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    posted a message on Weren't they called 'Redstone Delays'?!?! Mandela effect or madness?!?!

    They were never called Redstone Delays. It's always been repeaters. Sometimes I've heard "diode," but before repeater blocks, even those two-torch contraptions people used to extend redstone signals were called repeaters.

    Posted in: MCX360: Discussion
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    posted a message on Daib's Retrospective Survival World
    Quote from Joey_San»

    I had been playing Beta 1.0 and was amazed at how much the feel of the game has changed. Though I did play Minecraft Classic when it was a thing for a hot minute, I joined well after the official release, at 1.4.2, so I missed a lot of stuff. Old Minecraft really feels much more like a zen sandbox than today's game, because there is no pressure to complete anything. Now, we have boss mobs, raids, advancements, and big generated structures which somewhat "force" us towards an end goal (even though there isn't one). Not so with pre-1.0, and I think that's why I enjoy playing it. You literally have to create your own goals - something I have always enjoyed about this game. Seems like you're doing that well here.

    Indeed. The feel of the game is certainly different. I started playing in either August or September of 2010, so the change in "feel" has been so gradual for me that I don't quite notice it until I go back and play these old versions. I know exactly what you mean; it's certainly not forced, but you almost feel funneled in to something. I find it easy to ignore though. The way I play here is pretty much identical to the way I play modern Minecraft.


    Entry 3 - Infdev

    I've been busy. The tower looks dumb, I know, but it's supposed to be a beacon for navigation purposes, and, since there is no sneaking yet, I didn't dare to build anything more complex that high up. There's a bit to go over, so I'll start at what I've designated as the "gate," seen in the bottom left.

    First up and to the right is this cave system - the first cave system I explored in this world, and one that's actually pretty extensive. I've rung it pretty dry, so at this point it's a landmark if anything.

    Next up is my house. I wanted an excuse to use the signs (which, in this version, were absolute units compared to what they are now), and couldn't think of anything else, so we are left with "HOUSE." Out front is a fountain of sorts, but really it's just an easily accessible infinite water source, which came in handy when constructing the greenhouse right next to it (more on that later). Behind the fountain is a staircase leading up to the second floor entrance, with the first floor entrance being down on the left.

    Here's the view from the second floor entrance. Fences didn't exist yet, so I just used half slabs in their place. That hole in the ground to my left is a ladder to go between floors, since there's no staircase inside.

    Views of the second floor, and its connection to the greenhouse (the only way to access it). As you can see, it's in pretty poor shape. I can only imagine because passive mobs weren't limited to grass only when spawning.

    The bottom floor is pretty empty - I'm not sure what to do with it. The staircase to my right connects to a network of tunnels underground that connect various things throughout my base. More on that later.

    To the left of my home - this odd looking structure - is the entrance to my underground mushroom farm. It doubles as an entrance to the aforementioned underground network as well. Climbing down and heading to the right takes you to the mushroom farm. I actually don't know for sure if the mechanics for this even existed at the time, but I tried anyways. Doesn't matter either way, as I've already got mushroom stew out of it.

    Heading down and going left instead will take you to this - the "garage." It's essentially a minecart station, although minecarts aren't ride-able yet. Eventually, other bases will connect here via rails.

    That's pretty much all there is to the "underground network" portion. It's laid out like this:

    Next - just outside the garage - I've added some more pathing, and off in the distance there is a dock for when I travel to and from this base via the eventual addition of boats. Curiously, this thrown-together farm fares better than the dedicated greenhouse.

    Finally, the tower. It's accessed via my original base/mine. A ladder takes you to the top, where it offers a pretty nice view.


    Here's some shots of one of the larger cave systems I've come across. This brings me to the subject of caving in general. Perhaps I just got unlucky with my world, but modern Minecraft truly spoils us. I've come across less than 5 notable (aka, deep/extensive enough to find gold/lava lakes/fountains) caves. Ore veins aren't as common, and the veins I come across aren't as fruitful. I've yet to find diamonds in a cave - I only found three, and that was in my strip mine. Strip mining is how I usually find my caves in the game. I mine at various levels (but rarely above 40) and just happen to come across them. Doing so in this world, however, has yielded very poor results. No caves, just mostly small rooms with lava lakes in them. It's disappointing, but I'll continue to strip mine until I at least find enough diamonds to have both a pickaxe and sword.

    That is the point at which I will update to the next version.

