I've Not being doing much on my world latetly, but I what I have been doing has just been small aesthetic things. Usually any outside railings consist of a stonebrick block->iron railings->stonebrick block, so I've been replacing the railing with the matching stonebrick wall. Similarly I'm changing up the railings on the mono rail for white stained glass panes and am currently gathering more sand. (Needed more glass panes that I realized.).
I have aqquired the "Winter pack" from Curse to put over the top of mine for that winter effect as mine no longer works, and it does look very pretty:
And here's me riding the monorail line after improvements:
One of the main things I've been doing though has been in the library and removing torch spam, using more hanging chains and lanterns, placing visable glowstone underneath trap door and generally improving the lighting as well as adding some wodden slab panels on the ceilings here and there and a few more details like stairs placements (upside down) on the log support columns.
FULL GALLERY:
Similary I've really gone off the default texture of glowstone so I'm slowly replacing it throughout the house with shroomlights. Round the back of the house I have a mycellium section outside, so I've took netherrack and done 2x 3x3 patches of both nycillim types to farm nether trees for the shroomlights. In the process i'm finding I'm inadvertedly gaining alot of the warped and crimson wood, and so, so much - of the warped netherwart block in the process!
So much so, I ended up changing the hard brich floor in the V.I.P. lounge to a "carpet" using the warped nether wart block, and it looks nice! I did have the warped planks around the edges, but I didn't like how it looked. I did change the outside birch balcony decking to the warped planks however.
I also had to go netherite hunting again as I may have chucked (Accidently) my decent sword at a creeper. I'm not sure, but I couldn't find it in any of the chests I was just at so it's must've of what happened. Bit bummed about that but I have a decent spare. Also tried to make the drop collection at the mob farm more safer so it doesn't accidentlly blow up the hoppers when a skeleton kills a creeper to get to me and explodes the hoppers.
I've also rotated the cactus farm for more drops per turn and covered my Slime farm with rails and magama blocks for mass collection improvement.
Of course being the holiday season I did get distracted trying to make a giant Christmas tree (Fail) and decorating areas with lights - mainly with both types as lanterns as I just made a lot of both regular and the soul fire type. Right now I'm spending the winter at the castle trying to go round and do more mixing of the walls and towers as it is such a long and extensive job.
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Today I finished crafting the foundation and the exterior shell of my MinecraftHouse!
I am playing Minecraft v1.16.4 with the latest version of Fabric Modloader installed, and a sensible host of mods that add more decoration options and machinery, but that ultimately do not de-tract from the core essence of Minecraft, the decorations in particular being based on vanilla's materials, blocks and color palette.
My Minecraft is also heavily packed with resource packs that all follow with the same vanilla-friendly feel, and that touch up things that were not touched by JAPPA's amazing texture work (such as Dirt and Coarse Dirt) or things that I preferred to look a different way (such as having the Ender Chest render a Nether Portal graphic inside of it).
I attempted to go for an eco-friendly design with farmland plots on the rooftop, the center space being reserved for apiculture (bees), and with the ceiling being made out of glass slabs to allow sunlight to go through!
I am not really the best at building, but I am pretty happy with the result, this is my largest build to date, I might add some more details to the exterior but my bedtime has encroached upon me as of the time of writing this post!
I will make a new post once that I have added furniture as well as finished the interior, and touched upon some aspects of the exterior that I am not entirely happy with, I wish to make the exterior more intricate and interesting!
Today I spent my allowed playtime furnishing and improving the exterior of my MinecraftHouse ... Mansion rather, and I am pretty happy with the result!
All that remains now is to furnish the interior with furniture and decor, while the basement will remain unfinished until I get ahold of some sponges to clear out all of the water!
I am trying to build in Minecraft without a lot of external influence or referencing, and while it has been tough, it has also been very fun and satisfying!
Gallery:
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Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
Over the last few days, I spent my allowed playtime furnishing and doing interior decor of my Mansion, and I am pretty happy with how it turned out!
Only the Enchantment, Magic, and Alchemy (x2) rooms are left to furnish, but those will necessitate infrastructure and workstations that I do not currently have the materials for just yet!
There are other rooms intentionally left unoccupied in the house, they are reserved for friends' bedrooms!
Gallery (In Order: Bedroom, Armory, Jacuzzi, Stairs, Crafting Room, Dining Room and Kitchen):
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Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
Well this is me trying to survive in an Ice Spikes biome world. Its going well if you ask me, built myself a nice shelter and as you can see I am very well equipped.
Just built a chicken farm. Mostly using it for feathers for arrows. I plan to go to war with some nearby illagers. i also am working on a castle on a mountain. I'll try to get some screenshots. I play on xbox.
Well, first I built a house, then some farms, then an enchanting room, then I found four spawner's, about the fourth spawner, I can't remember where it is. The first spawner is a spider spawner, second is a skeleton spawner and the third one is a zombie spawner. The fourth one was also a zombie spawner, these spawner's are relatively close to my spawn/house which is very nice. Once you go far to the west or east (I don't go out for adventures often) you find a Dark Oak tree forest biome or whatever its called, with the mushroom trees. after that I found a giant portal (ruined portal), and a village, it was quite big. Then I found out that there was another giant ruined portal next to me, it was that close, well, not that close, but you get what I mean. This is by far my richest world ever. By richest I mean its full with spawners and portals, the only problem are the villages, that village that I just mentioned was close to that giant portal which is very very far away from my spawn/house, its a pain to go there if I need something from the villagers. I rebuilt two portals one big and one normal size but both of them give me pretty scuffed spawns to be honest XD. Unfortunately, I have been cursed with not finding a singe saddle, A SINGLE SADDLE. I have no saddle. Well that's about it, I hope I get to do some other stuff to inform you guys, thanks for reading my experience.
EDIT: Well, I decided to do something, instead of boasting myself and my world. In this edit, I will show you my world seed and I will show you the cords of spawners, portals, that I know of. The coordinates for the Zombie spawner is -123 68 231. Coordinates for the Skeleton spawner is -390 8 396, this spawner is inside of a mineshaft so you get both for free! Well, I can't charge you, even if I could, I wouldn't, so don't worry (: . Ok, let's get back to the spawners, the last spawner I know of, is the Spider spawner. The coordinates for the Spider spawner is -111 11 129. Now, the portals, but before I tell you about the portals, I can't show you all of them because of the attachment limit, but of course I will tell you the coordinates(Except the third one, its too far away from me, I'm too lazy to go there XD). The coordinates of the first normal sized portal is 126 64 20, the second giant portal's coordinates are -399 96 104, the third giant portal, *sigh* I am too lazy to go there and I can't remember where it is. I can't even remember where the dark oak tree biome is in order for you to find the portal and the village, so sorry! For real, sorry. Maybe if you go to the west or the east as I said in my post, maybe its to the south or the north, I can't remember it. You can probably find even more structures or different biomes entirely. Good luck!
