I want to ask you if it possible to make a mod to add rose bushes(two-blocks height flowers) in 1.6.4 cause I like its design a lot but don't want to lose my modded world and play in 1.7.
I always enjoy reading your post TheMasterCaver you always go into so much details and I always seem to learn something new from reading your posts keep them coming!
I want to ask you if it possible to make a mod to add rose bushes(two-blocks height flowers) in 1.6.4 cause I like its design a lot but don't want to lose my modded world and play in 1.7.
I could probably do that; the main reason I made my version of the double-tall flowers only one block was because I could use a single block ID for all of the flowers I added (each double plant uses two data values, thus up to 8 are possible per block; the top half is simply another block which can be placed on the corresponding lower half and when placed or broken acts like one block).
However, it would not be compatible with Forge because with the exception of an MCreator mod (as described here, which explains the origin of my amethyst stuff; I modified somebody else's mod and used MCreator to add an ore for it, which itself was a hack since I made it drop a numeric item ID corresponding to the mod's amethyst item instead of using a proper item name) I've never modded with Forge, which really dislikes any modifications to classes it modifies, including ones like the Block class, which I'd have to edit to add a new block or enable metadata for an existing block. Even an extremely simple mod I'd made that disables void fog, modifying just a single line of code in one class, was enough to crash Forge since it added some of its own code, which was overwritten.
I have no inclination to do so either since I don't use Forge myself (I did use it at one point since I used mods like Backpacks and Rei's Minimap in addition to the aforementioned amethyst tools and armor mod but then I just edited the MCP source that had the Forge hooks and stuff added in, this was for 1.6.2, before Forge prevented you from doing this by removing MCP, likely for that very reason. In fact, the very latest versions (1.7-1.8) of Forge no longer even modify minecraft.jar until you play the game, completely preventing you from doing this without some fancy hacking of Forge's libraries, if even that).
You might ask in the mods request section, there may even be a mod that already does this without other modifications, which you may not want.
They call them "extreme" hills but they are no match for what I found the last time I played; Savanna Mountains, which have some of the most extreme terrain you'll ever see (outside of customized presets), basically my version of the "Savanna Plateau M" biome:
If you look closely you can see a cow standing on a couple floating blocks near the center:
Nighttime view of a large lavafall:
Here's some actual "extreme" hills right next to the Savanna Mountains biome, along with a Big Oak Forest on the left (some nice hills there as well); of course, this isn't exactly the most extreme they can get; I didn't modify the biome itself aside from adding spruce trees but I did add an "Extreme Mountains" sub-biome which has some of the characteristics of Savanna Mountains:
In addition, here is a screenshot of some "Extreme Forest Mountains" I found earlier, which are similar:
It is interesting to note how I made this terrain; I combine modified noise with the normal noise the game uses to generate terrain:
Here is the normal noise used by the game; note the 684.412 at the end of each line, which are the coordinate and height scales:
By comparison, I generate additional noise using different parameters whenever an "extreme mountains" biome is encountered; note that I reuse the original noise generators so the noise they produced is basically the same as the original, helping it to blend in better (the game also performs additional smoothing, which avoids abrupt terrain changes, aside from some vertical right angle corners which also occur with normal terrain when extreme height changes occur):
// Extreme mountain biomes use a special noise generator, initialized as needed
int extremeMountains = 0;
if (var20 == BiomeGenBase.savannaMountains) extremeMountains = 1;
if (var20 == BiomeGenBase.extremeMountains || var20 == BiomeGenBase.extremeForestMountains) extremeMountains = 2;
if (extremeMountains > 0 && !extremeNoiseInitialized)
{
extremeNoiseInitialized = true;
this.extremeNoise1 = this.noiseGen1.generateNoiseOctaves(this.extremeNoise1, par2, 0, par4, 5, 17, 5, 3000.0D, 3000.0D, 3000.0D);
this.extremeNoise2 = this.noiseGen2.generateNoiseOctaves(this.extremeNoise2, par2, 0, par4, 5, 17, 5, 3000.0D, 3000.0D, 3000.0D);
}
I then combine it with the normal noise in a ratio of 1:1 or 2:1, with Savanna Mountains having 2/3 of the total noise field derived from the modified noise; I also set the upper limit scale to 256 (extremeNoise2 / 256, 512 is the normal divisor). I also only apply this blending when the terrain exceeds a certain height to help avoid large areas of below-sea level terrain, despite the "minHeight" value for these biomes being set to 1.5, corresponding to an average ground level (assuming no noise) of around y=90; Savanna Mountains has a "maxHeight" (variation) of 2.5, compared to 1.5 for Extreme Hills.
