That's right - I found a Mushroom Island, and probably the only person to ever find one by, you guessed it, caving... that also explains why I was encountering so few mobs lately; I never really gave it a thought since the map appears to show some treeless biome, not much different from the Extreme Hills to the west (where my current base is); I'd think that mycelium and red mushrooms would show up as different colors, perhaps that is the case in 1.7 and later; similarly, hardened clay is gray since there is no color for it.
I took some mycelium, and am thinking of taking a couple Mooshrooms back to my main base, although that looks rather time-consuming, but it appears that you can use leads in a boat.
Also, this "island" appears to be part of a "mini-continent" created with my mod (there is nothing whatsoever where it is in vanilla, just ocean), which increases the number of islands in the ocean by making Mushroom Islands 15 times more common, then 14/15 islands have their biomes changed to other biomes (leaving the frequency of actual Mushroom Islands the same; I also spiced up Mushroom Islands a bit by generating more small red mushrooms, instead of just brown ones); the island I'm on also has (at least) a swamp, forest, and a tropical swamp biome, the last which is a biome that I added, with mostly flat land riddled with numerous shallow water lakes and a moderate number of swamp and small jungle trees, as seen here:
(this is where I came to the surface after digging a staircase up, about 50 blocks east of the Mushroom Island)
Conversely, I reduced the height variation of oceans to reduce the amount of land that reached above sea level, thus "Survival Island" seeds are pretty much broken; you'll most likely spawn on one of the islands I added, which are also larger than the small islands 1.7 adds to oceans.
Also, while they are the rarest vanilla biome (probably also in 1.7+, excluding sub-biomes like Jungle Edge M) one of the biomes I added is even rarer, a volcanic wasteland, which is what is sounds like, a mountainous biome with lots of lava, both at the surface and underground, no water at all (including underground lakes and springs, only rivers), and extra ores (mesa biomes also share this distinction, if only for iron ore, which appears above sea level inside the hardened clay).
Not only that, I saw this shortly before I dug to the surface to return after running out of wood for torches (it looks like a pretty big ravine as well)...
Also, note that it is holding an enchanted iron axe; they can also have other weapons as seen here:
This is much more frequent than diamond armor, one in every 125 zombies (an overall chance of 4% on Normal difficulty, compared to a measly 1% in vanilla, which is also the same as Easy; Hard is 5%, 6% in my mod, while Easy is 2%; 20% of their tools (25% chance each of swords, axes, pickaxes and shovels, compared to 1/3 swords and 2/3 shovels in vanilla) are diamond), although it is by no means an efficient way to get diamond tools, I'd say that their drops provide one percent of the diamonds I use (averaging one drop every 1470 zombies, and usually with low durability), with axes being the exception due to their very low usage.
Another thing I though to note is that some people complain that "x-hills" (Forest Hills, etc) biomes reduce the variety of terrain by forcing hills and mountains, which is not true; they simply amplify underlying variations in height, which can be seen in the Extreme Hills biome my current base is in (vanilla generation):
The lakes seen hare are not ponds ("water lakes") - that's below sea level terrain in the middle of an Extreme Hills biome:
From the other side (I was on the mountain on the left):
(note though that in 1.7 Extreme Hills are forced, as they lifted up the "base" height and reduced the height variation; a more extreme example of this is Savanna Plateau; also similar to Jungle Hills in 1.6.4, for which I reduced the base height by half and increased the variation by twofold)
On another note, this is a beach along the mini-continent with the Mushroom Island (next to a forest); you might say that these have rather too little variation (25% of 4x4 chunk areas can have palm trees, which come in four types); as in Beta the sand also always only goes up two layers from sea level (replaced with grass and dirt when above, except if next to a desert), although not so consistently:
Also, here is a list of biomes I've found so far (discounting the common vanilla biomes; plains, forest, jungle, desert, taiga, swampland, extreme hills; five of these are visible from spawn), in the order which I found them, and ones I haven't found yet:
Biomes found so far:
1. Bushlands
2. Mixed Forest
3. Mega Tree Plains
4. Spruce Hills (technical biome in #3)
5. Mega Forest
6. Tropical Swamp
7. Birch Forest
8. Winter Forest
9. Lake (both as a technical biome and its own full-size biome)
10. Mountainous Desert
11. Big Oak Forest
12. Palm Beach (not its own biome; beaches have a 25% chance of palm trees per 4x4 chunk region, similar to slime chunks)
13. Mesa
14. Mushroom Island (vanilla)
Biomes not found yet:
1. Mega Taiga
2. Volcanic Wasteland
3. Forest Mountains
4. Ice Hills (see Ice Plains, which this is a technical biome in)
5. Hilly Plains
6. Taiga (snow-free with the vanilla taiga renamed to Winter Taiga)
7. Ice Plains (vanilla)
Every time I look at one of your posts I can't help but read it because of how interesting it is. Bravo in finding that Mushroom Biome! You are what every Minecrafter dreams to be ;-;
I've often noted how long I've been playing this world for, including using statistics and MCEdit to get an estimate of the time (though these are based on the total world time, not the day time, which advances faster if you sleep); I added a display of days to my mod's inventory display so now I can see exactly how many days have passed in real-time - which is quite a lot:
3,593 days, or 9.84 years...
This also leads me to wonder if anybody else has a world that has been played on for so long; I've seen people say they have spent 700 days, etc but never this much, and some people have been playing on the same world since Alpha (4+ years) but that doesn't tell you much about the actual time they've spent on it, and many people usually have several worlds (I've had several myself, generally only playing on one at a time, no alternating between worlds from day to day).