One of the earliest things I started since the beginning of January, was to start renovating the bridge out the back of Mount DOOOooom(!) from it's very plain cobbleness to something a bit more decorative. After doing design work in my creative world copy, the sides are getting a re-think with spruce log under-pinnings (With related buttons and Dark Oak fences upon it's same wood upside down stairs. The columns have been taken back and underpinned with basalt that'll have cobble trim on the sides, on the tops- lanterns every other section as well as flame pits. Although it is far from doing it's starting to look better.
I've been adventuring, mining in distant lands and and rescuing a lost bee found wandering roaming by the half-way house, far from home and the nests. I also decided to do something that's been grinding my gears and that's to fix the village hall (Iron farm back in 1.13). Once you take the other minecart tunnel next to the underwater one, it takes you to the chunk error part that was converted into a base for a 0 tick reed farm. (Which I'm guessing is now defunked.) From the water-elevators up, you reach the first reception floor, then there was an empty floor and then the villagers on the second floor.
I hated having the spare floor between the ground and top, so moved all the villagers down and completetly pillaged and stripped the top floor. Now it just sers as an empty attic, but at least the villagers are closer to the ground floor.
What to do with this?:
I've also been making little tweaks, like changing the rotation of the cactus farm (And thereby it's flying machine) so I can get bit more product through collection. In my landing by storage - by the water elevator, I've changed up the lime terracotta walls with a green glazed terracotta border in the middle and darker green terracotta lower walls. In term also doing so in the above hall way with 1+ higher lower wall color, but no border. There was also a small change to the last exterior stonebrick roof on top of the living room extension upward that's been there for many years. Just a subtle change to try and make it a bit more appealing.
The biggest thing has been the bee farm however, no longer is it just a makeshift thing around the custom tree.
I decided I wanted to kae a more permanent structure and official place, but where to put it? I decided the best place was the large alpha beach space between the oriental gate-house and the lighthouse. Lots of un-used space. Intinitally I started free-wheeling a circle with no real idea how I really wanted it to look. I looked on google images and nothing inspired me either. Either was it didn't go well:
In the end I went on my creative world copy and plotz.co.uk, picked a size and tried doing a proper dome. After getting something I was happy with I planned to do it on the actual survival world, but there was a problem... Due to the Size, everywhere I tried to place it was a no, no. In the original spot, it would have clipped a large section of the mountain off that supports one of the oriental gaterhouse supports. So I moved it back, then it would've clipped the terrain/side of the industrial dock & light house. Having already demolished the starter done and laying another board walk, extension - I had to rip them up too.
The only solution was to extend the boardwalk right across the sands in the middle towards the ocean and build out on said ocean, extnding the beach front around it:
I really like using the chains here to co-ordin off the edge so you don't go into the sea.
It's roughly a 36 x 36 plot:
There will be exterior detailing to do as well, I just want to get the dome done and I'm nearly, nearly there!
Lastly, there was a loss in my little mc world. Gruntley, the longest surving, no scratch that; the lonest in amount of play time to stay alive, hass passed.
I changed an old project of an extremley long underground minecart system to a ice boat system. I filled my enderchest with ice, I filled my donkey with ice. I got across the bridge out the back of Mount DOOOooom all the way to the underground bit, and then in the entrance was as I de-saddled, a creeper dropped over the edge BANG; INSTANT DEATH. I have made another entrance cover like all the stations, but instead of concrete and glass I made it out of logs, wood and glass. The station and line is now known as the Gruntley line/station.
To that end, I went on adventure to find horses (After breeding my existing donkeys) as I need more. Also found a dog (With collar) in the middle of nowhere that has probably been sat there for maybe over a year, two?...
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+.
One of the earliest things I started since the beginning of January, was to start renovating the bridge out the back of Mount DOOOooom(!) from it's very plain cobbleness to something a bit more decorative. After doing design work in my creative world copy, the sides are getting a re-think with spruce log under-pinnings (With related buttons and Dark Oak fences upon it's same wood upside down stairs. The columns have been taken back and underpinned with basalt that'll have cobble trim on the sides, on the tops- lanterns every other section as well as flame pits. Although it is far from doing it's starting to look better.
I've been adventuring, mining in distant lands and and rescuing a lost bee found wandering roaming by the half-way house, far from home and the nests. I also decided to do something that's been grinding my gears and that's to fix the village hall (Iron farm back in 1.13). Once you take the other minecart tunnel next to the underwater one, it takes you to the chunk error part that was converted into a base for a 0 tick reed farm. (Which I'm guessing is now defunked.) From the water-elevators up, you reach the first reception floor, then there was an empty floor and then the villagers on the second floor.
I hated having the spare floor between the ground and top, so moved all the villagers down and completetly pillaged and stripped the top floor. Now it just sers as an empty attic, but at least the villagers are closer to the ground floor.
What to do with this?:
I've also been making little tweaks, like changing the rotation of the cactus farm (And thereby it's flying machine) so I can get bit more product through collection. In my landing by storage - by the water elevator, I've changed up the lime terracotta walls with a green glazed terracotta border in the middle and darker green terracotta lower walls. In term also doing so in the above hall way with 1+ higher lower wall color, but no border. There was also a small change to the last exterior stonebrick roof on top of the living room extension upward that's been there for many years. Just a subtle change to try and make it a bit more appealing.
The biggest thing has been the bee farm however, no longer is it just a makeshift thing around the custom tree.
I decided I wanted to kae a more permanent structure and official place, but where to put it? I decided the best place was the large alpha beach space between the oriental gate-house and the lighthouse. Lots of un-used space. Intinitally I started free-wheeling a circle with no real idea how I really wanted it to look. I looked on google images and nothing inspired me either. Either was it didn't go well:
In the end I went on my creative world copy and plotz.co.uk, picked a size and tried doing a proper dome. After getting something I was happy with I planned to do it on the actual survival world, but there was a problem... Due to the Size, everywhere I tried to place it was a no, no. In the original spot, it would have clipped a large section of the mountain off that supports one of the oriental gaterhouse supports. So I moved it back, then it would've clipped the terrain/side of the industrial dock & light house. Having already demolished the starter done and laying another board walk, extension - I had to rip them up too.
The only solution was to extend the boardwalk right across the sands in the middle towards the ocean and build out on said ocean, extnding the beach front around it:
I really like using the chains here to co-ordin off the edge so you don't go into the sea.
It's roughly a 36 x 36 plot:
There will be exterior detailing to do as well, I just want to get the dome done and I'm nearly, nearly there!
Lastly, there was a loss in my little mc world. Gruntley, the longest surving, no scratch that; the lonest in amount of play time to stay alive, hass passed.
I changed an old project of an extremley long underground minecart system to a ice boat system. I filled my enderchest with ice, I filled my donkey with ice. I got across the bridge out the back of Mount DOOOooom all the way to the underground bit, and then in the entrance was as I de-saddled, a creeper dropped over the edge BANG; INSTANT DEATH. I have made another entrance cover like all the stations, but instead of concrete and glass I made it out of logs, wood and glass. The station and line is now known as the Gruntley line/station.
To that end, I went on adventure to find horses (After breeding my existing donkeys) as I need more. Also found a dog (With collar) in the middle of nowhere that has probably been sat there for maybe over a year, two?...