// Modifies noise for more extreme terrain; 1 = Savanna Mountains, 2 = other
// Noise only applied above sea level (var46 * 8 = altitude) to avoid large
// areas of water
if (extremeMountains > 0 && var46 > 8)
{
var34 = this.extremeNoise1[var12] / 512.0D;
var36 = this.extremeNoise2[var12] / 256.0D;
double var302 = var34;
if (var38 > 1.0D)
{
var302 = var36;
}
else if (var38 >= 0.0D)
{
var302 += (var36 - var34) * var38;
}
if (extremeMountains == 1)
{
var30 = (var30 + var302 + var302) / 3.0D;
}
else
{
var30 = (var30 + var302) / 2.0D;
}
}
Looks good. I wish I had your ability to mod the code.
I never noticed it before but how can you stand that bright green side to the grass? Did you not use a greyscale texture for that? I have a custom texture I made for the grass that goes halfway down the block and I've never noticed it not blending.
Looks good. I wish I had your ability to mod the code.
I never noticed it before but how can you stand that bright green side to the grass? Did you not use a greyscale texture for that? I have a custom texture I made for the grass that goes halfway down the block and I've never noticed it not blending.
I've only changed a few textures, in addition to adding new ones - everything else is default (I don't even use a texture pack, I just added any new/altered textures to the jar) - that's what grass looks like on Fast graphics prior to 1.8, which always uses the "fancy" side overlay now.
The fact that I get 100 FPS doesn't mean much when my GPU (256 MB VRAM) runs out of memory (using system RAM which is much slower) with severe lag if I try using Fancy graphics in areas with lots of trees (I prefer the solid leaves anyway even if cutting one down is a bit harder when there's logs inside the leaves), same for not having Advanced OpenGL on (which provides a similar function by removing hidden surfaces from rendering, just as solid blocks block the view of what's behind them and the game doesn't render such hidden surfaces in any case. Note that AOGL was removed in 1.8 in favor of a "better" algorithm which was optimized for the Pocket Edition's very different hardware. Also, it is possible that they made caves less dense in 1.7 to improve performance, as noted in this article on the Pocket Edition's culling algorithm; however, even when I played with my "triple height terrain" mod* which tripled the ground level and increased the size of cave systems proportionally I didn't have any issues).
*If you think that caves in 1.6.4 are big, the average cave system in this mod was larger than the largest cave systems I've seen in vanilla; here is a rendering of the world that I played; the shading makes it easy to get an idea of how deep they were; the ranges of ores was tripled but even then I could spend hours only finding iron and coal before finally getting to the lowest layers, then find 100-200 diamonds in an hour or two, overall I mined close to the same ratio of all ores as in vanilla; IMO this isn't the best way to take advantage of deeper ground, another way might be to split it into layers 64 or so blocks deep but that then only reduces the horizontal distance covered for a given number of caves):
(there were no changes to terrain or biomes; to make the ground deeper I just added 128 to an array index when writing the terrain data into the array that holds chunk data and filled in the space with solid stone and a layer of bedrock)
(at the far left is a ravine that went nearly from the surface to bedrock, 180 or so blocks deep, although that was an exceptional case; near the top-center you can see a smaller cave system which is much deeper than its width; some others were completely separated vertically into distinct layers of caves)
(if I made a version of TMCW like this I'd have to limit the ground to 64 layers deeper since the highest terrain + tallest trees would just about reach the height limit; any trees that try to get higher won't generate. If applied to 1.7 terrain would sharply cut off at the height limit in biomes like Savanna Plateau M)
If there was no terrain generation height limit in 1.6.4 (of y=128), how high would forest mountains and savanna mountains generate then? Or wouldn't they generate higher? I've found a forest mountains biome with a large nearly flat mountain top at y=124, so I assume it would've generated higher without limit.