I added a display of days to my mod's inventory display so now I can see exactly how many days have passed in real-time
This has also been added to vanilla, just FYI. It's in the F3 debug screen. It's next to the Local Difficulty. I've played on that map for 618 days in the nearly 3 months I've had it apparently.
I'm not sure that's a real accurate measure of anything anyway though. Sometimes I leave my minecraft on for hours while I'm afk. People also spend quite a bit of time afk in front of mob farms that will skew their numbers quite a bit from actual play time.
I'm more impressed by what people actually do with the time. Whether it's some mega build, or the amount of ore you've collected yourself.
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Quote from Swingerzetta »
This forum has made me decide that I now want kids, so that when they get old enough, I can forbid them from coming here. it's a terrible place.
You should add an auto chicken farm so you don't have to eat potatoes.
The problem is, those only work when the chunks are loaded - and I travel unimaginable distances while caving; to give you some perspective, here are renderings of the area I've recently been exploring with areas marked (click to enlarge), which as noted covers an area well over a thousand blocks across - and is but a small fraction of the entire world, over 5,000 blocks long; I've been up to 3,000 blocks away from my main base, which is at spawn (so an automated farm would always work):
It also takes hardly any time at all to harvest a week's worth of daily playing of food, especially since I use Fortune III to harvest them, netting three potatoes per crop (three stacks from an 8x8 farm), and while it takes time for them to grow I spend enough time at my bases so that they are fully grown by the time I need more (where "need" really just means I have enough space freed, as I fill an entire row in a chest with them, harvesting when there are enough empty slots).
This is also why I find the changes to repairing in 1.8 to be a deal-breaker, just because you are forced to regularly enchant new items; I'd literally have to carry around an enchanting setup, sacrificing much of my Ender chest, just so I wouldn't need to run back home all the time.
Even in cases where they might be useful, such as making an XP farm, I find it easy enough to just mine quartz in the Nether, and since I only do this one time (quartz isn't renewable) and afterwards I get all the XP I need (and much more) from regular gameplay I don't see any point in building an XP farm. For example, I reached 60 levels before I spent 27 to repair my boots as shown here:
The amazing thing is that I could have fully repaired my pickaxe (33 levels) as well, without getting any additional XP; I could have also used three diamonds instead for a lower cost per durability point restored and fewer repairs (and anvils over the long run; I've made 36 so far, breaking 34, which is around 850 uses) but I just repair most of my items, except for my pickaxe and shears, 50% at a time. In 1.8 it is much cheaper to repair most enchanted items; my sword can only be repaired 50% at a time but you can fully repair anything in 1.8, costing far less XP for every repair except for the last one, and only slightly more then; each repair gives back about 15,600 XP at 5 XP per mob (in practice, closer to 6 due to equipment drops adding 1-3 per piece), even the 7,800 I get is over 6 times the repair cost (assuming I repaired it when I had 35 levels; the costs in 1.8 are also such that you'd be able to enchant 50 times (going from level 27-30) before it breaks after the final repair (47 if you started from 0 levels the first time) using XP from regular mob kills).
This has also been added to vanilla, just FYI. It's in the F3 debug screen. It's next to the Local Difficulty. I've played on that map for 618 days in the nearly 3 months I've had it apparently.
I'm not sure that's a real accurate measure of anything anyway though. Sometimes I leave my minecraft on for hours while I'm afk. People also spend quite a bit of time afk in front of mob farms that will skew their numbers quite a bit from actual play time.
I'm more impressed by what people actually do with the time. Whether it's some mega build, or the amount of ore you've collected yourself.
I know about the 1.8 feature, but I'm still playing in 1.6.4, and probably will be for a long time; I don't really see anything in newer versions that would make me want to play them, plus changes made in them are deal-breakers so I'd never play them without modding them (particularly the changes in 1.7 that makes it impossible to explore underground as I have in this world, and when I can explore even one of the much larger cave systems in 1.6.4 in a few hours the ones in 1.7+ are ridiculously small). Plus, of course, the performance issues - I certainly don't want to play in a version that makes me have to run at minimal settings, never mind I might as well be on Peaceful, as I noted here, due to a bug (ironically, a failed attempt to improve performance - the real question is why do I not get server lag in 1.6.4, which always loads 441 chunks (view distance 10), compared to extreme lag, even when standing still, and a server tick time that is 10 times longer, with the same settings (render distance 10) on 1.8?).
Also, I particularly don't like seeing chunk walls due to changed world generation, which means that I'd pretty much mod the 1.6.4 world generator into 1.8+ if/when I ever play on that version; I did add in new biomes and other things but I did so in a way that the basic biome layout (as seen in vanilla 1.6.4) remains exactly the same, and new biomes, with a few exceptions, only replace similar vanilla biomes; you won't notice if a forest transitions to a birch forest along an unnaturally straight chunk border unless you look for it. The exceptions were moved around to ensure that none generated next to new chunks. I also increased height variation in two steps for similar reasons, and have moved thousands of dirt blocks to smooth them over (part of the reason I did it in two steps is so I only need to mine grass and dirt in most cases). I even avoided adding in new blocks and items for most of the stuff; all of the trees I added reuse the vanilla wood types and I made them only growable in certain biomes in some cases to reuse saplings; the only block or item I added is a "diamond ender chest", for transporting an additional double chest of items back to my main base per trip back, doubling the time I can spend before doing so.
