Quote from Sniper_Delta_02»
While we're on the subject.. what's everyone's thoughts on the update with the biggest community outcry? I'm guessing 1.9, but that was fairly recent so I may be biased.
I remember when Beta 1.8 released (and for quite a while afterwards) there were huuuge complaints about the change in terrain generation. I believe one thread grew so much that Mojang responded directly.
So, if not 1.9, then Beta 1.8 IMO.
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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?
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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.
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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.
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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.
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Source
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?
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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.
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Entry #8
Version: Alpha 1.0.14
We are now on the seventh (out of 10) Seecret Friday Update, and with this we have:
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.
Accomplished:
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A park? I'm thinking of something like a "community garden." Gives you a great opportunity to use the many flowers/grass/bush blocks.
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Composite has a max of 480p. With component cables you can go up to 1080i, and, with HDMI, up to 1080p.
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I really don't think 4J needs to task themselves with something like this. They're already maintaining seven versions of the game.
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Sounds great. Something all platforms will benefit from, I hope. Especially the PS3, which is my go-to for Minecraft.
I'm guessing this will come in the form of a 1.49 update for PS3/Vita? Or do you foresee this rolling out much later?
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I'm loading the game up now to see if I can recreate the craft menu issues. As for your other problem, SilviaLawd, I assume it will be fixed when the solution Steve mentioned is released.
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As long as the Vita version stays updated alongside the rest of the consoles, then I'll be making a purchase very soon. These days, I'm spending less and less time at home, so being able to play my PS3 worlds on the go sounds perfect for my situation.
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Oyster is only one of "the quite popular?"
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Thank you for the followup, though UI was the last thing I would've thought when trying to narrow down a cause for this. Best of luck.
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Update: Just today, my 2013 Survival world fell victim to this same issue (freezes on loading, and blank progress bars). That was my last unaffected world.