It is hard to tell since 1.7 seems to have completely changed how the height scaling works; for example, even Extreme Hills has a "maxHeight" of only 0.5 in 1.7, compared to 1.5 in 1.6.4 - so the latter should have three times the height variation if the scaling was the same but that is clearly not the case; the game does compress heights near the height limit but at lower levels terrain has a lot less variation than would be expected.
It would be possible with some work to make 1.6.4 generate 256 high terrain (changing the chunk data to use 256 high terrain is easy, the noise generator also has to be modified; for my "triple height terrain" mod I only changed the former and just shifted the terrain upwards, otherwise leaving it the same) although whether it would be the same without a lot of fiddling around with variables is another question (I suppose I could always use MCMerge to minimize chunk cliffs if I didn't want to make a new world; speaking of which, I'm pretty much playing until I've found every biome. I've also been thinking of reverting my first world to vanilla (going to a backup before I modified the terrain) and playing on it at the same time, as separate profiles make that easy to do).
Also, in the version you have I did not change the names of "extreme mountains" biomes; the Forest Mountains you found may or may not be the extreme variant, which is a sub-biome in one of two variants of Forest Mountains, one of which has less height variation but has the "extreme" sub-biome. I also made a tweak to Savanna Mountains to reduce the number of large floating blobs (entire mountains) of land.
I decided to see what would happen with a height limit of 256; I modified the appropriate values and did get higher max-height terrain, although not much higher in the case of Forest Mountains, unless you count odd floating bits of land, one at over y=170; the actual height of one mountain increased from y=124 to y=131. Savanna Mountains did get significantly higher though with heights of up to around y=165 (minus those floating bits), almost double the original difference from sea level, but still nowhere near the height limit despite the very large value for maxHeight (2.5, compared to 0.5 for 1.7 Extreme Hills; with Amplified this is multiplied by 4 for a value of 2 - still less). Other (lower) terrain was unaffected so they really did change something else in 1.7.
Here are some screenshots; using the same seed I am playing on for easy comparison:
Forest Mountains; the biggest difference is a new blob of land in addition to the aforementioned floating specks high up:
Original version from my world:
Version with 256 height limit:
Some of those floating specks of land:
Savanna Mountains:
Original from my world:
256 height limit, note that lower terrain is practically the same, differences are only apparent in the upper 10-15 layers due to the compression the game applies to very high terrain (readjusted to the values used in 1.7, which applies the compression above y=240 or so):
(there's no tall grass because I didn't modify the decoration code to use the full height limit; most features are only generated up to y=128)
Based on this it doesn't appear to be worthwhile to raise the limit for most biomes, conversely, it is probably safe to do this for an existing world with minimal risk of obvious chunk walls, provided that there are no partly generated Savanna Mountains bordering existing chunks (I haven't looked at the entire biome I found, either on my Survival world or while testing but it is probably safe to assume it ends before the edge of generated chunks since biomes are about 256 blocks across).
Also, I thought it was notable that it took only about a second longer to generate a new world despite twice the height, doubling the amount of data generated, faster than 1.7, although I'd applied optimizations to offset some of my modifications (there's definitely something up with 1.8 though, which is several times slower, and optimizing it would mean significantly bigger changes; even Optifine said they were unwilling to try some of them, such as getting rid of BlockPos).
In addition, here's a screenshot of what happened when I forgot to change the values of a couple variables (the land is twice the normal height with completely empty strips between, note also that there are two layers of grass, one underneath the first dirt layer):
Another thing to notice in these screenshots is the fog; I have no idea why they made it like that, you can see how much clearer the screenshot (first spoiler) taken with Optifine is, which is close to the default fog in 1.7, I took these within MCP; I have my skin since I used a resource pack to add all the textures, including my skin which I added so I see it even when offline. I also often get some bizarre skins when the randomly generated playername matches one that has a skin online.