Nice bridge, I like the pattern of cobble over the water.
I had plans to use some decorative designs for my builds too
and it hit me, it recently occurred to me that I could use maps to make wallpapers, and a quick search on Youtube confirmed my suspicions.
I want to make original work on the wallpapers mostly, although a few fanarts with disclaimers are planned too.
Unfortunately though we cannot make custom paintings without using maps and pixelarts on a section of a world, which makes custom wallpaper or portrates a real nuisance to make.
After finishing the bee dome I clipped of some of the front of a mountain at the top (By the viewing platorm where I take my main two overview screenshots) that blocks of the view of the left side of the beach to the left of the lighthouse. So now there's a clearer view of both the oriental gatehouse and the new bee dome:
Another thing that had to change was the old tunnel to the trading hall, designed when my andesite was retextured. Therefore when I reverted it to default as I did with quite a few texture changes in 2020 it had to change.
BEFORE:
I am now going for a more natural cave mineshaft look which, after salvaging as many of the original materials as possible; I then took care of with almost 2 stacks of TNT to give it that natural rugged cave look.
W.I.P:
I will be adding variant grey bocks (Andesite, stonebrick , mossy stonebrick) and other variants to the walls eventually, andesite walls as staglamites, maybe vines and more vegatation. Old tracks now speedy ice boat link.
Lastly I've not been happy with the science lab. After it was moved and made bigger, I then cut it in half as it was too big but still it had just old glowstone lighting embedded in the ceiling and a lot of space in the middle of the floor. I really wanted to implement better lighting so on my world copy I designed some hanging lights. This would mean raising the ceiling height and walls by four blocks, but it's the right thing to do.
So this is as it was from the back:
This is it after my work so far:
Next up is the potions storage to the right as you enter the lab, this has not been updated in years and is very drab:
I have big plans here! One problem is in the immediate de-contamination area is literally just flowing water - so fish spawn in the stream them flop out of it onto the pressure plate leaving corpses and bonemeal. Whilst a fun little unintentional quirk, it is annoying. So The door will move to the middle, the stream will be from the ceiling via a dispenser and resdstone as well as surrounding you with stairs from pistons below to stop the water flowing everywhere, all by one switch.
The furnaces I have never used I think and I will rip them out and take that wall right back level to the back wall of the actual potion storage with this room I will create a new storage. It won't be anything fancy, but there will still be room to the back of the wall where the "Days since accident sign/infinite water storage is located. So with the rest of the room I will have a small admin office with a glass wall separting it from potions storage. (As the "administrator" wouldn't have to get wet through de-contamination just to get to their office.) So a new door will have to be put in the neighbouring room for them, next to the white-board.
There should be a slither of the old potions room left, to one side the office so this will be come toilets! Three cubicles and three sinks with a back door and back corridor (behind the new potions storage) for lab employers that leads back into the lab. So they don't have to go through the admin office or de-contamination just to use the bathroom also!
I will probably do this over the next few days, i've already test built it on my world copy and it looks dead cute, so I can't wait to change this dull area!
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've spent much of the year so far working on TMCWv5, with dozens of additional features added, easily enough to offset the "removal" of features which were added to TMCWv4.5 (which can be compared to 1.17 and 1.18, in that 1.17 will implement mostly non-world generation altering features); so far I've added 207 new blocks (including all variants that are obtainable as items), 19 new items, 42 new entities/entity variants, 29 new biomes, and 3 new enchantments.
Of course, I've also made many additions and changes to the underground, including making the largest caves even more extreme, in part as a response to 1.17/1.18; in fact, today I found a cave with a volume of 1.1 million blocks - more than four times larger than the largest cave I found while playing on TMCWv4, and double the size of the largest known cave in that version; this single cave is also nearly as large as an entire giant cave region in TMCWv4, which have also been increased in size from about 1.3 to 1.6 million blocks:
Here are screenshots with coordinates to show just how large the cave is, from end to end and across:
These renderings were made with my CaveFinder utility, with the cave shown by itself below. There is also another huge cave with a volume of over 400,000 blocks just to the north:
Here is a comparison of "special" caves in TMCWv4 and TMCWv5; the latter has more than double the volume of caves, from about 3% to 6.5%, which is well in excess of the average underground volume in vanilla 1.6.4; when including normal caves and mineshafts the volume is about twice as high and the highest of any of my mods in terms of percentage of blocks between lava level and sea level (59 layers vs 52 for vanilla):
Of note, this is the seed "TMCWv4", the same as I played on; the largest cave, ravine, and giant cave region I found are all near the middle of the right edge, with volumes of about 252,000, 267,000 and 1.26 million blocks respectively:
The seed "6511199847387183207" in TMCWv5 (note that this is not final and things may change by the full release); there are many more and on average larger large caves and ravines, as well as many additional variants of caves; a lot of the restrictions on special caves near the origin have also been removed (TMCWv4 has a "no exclusion" patch which disables this, I've considered dropping it for TMCWv5):
Also, this is a graph of the underground volume in most of my mods; TMCWv5 peaks at around 12% while 1.7-1.16 peaks at less than 6%; TMCWv5 only drops that low within 10 blocks of the surface, which itself has about 60% more air blocks (the maps above show caves reaching layer 62 in green but this overestimates surface openings due to the ground generally being deeper than 63 layers):
Also, in the last chart shown above you may notice that the peak in air volume in TMCWv5 compared to lower layers is relatively much greater but I've compensated for that by adding additional ores (gold, diamond, redstone, amethyst) which only generate if they are exposed to air so branch-mining is unaffected and the relative abundances of ores collected while caving is about the same as vanilla 1.6.4, but with about 35% more ores exposed per chunk (this is less than the increase in volume would indicate since it is the surface area that matters); even then, amethyst is still more than a thousand times rarer than coal (given an average of about 2,100 coal mined per play session this gives about 2 amethyst, much of which will be used to repair my gear; in TMCWv4 my pickaxe alone consumed about one per session):
IMO, the move by Mojang to add ores that only generate if they are not exposed is an awful idea that goes completely against a "cave update"; why even bother caving when branch-mining is so much better in just about every way (which is already the case and is one reason why I branch-mine to get resources early on; of course, I made it so that amethyst ore, which has the same initial generation properties as diamond, is 8 times rarer above cave lava level). If easier access to ores in larger caves is a concern it is completely unfounded; I averaged more ores mined per hour in my first world, with vanilla generation, than I did in TMCWv4 (based on very limited experience from a few short runs ores are even easier to collect in 1.8+ due to the generally simpler caves and increased ore generation).
I've also continued to make large-scale refactorings of the vanilla code base; among other things, it is no longer possible to load vanilla worlds as they won't appear in the saves menu, nor can you make a new world with the same name, and statistics are saved separately as well (I previously changed options.txt, which is also thoroughly validated to avoid bugs/crashes caused by invalid settings); of course, it is still imperative to use a custom directory as worlds created with TMCWv5 can still be loaded in vanilla (the damage isn't as severe as you might think since the majority of "blocks" that I've added are variants of existing vanilla blocks. TMCWv5 itself has as much potential to damage vanilla worlds since I've changed many vanilla block IDs; for example, many blocks have been merged into a single ID, such as redstone torches and lamps, wooden stairs, furnaces, and so on, and while many of the freed IDs have been reused some of the blocks, like plants, won't behave well unless they are in a valid location. I've also removed the item forms of many blocks in favor of the block itself being the item; for example, cake now drops itself and is crafted as a block item).