    I'm unsure at this point if I will go through each and every update or skip around. I'll likely do every other update, or skip two, unless I find a reason to do otherwise. In any case, the next version will be Alpha 1.0.4, the next one up in the launcher. For now, I will stick to this, but not for much longer.

    Posted in: Survival Mode
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    posted a message on Daib's Retrospective Survival World
    Quote from TheMasterCaver»

    This was a bug which was fixed in Beta 1.8, with the same issue affecting caves in the Nether until release 1.5:

    MC-7196 Nether cave/tunnel generator produces incorrect/cut tunnels (caused by using the same common RNG, rather than a separate one for the tunnels themselves, which unpredictably changes the sequence due to an optimization which checks if a tunnel can reach the current chunk, aborting if it can't to save CPU cycles)

    Notably, there are similar bugs that still exist as of the latest version (as far as I know my own mods are the only ones that fix them, or in the case of the last one, never had them):

    MC-7200 Cave/tunnel generation may cut tunnels a bit too soon (fix included) (caused by an incorrect distance calculation in the aforementioned optimization, easily fixed)

    MC-125033 Caves and ravines cut off unnaturally on chunk borders when near water (caused by the cave generator not able to see across chunk borders and the water check excluding entire segments; I changed this to be per-block and have a post-generation step that fixes water next to caves along chunk borders. This is particularly noticeable with other cave mods that produce large caves, while in TMCW they smoothly follow the contours of water)

    MC-172887 Circular caves below lava level in the Nether do not align at chunk boundaries (caused by caves not generating if there is any lava in their way, including lava placed by caves themselves; I avoided this by only checking for lava above layer 15, above cave lava level but below the deepest lava seas. Also, this does not happen in older versions, including 1.6.4, the version I mod, since Nether caves didn't have lava, while I added it using the same checks I use in the Overworld, which only checks for water within the depth range of oceans to save on calculations)

    Should've known I'd summon TheMasterCaver when I mentioned cave generation. ;) That's odd. I didn't think the bug was around for that long, as I can't recall it presenting itself as commonly in the later Beta versions. My memory could just be bad. I do slightly recall reading some patch notes around the time Beta released (maybe a few updates after) that pointed out cave continuity; specifically addressing the thin, sometimes porous walls that would intersect/separate tunnels, which I talked about up there. I'd have to double check the wiki to make sure I wasn't dreaming that up, though.


    Entry 2 - Infdev

    Did some sight-seeing to see what I have to work with. My "house" is around the top left of the bottom picture. While biomes weren't officially a thing yet, it's pretty clear to that some rudimentary form of them still existed, though there isn't much more than dense forests, plains, and of course the ridiculous, often deformed mountains that everyone fondly remembers. I'm trying not to explore too much outside of my base area, as I don't want to have to venture far to find new chunks for things like the upcoming additions of redstone and dungeons.

    Later on I got to experience how adorably awful the mob AI used to be. The creeper didn't pursue me like a heat-seeking missile as they do in modern Minecraft, but instead moved its head around erratically while walking in my very general direction. Below that you can see how ridiculously short the skeleton's arrow range was. They're hardly a threat in this version. Also of note is that, here, skeletons walk with their arms constantly outstretched, but do not have a bow visibly equipped. The arrows just sort of appear from their ribs.

    Back inside my house, I added a room and began this 3x3 vertical mine. I usually always just do staircases to Y-11 and branch mine from there, but I wanted to do something different. This particular design always reminds me of:

    the series that introduced me to the game. The "particular design" appears at 3:38 onward.

    Had to put that in a spoiler because trying to text-link the YouTube video just made the entire video appear instead. Anyways,

    I've built this peasant-tier farm. I will of course do something better later, but this is fine for now.

    Some interesting things I discovered while building:

    1. Grass grows back really fast. That grass you see in the top picture grew just seconds after mining away the grass block above it.
    2. I haven't checked the wiki, but tool durability definitely seems worse across the board. In the bottom picture, this entire field I tilled (which was required, as the only way to obtain seeds as of this version was via random drops when tilling grass) went through two iron hoes, almost three, as you can see. To be fair, I went over this same area at least three times, but the same is true of pickaxes, shovels, and axes - nothing lasts as long.
    3. I forgot stairs weren't in the game yet, so settled for half slabs when I realized the crafting recipe for stone slabs called for cobblestone instead of stone.

    So, here's where my "settlement" stands as of now. It's truly hideous - almost laughable. I plan to construct something similar to what I did in my original thread, but I've been more or less focused on mining and exploring the "quirks and features" (as Doug Demuro would say) of this version. Maybe I'll start on that next time.