I reached a milestone of sorts - I built my first secondary base after traveling more than 1,000 blocks from spawn. This is also more significant than it seems because up until now I had never made a secondary base in any world other than my first world, since I'd never gone so far from spawn as to deem one necessary.
First, here are some screenshots of my base:
View from the front; behind it you can see a mega taiga, the second one I've found in this world, both the same kind (there are three variants, including one I made myself with my own giant trees; this one has the vanilla 2x2 spruce trees); the base itself is in a Mega Tree Plains biome, which you can see from the giant trees to the left (one of which actually reaches cloud level):
Notice that instead of using jungle trees I'm using 2x2 spruce trees for my wood supply; the taller trees can give nearly as much wood.
Here are screenshots of the inside; this is pretty much all for function and I'll probably have spent more time building it than I'll actually spend at it afterwards, as all I use this for is a place to unload mined resources and restock on wood and food, making a trip back to my main base once my diamond Ender chest (a special Ender chest capable of holding 54 stacks of items, twice that of a regular Ender chest, and also separate, so I have 81 stacks of Ender storage. This also adds a use for diamonds, as it is crafted with 8 diamonds and an Ender chest; besides that, I used an Efficiency IV, Unbreaking III diamond pickaxe to mine the railway tunnel, instead of my amethyst pickaxe, so the uses for the latter represent caving):
I decided to use podzol for the enclosed front yard:
Notice that the chests appear to be embedded in the wall - and they are; I used upside-down stairs to give the appearance of being under a solid wall, yet leaving them openable. The blue Ender chest is the diamond Ender chest I mentioned above:
Potatoes are so OP, especially when you use Fortune on them, that I only gave 32 spaces for my farm; many of them have already grown in the time I finished building my base (I took several stacks with me from my main base, same for wood, so I don't need any right now):
To make my railway I simply dug a 1x2 mineshaft straight between my bases; I dug the railway before building the base, with a straight connection between them. The rail itself is at y=58, so it is entirely underground and the roof (y=60) is a couple blocks below sea level where it crosses water:
An interesting thing to note is that aside from powered rails I didn't have to make any rails since I'd mined close to 3,000 from abandoned mineshafts, using about 1,000; at this rate even the lower frequency of mineshafts in 1.7-1.8 would easily meet my needs (they are about 50% more common in my mod, but still less common than in vanilla 1.6.4; I mined an insane amount of rails in my first world):
What is really interesting though are my gold-related stats; I've made 383 blocks of gold yet the gold ore I mined only supports 381 blocks - in other words, gold from chests has easily supplied my meager gold needs, including a couple golden apples I used to cure zombie villagers (a total of 58 ingots). In fact, a look at my iron stats appears to show that I used less than a stack of iron so far, because I've also gotten a lot of it from chests as well (the Wiki has this nice screenshot showing 45 iron ingots from a single abandoned mineshaft, although from my experience that is extremely high as bread and coal are more common, but still significant, and include dozens of dungeons, I've even found 6 more golden apples). I also got a few ingots worth of gold from zombie pigmen but I do not farm them or even go to the Nether anymore at this point:
Here is a rendering of a 89 x 31 chunk area (1,424 x 496 blocks, from chunk -25, 0 to 63, 30, inclusive) centered around my railway, with my main base at the western end and secondary base at the eastern end; you can see the railway cutting across the cave rendering (you can click these to view them full-size). You can also see another new biome in the upper-right; Hilly Plains, essentially a variant of plains with more height variation; villages don't generate though horses still spawn since they are a property of the plains biome in general (villages check for a specific biome):
And yes, that's a continuous chain of caves more than 1,000 blocks long, and they can get much longer:
It seems to me that almost every time I attempt to build an underground mine network or structure, I run into a GIGANOURMOUS MONSTER cave network. I'm talking large enough to spend half an IRL day on, fuel the world's furnace demands with coal, and fill chests with iron BLOCKS just by spelunking alone...