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Question, would the old anvil machanics mod you made stop my problem of trying to repair some of my tools but it say's it is too expensive, would it stop that from happening?
Thanks,
Hgsc45
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If you say plz because it's shorter than please, then I will say no because it is shorter than yes
Question, would the old anvil machanics mod you made stop my problem of trying to repair some of my tools but it say's it is too expensive, would it stop that from happening?
Thanks,
Hgsc45
You'd be hit by the huge prior work penalty for existing tools; when they become too expensive in 1.8 the prior work penalty has reached 63 levels, far beyond the limit, plus my mod adds on the full costs for enchantments and durability; for example, an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to repair with a new pickaxe (5 levels for Efficiency V, 6 levels for Unbreaking III, 3 levels for 2 enchantments, 2 levels for the prior work penalty, and 17 levels for a new diamond tool; by comparison, the last cost is only 2 levels for iron tools; or if you used individual diamonds the cost per diamond would be the number of enchantments plus three).
In fact, this means that even items with several repairs left would be too expensive under the old system; for example, after four repairs the prior work penalty is 15 levels and adding this to the other costs above would mean a repair cost of 46 levels (the effect of renaming only takes effect after you do something with it in the anvil; you could use a single diamond to repair it for 34 levels, even less if you have a nearly broken unenchanted tool, and reduce the cost). It is also very easy to make items that are impossible to ever repair due to the costs for enchantments; generally 2 is the limit for repairing with new items (most efficient in terms of XP and materials if the item takes less than 4 units to make) and 3 for repairing with individual units (most material efficient for armor, aside from boots, as each unit always restores 25% durability, also good for repairing items as I do, rather than when they are about to break, thus not having to worry about durability).
Be aware also that it costs more to level up in 1.8; for example, prior to 1.8 33 levels is 1032 XP while in 1.8 it costs 1758 XP (equivalent to 40 levels pre-1.8); this may not be an issue depending on how you use the tool (for example, I average around 1 XP per block mined when caving, so I get over 6000 XP per repair, not counting XP from mobs; on the other hand, I used to use an Efficiency V, Fortune III, Unbreaking III diamond pickaxe for all mining, even on non-Fortune affected blocks, which costs 37 levels, 1406 XP, to repair with one diamond, restoring 1560 uses - in 1.8 this would require 2368 XP, making it unsustainable, possibly even including XP from mobs, as I'd also spend more on other gear; as I recall, I'd reach the low 40 levels, perhaps 2000 XP, before repairing it then, and I often delayed repairs since I didn't have enough XP after repairing something else, but since I repaired it 25% at a time and kept durability high that wasn't a problem).
Note also that renaming costs as much as it did back then (7 levels plus the base cost) as well since I just copied over the old code (see the Wiki for the full details of pre-1.8 anvil mechanics; Depth Strider isn't mentioned but from testing it appears to have the same cost as Looting or Fortune, 4 levels per enchantment level, 12 for Depth Strider III, 19 for repairing diamond boots with new boots).
Also, I thought I'd note that there are instances where you can use tools "forever" in 1.8; blocks that instantly break by hand don't take durability (except for using shears on tall grass), so my use of a Fortune III pickaxe to harvest potatoes means it will last forever, even if it were gold (a practical use, though many people would rather have an iron or diamond pickaxe since it can be used on ore); and shears with Silk Touch can harvest most blocks that require Silk Touch to drop themselves without losing durability.
The problem is, those only work when the chunks are loaded
Correct me if I'm wrong, but I believe spawn chunks are always loaded. Just put one there, and the amount of food you'll get will be exponentially larger than the potato farm.
Also, you ought to give 1.8 a try. Many exciting things have happened since 1.6.4 and I think you would really enjoy some of the changes even though you dislike the new repairing system. One thing that I really dislike about older versions of minecraft is the missing sprint key. Pressing shift to print has become an essential part of my gameplay and it's something that pre-1.7 lacks. Also, I really like the new 1.8 enchanting table. Now I don't have to go from 30 to 0 on a blind enchant that might suck. I never really used an anvil before 1.8 so I can't comment on those changes, but I think that the ease in getting specific enchants defeats the fact that you have a finite amount of repairs.
I know about the 1.8 feature, but I'm still playing in 1.6.4, and probably will be for a long time; I don't really see anything in newer versions that would make me want to play them
I think things like banners and armor stands are fantastic improvements that I'd miss if I retro-graded(despite not really using them yet, I have plans!). 1.9 will also bring pressed dirt, something I've been waiting years for to make parks and forest trails...
Plus, of course, the performance issues - I certainly don't want to play in a version that makes me have to run at minimal settings, never mind I might as well be on Peaceful, as I noted here, due to a bug
Strange. I run 1.8.3 at a consistent 70 FPS with a 20-24 chunk render distance... That sounds like a server issue. Multiplayer has always had serious stability and performance issues. Mojang does not develop the game for a multiplayer platform, 4J will though if you want to pay for Xbox live.
This is why multiplayer still does not have any kind of control software like bukkit/worldguard from Mojang, which is essentially required software to run a decent server. Depending who you believe, they also actively shut down bukkit, creating the term "bukkitgate".
I think their lack of multiplayer support is actually one of the great follies in the development of minecraft myself.
but I think that the ease in getting specific enchants defeats the fact that you have a finite amount of repairs.
I agree. Instead of having to spend hundreds of levels and waiting a year to randomly get a silk touch pick by the luck of the gods, I have 4-5 different silk touch picks in 3 months of playing on the new system...