    Posted in: Survival Mode
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    posted a message on Daib's Retrospective Survival World

    A few years ago I made this thread, wherein I began with Minecraft Infdev, and moved through the updates with each journal entry. The goal was to play all the way up until the current version, and have a large explored area above ground so you can see the changes in terrain generation as the game developed, among other things.

    After getting a new laptop recently, I decided to give that another go, except a bit differently. Rather than have each entry roll over to the next version, I will play on a single version for as long as necessary until I feel I've gotten the most out of it (meaning a single version could encompass multiple entries).

    Entry #1

    We begin, again, with InfDev. Particularly the build released on June 18th of 2010, as the numbers in its name (provided in the launcher) would indicate. This is neither the first or last InfDev build, but it is the build that contained the very first Seecret Friday Update. In my original thread I mentioned the Brick Pyramids, and the possibility of seeing them in the available Infdev build, but I am unable to find anything concrete pertaining to when they were removed. This website says March 27th, 2010, in my original thread I somehow came up with June 27th, 2010, and this forum post shows a user discovering one in June of 2018. Perhaps that forum user is able to run even older Infdev builds; otherwise, I can't imagine how he found that. In spite of my confidence the first time around, it seems Brick Pyramids won't be a possibility here, but there's plenty to look back on, experience, and compare to what we have now.

    This update (Seecret Friday Update 1, infdev061810) added the following to Minecraft:

    • Minecarts and Minecart Tracks added.
    • Gravel and sand fall realistically.
    • Falling off bottom of map kills the player.
    • Sky rendering tweaked.

    Something very interesting about minecarts that I did not know when making my original thread: originally, minecarts could not be ridden. Instead, they were used as storage (source), with a rising amount of dirt inside the minecart indicating how full it is (example). I'm definitely gonna get my hands on that, but first, I'll need a home:

    It isn't much right now, but my primary focus is on mining. There's a few interesting things to note early on.

    • This game likes to spawn tons of pigs.
    • White wool (and you didn't need shears to get more than once piece) appeared more gray than white. In addition, wool was used to craft leather armor (called cloth armor) instead of leather, as cows didn't exist yet.
    • The door's inventory thumbnail was completely opaque, though the door model itself is still roughly the same as it is today.
    • The top side of furnaces did not have their own texture, instead just using the stone texture.

    Sorry if the flow of this post seems disjointed, it's mostly because I type the post up while I play along. Anyways, some interesting things about caves in ancient Minecraft.

    A lot of cave branches end in thin corridors like this, where one side of the wall is clearly the "cave" (rugged walls) and the other appears to be almost completely flat, as if the cave tried to generate across to a neighboring chunk but couldn't for whatever reason. This reminds me a lot of running in to the world border underground in the old console versions of Minecraft, except in this case it's obviously not the world edge.

    Sometimes you'll even get this:

    Instances where the cave appears to end, except for a hole precisely one block large that clearly shows that the system continues. I see this just as frequently as I see the aforementioned thin/flat cave corridors. Caving overall is a very different experience to modern-day Minecraft, to no one's surprise I'm sure. Ore veins specifically are much less generous, with less blocks per vein.

    A couple more shots of my short caving trip. At the top is what appears to be a "circle room," I didn't think those were implemented this far back. I took the next picture because I always favored the older lava texture.

    The cave goes on and gets much larger, but I didn't feel confident going forward until I could go home and stock up. While there, I had enough iron to create this:

    That...is a Minecart. Seriously, I have no idea what that is supposed to even be. It's most certainly a Minecart though, as confirmed when I placed it down. I even checked the wiki to make sure the icon actually looked like this at one point and wasn't a glitch.

    And here we have it,

    Minecart chest, without the chest.

    It's as unexciting as it looks, but it's just so quirky I couldn't help myself. I also like the appearance. I stacked it full of dirt, and will leave it here as is. I'm curious to see what will happen to the storage once this system is removed and they are replaced with Chest minecarts.

    That was my goal for this session - I might actually use these minecarts for more than just experimentation; if you check my thread for my PS3 world you'll find I'm a huge fan of rails. With that out of the way, this entry is concluded. For the next entry, I will remain in Infdev, and work on properly settling in my surrounding area.