...Running Cartograph and Minecraft X-Ray scans for the 10 experimental worlds I generated recently shows that in numerous chunks, the frequency of Air blocks actually somehow outnumbers the Stone. Around the 30 altitude mark lies vast expanses of Abandoned Mineshafts and interconnected caves, spanning in some cases over 3 kilometers long in a continuous network. There seems to be little middle ground for cave size. A few are little pockets, or 5 minute stops, but an overwhelming majority put the Japanese transportation network to shame!
This thread also summarizes what I pointed out with rails - just take them from mineshafts, and how easy it is to get resources in general:
How does it make the game too easy? Well, I can just walk around or dig for 10 minutes, find a cave system, and walk out 10 minutes later with a stack of iron and 3 stacks of coal. There's no point in mining anymore, and in fact, mining would just be disrupted because you would hit caves every few minutes. Caves and ravines aren't special anymore, they're just annoying now. I look in my chest of coal and iron, and it just feels wrong. I'm not proud of having so much resources, because it doesn't feel like I actually worked for them. All I did was accidentally find a cave, and now I have more resources than I'll ever need.
So what can I do with all this iron? Making minecart tracks is useless... All I have to do is go down into the cave system and break the tracks in the mineshaft. So that's not an option.
One cave leads to a mineshaft. The mineshaft leads to a ravine and a few other caves, the ravine leads to even more caves and another mineshaft which leads to more caves and another ravine, and all these caves lead to more caves, and more ravines, and more mineshafts which lead to more and more.
In addition, here are some other things around my new base:
A very deep "pit of death" cave - any deeper and there would be lava at the bottom; even with maximum Feather Falling you aren't guaranteed to survive such a deep drop (min 43-44 blocks). There's also a crazy big cave system with giant caves and ravines underneath (I didn't take any screenshots of the inside yet); there is so much air under there that it is surprising the ground doesn't just cave in:
This is where I left off, a very wide ravine, with another, deeper ravine intersecting it:
You might say this is my signature build - a 21 block tall cobblestone pillar with four torches along the sides to mark where I left off; these litter my worlds:
Also, as seen in the above screenshot a Tropical Swamp biome surrounds this area:
There is also another savanna and an ocean next to it:
Just a basic wheat farm for breeding cows; later on I grow potatoes as my main food source. Note also that I planted the wheat in rows, until I got more seeds, as crops grow faster when planted like this (when completely filled in they grow half as fast, for the same yield over time and a greater yield when harvested infrequently after they have fully grown):
Unless this is a feature of your mod, I do not believe this is true in vanilla Minecraft.
Also, it appears your farmland is hydrated, I also do not see a water source block within 4 blocks of any of the farmland, quoting from the wiki:
A farmland block will be created dry. It will become hydrated if the following conditions are met:
Water up to four blocks away horizontally, including diagonals.
The water must be on the same level or 1 block above farmland block level.
Unless this is a feature of your mod, I do not believe this is true in vanilla Minecraft.
Also, it appears your farmland is hydrated, I also do not see a water source block within 4 blocks of any of the farmland, quoting from the wiki:
Sorry, you are incorrect:
If any plants of the same type are growing in the eight surrounding blocks, the "point" total is cut in half unless the crops are arranged in rows. That is, having the same sort of plant either on a diagonal or in both north-south and east-west directions cuts the growth chance, but having the same type of plant only north-south or east-west does not. The growth chance is only halved once no matter how many plants surround the central one...
...For the fastest growth per seed, a full layer of hydrated farmland with crops in rows is ideal. Under these conditions, the probability of growth during each update is ⅓, or approximately 33%. Most (4/5) planted crops will reach maturity within 37 minutes (about 2 minecraft days). For all plants to have this probability, crop rows must be separated by empty farmland or by a different crop, and the edges and corners of the field must be empty farmland. However, this probability also applies to crops adjacent to only one non-farmland block (e.g. a single block of water in the middle of a field for hydration or a torch) due to the floor function.
Also, did you know that you can place water blocks underneath walls? Really, that never came to your mind?