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Quote from Swingerzetta »
This forum has made me decide that I now want kids, so that when they get old enough, I can forbid them from coming here. it's a terrible place.
Correct me if I'm wrong, but I believe spawn chunks are always loaded. Just put one there, and the amount of food you'll get will be exponentially larger than the potato farm.
Also, you ought to give 1.8 a try. Many exciting things have happened since 1.6.4 and I think you would really enjoy some of the changes even though you dislike the new repairing system. One thing that I really dislike about older versions of minecraft is the missing sprint key. Pressing shift to print has become an essential part of my gameplay and it's something that pre-1.7 lacks. Also, I really like the new 1.8 enchanting table. Now I don't have to go from 30 to 0 on a blind enchant that might suck. I never really used an anvil before 1.8 so I can't comment on those changes, but I think that the ease in getting specific enchants defeats the fact that you have a finite amount of repairs.
I mentioned spawn chunks - but why should I travel three thousand blocks just to get more food? As I said, it is pointless when, without traveling, I can take a minute to get a week's worth of food, which grows in the time I spend at my bases - I literally spend only about 0.07% of the time I play to get food.
The main issue with 1.8 (and 1.7) is not the repairing, it is this, which is pretty obvious given my playstyle:
(my first post ever on this forum was made in that thread, detailing exactly how they changed caves; abandoned mineshafts were also made 2.5 times less common, though ravines were unchanged. Also, you can look here to see how truly enormous cave systems can get in 1.6.4 and earlier; here is a map I once made of my world for comparison)
In any case, it is easy to revert both changes, even the caves without waiting for MCP to update (I've even modded snapshots, this is how I found the exact changes they made before 1.7 was released); actually, I've modded even 1.6.4 to get a larger variation in the size of caves and ravines; here is a comparison I made of the width of caves; I also actually reduced the frequency of mineshafts to similar levels to 1.7+, by making them less likely to generate in areas of high cave density and not overlap each other, I still find them quite often though; they become less common within 1280 blocks of the origin so you may not think they are that common if you stay near the origin. On average, 1.6.4 has a cave every 2.2 chunks, a large cave system every 120 chunks, a mineshaft every 100 chunks, and a ravine every 50 chunks (caves aren't actually that much rarer in 1.7, with one cave every 2.9 chunks; rather, they are more spread out with more but much smaller cave systems and less open areas between them, which ironically worsens the problem of caves being too frequent for some people).
(it is also ironic that you can change the frequency of structures in Superflat but not in Customized, other than yes/no; it would be easy to add this, which I actually did myself, and would have released it as a mod if MCP didn't have some problem reobfuscating the code)
Also, regarding performance issues, my computer doesn't meet the minimum requirements as of 1.8, after they were significantly increased; you can compare the current system requirements to the system requirements as of 1.6, which are so much lower that the recommended GPU for 1.6 fails to meet the minimum for 1.8 (my GPU is between these); my computer meets all of the recommended requirements for 1.6 except for RAM (but 3 GB of RAM is more than enough given that I can run the game with Firefox open and still have 1 GB free). Even 1.7 has a strange issue with FPS; not lag per se but an odd issue where every 10th frame takes much longer to render or something (FPS is halved when it is occurring, it may still be 50-60 but looks more like 5-6 due to the spikes; I can sometimes make it stop by letting the game run unfocused for a while, no idea why, it isn't JVM "warmup" or it would occur while playing); this also occurs in 1.8 and always occurs every 10 frames regardless of settings (in-game, GPU control panel, a recent driver update, Optifine, etc).
Also, regarding performance issues, my computer doesn't meet the minimum requirements as of 1.8, after they were significantly increased
There's your problem. If you're running minimum requirements, expect performance issues. Don't expect Mojang to limit development because your computer isn't keeping up with their development, they will continue to increase the requirements as the game is further developed.
My computer can't play Crysis 3 all that well because of their new engine, but runs Crysis 2 fine. I'd expect that if I really wanted to play Crysis 3 without performance issues, I'll need a better computer. It seems you're in a similar situation.
I didn't even know they changed the minimum requirements as my computers have always been above the recommended requirements, as a result I've never had performance issues in SSP since release(beta was a different story before Anvil and such). I do find it absolutely hilarious that they added this to the current system requirements though.
Minecraft will not run on a toaster (despite some actually using Java), your car (feel free to prove us wrong, though), or a Chromebook.
Also, the guy having your "strange issue" noted that he was running a server. He could've been running Hamachi on his i5, I wouldn't be surprised if he had performance issues.
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Quote from Swingerzetta »
This forum has made me decide that I now want kids, so that when they get old enough, I can forbid them from coming here. it's a terrible place.
Also, as mentioned earlier I brought a couple Mooshrooms back to my main base:
Crossing the ocean was actually the easiest part; to get them back to my main base I walked back over land, a distance of about 2,500 blocks, sleeping in a bed a couple times to pass the night (the return trip was much faster).
Otherwise, I've been filling in unexplored areas between the areas I explored before, by going back to previously marked return points and looking for unexplored caves along the edges of the previously explored areas; by doing this I found a significant area of caves and ravines, as well as another cave system just to the east of my current base:
(note the blue line; the top map, taken from the one in this post, cuts off at that point so any caves south of that point weren't necessarily explored since then, though it does appear that I explored the lower levels of a cave system I'd previously only explored in the upper levels. Also, this includes some of the few remaining unexplored caves in "old" chunks, generated in vanilla 1.6.4 or earlier, as evidenced by the areas of sand, which caved in from the seafloor above; this no longer happens in new chunks (as seen in the line of caves across the top) because I modded sand patches to place sandstone over air, with the rare exception of when gravel generates in stone between sand and air and falls).