    Misc tidbits and quirks from my original thread:

    • There is no sound. To my knowledge, the oldest version of Minecraft with functioning sound is Alpha 1.1.2_01. Whether a fix has been found, I wouldn't know. For now, my game is played in silence.
    • Dropped items did not have a rotating 3D model like they do now.
    • Instead, they were flat sprites that rotated based on the direction from
      which the player was looking at them.
    • Right clicking a door yields no animation from the player. The door simply opens/closes.
    • Left clicking also opens doors, with the added bonus of player
    Posted in: Survival Mode
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    posted a message on [PS3] Daib's World

    A lot has changed in the world since last time I've posted about it. I played on it in bursts from January-February and then through Summer of 2018, with breaks in between. I've come back to it recently, and decided to show how much it's grown.

    There's a lot going on here, so I'll just list off all the things in my settlement:

    • Main Base. A simple two-story house. Not a looker. Downstairs: Primary work area (crafting bench, furnaces etc), most of my storage, brewing station with "built-in" unlimited water source, fenced-in area for dogs, basement, cacti-powered trash hole. Upstairs: bed, storage for valuables, semi-auto food cooker/storage system.
    • Nearby Skeleton Spawner. Nearby is no exaggeration, it's literally in the cave to the immediate right of my house. It's so close that right out front I have a minecart track that takes me to it, which you might be able to make out.
    • Egg Farm. Basically just a name-tagged chicken trapped in a cage with a hopper. This was super important to me early on, but since I've got all the arrows I could ever need, a bow with Infinity, and 27 stacks of eggs, I don't really rely on it anymore, like, at all. Maybe I'll let the chicken go.
    • Nether Portal. Self explanatory.
    • Farm District. Where you see the Chorus growing is where I keep most of my farm's. There's of course Chorus, but in the larger building behind it I grow melons, pumpkins, potatoes, wheat, and carrots. Potatoes take up the overwhelming majority of space in there now, whereas before it was mostly wheat. Behind that larger building is a smaller annex where I grow beets.
    • Dock. Behind the farm buildings is the dock. Early on this didn't get much use, until I started expanding more and building things in places across that body of water.
    • Random Yes/No Machine. On the bottom left, you'll see some redstone. To the right of that is a staircase that goes a few blocks underground to a Yes/No machine I've built in to a shallow cave. It's basically a random number generator that returns a 3-bit output. If the output is even or zero, the answer is yes. If it's odd, no. Serves me no purpose, but I thought it was cool at the time nonetheless.
    • Sugarcane Farm. Pretty easy to identify this one - it's at the bottom. This is small but I've never needed more sugarcane than what I get out of this.
    • Cacti Farm. Super small. Only gives me 6 cacti per harvest, but I never found myself needing more than that.
    • Cobblestone Generator 1.0. This was made way early on, before I even had a nether portal, so it operated using a clock. It got the job done, but wasn't the most efficient.
    • Cobblestone Generator 2.0. This one was built once I had gone to the nether and could craft an observer block. Better in every way. Nowadays I spend most of my time mining/caving, so I end up with so much cobblestone that neither of these two generators are really needed anymore.
    • AFK Fish Farm. Having this so early was clutch. Most of my enchantments came from books received through this, my primary food source was fish for a very long time because I'd come out with so much. I was hitting level 40+ before I ever had more than one diamond tool, so accessing even better enchantments and combining the ones I already had provided me a massive boost. I've read that the aquatic update broke many AFK fish farm designs. It either didn't break this particular design, or the new water mechanics weren't implemented in their entirety on PS3, because I tested it before posting this and it still works fine. That said, I have pretty godly enchantments on everything now, and I have a ridiculous abundance of potatoes that have replaced fish as my primary food source, and I can get more levels in less time by just resetting the End and killing the dragon again, so I don't really need this anymore either.
    • Mob Pen (Front). In the front I plan to keep one of every ride-able mob in the game. So far I've got two llamas and a pig.
    • Mob Pen (Back). I planned to breed animals and keep them in the back half. Never really got around to it, and honestly don't see the point now.
    • Item Sorter. The huge cobblestone rectangle to the left of the white beacon. Sorts in to five categories: Coal, Iron, Gold, Diamond, and then everything else that isn't Cobblestone. Was built as a proof of concept really, I never used it for anything beyond testing it out.
    • Semi-Automatic Harvester Thing. Just behind the item sorter is a multi-story wheat farm. With the flick of a lever, some pistons rise up, water flows, and all the wheat is harvested. The wheat, along with the seeds, are then thrown in to rows of hoppers. I don't rely on it or anything. It, like the item sorter, was a proof of concept. However, also like the item sorter, I'd like to incorporate it a more delicately designed version in to massive, decked out successor to my house someday.
    • Fountain. Fountain.
    • Food Storage Building. The weird shaped building near the bottom right (with stone slabs on the roof) is where I will eventually store my excess food. I have so much of it, I'd like to walk in to a building and have it all there, organized by type, so it isn't taking up space in my house. It'll kinda be like a big, pointless fridge or pantry. I keep four stacks of potatoes on me at all times, so it's not like I'll go there too often, or that the time it takes to get from the house to the storage building will ultimately matter.
    • Cocoa Farm. Near the center of the image you may be able to make out the cocoa farm. A path runs through it. It's super small, but I can't imagine needing much. There's no jungle on this map, and I didn't come across any in Dungeon chests (I don't think they can be found that way anymore, though), so I did have to cheat. I gave myself some jungle tree saplings, a few jungle logs, and 8 cocoa beans. In my defense - this is the first time, I had already platinum'd this world, "beat the game," and established myself quite nicely, and I couldn't help that I didn't get a jungle biome. I have sort of an honor system though - if I have to cheat, I sacrifice something. In this case, I threw away 16 diamonds in exchange for all that.
    • Primary Beacon (Purple) and Secondary Beacon (White). Most of the expansion of my settlement took place in one direction - east. Didn't feel like moving my first beacon (purple) and its area of effect cut off once I got to the food sorter/wheat harvester area (what I call the "Experiments district"), so I grinded out some wither skulls and built another, smaller beacon, so that this area of my settlement could receive bonuses as well.
    • Guest House (incomplete). The unfinished building just below the white beacon will be a guest house. I plan on having friends join this world and should they not want to build a house of their own, they'll have this well-equipped guest house to use instead.
    • Minecart system. I don't have a hub or anything where all of my various tracks meet. Instead I just have small stations (consists of a stone pillar, powered rail, and a button) scattered around, and quite a few of them.
      • #1. Takes me to the aforementioned skeleton spawner.
      • #2. Takes me to the dock.
      • #3. Takes me to my mini-base in the mountains, where I have my emerald mine.
      • #4. Takes me to my stronghold.
      • #5. A shortcut line that goes from my house, to the white beacon, so I can get back to that area quickly if I don't feel like walking.
      • #6. A 500 meter track that I needed for one of the trophies.