Notably, all of these features have had no noticeable impact on performance or memory usage, as I always see this cited as a reason not to add a suggestion (for example), and mods are otherwise infamous for their resource consumption (I love the claim in this Reddit post that even 1.3, much less 1.6, requires 512 MB to even start up while I see usage typical of 1.2.5, around 256 MB; the only change I made that reduces the impact of the 1.3 client-server merger was to remove spawn chunks, which are only 10-25% of all loaded chunks depending on render distance) - I see no reason for that, as simple calculations would show that the vast majority of memory usage is by loaded chunks, which only depends on the number of blocks loaded, not the number of block types or variants. In fact, despite using only a single thread generating a world with spawn in a Mega Forest biome takes only 2-3 seconds to load the world, making it over 5 times faster than 1.13 (the most recent vanilla version I've run, which implemented multithreaded world generation).
Some of the features I'm adding are also taken from 1.17, such as glow squid, which spawn underground and drop glowstone dust and glow ink sacs which can be used to make glowing item frames (unlike 1.17 they are not a separate entity, you right-click an item frame while holding a (glow) ink sac to apply/remove the effect). I've also added lightning rods, which harmlessly redirect lightning strikes if they are the highest point within a 33x33 area (lightning is a slightly bigger risk than in vanilla since I implemented a change made in vanilla since 1.6.4 where it will seek out entities near the initial strike point and strike them instead; however, it still doesn't turn villagers into witches, which is intentionally not being implemented). Cauldrons can also hold lava, emitting light and burning entities that enter them, and can hold 8 levels of water instead of 3 and put out burning entities and deal damage to endermen, making them a bit more attractive (of course, a water source block still offers infinite water bottle refills).
There are also blocks and items from other vanilla versions, such as composters, which produce dirt instead of bonemeal, making it renewable; I've also considered adding grindstones, which despite being highly controversial can be very useful when enchanting (TMCW still has the pre-1.8 enchantment mechanics, which means spending all your levels for completely unknown enchantments; in particular, while it has an enchantability close to that of gold the rarity of amethyst makes it highly risky to directly enchant, which is part of the reason why I use books. Even if there was a preview I still wouldn't want to risk getting e.g. Fortune/Silk Touch on my pickaxe as it would be impossible to repair if it also had Efficiency V, Unbreaking III, and Mending).
Another notable change is that diamond ender chests, which are a double chest variant of ender chest (total capacity of 3 chests across both) I added in TMCWv2, are now allowed to be picked up with Silk Touch but require end stone to make (more specifically, "diamond end stone", which is made with diamonds and end stone, preserving the original need for diamonds and their name), meaning you can only make them after you've reached the End; this will enable me to use a double-chest ender chest while caving as I did in TMCWv1 (except I also used Fortune back then which negated much of the benefit in terms of longer caving sessions before I ran out of space), which will help when there are more than a dozen variants of iron and gold (I have not made them drop an intermediate item to reduce clutter as it isn't really an issue when I have multiple stacks anyway and smelt them down as needed to make more room; that said, a "Smelting" enchantment I've added makes them drop ingots, which are also affected by Fortune, although it can only be found in chests).
Also, a feature that should be added to vanilla is cave maps, which only map caves that have been lit up by player-placed torches (naturally generated torches are a separate block, which comes in "bright" and "dim" variants, the latter replacing redstone torches which were used in place of normal torches in underground structures so that MCMap wouldn't show unexplored areas; previously, I removed them entirely for this reason, as is still the case in my first world):
This is 3x3 level 0 cave maps (384x384 blocks) covering the giant cave region I explored in TMCWv4:
Yesterday I had just finished a days worth of prismarine farming with my friend lizking10152011 in my Shockbyte server.
He built this igloo on a glacier next to an ocean that is close to an ocean monument, and I made and placed an ender chest in it to give us convenient storage that lets us move our items quicker in bulk.
I think I'm finally running out of ideas for my 10 year old survival world. I don't make it any easier on myself by only building practical things or building things I know I'm going to visit - else, the world would be covered in rollercoasters and pixel art like most. That's fine but it's not for me. Although I have ongoing projects (Mixing walls at the castle, interiors at the Chunk Plaza Development where since 2015 I converted a big chunk error wall into homes, apartments, a maccy D's and a hotel) the only thing I have going on is a new build to the left of the green hotel to hide the last part of the chunk error wall:
I cleared the last corner chunk on the right in the left picture, but this is essentially what I have to hide. I already designed the build on a copy of my world, it's just a matter if I'll ever get properly into it.
I did however finally finish the underneath of my overrail minecart link, that links my Halfway House (The first chunk error wall that was converted into a home) back to the castle where the main minecart line ends. (Unless you cross the bridge that links it to the SMP Island.) I started using stone stairs but switched to polished Andesite stairs as it looked more metallic. With lots of scaffolding the underside is done however.
I have decided to update to 1.17 however, to get some fresh new ideas.
Usually I won't rush to update the world, especially if the update does not yeild enough reasons to do so, but - I needed to turn one way or another from these crossroads.
Side note: I already found glow squid spawning underneath the boardwalk at the Chunk Plaza Development - in a particular spot (Cave mouth of in the wall below said boardwalk) and have seen a few axolotls!!
Having travelled at least 20 - 30k in almost every possible direction, I thought it would be hard to find a new chunk with deepslate, geodes and copper+. One of the only possible things I thought I might not have tried, is to go as far from the messa (5k away to begin with) and just head straight. The first time I took my donkey with me since I only have enderchests and no shulkers (no End). I headed West from the Mesa into the wide ocean, eventually coming across an island and a singular odd chunk tower.
As I was towing my donkey, I decided to stop at the island and just dig down, not really thinking it was far enough out yet. Sure enough on the way down I hit copper ore pretty early! Seems I didn't have to go as far from the Mesa as I thought! I ended coming back with 11+ stacks of cobbled deepslate, plenty of iron and copper ore, raw gold, lapis and a few diamonds. I came back with a full inventory. Before I left however, I swam about a bit in the boat a bit and went diving incase there was an underwater geode and I sure found one bringing back a small, medium and large bud. Of course I would have to use commands to give myslef the blocks they grow on (Only available in creative/via commands) and I wasn't about to start using creative now, so I used commands to give myself just three to try and see if there was a way to farm them once I got home.
The second time, I left the donkey behind and only took essentials in my inventory and essentials in my enderchest and went to a different spot rewarded with more iron and ccopper ore, raw gold, Lapis, more cobbled deepslate and tuff, a few emeralds, almost a stack of diamonds but then I reached the ends of the earth:
If you look up and left of the small island you'll see a cave mouth in the chunk error wall. Of course I had to see if anything was there. Lucky I did as there was a partial ravine and another geode!