This included a particularly long play session, which also demonstrates how valuable Ender chests are to me, as otherwise I'd have had to return multiple times, or have to make very frequent stops to smelt ores for more room, instead of allocating most of my inventory for raw resources:
unless you are playing strictly for yourself no cheats, you could do /setworldspawn to set those chunks the "spawn" chunks, therefore keeping your base's chunks loaded
This is beyond impressive for me, as I usually start a number of survival worlds with a bunch of different niches, and most of them don't really go anywhere, while the others I build three or four impressive things, take photos of them, and drop the world over time. The fact that you've continued on for so long on a world like this is stunning and awesome.
Hey look, lava and water lakes together... k
You will not believe what I found today:
That's right - I found a Mushroom Island, and probably the only person to ever find one by, you guessed it, caving... that also explains why I was encountering so few mobs lately; I never really gave it a thought since the map appears to show some treeless biome, not much different from the Extreme Hills to the west (where my current base is); I'd think that mycelium and red mushrooms would show up as different colors, perhaps that is the case in 1.7 and later; similarly, hardened clay is gray since there is no color for it.
I took some mycelium, and am thinking of taking a couple Mooshrooms back to my main base, although that looks rather time-consuming, but it appears that you can use leads in a boat.
Also, this "island" appears to be part of a "mini-continent" created with my mod (there is nothing whatsoever where it is in vanilla, just ocean), which increases the number of islands in the ocean by making Mushroom Islands 15 times more common, then 14/15 islands have their biomes changed to other biomes (leaving the frequency of actual Mushroom Islands the same; I also spiced up Mushroom Islands a bit by generating more small red mushrooms, instead of just brown ones); the island I'm on also has (at least) a swamp, forest, and a tropical swamp biome, the last which is a biome that I added, with mostly flat land riddled with numerous shallow water lakes and a moderate number of swamp and small jungle trees, as seen here:
Conversely, I reduced the height variation of oceans to reduce the amount of land that reached above sea level, thus "Survival Island" seeds are pretty much broken; you'll most likely spawn on one of the islands I added, which are also larger than the small islands 1.7 adds to oceans.
Also, while they are the rarest vanilla biome (probably also in 1.7+, excluding sub-biomes like Jungle Edge M) one of the biomes I added is even rarer, a volcanic wasteland, which is what is sounds like, a mountainous biome with lots of lava, both at the surface and underground, no water at all (including underground lakes and springs, only rivers), and extra ores (mesa biomes also share this distinction, if only for iron ore, which appears above sea level inside the hardened clay).
Not only that, I saw this shortly before I dug to the surface to return after running out of wood for torches (it looks like a pretty big ravine as well)...
Also, note that it is holding an enchanted iron axe; they can also have other weapons as seen here:
This is much more frequent than diamond armor, one in every 125 zombies (an overall chance of 4% on Normal difficulty, compared to a measly 1% in vanilla, which is also the same as Easy; Hard is 5%, 6% in my mod, while Easy is 2%; 20% of their tools (25% chance each of swords, axes, pickaxes and shovels, compared to 1/3 swords and 2/3 shovels in vanilla) are diamond), although it is by no means an efficient way to get diamond tools, I'd say that their drops provide one percent of the diamonds I use (averaging one drop every 1470 zombies, and usually with low durability), with axes being the exception due to their very low usage.
Another thing I though to note is that some people complain that "x-hills" (Forest Hills, etc) biomes reduce the variety of terrain by forcing hills and mountains, which is not true; they simply amplify underlying variations in height, which can be seen in the Extreme Hills biome my current base is in (vanilla generation):
From the other side (I was on the mountain on the left):
(note though that in 1.7 Extreme Hills are forced, as they lifted up the "base" height and reduced the height variation; a more extreme example of this is Savanna Plateau; also similar to Jungle Hills in 1.6.4, for which I reduced the base height by half and increased the variation by twofold)
On another note, this is a beach along the mini-continent with the Mushroom Island (next to a forest); you might say that these have rather too little variation (25% of 4x4 chunk areas can have palm trees, which come in four types); as in Beta the sand also always only goes up two layers from sea level (replaced with grass and dirt when above, except if next to a desert), although not so consistently:
Also, here is a list of biomes I've found so far (discounting the common vanilla biomes; plains, forest, jungle, desert, taiga, swampland, extreme hills; five of these are visible from spawn), in the order which I found them, and ones I haven't found yet:
Biomes found so far:
1. Bushlands
2. Mixed Forest
3. Mega Tree Plains
4. Spruce Hills (technical biome in #3)
5. Mega Forest
6. Tropical Swamp
7. Birch Forest
8. Winter Forest
9. Lake (both as a technical biome and its own full-size biome)
10. Mountainous Desert
11. Big Oak Forest
12. Palm Beach (not its own biome; beaches have a 25% chance of palm trees per 4x4 chunk region, similar to slime chunks)
13. Mesa
14. Mushroom Island (vanilla)
Biomes not found yet:
1. Mega Taiga
2. Volcanic Wasteland
3. Forest Mountains
4. Ice Hills (see Ice Plains, which this is a technical biome in)
5. Hilly Plains
6. Taiga (snow-free with the vanilla taiga renamed to Winter Taiga)
7. Ice Plains (vanilla)
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?