    That's pretty much all there is to talk about regarding my settlement. I used to have a rather fortified nether as well - which is where I always put my nether wart farms and enchanting rooms - but I reset my nether because I noticed a huge decrease in the spawning of hostile mobs. Resetting it seemed to fixed the issue, which I needed done so I could farm wither skeletons for skulls. Lost all that I had built down there though, so I'm in the process of reconstructing that.

    I don't have anything noteworthy built in the End either. I don't like to waste space, and to not build anything cool or useful in the End/Nether feels like waste to me, so eventually I'll do something with the End as well.

    On to my map:

    Once the underground/caves around and beneath my main base had been stripped of just about everything, I had to go elsewhere to mine to avoid running in to already-explored caves and whatnot. This is why there are so many Secondary Bases. I'll go over all the points here:

    • Main Base. See previous bullet list.
    • Stronghold. Self explanatory.
    • Emerald Mine. A small base built in to the side of a mountain which goes down to a mine. Located in a Hills biome of course, so I can find emeralds. An interesting quirk of this place is that the base is built right next to an above-ground spider spawner.
    • First House. Self explanatory. Wasn't really much of a house, it was kinda underground with a natural moat.
    • Secondary Base 1. A birch wood cabin with its own little farm. I put effort in to the construction of this one, as I planned to be stationed here for a long time, hence the inclusion of a small farm. It's built on the water and has its own dock, giving the dock back at my main base some use.
    • Secondary Base 2. Another cabin (spruce). No farm this time, but behind the cabin is a cave I found that's pretty much a straight-down pit to Redstone level, opening up in to a massive cave system. This was the "mine" for this base. It too had effort put in to it, as I planned to stay here a while.
    • Secondary Base 3. This one is just an underground base built in to the foundation of a woodland mansion. No real amenities beyond a bed, furnaces, crafting bench, mine, etc.
    • Secondary Base 4. A small fort built in to a hill.
    • Secondary Base 5. Just a staircase that goes down to Y11 with a checkpoint for furnaces, crafting, storage. Not even a bed. Hardly passes as a base.
    • Base 1 was built super early on, probably before I went to the Nether. I actually stayed here for quite a while. Base 2 and 3 were built a while after that, but I didn't really stay at either of them for longer than a few game days. Base 4 and 5 were built very recently, within the past couple weeks. They were each inhabited for only a few days. Base 1 was the only one I properly "lived" at for a while.
    • Wither Battleground. This is where both of my wither fights took place. Absolutely destroyed the land. I thought this was far away enough from my main base that there was no danger, but I had some close calls with stray projectiles. This is also where I'll host all of my future wither battles, for tradition. Maybe I'll post a picture because this war-torn desert is quite a sight to see.

