If my math is correct (and warning, it's often not), that's an ore every less than ten seconds. What the...
(Hm... come mine for me please!?)
Not even every 5 seconds; (214.64 * 24 * 60 * 60) / 3830611 = 4.84, and that includes the time I didn't spend caving (even "caving sessions" aren't 100% pure caving as I make stops to smelt ores and trips back to a base, then there is the harvesting of materials for trading for emeralds and trips back to my main base to put everything away).
Not saying that you doubt that it is possible to mine at this rate, especially as a long-term average, but others have (a more recent example) and it is pretty easy to come at a guess as to how much one should be collecting; consider iron ore, which makes up about 0.6% of blocks, and my average walking speed of about 1.5 m/s; if you assume that the average cave tunnel is 4x4 blocks (most range from 3-9 blocks and smaller tunnels have more of a square than circular cross-section, mineshaft corridors are about 3x3 blocks) then I'm viewing 24 new blocks per second and 86400 per hour; times 0.6% and you get 518 iron, triple the actual average of 181, and I do walk down the same tunnel more than once and spend time walking outside of caving (e.g. trips to/from bases, which are walking over land and by boat over oceans) so this makes sense.
The ratio for coal, about 1% of blocks, is much lower, 864 vs 496, since I collect a lot more than a simple comparison of percentages would suggest due to the larger size of deposits (this is a big factor in the efficiency of branch-mining, as noted by the Wiki; "A significant portion of the efficiency comes from the size of an ore cluster", i.e. a single exposed ore may turn into many more once you mine the whole deposit. The exception is emerald since it generates as single blocks, contributing to its relative rarity).
I also once actually analyzed the amount of ore exposed and found on the order of 20,000 in just the spawn chunks alone (625 chunks, of which 576 are populated):
A larger-scale analysis found an average of 30 ore exposed per chunk; combined with an average of 3000 ore mined per play session you get about 100 chunks explored per session, which is close to the actual amount (I haven't measured exactly but I did see an increase of about 110 chunks per session over one period). I also should have gone further away from 0,0 (I filled in a map around that point) as mineshafts are more common further away, increasing exposure, as well as total resource blocks (rails and cobwebs, dungeons are also much more likely to generate for a given length of mineshaft corridor than caves due to their size and regular structure).
Also, I thought to point out some significant changes in the statistics since the last time I played - I traveled only 106.31 km by minecart, compared to 1448.31 km over the entire time before, averaging 454 and 1179 meters per day, and the latter was closer to 1700 meters near the end of the previous play period, illustrating the impact of using the Nether (the recent average is also inflated due to making a few more trips while completing the southeast map / 2048, 2048, which would amount to 25-30% of the total distance); of course, I also decided to add a feature from my mods, double chest sized ender chests, near the end of the previous period to help with this but even that only cut it down to 1200 meters per day (a return trip about once every 7 instead of 5 days; I completely fill my inventory and ender chest so I have 63-90 slots).
Conversely, I averaged far more than the long-term average by boat, about a third of the previous total and 287 meters per day, reflecting the much greater time spent exploring the ocean, which can also explain the increased number of mobs killed per day, up from 309 to 367 (this includes the chickens I kill to wear down sacrificial swords so I can use them in repairs, averaging around 20 per day, plus I recently needed some more to refresh the trades of the villager I brought back to my last base; I primarily traded wheat and wool with their final offer being chicken; ideally it would be one of the former, as with the villager I trade with at my main base).
It is also interesting to note that mob spawning in "world1 custom client" is nearly the same as in TMCW, including the reduced spawn range, from 128 to 96 blocks (enabling a minimum view distance of 8 instead of 10 to avoid MC-42053) and a slightly lower mob cap (60 vs 79 in vanilla, which still gives a higher density of mobs), and a reduced spawn rate per chunk (in sets of 25% of chunks, or 1/4 the rate per chunk), but not the split cave/surface caps (in TMCW there are always 60 mobs underground day and night, spawnable areas permitting, and 40-60 on the surface as the number underground decreases from 60-40 or less, thus the overall cap is effectively 100), and while oceans can simulate this, plus reducing the vertical space available, I only approached the average in TMCW (about 500 mobs per day) on several occasions; a lot of the difference is due to much larger open caves (I'm curious if the same thing happens in 1.18; large caves can have so many mobs I'm only able to run in and place a few torches before having to fight off a wave of mobs. I know that one difference is that zombies have a reduced sight range in 1.8 and later; it isn't even affected by (regional) difficulty in 1.6.4, and the number of zombies is far out of proportion on any given day, even more on peak days. The mob cap is also correctly set to 70 (older versions have an incorrect divisor in the formula so it ends up being 79).
Not even every 5 seconds; (214.64 * 24 * 60 * 60) / 3830611 = 4.84
Oh, I was trying to do it another way but I see my mistake anyway. I took the 866 per hour you listed and scaled down a factor of 10 twice, yet there's 60 minutes to an hour and 60 seconds to a minute, not 100. I don't know why I presumed a power of ten scale here...
