand new 1.13+ chunks (they are 1.15.2)! This required a few thousand blocks of travel, but I am happy to give Quintropolis some new scenery. I even found a huge coral reef. Alas, I introduced every new aquatic block to this world, including other items like bamboo (which I found in a shipwreck chest, not a bamboo jungle), kelp, seagrass, turtle eggs, and hearts of the sea.
Every now and then, it's nice to just take a break from building and take a refreshing adventure. I did earlier this year when I visited the End for the first time, and now it was time for a new one. Diving into the depths of the southern waters, I became one with the sea for about a week or two. Now, I need to figure out where to store all these new items! To the aquatic arsenal...
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.
We formed a boat gang hanging around at spawn xD
server: play.MOLLY.com
forum: meta.molly.com
discord: m.ly/d
Hey all.
Plato's Transporters was kinda buggy.....well actually very buggy so I was not able to use it for my airship model. So I've been forced to create a brand new world using MC 1.12.2. There are a lot of mods for that version that have not ported over to 1.16 including one called Valkyrien Skies. It's the best I've seen so far that enables airships to fly. They recently updated again...still at 1.12.2 but eventually they will re-write it for 1.16. Been working on several ship model schematics for a possible modpack. One of them is my design and others I have imported from old world maps which I have optimized for 1.12.2 as well as make adjustments for survival gameplay.
A few pics......
On my main survival world of 10 years:
I began laying the last "basic birch" floor on the final apartment at the Chunk Plaza Hotel (At the Chunk Plaza Development) and will finally be able to start doing interiors soon. At the other end of the Chunk Plaza Development in the small apartment block I've been farming trees to get all the corridor floors done.
Meanwhile the plans to start an international dock in this area also have moved closer to home, right near home in fact by the light house.
Whilst doing this I've also decided to go ahead with the modifications to the lighthouse. Just like the main homestead, If anyone wanted to see it in default I'd have to change the default "White terracotta" (Which is pink by default) to white concrete. I'm also adding a couple of floors to make the light house a bit taller.
change...
I'll also be adding a bit of a gradient into the older lower red terracotta with red concrete. An extension of the boardwalk will also continue on the other side of the well to the lighthouse and may/may not connect with the one on the other side by the lamppost. (That short boardwalk to the oriental garden also needs updating eo like the main boardwalk with the depth.)
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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
I really like that city!
I messed with Minecraft in blender:
I'm not stupid, i'm just confused.
-me-
To the optimist, the glass is half full. To the pessimist, the glass is half empty. To the engineer, the glass is half as big as it needs to be.
-Anonym-
(I think it depends on whether you just poured water in or poured water out.)
Thank-you!
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
I finished the second part of my colored storage system, and I made the connecting tunnel. I ended up using white and light grey concrete for the walls over another type of 1.8 stone, and I'm happy with the result.
I also swapped out the torches for redstone lamps and added three double chests for sand/gravel and terracotta. What's the point of having a storage for colored materials if you don't have the materials to color?
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Since my color storage floor is smooth stone and the walls of my potion room are also smooth stone, I didn't want another smooth stone floor for the main chamber. So I opted in for a checker-pattern made of diorite and blackstone.
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The middle space is empty at the moment, but I have a fun plan for it that may or may not loosely involve ender pearls.
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.
MC Day 17007 (PC SP Win 10 Java Ver 1.13.2)
At my Nether Castle Overworld Outpost, I’ve been working on my Villager Trading Centre. I have one at another base, which is combined with an Iron Farm, but this one is more ambitious, in that it can hold up to 60 villagers, and I will be ferrying them in from 4 villages that are in the surrounding area of the Outpost. The Centre will be underground, so I’ve been mining out the area just to the South of my base, which will house the Centre, plus adjacent to it will be the minecart rail lines network which will eventually connect up to the individual villages. Because three villages are in the North, and one in the South (which is close enough to be viewed from the roof of the Outpost), I’ve created 3 input lines; The North villages will have one line between them, whilst the South Village will have a dedicated line (this is the village I’ve been at extensively and is well populated now) plus one line as a spare. The centre has 4 rows of 15 “cells”, each row is colour coded, and so each villager input line has a Control node which pauses the incoming villager at a minecart stop and allows me to choose which row he goes in to by pressing a button. Its taken a bit of thought and quite a bit of redstone to build, but its coming together, all I really need is to extend the lines back to the villages and work out someway of dropping selected Villagers into a minecart so they can begin their journey.