With almost a full inventory almost I had to make sacrifices and took shards, the actual amethyst blocks with the nice chime, and dug around each bud so they could grow to their full potential:
I decided to go look for obsidian and make a portal here for instance access, after doing so it was quite a trek through the nether, bridging/tunnelling - and almost getting killed on one of the one block wide only bridges by a ghast! All the while, making two high netherrack pillars and lighting them as a guide incase I go back. Eventually I found my way back to my main portal and now have a suistainable route there and back to the chunk error/geode - even if it is a bit of a trek.
So far after consulting a tutorial on YT, I've made a (Less than pretty) amethyst farm with pistons and redecorated the lower part of the armory walls with the really nice cobbled deepslate tiles, made a spyglass, candles for the church altar, have made several signs neon and put a lightening rod on the very top of each roof of the four towers of the castle!
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After encountering a world corruption issue after updating a fair bit of my mods, and a lot of hours of restoration work later, I have now officially recovered my lovingly built Mansion.
The interior decor of my Mansion has not changed since my last postings in this thread, but after the restoration work, my Mansion is now located on a river that separates a Desert and Savannah biomes, and I have taken the liberty of taking a few screenshots.
The screenshots were taken using the Lumi Lights shaderpack for the Canvas Renderer mod for Fabric, which runs like a dream on my computer with 60+ FPS most of the time!
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Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
(Let's see if it'll actually let me post in this thread this time, unlike last time with 6 fail attempts,. Stupid forum software)
I've Not being doing much on my world latetly, but I what I have been doing has just been small aesthetic things. Usually any outside railings consist of a stonebrick block->iron railings->stonebrick block, so I've been replacing the railing with the matching stonebrick wall. Similarly I'm changing up the railings on the mono rail for white stained glass panes and am currently gathering more sand. (Needed more glass panes that I realized.).
I have aqquired the "Winter pack" from Curse to put over the top of mine for that winter effect as mine no longer works, and it does look very pretty:
And here's me riding the monorail line after improvements:
One of the main things I've been doing though has been in the library and removing torch spam, using more hanging chains and lanterns, placing visable glowstone underneath trap door and generally improving the lighting as well as adding some wodden slab panels on the ceilings here and there and a few more details like stairs placements (upside down) on the log support columns.
FULL GALLERY:
Similary I've really gone off the default texture of glowstone so I'm slowly replacing it throughout the house with shroomlights. Round the back of the house I have a mycellium section outside, so I've took netherrack and done 2x 3x3 patches of both nycillim types to farm nether trees for the shroomlights. In the process i'm finding I'm inadvertedly gaining alot of the warped and crimson wood, and so, so much - of the warped netherwart block in the process!
So much so, I ended up changing the hard brich floor in the V.I.P. lounge to a "carpet" using the warped nether wart block, and it looks nice! I did have the warped planks around the edges, but I didn't like how it looked. I did change the outside birch balcony decking to the warped planks however.
I also had to go netherite hunting again as I may have chucked (Accidently) my decent sword at a creeper. I'm not sure, but I couldn't find it in any of the chests I was just at so it's must've of what happened. Bit bummed about that but I have a decent spare. Also tried to make the drop collection at the mob farm more safer so it doesn't accidentlly blow up the hoppers when a skeleton kills a creeper to get to me and explodes the hoppers.
I've also rotated the cactus farm for more drops per turn and covered my Slime farm with rails and magama blocks for mass collection improvement.
Of course being the holiday season I did get distracted trying to make a giant Christmas tree (Fail) and decorating areas with lights - mainly with both types as lanterns as I just made a lot of both regular and the soul fire type. Right now I'm spending the winter at the castle trying to go round and do more mixing of the walls and towers as it is such a long and extensive job.
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16yrs+ only
Today I finished crafting the foundation and the exterior shell of my Minecraft House!
I am playing Minecraft v1.16.4 with the latest version of Fabric Modloader installed, and a sensible host of mods that add more decoration options and machinery, but that ultimately do not de-tract from the core essence of Minecraft, the decorations in particular being based on vanilla's materials, blocks and color palette.
My Minecraft is also heavily packed with resource packs that all follow with the same vanilla-friendly feel, and that touch up things that were not touched by JAPPA's amazing texture work (such as Dirt and Coarse Dirt) or things that I preferred to look a different way (such as having the Ender Chest render a Nether Portal graphic inside of it).
I attempted to go for an eco-friendly design with farmland plots on the rooftop, the center space being reserved for apiculture (bees), and with the ceiling being made out of glass slabs to allow sunlight to go through!
I am not really the best at building, but I am pretty happy with the result, this is my largest build to date, I might add some more details to the exterior but my bedtime has encroached upon me as of the time of writing this post!
I will make a new post once that I have added furniture as well as finished the interior, and touched upon some aspects of the exterior that I am not entirely happy with, I wish to make the exterior more intricate and interesting!
Gallery:
Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
Today I spent my allowed playtime furnishing and improving the exterior of my Minecraft House ... Mansion rather, and I am pretty happy with the result!
All that remains now is to furnish the interior with furniture and decor, while the basement will remain unfinished until I get ahold of some sponges to clear out all of the water!
I am trying to build in Minecraft without a lot of external influence or referencing, and while it has been tough, it has also been very fun and satisfying!
Gallery:
Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
Over the last few days, I spent my allowed playtime furnishing and doing interior decor of my Mansion, and I am pretty happy with how it turned out!
Only the Enchantment, Magic, and Alchemy (x2) rooms are left to furnish, but those will necessitate infrastructure and workstations that I do not currently have the materials for just yet!
There are other rooms intentionally left unoccupied in the house, they are reserved for friends' bedrooms!
Gallery (In Order: Bedroom, Armory, Jacuzzi, Stairs, Crafting Room, Dining Room and Kitchen):
Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student
Well this is me trying to survive in an Ice Spikes biome world. Its going well if you ask me, built myself a nice shelter and as you can see I am very well equipped.
Just built a chicken farm. Mostly using it for feathers for arrows. I plan to go to war with some nearby illagers. i also am working on a castle on a mountain. I'll try to get some screenshots. I play on xbox.
Well, first I built a house, then some farms, then an enchanting room, then I found four spawner's, about the fourth spawner, I can't remember where it is. The first spawner is a spider spawner, second is a skeleton spawner and the third one is a zombie spawner. The fourth one was also a zombie spawner, these spawner's are relatively close to my spawn/house which is very nice. Once you go far to the west or east (I don't go out for adventures often) you find a Dark Oak tree forest biome or whatever its called, with the mushroom trees. after that I found a giant portal (ruined portal), and a village, it was quite big. Then I found out that there was another giant ruined portal next to me, it was that close, well, not that close, but you get what I mean. This is by far my richest world ever. By richest I mean its full with spawners and portals, the only problem are the villages, that village that I just mentioned was close to that giant portal which is very very far away from my spawn/house, its a pain to go there if I need something from the villagers. I rebuilt two portals one big and one normal size but both of them give me pretty scuffed spawns to be honest XD. Unfortunately, I have been cursed with not finding a singe saddle, A SINGLE SADDLE. I have no saddle. Well that's about it, I hope I get to do some other stuff to inform you guys, thanks for reading my experience.