    I've done just about all there is to do. So what's next? Well, I don't have a water temple in this world, so that's out. Nor do i have any of the new structures brought with the aquatic update. I do want to find a fossil, and I'd like to utilize potions more (but don't really see the need to). In addition, I plan to reconstruct the fortifications I had in my nether, continue the expansion of my settlement in all directions, re-slay the dragon and clear the end city, and settle what I've marked as "Next Area of Interest."

    This is the last corner of my map that I believe is truly untouched, with fresh caves, ore veins, and all. Everywhere else I've rung pretty dry, in terms of caves at the very least, as well as the Y4-Y15 layers (where I always make my branch mines). Beyond walking around to uncover the map, I've never done anything here, so I've flattened a rather large area and plan to build a proper home, where I will live for a while, eventually connecting it to my main base. Of course the main goal is to take full advantage of the untapped underground. My plan is to not return home until I have a stack of each valuable ore's block - 64 iron blocks, 64 gold blocks, 64 diamond blocks (this one may not be possible). And of course tons and tons of coal, lapis, and redstone.

    I'll post again once my new base is built and I'm all moved in.

    Posted in: Minecraft: Editions Show Your Creation
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    posted a message on Do you think ps4 will come to bedrock?

    I hope not. Having played the Xbox One port of Bedrock, it just looks and feels awful. Camera and player movement feels off, the UI is ugly, being very "smartphone/tablet" in its design and slower to respond than Legacy Console/PS4 version (maybe that's console specific, though), and I'm not a fan of the discrepancies in the redstone and visual departments (although that last bit is subjective).

    Unfortunately, for cross-play to exist, the PS4 version will have to make the transition. All other platforms on the LC codebase have been discontinued. Surely Mojang will want to unify their workflow and focus only on Bedrock and Java. PS4 is the only remaining outlier, as far as the "main games" are concerned. I can see it making sense financially to make the switch.

    Shame though. Redstone oddities, world size limits, structural generation advantages, and things like entity caps aside (all of which I feel can be fixed), 4J's truly was the superior looking and feeling console version.

    Maybe playing the Java version since mid 2010, and 4J's versions across multiple consoles since 2012, has made Bedrock's differences feel gross to me. I'm sure to newer players it makes no difference.

    Posted in: MCPS4: Discussion
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    posted a message on UPDATES ON XBOX 360 ON MINECRAFT

    The "problem" won't be solved. The Xbox 360 Edition, along with the PS3, Vita, and Wii U, were discontinued some time after they got the Aquatic update. Mojang commented some time ago that less than 5% of active Minecraft players did so on these last gen consoles. It was no longer profitable to keep them up to date. It was honestly very good-hearted on 4J's part that last-gen consoles got the Aquatic update at all.


    Posted in: MCX360: Discussion
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    posted a message on Have you ever gotten a world that had NO abandoned mineshafts?

    I've been playing on a survival world for quite a while now, started sometime back in early 2018 (it's actually the world mentioned here).

    It's my most built-up world by far. My base/town has become so large I need two beacons. The ground under my base has been so thoroughly stripped of its valuables that I've had to go to all corners of my map just to begin new mines.

    Point is, as far as my world's underground is concerned, I've been to and have seen pretty much all it has to offer, and I've not seen a single abandoned mineshaft. I know this isn't some game-wide bug, as I have many other survival worlds created through various points in the game's development and they all have them, some in abundance.

    But this one - my main one - has not one. To confirm this, I've explored the tunnels of all my mines throughout the map (which are all at Y:11) and used the third-person camera sway to "peek," showing me surrounding caves and whatnot. No abandoned mineshafts.

    I'm curious as to how common this is. This is the first time I've ever had this happen to me across all the platforms I've played the game on (PS3, 360, PS4, Xbox One before it was Bedrock). Have you ever had a world with no abandoned mineshafts?