Not even every 5 seconds; (214.64 * 24 * 60 * 60) / 3830611 = 4.84, and that includes the time I didn't spend caving (even "caving sessions" aren't 100% pure caving as I make stops to smelt ores and trips back to a base, then there is the harvesting of materials for trading for emeralds and trips back to my main base to put everything away).
Not saying that you doubt that it is possible to mine at this rate, especially as a long-term average, but others have (a more recent example) and it is pretty easy to come at a guess as to how much one should be collecting; consider iron ore, which makes up about 0.6% of blocks, and my average walking speed of about 1.5 m/s; if you assume that the average cave tunnel is 4x4 blocks (most range from 3-9 blocks and smaller tunnels have more of a square than circular cross-section, mineshaft corridors are about 3x3 blocks) then I'm viewing 24 new blocks per second and 86400 per hour; times 0.6% and you get 518 iron, triple the actual average of 181, and I do walk down the same tunnel more than once and spend time walking outside of caving (e.g. trips to/from bases, which are walking over land and by boat over oceans) so this makes sense.
The ratio for coal, about 1% of blocks, is much lower, 864 vs 496, since I collect a lot more than a simple comparison of percentages would suggest due to the larger size of deposits (this is a big factor in the efficiency of branch-mining, as noted by the Wiki; "A significant portion of the efficiency comes from the size of an ore cluster", i.e. a single exposed ore may turn into many more once you mine the whole deposit. The exception is emerald since it generates as single blocks, contributing to its relative rarity).
I also once actually analyzed the amount of ore exposed and found on the order of 20,000 in just the spawn chunks alone (625 chunks, of which 576 are populated):
How many ores do caves expose?
A larger-scale analysis found an average of 30 ore exposed per chunk; combined with an average of 3000 ore mined per play session you get about 100 chunks explored per session, which is close to the actual amount (I haven't measured exactly but I did see an increase of about 110 chunks per session over one period). I also should have gone further away from 0,0 (I filled in a map around that point) as mineshafts are more common further away, increasing exposure, as well as total resource blocks (rails and cobwebs, dungeons are also much more likely to generate for a given length of mineshaft corridor than caves due to their size and regular structure).
Also, I thought to point out some significant changes in the statistics since the last time I played - I traveled only 106.31 km by minecart, compared to 1448.31 km over the entire time before, averaging 454 and 1179 meters per day, and the latter was closer to 1700 meters near the end of the previous play period, illustrating the impact of using the Nether (the recent average is also inflated due to making a few more trips while completing the southeast map / 2048, 2048, which would amount to 25-30% of the total distance); of course, I also decided to add a feature from my mods, double chest sized ender chests, near the end of the previous period to help with this but even that only cut it down to 1200 meters per day (a return trip about once every 7 instead of 5 days; I completely fill my inventory and ender chest so I have 63-90 slots).
Conversely, I averaged far more than the long-term average by boat, about a third of the previous total and 287 meters per day, reflecting the much greater time spent exploring the ocean, which can also explain the increased number of mobs killed per day, up from 309 to 367 (this includes the chickens I kill to wear down sacrificial swords so I can use them in repairs, averaging around 20 per day, plus I recently needed some more to refresh the trades of the villager I brought back to my last base; I primarily traded wheat and wool with their final offer being chicken; ideally it would be one of the former, as with the villager I trade with at my main base).
It is also interesting to note that mob spawning in "world1 custom client" is nearly the same as in TMCW, including the reduced spawn range, from 128 to 96 blocks (enabling a minimum view distance of 8 instead of 10 to avoid MC-42053) and a slightly lower mob cap (60 vs 79 in vanilla, which still gives a higher density of mobs), and a reduced spawn rate per chunk (in sets of 25% of chunks, or 1/4 the rate per chunk), but not the split cave/surface caps (in TMCW there are always 60 mobs underground day and night, spawnable areas permitting, and 40-60 on the surface as the number underground decreases from 60-40 or less, thus the overall cap is effectively 100), and while oceans can simulate this, plus reducing the vertical space available, I only approached the average in TMCW (about 500 mobs per day) on several occasions; a lot of the difference is due to much larger open caves (I'm curious if the same thing happens in 1.18; large caves can have so many mobs I'm only able to run in and place a few torches before having to fight off a wave of mobs. I know that one difference is that zombies have a reduced sight range in 1.8 and later; it isn't even affected by (regional) difficulty in 1.6.4, and the number of zombies is far out of proportion on any given day, even more on peak days. The mob cap is also correctly set to 70 (older versions have an incorrect divisor in the formula so it ends up being 79).
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?
This looks really cool actually. It reminds me of my first world back in 2011/2012. I wasn't very good at Minecraft back then.
Contacts:
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Oh, I was trying to do it another way but I see my mistake anyway. I took the 866 per hour you listed and scaled down a factor of 10 twice, yet there's 60 minutes to an hour and 60 seconds to a minute, not 100. I don't know why I presumed a power of ten scale here...
No, no doubt at all. I have no reason to think you'd claim it if it wasn't true, but it's similarly unbelievable.
I do actually believe it though. That's why I jumped at the chance to say come mine for me, haha! I still need to find many diamonds.
Hi Master Caver how do i stop big zombies from spawing in world1 custom client