Every time I look at one of your posts I can't help but read it because of how interesting it is. Bravo in finding that Mushroom Biome! You are what every Minecrafter dreams to be ;-;
artist, writer, content producer.
I've often noted how long I've been playing this world for, including using statistics and MCEdit to get an estimate of the time (though these are based on the total world time, not the day time, which advances faster if you sleep); I added a display of days to my mod's inventory display so now I can see exactly how many days have passed in real-time - which is quite a lot:
3,593 days, or 9.84 years...
This also leads me to wonder if anybody else has a world that has been played on for so long; I've seen people say they have spent 700 days, etc but never this much, and some people have been playing on the same world since Alpha (4+ years) but that doesn't tell you much about the actual time they've spent on it, and many people usually have several worlds (I've had several myself, generally only playing on one at a time, no alternating between worlds from day to day).
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?
You should add an auto chicken farm so you don't have to eat potatoes.
This has also been added to vanilla, just FYI. It's in the F3 debug screen. It's next to the Local Difficulty. I've played on that map for 618 days in the nearly 3 months I've had it apparently.
I'm not sure that's a real accurate measure of anything anyway though. Sometimes I leave my minecraft on for hours while I'm afk. People also spend quite a bit of time afk in front of mob farms that will skew their numbers quite a bit from actual play time.
I'm more impressed by what people actually do with the time. Whether it's some mega build, or the amount of ore you've collected yourself.
The BEST way to mine diamond, layer 12 and you.
The problem is, those only work when the chunks are loaded - and I travel unimaginable distances while caving; to give you some perspective, here are renderings of the area I've recently been exploring with areas marked (click to enlarge), which as noted covers an area well over a thousand blocks across - and is but a small fraction of the entire world, over 5,000 blocks long; I've been up to 3,000 blocks away from my main base, which is at spawn (so an automated farm would always work):
It also takes hardly any time at all to harvest a week's worth of daily playing of food, especially since I use Fortune III to harvest them, netting three potatoes per crop (three stacks from an 8x8 farm), and while it takes time for them to grow I spend enough time at my bases so that they are fully grown by the time I need more (where "need" really just means I have enough space freed, as I fill an entire row in a chest with them, harvesting when there are enough empty slots).
This is also why I find the changes to repairing in 1.8 to be a deal-breaker, just because you are forced to regularly enchant new items; I'd literally have to carry around an enchanting setup, sacrificing much of my Ender chest, just so I wouldn't need to run back home all the time.
Even in cases where they might be useful, such as making an XP farm, I find it easy enough to just mine quartz in the Nether, and since I only do this one time (quartz isn't renewable) and afterwards I get all the XP I need (and much more) from regular gameplay I don't see any point in building an XP farm. For example, I reached 60 levels before I spent 27 to repair my boots as shown here:
The amazing thing is that I could have fully repaired my pickaxe (33 levels) as well, without getting any additional XP; I could have also used three diamonds instead for a lower cost per durability point restored and fewer repairs (and anvils over the long run; I've made 36 so far, breaking 34, which is around 850 uses) but I just repair most of my items, except for my pickaxe and shears, 50% at a time. In 1.8 it is much cheaper to repair most enchanted items; my sword can only be repaired 50% at a time but you can fully repair anything in 1.8, costing far less XP for every repair except for the last one, and only slightly more then; each repair gives back about 15,600 XP at 5 XP per mob (in practice, closer to 6 due to equipment drops adding 1-3 per piece), even the 7,800 I get is over 6 times the repair cost (assuming I repaired it when I had 35 levels; the costs in 1.8 are also such that you'd be able to enchant 50 times (going from level 27-30) before it breaks after the final repair (47 if you started from 0 levels the first time) using XP from regular mob kills).
I know about the 1.8 feature, but I'm still playing in 1.6.4, and probably will be for a long time; I don't really see anything in newer versions that would make me want to play them, plus changes made in them are deal-breakers so I'd never play them without modding them (particularly the changes in 1.7 that makes it impossible to explore underground as I have in this world, and when I can explore even one of the much larger cave systems in 1.6.4 in a few hours the ones in 1.7+ are ridiculously small). Plus, of course, the performance issues - I certainly don't want to play in a version that makes me have to run at minimal settings, never mind I might as well be on Peaceful, as I noted here, due to a bug (ironically, a failed attempt to improve performance - the real question is why do I not get server lag in 1.6.4, which always loads 441 chunks (view distance 10), compared to extreme lag, even when standing still, and a server tick time that is 10 times longer, with the same settings (render distance 10) on 1.8?).
Also, I particularly don't like seeing chunk walls due to changed world generation, which means that I'd pretty much mod the 1.6.4 world generator into 1.8+ if/when I ever play on that version; I did add in new biomes and other things but I did so in a way that the basic biome layout (as seen in vanilla 1.6.4) remains exactly the same, and new biomes, with a few exceptions, only replace similar vanilla biomes; you won't notice if a forest transitions to a birch forest along an unnaturally straight chunk border unless you look for it. The exceptions were moved around to ensure that none generated next to new chunks. I also increased height variation in two steps for similar reasons, and have moved thousands of dirt blocks to smooth them over (part of the reason I did it in two steps is so I only need to mine grass and dirt in most cases). I even avoided adding in new blocks and items for most of the stuff; all of the trees I added reuse the vanilla wood types and I made them only growable in certain biomes in some cases to reuse saplings; the only block or item I added is a "diamond ender chest", for transporting an additional double chest of items back to my main base per trip back, doubling the time I can spend before doing so.