    Posted in: MCPS3: Discussion
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    posted a message on Lag when looking in a specific direction

    I doubt that what you're experiencing is actually 15 frames per second, most likely around 30 (though I understand the constant switches between 30 and 60 become jarring). The game uses V-Sync, and so when maintaining 60fps becomes too much for the system it will automatically lock down to 30fps to prevent tearing.

    Posted in: Legacy Console Support
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    posted a message on [PS3] Daib's World

    A year ago, the PS3 version of Minecraft went through a phase where worlds would either not save properly, corrupt, or both. This issue corrupted both worlds I mentioned in the previous post.

    I started a new world at the end of December, and finally being up to date with content features is welcomed (World 1 was from December 2013 - before even potatoes/carrots - and World 2 was created just after the addition of roofed forests).

    I've been playing on this world pretty consistently for about two weeks now, and have a little settlement built in the center of the map.

    I use the farm as the "center," noting everything to the left of it (from this point of view) as the "North Side," and everything to the right the "South Side."

    On the north side, there isn't much to talk about. I've a railroad track leading from my base to a small dock. It's arguably so little distance between it and the base that minecart tracks weren't necessary, but I'm lazy and those little treks add up over time. The dock features two slots for parking boats.

    Next to the dock is a village that is no longer populated. Upon moving to this area, the village was not my priority, but I still wanted to keep its residents alive. I waited until night time, let them go in to their houses, ensured that the doors were closed, and blocked off the doors with cobblestone blocks. Apparently, I don't have a solid grasp on villager mechanics - even being sealed away with cobblestone, they died. Wouldn't be the first time (this happened to me in the previous post/world also). I'm not too devastated, there's another village not too far, but I have the ugly remnants to look at for now.

    The south side is where most of the business happens. My base consists of the single-story work room (crafting bench, furnaces) in the front, connected to a two-story storage area/bedroom behind it. The small cobblestone building to the left of it is the staircase that leads down to my mine: a room located at ~Y10 connected to a strip mine as well as the passage to the stronghold. Directly behind the Nether portal and atop the hill is the AFK fish farm, behind the house are two iterations of a cobblestone generator as well as a pen in which I plan to collect one of every ride-able mob in the game. On the far right side of the image you'll notice a sugarcane farm, and, in the very back-center, a small cacti farm.

    Here's a view from the other side of the base. The single door on the right leads to a small, fenced-in area where I'll keep my wolves (need them for an achievement, anyway...). The minecart track on my crosshair leads in to a cave, and down to a skeleton dungeon. I've modified the dungeon extensively, creating a 7x7 (I believe) quarry that drops ~25 blocks directly beneath the spawner. The goal here was this: I could sit at the bottom of the quarry and simply collect the drops/whatever from the skeletons as they fell to their deaths. I'm not having much luck getting many skeletons to spawn, though, so I probably need to take a look at some tutorials. I probably should have looked at many tutorials - village(r) mechanics, XP grinders, cobblestone generators, etc - to save myself many failed attempts, but I just find it satisfying to figure out things on my own. ¯\_(ツ)_/¯

    Finally, here's an image of the full map. I'm located exactly where the crosshair is. I appreciate that there is a desert to the south, and wintery plains to the north, as I've not had much luck getting both on a single world before. In the top left, you'll notice the brown smudge - that's a woodland mansion. A very interesting one, at that. It generated in such a way that it's basically cut in half, leaving many rooms/chambers exposed to the outside, and, consequently, Evokers and Vindicators roaming the surrounding forest/plains, though they don't stray too far from the mansion. I'll be sure to have pictures of it when I decide to go there, as I don't think too many of us have come across this...or maybe bisected woodland mansions are more common than I'm thinking.

    Currently, I'm in the process of cleaning out a pretty large ravine complex (three intersecting ravines near bedrock level). After that, I plan on either taking on the woodland mansion, or expanding my little settlement some more.

    Posted in: Minecraft: Editions Show Your Creation
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    posted a message on What is your main food source in survival?

    Apples, and, if I can find a village, potatoes/carrots/bread. If not, mutton/pork/beef. This is until I set up my fish farm - after that, fish and salmon are my main sources for the rest of the game.

    Posted in: Survival Mode
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    posted a message on Llamas aren't spawning.