The other bit to add will be 4 topside Zombie Villager conversion modules for each line, as I seem to get plenty of Zombie Villagers near the outpost – I currently have 7 housed temporarily in an empty animal pen. I had already built a temporary curing station near the South village, but out a total of 9 attempts trying to guide a zombie villager at night from the outpost surrounds to the station, I was only successful 4 times - It was chaotic at best with all the other mobs trying to despatch me; in fact I lost 3 in a row to skeleton arrows missing me and hitting them causing them to go off and attack the skeleton whilst I tried to get away from the other mobs and take out the offending skeleton before it killed the zombie villager!. The underground areas around the Outpost are also extensively lit up now, so at night, the surface becomes quite busy with mobs.
Other pics
One of the three Control nodes.
An additional feature on the input line is I can load up to 3 minecarts in a row; when I press the button to send the first one to the centre, the other two will shuffle along to the next space. I haven’t really decided how necessary this is …
After the Villager leaves the control node, he will be ejected further on by an Activator rail into the space adjacent which contains a wire hook detector which opens a piston floor and drops him into the water stream below that takes him to the centre. I have to remember to fill the space above the activator rail and 1-2 blocks either side with glass otherwise the villager gets ejected onto the track and not the space!
The four water streams for taking the villagers to the cells in each row.
One of the redstone circuits for one of the four rows. The water stream above is blocked by an open gate over every cell; when a villager drops into a cell, he stands on a pressure plate, which makes the gate retract via piston and the water can flow to the next cell (a second piston below the gate extends a block to seal off the cell and stop the water going into the cell)
Zombie Villager conversion modules underway …
Finally, the Trading area itself. Needs detailing and the outer walls blocked in with a colour/design or something.
[\Spoiler]
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
It's been a long time since I was last in my 1.12.2 world as I have not been playing Minecraft for a while, so yesterday I logged into it for the first time in about 5 months.
I had finally found a place for the Astral Sorcery Horologium ritual that actually worked; I'm still not sure why it works in some places and not in others. I ended up locating it next to the Aevitas ritual:
If you look closely at the Ritual Pedestal (which is behind one of the Lenses), there is a purple hourglass shape of the constellation Horologium on the ground under it. The Ritual Anchor is linked to another one in my Thermal Expansion/Ender IO room. All of the machines show blue particle effects on them indicating they are being tick accelerated. My SAG Mills in particular seem to be running quite fast.
I've been running my Void Ore Miner (which is at Tier 5) for a while, and can now upgrade it to Tier 6. For that tier, I need 92 Strcuture Frames of that tier, which use 2 Aethium crystals each, and a controller of the same tier. The controller uses 6 Aethium blocks. So I need a total of 238 Aethium crystals.
Environmental Tech has 6 tiers of machines, such as the void miners, solar arrays, and nanobot beacons (which function like the vanilla ones). There are also 6 tiers of crystal used for each machine. They are (1) Litherite, (2) Erodium, (3) Kyronite, (4) Pladium, (5) Ionite, and (6) Aethium. Blocks of the tier 3 and higher crystals are also Wither proof. Only Litherite is craftable; the others must be obtained through Void Ore mining.
116. Mycelium can now survive and spread under mushroom blocks (since they are both part of the fungus).
117. Fixed placement of Nether fortresses so they are randomly distributed instead of in north-south lines, with the frequency changed from a 1/3 chance per 16x16 chunk region to one per 27x27 chunk region (from 1/768 to 1/729, so they are slightly more common), and fixed only the first fortress in the list being checked for mobs spawning on Nether brick (https://minecraft.gamepedia.com/Talk:Nether_Fortress#Explanation_of_mob_spawning). Note that fortresses in existing worlds will not be affected (aside from the mob spawning fix) but new ones will generate differently and may be cut off (partially generated existing fortresses will fully generate properly due to saved structure data).
118. Oak planks can now be crafted from sticks, with 4 sticks (2x2) giving one plank (half the efficiency of crafting sticks from planks; 2 planks = 4 sticks).
119. Hidden lava blocks in the Nether are now a special variant of Netherrack which turns into lava when updated, helping reduce the number of chunk sections being rendered (from 1592 to 1330 in one test); their behavior is otherwise the same (they are always hidden when placed so it is unlikely you will find one by mining naturally exposed Netherrack).
120. Added tamed cat variants from 1.14 for a total of 11 variants.
121. Witch huts now have two witches instead of one, and they have double the normal health (52). An untamed black cat also spawns (same behavior as ocelots and retains its skin when tamed).