EDIT: Well, I decided to do something, instead of boasting myself and my world. In this edit, I will show you my world seed and I will show you the cords of spawners, portals, that I know of. The coordinates for the Zombie spawner is -123 68 231. Coordinates for the Skeleton spawner is -390 8 396, this spawner is inside of a mineshaft so you get both for free! Well, I can't charge you, even if I could, I wouldn't, so don't worry (: . Ok, let's get back to the spawners, the last spawner I know of, is the Spider spawner. The coordinates for the Spider spawner is -111 11 129. Now, the portals, but before I tell you about the portals, I can't show you all of them because of the attachment limit, but of course I will tell you the coordinates(Except the third one, its too far away from me, I'm too lazy to go there XD). The coordinates of the first normal sized portal is 126 64 20, the second giant portal's coordinates are -399 96 104, the third giant portal, *sigh* I am too lazy to go there and I can't remember where it is. I can't even remember where the dark oak tree biome is in order for you to find the portal and the village, so sorry! For real, sorry. Maybe if you go to the west or the east as I said in my post, maybe its to the south or the north, I can't remember it. You can probably find even more structures or different biomes entirely. Good luck!
This is the image for the second giant portal.
One of the earliest things I started since the beginning of January, was to start renovating the bridge out the back of Mount DOOOooom(!) from it's very plain cobbleness to something a bit more decorative. After doing design work in my creative world copy, the sides are getting a re-think with spruce log under-pinnings (With related buttons and Dark Oak fences upon it's same wood upside down stairs. The columns have been taken back and underpinned with basalt that'll have cobble trim on the sides, on the tops- lanterns every other section as well as flame pits. Although it is far from doing it's starting to look better.
I've been adventuring, mining in distant lands and and rescuing a lost bee found wandering roaming by the half-way house, far from home and the nests. I also decided to do something that's been grinding my gears and that's to fix the village hall (Iron farm back in 1.13). Once you take the other minecart tunnel next to the underwater one, it takes you to the chunk error part that was converted into a base for a 0 tick reed farm. (Which I'm guessing is now defunked.) From the water-elevators up, you reach the first reception floor, then there was an empty floor and then the villagers on the second floor.
I hated having the spare floor between the ground and top, so moved all the villagers down and completetly pillaged and stripped the top floor. Now it just sers as an empty attic, but at least the villagers are closer to the ground floor.
What to do with this?:
I've also been making little tweaks, like changing the rotation of the cactus farm (And thereby it's flying machine) so I can get bit more product through collection. In my landing by storage - by the water elevator, I've changed up the lime terracotta walls with a green glazed terracotta border in the middle and darker green terracotta lower walls. In term also doing so in the above hall way with 1+ higher lower wall color, but no border. There was also a small change to the last exterior stonebrick roof on top of the living room extension upward that's been there for many years. Just a subtle change to try and make it a bit more appealing.
The biggest thing has been the bee farm however, no longer is it just a makeshift thing around the custom tree.
I decided I wanted to kae a more permanent structure and official place, but where to put it? I decided the best place was the large alpha beach space between the oriental gate-house and the lighthouse. Lots of un-used space. Intinitally I started free-wheeling a circle with no real idea how I really wanted it to look. I looked on google images and nothing inspired me either. Either was it didn't go well:
In the end I went on my creative world copy and plotz.co.uk, picked a size and tried doing a proper dome. After getting something I was happy with I planned to do it on the actual survival world, but there was a problem... Due to the Size, everywhere I tried to place it was a no, no. In the original spot, it would have clipped a large section of the mountain off that supports one of the oriental gaterhouse supports. So I moved it back, then it would've clipped the terrain/side of the industrial dock & light house. Having already demolished the starter done and laying another board walk, extension - I had to rip them up too.
The only solution was to extend the boardwalk right across the sands in the middle towards the ocean and build out on said ocean, extnding the beach front around it:
It's roughly a 36 x 36 plot:
There will be exterior detailing to do as well, I just want to get the dome done and I'm nearly, nearly there!
Lastly, there was a loss in my little mc world. Gruntley, the longest surving, no scratch that; the lonest in amount of play time to stay alive, hass passed.
I changed an old project of an extremley long underground minecart system to a ice boat system. I filled my enderchest with ice, I filled my donkey with ice. I got across the bridge out the back of Mount DOOOooom all the way to the underground bit, and then in the entrance was as I de-saddled, a creeper dropped over the edge BANG; INSTANT DEATH. I have made another entrance cover like all the stations, but instead of concrete and glass I made it out of logs, wood and glass. The station and line is now known as the Gruntley line/station.
To that end, I went on adventure to find horses (After breeding my existing donkeys) as I need more. Also found a dog (With collar) in the middle of nowhere that has probably been sat there for maybe over a year, two?...
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16yrs+ only
Recreating danTDM'S castle
Nice bridge, I like the pattern of cobble over the water.
I had plans to use some decorative designs for my builds too
and it hit me, it recently occurred to me that I could use maps to make wallpapers, and a quick search on Youtube confirmed my suspicions.
I want to make original work on the wallpapers mostly, although a few fanarts with disclaimers are planned too.
Unfortunately though we cannot make custom paintings without using maps and pixelarts on a section of a world, which makes custom wallpaper or portrates a real nuisance to make.
++ UPDATE ++
After finishing the bee dome I clipped of some of the front of a mountain at the top (By the viewing platorm where I take my main two overview screenshots) that blocks of the view of the left side of the beach to the left of the lighthouse. So now there's a clearer view of both the oriental gatehouse and the new bee dome:
Another thing that had to change was the old tunnel to the trading hall, designed when my andesite was retextured. Therefore when I reverted it to default as I did with quite a few texture changes in 2020 it had to change.
BEFORE:
I am now going for a more natural cave mineshaft look which, after salvaging as many of the original materials as possible; I then took care of with almost 2 stacks of TNT to give it that natural rugged cave look.
W.I.P:
I will be adding variant grey bocks (Andesite, stonebrick , mossy stonebrick) and other variants to the walls eventually, andesite walls as staglamites, maybe vines and more vegatation. Old tracks now speedy ice boat link.
Lastly I've not been happy with the science lab. After it was moved and made bigger, I then cut it in half as it was too big but still it had just old glowstone lighting embedded in the ceiling and a lot of space in the middle of the floor. I really wanted to implement better lighting so on my world copy I designed some hanging lights. This would mean raising the ceiling height and walls by four blocks, but it's the right thing to do.
So this is as it was from the back:
This is it after my work so far:
Next up is the potions storage to the right as you enter the lab, this has not been updated in years and is very drab:
I have big plans here! One problem is in the immediate de-contamination area is literally just flowing water - so fish spawn in the stream them flop out of it onto the pressure plate leaving corpses and bonemeal. Whilst a fun little unintentional quirk, it is annoying. So The door will move to the middle, the stream will be from the ceiling via a dispenser and resdstone as well as surrounding you with stairs from pistons below to stop the water flowing everywhere, all by one switch.