Here is proof, a cutaway of my farm in the base I just built in Minutor; check the layer and coordinates and you can see that the water is underneath the walls; I even used more than necessary (only need water on one side since it is only 4 blocks across; the larger 2x2 square is also an infinite water source that I use for a disposal as well):
I thought that I'd post some screenshots of things I'd come across recently:
This is from the set of big caves that I'd mentioned previously:
This is from the bottom of the cave I'd called a "pit of death"; the cave shown above nearly surpassed it as it comes to within 10 blocks of the surface:
I also found another very large ravine, intersecting a large cave and a smaller ravine:
The ravine is so long the other end is lost in fog - and even goes outside the rendered chunks:
Here you can see the sun rising through the other end:
Here is a cutaway rendering of the area, showing the ravine and some of the large caves, including a cutaway of a deep lava-filled pit:
Is amethyst armor better then diamond? Also, what tool do you use to render those underground caves?
If you look at an earlier post you'll see that amethyst is exactly the same except for having more durability - and any advantage there is offset by being extremely expensive to repair, such that you can only repair with with individual units, which means that many diamodn items give you more durability per repair, and in any case they cost less XP per use. I also made it only enchantable with books, not that you'd want to risk bad enchantments anyway given that it is about a third as common when branch-mining as deep as possible and 8 times rarer when found in caves (combined with the durability it is effectively 2.67 times rarer); I often don't even find any (dungeon and mineshaft chests can occasionally have one amethyst, as rare as diamond horse armor and golden apples) and have actually mined more emerald ore so far (emerald itself is rarer overall, including the portion exposed in caves, though I've found all three emerald-containing biomes). Amethyst ore also requires a diamond pickaxe or itself to mine; it is actually a variant of obsidian (previously it was its own block with half the hardness, but still requiring a diamond pickaxe), as are amethyst blocks (my stats show that I crafted one "obsidian" as I made a block), which can even be used to make Nether portals.
Basically, it shows how many resources, both XP, and materials, I get on a regular basis to easily use something which is otherwise impractically expensive to use; essentially, diamond is common enough to me that it isn't very valuable, plus it is just having something different from what everybody usually uses (a more through explanation of amethyst can be found here, and the origin here - I actually modded another person's mod to make it more suitable and added an ore with some hacking and MCreator (yes, MCreator!); it was one of those mods that gave you stuff like 1-hit kill swords and instant-mining tools (I reduced the damage so it could still one-hit cave spiders without Sharpness, and left the speed the same so I didn't need Efficiency, letting me repair them, particularly since I was still using Fortune on my pickaxe back then).
As for the maps I post, I used MCMap, which offers several different rendering modes, including one that only renders caves within a certain distance of torches, which as far as I know is the only mapping utility with such a feature - this means that I only see whatever I've explored and is also why I removed torches from mineshafts and strongholds; I even modded MCMap itself to reduce the area rendered around torches to be more realistic since by default it renders a 40x40 square centered around them; I changed it to a circle with a radius of 6 blocks, which is the maximum effective range (light level >= 8) when in a straight line, less along diagonals; this also reduces clutter from underground lakes and the surface under trees in forests, as anything under a roof is rendered.
675 mobs killed, including 459 zombies and 102 skeletons; this surpasses my previous all-time record of 648 mobs which I set in my first world. As in that case, a likely contributing factor was being under a body of water, in this case a "lake" biome, ocean in the other case; I've also encountered a region of lower cave density, which conversely has more mineshafts since while they have the same base chance as vanilla 1.6.4 they don't generate if there are too many caves in the surrounding chunks - I mined 1/5 of all the rails I've mined so far in the past couple days, from 3 abandoned mineshafts.
Another contributing factor was a couple zombie dungeons next to each other, which poured out mobs at such a rate that at one point I actually become concerned that I might die - a huge horde of armored, weapon-wielding zombies (I'm on Normal but they have higher chances of armor and weapons than Hard in vanilla) cornered me and I got down to 3 hearts before I was able to kill them off. I ended up with a stack and a half of rotten flesh (equivalent to about 100 zombies) in my inventory after picking up all the drops so additional zombies wouldn't pick it up (I'd kill an armored zombie, which dropped armor, only to be immediately picked up by another zombie, and so on).