122. Added husks, which unlike 1.10 can spawn anywhere, including underground, in Desert (all variants), Mesa, Rocky Mountains, Volcanic Wasteland, and the Nether and make up 47.5% of all zombies (50% of non-villager zombies, which are thus no less common than elsewhere), except in the Nether (100%); they give the player Hunger for at least 5 and up to 6.65-13.35-20 seconds with a 11-33%, 22-66%, 33-100% chance on Easy-Normal-Hard. These times are less than in vanilla since Hunger takes away 5 times as much hunger over time (i.e. equivalent to 33.25-66.5-100 seconds in 1.11+, where the duration is floor(7 * (regional difficulty)) seconds, up to 43 on Hard). There are also 4 types of husks; Deserts have yellow husks, Mesa has red husks, Rocky Mountains and Volcanic Wasteland have white husks, and the Nether has pink husks, which are also immune to fire and can apply Slowness in addition to Hunger (not both in the same hit). They also have gold ingots, Nether brick items, and glowstone dust as rare drops in place of the normal zombie drops, and have up to a 10-20-30% chance of a gold sword on Easy-Normal-Hard, starting at 1/3 of this at minimum difficulty, and always spawn with gold armor in place of other types (also up to 10-20-30% but starting from 0& at 0 difficulty).
123. Giants now have a husk variant with the same spawn conditions as normal husks, and it applies Hunger for twice as long.
124. Mob variations now have their own names; e.g. Zombie Villager, Baby Zombie, Husk, Wither Skeleton.
125. Nametagged hostile mobs and tiny slimes do not despawn on Peaceful, and will also usually ignore the player (some, like creepers, still follow the player but do not attack; this does not affect some mobs, including the Ender Dragon and Wither).
126. Added naturally spawning Endermen to the Nether, which can also pick up Netherrack (reduced chance compared to other blocks).
127. Mushrooms can grow on podzol, netherrack, and nether quartz ore in any light level.
128. Added additional blocks that fire can burn (fence gates, flowers, dead bushes, carpets, saplings), fire also burns infinitely on nether quartz ore.
129. Modified how damage reduction from Protection enchantments is calculated; the maximum EPF is now 20 and each point reduces damage by 3.75% with the EPF for each enchantment the same as in 1.9+ (the main difference is that EPF linearly scales with the level, instead of showing an accelerated increase at higher levels; previously, Protection provided 1,2,3,5 EPF):
Level 1 2 3 4
Protection 1 2 3 4
Fire/Blast/Proj 2 4 6 8
Feather Falling 3 6 9 12
130. Added ruby ore to Savanna Mountains and Volcanic Wasteland, making it easier to find, especially in hot climate zones where Rocky Mountains is less common (previously the only biome with ruby ore, but since ruby now has a proper use it is much more valuable).
131. Added endermites, which naturally spawn in all dimensions, with the Nether having a Nethermite variant which is pink and immune to fire, in addition to spawning when an Enderman teleports if it is aggressive towards a player; chance of spawning the first endermite is 0.33-0.66-1 on Easy-Hard and up to 4 can be spawned per enderman with an additional 0.75-0.5-0.25 chance of the next 3 (times the difficulty factor).
132. Silverfish naturally spawn in all biomes (only Extreme Hills, Forest Mountains, and Volcanic Wasteland still have silverfish stone) with the same frequency as cave spiders and only below sea level; unlike silverfish spawned from spawners, infested blocks, or spawn eggs these silverfish cannot hide in blocks and require a light level of 7 or less to spawn.
133. Added silverfish variants for Deserts and Mesa Edge (yellow), Volcanic Wasteland and Rocky Mountains (white), and Mesa (red). This incldues silverfish spawned from infested blocks, which will always match the current biome.
134. Added mossy, cracked, and chiseled stone brick monster eggs, which were renamed to infested (block), as well as granite, diorite, and andesite variants; silverfish can no longer hide in polished stone variants (before they would convert any variant into regular stone). Infested blocks also take less time to mine, close to the time of an Efficiency V pickaxe on their equivalent blocks, making it harder to avoid them, especially when using enchanted tools, and using Silk Touch or breaking one in Creative no longer spawns silverfish.
135. Added strays, with similar spawn conditions as husks except they spawn in all snowy biomes as well as Extreme Hills and Rocky Mountains (including non-snowy areas below the summit) and their attacks (arrows and melee attacks) inflict Slowness for 5 to 10-20-30 seconds on Easy-Normal-Hard (the arrows they fire are no different from normal arrows, I check to see if the entity that fired it is a skeleton and its type is a stray when they deal damage).