The furnaces I have never used I think and I will rip them out and take that wall right back level to the back wall of the actual potion storage with this room I will create a new storage. It won't be anything fancy, but there will still be room to the back of the wall where the "Days since accident sign/infinite water storage is located. So with the rest of the room I will have a small admin office with a glass wall separting it from potions storage. (As the "administrator" wouldn't have to get wet through de-contamination just to get to their office.) So a new door will have to be put in the neighbouring room for them, next to the white-board.
There should be a slither of the old potions room left, to one side the office so this will be come toilets! Three cubicles and three sinks with a back door and back corridor (behind the new potions storage) for lab employers that leads back into the lab. So they don't have to go through the admin office or de-contamination just to use the bathroom also!
I will probably do this over the next few days, i've already test built it on my world copy and it looks dead cute, so I can't wait to change this dull area!
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16yrs+ only
i recently got all netherite on the nintendo switch
I finally found an elytra and finished building my creeper farm.
Check out my YouTube.
Give me a Huggle: https://huggle.jdf2.org/hug/HornedHunterYT
Best Thread
I've spent much of the year so far working on TMCWv5, with dozens of additional features added, easily enough to offset the "removal" of features which were added to TMCWv4.5 (which can be compared to 1.17 and 1.18, in that 1.17 will implement mostly non-world generation altering features); so far I've added 207 new blocks (including all variants that are obtainable as items), 19 new items, 42 new entities/entity variants, 29 new biomes, and 3 new enchantments.
Of course, I've also made many additions and changes to the underground, including making the largest caves even more extreme, in part as a response to 1.17/1.18; in fact, today I found a cave with a volume of 1.1 million blocks - more than four times larger than the largest cave I found while playing on TMCWv4, and double the size of the largest known cave in that version; this single cave is also nearly as large as an entire giant cave region in TMCWv4, which have also been increased in size from about 1.3 to 1.6 million blocks:
Here are screenshots with coordinates to show just how large the cave is, from end to end and across:
These renderings were made with my CaveFinder utility, with the cave shown by itself below. There is also another huge cave with a volume of over 400,000 blocks just to the north:
Here is a comparison of "special" caves in TMCWv4 and TMCWv5; the latter has more than double the volume of caves, from about 3% to 6.5%, which is well in excess of the average underground volume in vanilla 1.6.4; when including normal caves and mineshafts the volume is about twice as high and the highest of any of my mods in terms of percentage of blocks between lava level and sea level (59 layers vs 52 for vanilla):
The seed "6511199847387183207" in TMCWv5 (note that this is not final and things may change by the full release); there are many more and on average larger large caves and ravines, as well as many additional variants of caves; a lot of the restrictions on special caves near the origin have also been removed (TMCWv4 has a "no exclusion" patch which disables this, I've considered dropping it for TMCWv5):
Also, this is a graph of the underground volume in most of my mods; TMCWv5 peaks at around 12% while 1.7-1.16 peaks at less than 6%; TMCWv5 only drops that low within 10 blocks of the surface, which itself has about 60% more air blocks (the maps above show caves reaching layer 62 in green but this overestimates surface openings due to the ground generally being deeper than 63 layers):
Also, in the last chart shown above you may notice that the peak in air volume in TMCWv5 compared to lower layers is relatively much greater but I've compensated for that by adding additional ores (gold, diamond, redstone, amethyst) which only generate if they are exposed to air so branch-mining is unaffected and the relative abundances of ores collected while caving is about the same as vanilla 1.6.4, but with about 35% more ores exposed per chunk (this is less than the increase in volume would indicate since it is the surface area that matters); even then, amethyst is still more than a thousand times rarer than coal (given an average of about 2,100 coal mined per play session this gives about 2 amethyst, much of which will be used to repair my gear; in TMCWv4 my pickaxe alone consumed about one per session):
IMO, the move by Mojang to add ores that only generate if they are not exposed is an awful idea that goes completely against a "cave update"; why even bother caving when branch-mining is so much better in just about every way (which is already the case and is one reason why I branch-mine to get resources early on; of course, I made it so that amethyst ore, which has the same initial generation properties as diamond, is 8 times rarer above cave lava level). If easier access to ores in larger caves is a concern it is completely unfounded; I averaged more ores mined per hour in my first world, with vanilla generation, than I did in TMCWv4 (based on very limited experience from a few short runs ores are even easier to collect in 1.8+ due to the generally simpler caves and increased ore generation).
I've also continued to make large-scale refactorings of the vanilla code base; among other things, it is no longer possible to load vanilla worlds as they won't appear in the saves menu, nor can you make a new world with the same name, and statistics are saved separately as well (I previously changed options.txt, which is also thoroughly validated to avoid bugs/crashes caused by invalid settings); of course, it is still imperative to use a custom directory as worlds created with TMCWv5 can still be loaded in vanilla (the damage isn't as severe as you might think since the majority of "blocks" that I've added are variants of existing vanilla blocks. TMCWv5 itself has as much potential to damage vanilla worlds since I've changed many vanilla block IDs; for example, many blocks have been merged into a single ID, such as redstone torches and lamps, wooden stairs, furnaces, and so on, and while many of the freed IDs have been reused some of the blocks, like plants, won't behave well unless they are in a valid location. I've also removed the item forms of many blocks in favor of the block itself being the item; for example, cake now drops itself and is crafted as a block item).
Here is a link to a complete changelog:
https://www.dropbox.com/s/j3nvdeh0sd097o5/TMCWv5_changelog.txt?dl=0
Notably, all of these features have had no noticeable impact on performance or memory usage, as I always see this cited as a reason not to add a suggestion (for example), and mods are otherwise infamous for their resource consumption (I love the claim in this Reddit post that even 1.3, much less 1.6, requires 512 MB to even start up while I see usage typical of 1.2.5, around 256 MB; the only change I made that reduces the impact of the 1.3 client-server merger was to remove spawn chunks, which are only 10-25% of all loaded chunks depending on render distance) - I see no reason for that, as simple calculations would show that the vast majority of memory usage is by loaded chunks, which only depends on the number of blocks loaded, not the number of block types or variants. In fact, despite using only a single thread generating a world with spawn in a Mega Forest biome takes only 2-3 seconds to load the world, making it over 5 times faster than 1.13 (the most recent vanilla version I've run, which implemented multithreaded world generation).
Some of the features I'm adding are also taken from 1.17, such as glow squid, which spawn underground and drop glowstone dust and glow ink sacs which can be used to make glowing item frames (unlike 1.17 they are not a separate entity, you right-click an item frame while holding a (glow) ink sac to apply/remove the effect). I've also added lightning rods, which harmlessly redirect lightning strikes if they are the highest point within a 33x33 area (lightning is a slightly bigger risk than in vanilla since I implemented a change made in vanilla since 1.6.4 where it will seek out entities near the initial strike point and strike them instead; however, it still doesn't turn villagers into witches, which is intentionally not being implemented). Cauldrons can also hold lava, emitting light and burning entities that enter them, and can hold 8 levels of water instead of 3 and put out burning entities and deal damage to endermen, making them a bit more attractive (of course, a water source block still offers infinite water bottle refills).
