It is more of a myth than reality, I am more likely to hit a cave or a cave with water, or nothing, over a ravine or lava. Besides water buckets and even a empty bucket is very useful. Besides having a sword, an axe(if you don't have a sword or a bow), and a bow.
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Oct 31, 2019Posted in: Discussion
The chances of hitting a cave or lava are lower than popularly thought; for example, take this map of a typical 1.6.4 world, where caves, mineshafts,, dungeons, and underground lakes were more common than in later versions:
According to GIMP about 51.5% of the image is blank space (white), giving about a 50% chance of hitting something when digging down at a random point, and in many cases that will be only be a several block drop into a cave. Somebody else tested this (in 1.7 and later) and found a 85% chance of safely reaching bedrock, 99% if you went no lower than layer 15 (albeit you won't find many diamonds since they only start on that layer with about 10% of the abundance on layers 5-12):
That said, maybe they are actually digging a 1x2 pit downwards while standing on both blocks (in the middle), which allows you to see what is below you as you mine out blocks on either side, or placing a water bucket and digging out the block below, repeating until they reach the bottom; I've done this before, on my "triple height terrain" world (incidentally, I didn't hit anything despite going through over 3 times the ground), though I usually just dig a standard staircase, which would have a higher chance of hitting something due to being larger and covering more ground (I didn't hit anything the last time I made a mine; I could have dug straight down as well with no issues).
I usually dig for 1x2, Having a water bucket, I mostly hit caves or Ravines, if I hit anything. Staircase digging is lot slower than digging a 1X2 hole, and most importantly. I used to maxe 2x2, holes but they are a bit unsafe in terms of falling down, and can house spiders if you enter a dungeon or a unlit cave, I don't want to fight spiders on their home ground, a vertical wall.
Oct 27, 2019Posted in: Discussion
I've always heard that you should explore as quickly as possible so mobs don't have a chance to spawn but I've always been very doubtful that that has any effect - consider the following - I placed a circle with a diameter of 256 blocks (the hostile mob despawn radius) over the largest cave system I've ever explored*, vastly larger than anything in vanilla (the cave systems seen elsewhere are similar to vanilla 1.6.4) - even that cave system is mostly covered by the despawn radius, so mobs have more than enough time to spawn in any ordinary cave system, where it is also more difficult to travel in a straight line (cave systems are much smaller than commonly perceived due to the tunnels twisting and curving around):
Also, mainly as an optimization, but also as a nerf to mob farms, I reduced the spawn rate per chunk by a factor of 4 with no noticeable effect on the number of mobs I encounter, same for reducing the size of the spawning and despawning zones from 128 to 96 blocks (giving mobs less time to spawn while moving across the area) - and I explore caves at an extreme rate, often exceeding a thousand ores mined per hour (even then, I only cover around 100 chunks per play session, while the 128 block despawn radius covers about 200 chunks and even 96 blocks covers about 113 chunks. The actual area is even smaller if you exclude areas without caves, I might spend most of a play session within a 100x100 block area, if not even less).
*These are the stats from each session I spent exploring it, with a total of 15,563 ore mined and 1,912 mobs killed over a bit more than 4 play sessions; I also used around 5,500 torches to light up:
Also, this is an MCEdit analysis of the giant cave region, which had a volume of about 1.26 million air blocks and took about 5,500 torches to light it up:
Also, you may note that the number of mobs killed generally increased, from one every 11.8 ore mined in the second session to one every 8.11 in the third session, one every 6.16 in the fourth session, and one every 5.42 in the fifth session (more than double the rate of the second session, even as I moved around a lot faster though previously explored areas to find any remaining areas), which is typical as I explore a cave system since they become more concentrated in the remaining unlit areas - it may actually be best to use Night Vision potions and not place any torches at all, minimizing the number (or density) of mobs and also increasing visibility. Similarly, I've noticed a daily cycle in the frequency of mob encounters - mobs spawning on the surface at night will reduce the number below (in one of my worlds I set the time to permanent day to avoid this).