136. Added baby skeletons (both normal skeletons and strays, but not wither skeletons), which are similar to baby zombies (faster, do not burn in or avoid sunlight, and drop more XP) and are 1.25-1.875-2.8125 to 5-7.5-11.25% of all skeleton spawns on Easy-Normal-Hard (same as baby zombies), except for spider jockeys; they instead spawn on cave spiders, similar to baby zombies, with a 50/50 chance of a skeleton or zombie (1/30 chance of either).
137. Skeletons have a chance of spawning with a sword instead of a bow, 2% on Easy, 2.5% on Normal, and 3.3% on Hard and a 80% chance of iron, 16% chance of diamond, and 4% chance of amethyst. They also move faster (like Wither skeletons, a vanilla mechanic) and Wither skeletons can get enchantments on their sword.
138. Skeletons only drop additional XP for their weapon if it is enchanted or is not a bow (otherwise, they would always drop at least 6-8 XP, averaging 7; skeletons with swords always drop XP for their weapon).
139. Burning skeletons can shoot flaming arrows, with the chance based on difficulty.
140. Added rabbits, which are mostly the same as in 1.8+ except killer rabbits use the original bloody texture and are named "The Killer Rabbit of Caerbannog" (an entity type specific name, not nametagged) and naturally spawn with a 1/500 chance per rabbit outside of a 256 block radius from spawn and deal 4 damage. The "Toast" variant is a naturally spawning variant instead of an Easter egg. Rabbits also only avoid players and are not attacked by wolves, and are immune to cactus and fall damage so they do not kill themselves on cactus or by jumping off of cliffs. Rabbits are also the only passive mob that spawn in deserts (gold) and mesa (red), with snowy biomes having white rabbits and other biomes can have any variant, with red/white/gold variants being much rarer. The white variant from Bedrock, with black eyes, also spawns in place of some normal (red eyed) white rabbits, and a red variant was added. Rabbits will produce 2-3 babies instead of just one when bred, which also have a 1/250% chance each of being a different breed (1% per litter), except for the killer rabbit. Rabbits can also spawn on sand and hardened clay so they can respawn in deserts and mesas, and also favor pathfinding to these blocks as well as grass so they do not have a tendency to move into grassy biomes. Rabbit meat was also added, with 1 drop per rabbit, unaffected by Looting like chicken, rabbit stew, with a shapeless recipe, and rabbit hides, craftable into leather.
141. Furnaces can now smelt amethyst ore (added support for metadata) and added more blocks/items that can be used as furnace fuel and changed smelting times for others; for example, chests can smelt 8 items instead of 1 1/2 (8 planks = 12 items) and jukeboxes can smelt 20 items (67% more than 8 planks at the cost of a diamond):
Fuel Items smelted
Paper 0.17
Carpet 0.335
Book 0.5
Wool 0.5
Bow 1
Bowl 1
Fishing Rod 1
Ladder 1
Wooden Button 1
Sign 2
Torch 2
Trapdoor 2
Wooden Door 2
Bed 3
Crafting Table 4
Boat 5
Bookshelf 6
Chest 8
Note Block 8
Jukebox 20
142. Added iron nuggets so iron tools and armor can be smelted; iron, chain, and gold items return up to 3 nuggets per resource needed to craft them (a 33% return), based on durability and rounded to the nearest whole nugget (for example, an iron shovel returns 3 nuggets if the durability is at least 5/6 or 209). Also, smelting redstone ore now returns 2 redstone dust and lapis ore returns 3 lapis (furnaces were fixed so they properly handle multiple output items per operation; they will only start smelting if there is enough space in the output slot). Here is a list of all new items that can be smelted down; most of them return about a third of the original resources, with anvils behaving like tools (from 3 ingots for very damaged to 12 ingots for intact):
Item Result (% back)
Red Clay (item) Brick
Red Clay (block) Hardened Clay
Amethyst Ore Amethyst
Raw Rabbit Cooked Rabbit
Redstone Ore 2 Redstone
Lapis Ore 3 Lapis
Shovel 3 nuggets (33.3% * durability)
Hoe 4 nuggets (33.3% * durability)
Sword 6 nuggets (33.3% * durability)
Axe 9 nuggets (33.3% * durability)
Pickaxe 9 nuggets (33.3% * durability)
Shears 4 nuggets (33.3% * durability)
Helmet 15 nuggets (33.3% * durability)
Chestplate 24 nuggets (33.3% * durability)
Leggings 21 nuggets (33.3% * durability)
Boots 12 nuggets (33.3% * durability)
Horse armor 1 ingot (N/A)
Empty bucket 1 ingot (33.3%)
Iron Bars 1 nugget (29.6%)
Rail 1 nugget (29.6%)
Powered Rail 3 nuggets (33.3%)
Activator Rail 3 nuggets (33.3%)
Detector Rail 3 nuggets (33.3%)
Iron Door 1 ingot (50.0%)
Compass 1 ingot (25.0%)
Clock 1 ingot (25.0%)
Pressure Plate 1 ingot (50.0%)
Hopper 2 ingots (40.0%)
Anvil 12 ingots (38.7% * damage state)
143. Enchanted tools and weapons also cannot be used as fuel or smelted, preventing accidental destruction of items, and furnaces will only smelt items that return multiple results if there is enough room in the output slot (this accounts for durability, so you can smelt a chestplate with 1 durability if the output stack size is 63 or less, but an intact chestplate needs 40 or less).