There are also blocks and items from other vanilla versions, such as composters, which produce dirt instead of bonemeal, making it renewable; I've also considered adding grindstones, which despite being highly controversial can be very useful when enchanting (TMCW still has the pre-1.8 enchantment mechanics, which means spending all your levels for completely unknown enchantments; in particular, while it has an enchantability close to that of gold the rarity of amethyst makes it highly risky to directly enchant, which is part of the reason why I use books. Even if there was a preview I still wouldn't want to risk getting e.g. Fortune/Silk Touch on my pickaxe as it would be impossible to repair if it also had Efficiency V, Unbreaking III, and Mending).
Another notable change is that diamond ender chests, which are a double chest variant of ender chest (total capacity of 3 chests across both) I added in TMCWv2, are now allowed to be picked up with Silk Touch but require end stone to make (more specifically, "diamond end stone", which is made with diamonds and end stone, preserving the original need for diamonds and their name), meaning you can only make them after you've reached the End; this will enable me to use a double-chest ender chest while caving as I did in TMCWv1 (except I also used Fortune back then which negated much of the benefit in terms of longer caving sessions before I ran out of space), which will help when there are more than a dozen variants of iron and gold (I have not made them drop an intermediate item to reduce clutter as it isn't really an issue when I have multiple stacks anyway and smelt them down as needed to make more room; that said, a "Smelting" enchantment I've added makes them drop ingots, which are also affected by Fortune, although it can only be found in chests).
Also, a feature that should be added to vanilla is cave maps, which only map caves that have been lit up by player-placed torches (naturally generated torches are a separate block, which comes in "bright" and "dim" variants, the latter replacing redstone torches which were used in place of normal torches in underground structures so that MCMap wouldn't show unexplored areas; previously, I removed them entirely for this reason, as is still the case in my first world):
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?
Yesterday I had just finished a days worth of prismarine farming with my friend lizking10152011 in my Shockbyte server.
He built this igloo on a glacier next to an ocean that is close to an ocean monument, and I made and placed an ender chest in it to give us convenient storage that lets us move our items quicker in bulk.
I have created Fast Survival (includes moon world generator). Try it, it won't disappoint!!
Link: https://dev.bukkit.org/projects/fast-survival
Screenshots: https://imgur.com/gallery/KOrzz2t
I have reached an empass.
I think I'm finally running out of ideas for my 10 year old survival world. I don't make it any easier on myself by only building practical things or building things I know I'm going to visit - else, the world would be covered in rollercoasters and pixel art like most. That's fine but it's not for me. Although I have ongoing projects (Mixing walls at the castle, interiors at the Chunk Plaza Development where since 2015 I converted a big chunk error wall into homes, apartments, a maccy D's and a hotel) the only thing I have going on is a new build to the left of the green hotel to hide the last part of the chunk error wall:
I cleared the last corner chunk on the right in the left picture, but this is essentially what I have to hide. I already designed the build on a copy of my world, it's just a matter if I'll ever get properly into it.
I did however finally finish the underneath of my overrail minecart link, that links my Halfway House (The first chunk error wall that was converted into a home) back to the castle where the main minecart line ends. (Unless you cross the bridge that links it to the SMP Island.) I started using stone stairs but switched to polished Andesite stairs as it looked more metallic. With lots of scaffolding the underside is done however.
I have decided to update to 1.17 however, to get some fresh new ideas.
Usually I won't rush to update the world, especially if the update does not yeild enough reasons to do so, but - I needed to turn one way or another from these crossroads.
Side note: I already found glow squid spawning underneath the boardwalk at the Chunk Plaza Development - in a particular spot (Cave mouth of in the wall below said boardwalk) and have seen a few axolotls!!
Having travelled at least 20 - 30k in almost every possible direction, I thought it would be hard to find a new chunk with deepslate, geodes and copper+. One of the only possible things I thought I might not have tried, is to go as far from the messa (5k away to begin with) and just head straight. The first time I took my donkey with me since I only have enderchests and no shulkers (no End). I headed West from the Mesa into the wide ocean, eventually coming across an island and a singular odd chunk tower.
As I was towing my donkey, I decided to stop at the island and just dig down, not really thinking it was far enough out yet. Sure enough on the way down I hit copper ore pretty early! Seems I didn't have to go as far from the Mesa as I thought! I ended coming back with 11+ stacks of cobbled deepslate, plenty of iron and copper ore, raw gold, lapis and a few diamonds. I came back with a full inventory. Before I left however, I swam about a bit in the boat a bit and went diving incase there was an underwater geode and I sure found one bringing back a small, medium and large bud. Of course I would have to use commands to give myslef the blocks they grow on (Only available in creative/via commands) and I wasn't about to start using creative now, so I used commands to give myself just three to try and see if there was a way to farm them once I got home.
The second time, I left the donkey behind and only took essentials in my inventory and essentials in my enderchest and went to a different spot rewarded with more iron and ccopper ore, raw gold, Lapis, more cobbled deepslate and tuff, a few emeralds, almost a stack of diamonds but then I reached the ends of the earth:
If you look up and left of the small island you'll see a cave mouth in the chunk error wall. Of course I had to see if anything was there. Lucky I did as there was a partial ravine and another geode!
With almost a full inventory almost I had to make sacrifices and took shards, the actual amethyst blocks with the nice chime, and dug around each bud so they could grow to their full potential:
I decided to go look for obsidian and make a portal here for instance access, after doing so it was quite a trek through the nether, bridging/tunnelling - and almost getting killed on one of the one block wide only bridges by a ghast! All the while, making two high netherrack pillars and lighting them as a guide incase I go back. Eventually I found my way back to my main portal and now have a suistainable route there and back to the chunk error/geode - even if it is a bit of a trek.
So far after consulting a tutorial on YT, I've made a (Less than pretty) amethyst farm with pistons and redecorated the lower part of the armory walls with the really nice cobbled deepslate tiles, made a spyglass, candles for the church altar, have made several signs neon and put a lightening rod on the very top of each roof of the four towers of the castle!
Closed old thread
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16yrs+ only
Not been up to much in recent months, but did come up with something for the upright wreck near my warm water Southern outpost a while back ...
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
After encountering a world corruption issue after updating a fair bit of my mods, and a lot of hours of restoration work later, I have now officially recovered my lovingly built Mansion.
The interior decor of my Mansion has not changed since my last postings in this thread, but after the restoration work, my Mansion is now located on a river that separates a Desert and Savannah biomes, and I have taken the liberty of taking a few screenshots.
The screenshots were taken using the Lumi Lights shaderpack for the Canvas Renderer mod for Fabric, which runs like a dream on my computer with 60+ FPS most of the time!
Li Liu -- GitHub --Novice Java Programmer -- Aspiring Quilt Developer -- Modpack Creator -- Pixel Art Hobbyist -- Middle School Honor Student