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?
Question, would the old anvil machanics mod you made stop my problem of trying to repair some of my tools but it say's it is too expensive, would it stop that from happening?
Thanks,
Hgsc45
If you say plz because it's shorter than please, then I will say no because it is shorter than yes
You'd be hit by the huge prior work penalty for existing tools; when they become too expensive in 1.8 the prior work penalty has reached 63 levels, far beyond the limit, plus my mod adds on the full costs for enchantments and durability; for example, an Efficiency V, Unbreaking III diamond pickaxe costs 33 levels to repair with a new pickaxe (5 levels for Efficiency V, 6 levels for Unbreaking III, 3 levels for 2 enchantments, 2 levels for the prior work penalty, and 17 levels for a new diamond tool; by comparison, the last cost is only 2 levels for iron tools; or if you used individual diamonds the cost per diamond would be the number of enchantments plus three).
In fact, this means that even items with several repairs left would be too expensive under the old system; for example, after four repairs the prior work penalty is 15 levels and adding this to the other costs above would mean a repair cost of 46 levels (the effect of renaming only takes effect after you do something with it in the anvil; you could use a single diamond to repair it for 34 levels, even less if you have a nearly broken unenchanted tool, and reduce the cost). It is also very easy to make items that are impossible to ever repair due to the costs for enchantments; generally 2 is the limit for repairing with new items (most efficient in terms of XP and materials if the item takes less than 4 units to make) and 3 for repairing with individual units (most material efficient for armor, aside from boots, as each unit always restores 25% durability, also good for repairing items as I do, rather than when they are about to break, thus not having to worry about durability).
Be aware also that it costs more to level up in 1.8; for example, prior to 1.8 33 levels is 1032 XP while in 1.8 it costs 1758 XP (equivalent to 40 levels pre-1.8); this may not be an issue depending on how you use the tool (for example, I average around 1 XP per block mined when caving, so I get over 6000 XP per repair, not counting XP from mobs; on the other hand, I used to use an Efficiency V, Fortune III, Unbreaking III diamond pickaxe for all mining, even on non-Fortune affected blocks, which costs 37 levels, 1406 XP, to repair with one diamond, restoring 1560 uses - in 1.8 this would require 2368 XP, making it unsustainable, possibly even including XP from mobs, as I'd also spend more on other gear; as I recall, I'd reach the low 40 levels, perhaps 2000 XP, before repairing it then, and I often delayed repairs since I didn't have enough XP after repairing something else, but since I repaired it 25% at a time and kept durability high that wasn't a problem).
Note also that renaming costs as much as it did back then (7 levels plus the base cost) as well since I just copied over the old code (see the Wiki for the full details of pre-1.8 anvil mechanics; Depth Strider isn't mentioned but from testing it appears to have the same cost as Looting or Fortune, 4 levels per enchantment level, 12 for Depth Strider III, 19 for repairing diamond boots with new boots).
Also, I thought I'd note that there are instances where you can use tools "forever" in 1.8; blocks that instantly break by hand don't take durability (except for using shears on tall grass), so my use of a Fortune III pickaxe to harvest potatoes means it will last forever, even if it were gold (a practical use, though many people would rather have an iron or diamond pickaxe since it can be used on ore); and shears with Silk Touch can harvest most blocks that require Silk Touch to drop themselves without losing durability.
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?
Wow so much knowledge! Will be following this thread as it progresses
Your world are looks awesome! I am have a one house at the lake. I will put photo soon.
Also here is seed: -6661958854004833914
Correct me if I'm wrong, but I believe spawn chunks are always loaded. Just put one there, and the amount of food you'll get will be exponentially larger than the potato farm.
Also, you ought to give 1.8 a try. Many exciting things have happened since 1.6.4 and I think you would really enjoy some of the changes even though you dislike the new repairing system. One thing that I really dislike about older versions of minecraft is the missing sprint key. Pressing shift to print has become an essential part of my gameplay and it's something that pre-1.7 lacks. Also, I really like the new 1.8 enchanting table. Now I don't have to go from 30 to 0 on a blind enchant that might suck. I never really used an anvil before 1.8 so I can't comment on those changes, but I think that the ease in getting specific enchants defeats the fact that you have a finite amount of repairs.
I think things like banners and armor stands are fantastic improvements that I'd miss if I retro-graded(despite not really using them yet, I have plans!). 1.9 will also bring pressed dirt, something I've been waiting years for to make parks and forest trails...
Strange. I run 1.8.3 at a consistent 70 FPS with a 20-24 chunk render distance... That sounds like a server issue. Multiplayer has always had serious stability and performance issues. Mojang does not develop the game for a multiplayer platform, 4J will though if you want to pay for Xbox live.
This is why multiplayer still does not have any kind of control software like bukkit/worldguard from Mojang, which is essentially required software to run a decent server. Depending who you believe, they also actively shut down bukkit, creating the term "bukkitgate".
I think their lack of multiplayer support is actually one of the great follies in the development of minecraft myself.
I agree. Instead of having to spend hundreds of levels and waiting a year to randomly get a silk touch pick by the luck of the gods, I have 4-5 different silk touch picks in 3 months of playing on the new system...
The BEST way to mine diamond, layer 12 and you.