144. Anvils now have four damage states instead of three with the chance of becoming damaged increased from 12% to 16% per use so they have the same number of uses on average (25) but their lifetime is more consistent (the chance of an anvil becoming damaged on every use until it breaks was decreased from 0.1728% to 0.065536%). As before, two very damaged anvils can be crafted together to make a new anvil, which now results in extra "durability" being restored (previously you'd get an average of 50 uses by crafting two very damaged anvils (25 * 2/3 * 3) into an intact anvil, then using it until it becomes very damaged; now you get 56.25 uses (25 * 3/4 * 3), a gain of 12.5%).
145. Mushroom blocks with all-cap and all-stem sides are now obtainable with Silk Touch (instead of the pores-only texture, which was changed to cap-only in 1.8+).
146. Added more types of huge mushroom (different cap types and sizes) as well as green, blue, and purple variants of mushrooms and huge mushrooms. Green mushrooms emit a light level of 3 and huge green mushroom blocks emit a light level of 4 (visually identical as the light level of a full block is inside the block itself). Mushroom stew can also be made with two mushrooms of different colors (e.g. red + brown, green + blue, blue + red, etc); fermented spider eyes still require brown mushrooms but they are not less common (the frequencies of red+green+blue+purple together are the same as brown, which in turn is similar to vanilla).
147. Added brown, green, blue, and purple Mooshroom variants, which naturally spawn in packs of a single color in addition to normal red Mooshrooms (slightly recolored to match red mushroom caps; all variants use a single grayscale texture for the colored areas which is recolored like grass). Breeding normally chooses one of the parent's colors but there is a 1% chance of choosing a different color.
148. Fortune increases the drop rate of mushrooms from mushroom blocks, averaging 0.3-0.3375-0.4-0.525 with no Fortune to Fortune III (the chance of dropping anything is increased, not the number, which is always 0,1,2).
149. Doors now stack to 16 and the crafting recipe now yields 3 doors, along with the crafting recipe for trapdoors.
There are many more things that will be added, such as full-depth underground biomes (e.g. hardened clay layers in Mesa extend down to bedrock), variations of ores for biome-specific underground blocks (sandstone, hardened clay, etc), stalagmites and stalactites (over 100 variants in two sizes), more biome-specific underground variation (e.g. more vegetation in jungles, mineshafts with biome-specific wood types), and more, possibly even new cave variations (what can be added without disrupting overall world generation; e.g. jungle caves in jungles and surface mineshafts in mesas, both of which are independent of other caves/mineshafts), sub-biomes (e.g. Mesa Plateau Forest, which doesn't change the overall biome layout, much like the biomes added to vanilla since 1.7), and a complete overhaul of the Nether (I'm not concerned about chunk borders since I never return after I'm done enchanting).
Of course, my additions are infinitely better than whatever Mojang plans to add as it will all be just the way I want things (I haven't even seen what they are adding since I'm that disinterested in vanilla updates). Many of the additions based on newer versions also go far beyond Mojang's own additions; they added just one variant of husk which only spawns on the surface while I added 4 variants and they can spawn underground, same for strays (iMO, it is completely pointless to add mobs that do not spawn underground), as well as husk variants of giants (a useless mob since 1.8; instead of removing their AI I updated them to the new mob AI so they pathfind properly); killer rabbits have a reason to exist (natural spawning, which did occur for a brief time in 1.8 snapshots), endermites have two variants, existing mobs like silverfish and cave spiders (the latter since TMCWv1) naturally spawn so they are encountered much more often. The return from smelting armor and tools is based on durability (e.g. 1-24 iron nuggets for a chestplate instead of just 1), with many other items able to be smelted, and so on (I've already seen people complaining about 1.17 and updates in general taking so long and not actually adding much).
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?