Well, the more time you spend in a unlit cage, the more mobs would spawn, I don't do a lot of cage exploring, I dig straight down to the level I want, so placing torches when needed is good for for not having monsters sneaking up on me from behind. But when I encounter a cave from above, there is always at least a ton of mobs. drawn to me. I doubt Night vision help on the creeper that is very inconviently is down under in a place I can't shot them from above. Then said I prefer mob density in some areas rather having to deal with mobs everywhere.
Oct 27, 2019Posted in: Discussion
Well, my first attempt at landscaping was giantic 3 wide trench between my first base and the rest of taiga biome with open trap doors(!) on one spot so I could jump both ways if needed. At least your sky brigde had style.
The next morning I built that bridge across, only two wide - no fences for safely and fell off multiple times. Only after I got the second home built did I do ,my first "Renovation" and made the bridge two wider and add the fences, still not thinking about how I would actually light the bridge. The second home was an awful oddly shaped wooden hut with a cobble floor and nothing inside and a dirt roof which I eventually put glass blocks in here and there as skylights:
To the next mountain top I built a sky-bridge 3x as long I wanted it to be glass originally but I new torches wouldn't stick to it so I just went with cobble. Why I didn't just do glass and add columns of other blocks (I envisioned it like a tube) I don't know.
In retrospect the third home, bad choices were made, it was very narrow inside as it had an "Inner section" as well. After 3 - 4 months or more I decided to go back to it and ended up converting the huge crater like cave entrance between Mountains #1 & #2.
Oct 26, 2019antibrint posted a message on How to colour the inside of walls but not the outsidePosted in: Discussion
Making the wall 2 deep? It is not that difficult.
Oct 24, 2019Posted in: Discussion
My First base was a three store house in a snowy biome with a ton of spruce trees, it was made out of oak and Birch, since that was avaible asspruce just turned into oak. I had the view of the ocean, since I build my house on the border of the biome. And I had my bed on the top floor, because the view there was amazing. Sadly I build this on a school computer, so I lost everything. It was build between 2011-13.
What was yours?
Oct 17, 2019Posted in: Redstone Creations
The easiest way to build the door circuit first and see it works in a creative/test world, the build the staircase circuit separately and check it works.
Also messaure the time it takes going through the door and how long it take to open. This time you need to know, because you want a slight delay of the stairs, when you power the redstone circuit. Then you need the time of stairs to open, and the time you can walk up the stairs, because that is about the time you want the stairs to powered, plus a slight more.
You build the wirring to your stair case model, and check the timming is right before you link it to the door. You are going to repeaters for this, so keep in mind that repeaters only sent signals one way and you have to add another circuit line to do it the opposite way. And find a way lock both lines, so they don't close on you. It is not difficult, if you make models of every part of the circuit first(There is three commponents in this circuit, the door, the stairs, in which are the easy part, making repeater circuits is tad more difficult, but still in easy end of redstone realm), it is just highly annoying to do. The single components of the project is very beginner friendly, but the project itself is not so easy it can be a first project, second project, third project, or even fourth project.
Oct 12, 2019Posted in: Discussion
No matter many years I have played the game. I am still a noob, just because I don't play enough to keep up with updates.
I broke bedrock in creative and jumped through the hole in attempt to see and build on the another side.
Oct 12, 2019Posted in: Discussion
1. I summoned a wither in creative, after the update it was added in, just remember it was before Winter Skeletons, so it was only way to slay a wither.
So much I hate being blown uip by a creeper, I decided that a wither is just too much of insane to recreate it for a while.
Oct 11, 2019antibrint posted a message on Villager can get a job from a lectern that villager is using as its workbench.Posted in: Survival Mode
If you haven't traded with him, just break the neighbouring lecterns and he would find his currect work station, if you want to change his profession, but it can be that his neighbour had taken his work station too(particular with same profession). The problems is that there is a bug and villagers random lose interest in their work station and using their neighbours. The only way to solve it, is to either freerange the villagers on carpet over their work stations, or simply make a way that they can't access other villagers', with same profession, workstations.
Oct 11, 2019antibrint posted a message on What is the highest XP level you have gotten legit in vanilla minecraft in survival?Posted in: Survival Mode
135. I didn't knew how to enchant at the time, or maybe I did, but didn't have ressources for it.
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