I mentioned spawn chunks - but why should I travel three thousand blocks just to get more food? As I said, it is pointless when, without traveling, I can take a minute to get a week's worth of food, which grows in the time I spend at my bases - I literally spend only about 0.07% of the time I play to get food.
The main issue with 1.8 (and 1.7) is not the repairing, it is this, which is pretty obvious given my playstyle:
It seems that the underground is no longer swiss cheese anymore.
(my first post ever on this forum was made in that thread, detailing exactly how they changed caves; abandoned mineshafts were also made 2.5 times less common, though ravines were unchanged. Also, you can look here to see how truly enormous cave systems can get in 1.6.4 and earlier; here is a map I once made of my world for comparison)
In any case, it is easy to revert both changes, even the caves without waiting for MCP to update (I've even modded snapshots, this is how I found the exact changes they made before 1.7 was released); actually, I've modded even 1.6.4 to get a larger variation in the size of caves and ravines; here is a comparison I made of the width of caves; I also actually reduced the frequency of mineshafts to similar levels to 1.7+, by making them less likely to generate in areas of high cave density and not overlap each other, I still find them quite often though; they become less common within 1280 blocks of the origin so you may not think they are that common if you stay near the origin. On average, 1.6.4 has a cave every 2.2 chunks, a large cave system every 120 chunks, a mineshaft every 100 chunks, and a ravine every 50 chunks (caves aren't actually that much rarer in 1.7, with one cave every 2.9 chunks; rather, they are more spread out with more but much smaller cave systems and less open areas between them, which ironically worsens the problem of caves being too frequent for some people).
(it is also ironic that you can change the frequency of structures in Superflat but not in Customized, other than yes/no; it would be easy to add this, which I actually did myself, and would have released it as a mod if MCP didn't have some problem reobfuscating the code)
Also, regarding performance issues, my computer doesn't meet the minimum requirements as of 1.8, after they were significantly increased; you can compare the current system requirements to the system requirements as of 1.6, which are so much lower that the recommended GPU for 1.6 fails to meet the minimum for 1.8 (my GPU is between these); my computer meets all of the recommended requirements for 1.6 except for RAM (but 3 GB of RAM is more than enough given that I can run the game with Firefox open and still have 1 GB free). Even 1.7 has a strange issue with FPS; not lag per se but an odd issue where every 10th frame takes much longer to render or something (FPS is halved when it is occurring, it may still be 50-60 but looks more like 5-6 due to the spikes; I can sometimes make it stop by letting the game run unfocused for a while, no idea why, it isn't JVM "warmup" or it would occur while playing); this also occurs in 1.8 and always occurs every 10 frames regardless of settings (in-game, GPU control panel, a recent driver update, Optifine, etc).
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?
There's your problem. If you're running minimum requirements, expect performance issues. Don't expect Mojang to limit development because your computer isn't keeping up with their development, they will continue to increase the requirements as the game is further developed.
My computer can't play Crysis 3 all that well because of their new engine, but runs Crysis 2 fine. I'd expect that if I really wanted to play Crysis 3 without performance issues, I'll need a better computer. It seems you're in a similar situation.
I didn't even know they changed the minimum requirements as my computers have always been above the recommended requirements, as a result I've never had performance issues in SSP since release(beta was a different story before Anvil and such). I do find it absolutely hilarious that they added this to the current system requirements though.
Also, the guy having your "strange issue" noted that he was running a server. He could've been running Hamachi on his i5, I wouldn't be surprised if he had performance issues.
The BEST way to mine diamond, layer 12 and you.
I just passed 3,650 days, 10 in-game years:
Also, as mentioned earlier I brought a couple Mooshrooms back to my main base:
Crossing the ocean was actually the easiest part; to get them back to my main base I walked back over land, a distance of about 2,500 blocks, sleeping in a bed a couple times to pass the night (the return trip was much faster).
Otherwise, I've been filling in unexplored areas between the areas I explored before, by going back to previously marked return points and looking for unexplored caves along the edges of the previously explored areas; by doing this I found a significant area of caves and ravines, as well as another cave system just to the east of my current base:
(note the blue line; the top map, taken from the one in this post, cuts off at that point so any caves south of that point weren't necessarily explored since then, though it does appear that I explored the lower levels of a cave system I'd previously only explored in the upper levels. Also, this includes some of the few remaining unexplored caves in "old" chunks, generated in vanilla 1.6.4 or earlier, as evidenced by the areas of sand, which caved in from the seafloor above; this no longer happens in new chunks (as seen in the line of caves across the top) because I modded sand patches to place sandstone over air, with the rare exception of when gravel generates in stone between sand and air and falls).
This included a particularly long play session, which also demonstrates how valuable Ender chests are to me, as otherwise I'd have had to return multiple times, or have to make very frequent stops to smelt ores for more room, instead of allocating most of my inventory for raw resources:
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?
unless you are playing strictly for yourself no cheats, you could do /setworldspawn to set those chunks the "spawn" chunks, therefore keeping your base's chunks loaded
actually, i have gotten a chromebook to run minecraft before by uploading linux onto it. the FPS was abot 20, but it ran
This is beyond impressive for me, as I usually start a number of survival worlds with a bunch of different niches, and most of them don't really go anywhere, while the others I build three or four impressive things, take photos of them, and drop the world over time. The fact that you've continued on for so long on a world like this is stunning and awesome.
Though your architecture is hideous.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
Woah!
You definatly put a lot of detail into this post
Cant wait to try this out
I agree, you deserve the username "TheMasterCaver"