    Llamas spawn naturally in savanna (plateau variant) in herds of up to four and in extreme hills biomes in herds up to six animals. Their wool colors depend on what biome they are in. In savanna plateau biomes their wool is colored either brown or creamy, in extreme hills biomes it's gray or white


    I have both a Savanna and an Extreme Hills biome in my world, but I haven't found a single llama. I've left the biomes (unloading the chunks) and come back several times - going so far as to exit and reload the world - and...nothing.

    The llama spawn egg is available in creative mode, so they're obviously present in the game, I just haven't found a single one on any of the three or four worlds I have that contain the needed biomes.

    Anyone else experiencing this issue?

    Posted in: MCPS3: Discussion
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    posted a message on Why did Mojang waste so many block IDs when they knew they were going to run out?

    Here's a dumb question - how is it that they're running out?

    Yeah, I get it, wasted block IDs, but why is there a limit in the first place? Such a limit seems so arbitrary and unnecessary, but shedding some light on why it exists would make me feel differently.

    Posted in: Discussion
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    posted a message on Daib's "Progressively Updated" Survival Journal - Every entry takes place in a new update!

    Entry #8

    Version: Alpha 1.0.14

    We are now on the seventh (out of 10) Seecret Friday Update, and with this we have:

    • Chickens + eggs (i didn't even notice the lack of chickens until now, honestly)
    • Jukeboxes + music discs
    • Minecarts w/ Furnaces and Chests
    • Cows are now brown and white (previously black and white, but I didn't notice that either)
    • 3 new ambient soundtracks
    • Arrow tips are now made with flint (previously iron ingots)

    So, with that out of the way...

    The world has seen some pretty big additions since the last entry. We now have a tower, greenhouse, and that small building to the bottom-right leads to an network of tunnels underneath the fort that connect to mob farms (which have not been built yet). I'll go over all the new stuff in detail below.

    This is just the foundation for what will eventually be a ridiculously long minecart track. As I said in the original post, while my current base is suitable for now, I will eventually have to venture farther and farther away to take advantages of new things like blocks/items/mobs/biomes. This minecart track will connect all of it, giving a tour of everything so that, eventually, you'll be able to see how the world itself has changed along with the game. I'll probably call it something dumb, such as "World Tour Railway."

    Here is a closeup of the Mob Farm(s) building. There's not much to show, really, it's just a staircase that goes down a ~30 block long tunnel near bedrock level.

    Here is the only "Mob Farm" at the moment. Truthfully, this hasn't been touched since nearly a year ago when I was still actively updating this thread, so I forgot whose tutorial I was basing this design on. Most likely one of Kiershar's.

    Back up top and inside the fort, we have two new pathways that go to the greenhouse (left) and tower (right).

    If it's not as tall as the build limit, it's pretty close but I can't remember for sure. Its only entrance is inside the fort, and the entrance is a rather claustrophobic 1x2 tunnel featuring a glass ceiling.

    To get up to the top, you simply ride the edges of the 2x2 waterfall. I didn't realize climbing up was this slow (definitely slower than recent Minecraft versions), but at least getting back down is fast. The top offers a good view of just about everything I've done so far (above ground).

    Entry to the greenhouse is pretty much the same as with the tower - it can only be done from within the fort, and the walkway to witch is totally sealed with a glass ceiling. There isn't much to show inside the greenhouse yet as it isn't fully populated, but I am gonna eventually have to do something about the suspended dirt that I'm using to hold torches. I've yet to see it occur in these old versions, but eventually, even isolated dirt will grow grass if exposed to sunlight, which will spawn mobs that'll trample my crops.. All that aside, the greenhouse is pretty well defended from everything except spiders, but, again, I've yet to see them crawl up walls, so maybe they're not a problem yet.

    Finally, I used one of my only two diamonds to craft a jukebox, but I don't think I'll be coming across any music discs soon.

    At this point, I've done pretty much everything I wanna do (for now) on the surface. I've got my big pointless tower, a greenhouse that, in addition to the frequently-spawning mobs inside the fort, will provide a steady health supply, and a dedicated tunnel system for playing with mob traps. What I do next will be underground - either staying in the mines or creating one of those aforementioned mob traps. We'll see.


    • Fort Infdev Tower complete
    • Greenhouse complete
    • Mob trap network created
    • World Tour Railway bridge created
    • Jukebox created
    Posted in: Survival Mode
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    posted a message on Expanding my downtown area | Please suggest me some HANGOUT SPOTS I can build!

    A park? I'm thinking of something like a "community garden." Gives you a great opportunity to use the many flowers/grass/bush blocks.

    Posted in: MCX360: Discussion
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