One of them also dropped a mostly damaged diamond axe, while another had an amethyst sword but didn't drop it (I've gotten just one amethyst item as a drop so far, also a sword, which was roughly equivalent to one unit when I used it in repairing, I've also gotten about a dozen diamond tools, including a pickaxe in brand-new condition, which I've been saving in a "trophy" chest).
You pretty much require highly enchanted gear to conquer a dungeon without mining under it to break the spawner from below (spawners also take longer to mine, and can't be destroyed with TNT) since I made them spawn up to 6 mobs every 5-10 seconds, with a cap of 12, or an average of one mob every 1.25 seconds, for zombies, spiders, and skeletons; other mobs are adjusted based on how dangerous they are (e.g. cave spiders spawn up to 4 mobs every 10-15 seconds, with a cap of 6; vanilla uses the same spawn count and cap with a 10-40 second cycle). Skeleton dungeons are easier since skeletons shoot themselves and ignore you while they fight each other, letting you more easily kill them, though I've still ended up looking like a pincushion after defeating one.
Also, compared to my previous record I didn't encounter any slimes, which were 42 of the mobs I'd killed then, which I mention since slimes make it easy to kill many mobs in a short time since large ones split into more slimes. Excluding slimes and subtracting 100 zombies from today I killed 606 and 575 mobs, so by that measure I killed more back then, but still an extremely high number; to put this into perspective, if I had used unenchanted iron swords I'd have had to make 10 swords (each zombie requires 4 non-critical hits, average of 3 for other mobs). Similarly, to mine all that ore, plus perhaps 1,500 other blocks (including 9 stacks of rails) I'd have gone though nearly two dozen iron pickaxes.
Even more impressive, while I did not save a screenshot, and thus the score I started with, I likely set a new XP record as well; I've previously calculated that I average a bit over 6 XP per mob, due to mobs with armor and weapons dropping 1-3 additional XP per piece (this means that skeletons average 7 XP, not including armor); this gives about 4,200 XP from mobs, plus another 4,600 XP from ores and 200 from mob spawners, for a total of 9,000 XP, compared to 8,200 also from the same play session that was my record for mobs.
I also had to make a trip back to my main base to get more amethyst since I haven't been finding enough recently and only kept a few in my Ender chest. I have close to a stack of surplus at my main base so running out isn't an issue and I could always use a Fortune III pickaxe on any ore if that was a danger of happening (it can also be found in most chests, as common as diamond horse armor in dungeons and half as common as diamonds in minecarts, one per stack in both cases).
I found another village, this time a more sizable one; the last one I found had only two small houses, while this one has two libraries and a blacksmith (the chest had an iron sword, an apple, a couple oak saplings and a few iron; it is possible to find more valuable loot in them including diamond gear and amethyst, and every type of sapling, which is particularly useful in Superflat). Unlike the other one, this one is in a savanna, the second one I've found, with a taiga to the south, the first one I've found (I previously found a snowy taiga, or as I renamed it, Winter Taiga).
Here is a screenshot of the village after I walled it in; when building the wall I placed it 5 blocks away from the houses and made it 3 blocks above the ground level (2 is enough but Endermen could place a block next to it and let zombies in), like the other one, I removed the well, which was behind the blacksmith; I'd have left it if it had been in the center, some of the cobblestone I used came from it and paths that stuck out from the village (I replaced gravel with cobblestone; 1.8 places cobblestone under gravel paths to supposedly stop them from collapsing into caves - ignoring the fact that caves are generated first) plus a few stacks I got from my main base:
You can also see that I added doors to many of the houses, giving them double doors, except for the 5x5 houses and the blacksmith, which have one. Note that it is a bad idea to add a door to the blacksmith since the game actually sees the "inside" as the "outside", unless you remove the overhang. Actually, in this case it doesn't count as a door at all because the other side is in a hill, so both sides have 5 roof blocks, but I added one anyway just for the sake of having one, and the village is walled in so any villagers who get confused wouldn't be in danger in any case.
Most of the houses were generated properly, although the blacksmith was partly buried up to the roof in a hillside, even though the height variation of savannas, as well as plains, is lower than that of plains in vanilla 1.6.4; I mention this because if you want to use Customized to increase height variation there is no way to exclude some biomes and causes problems like this, and more (Amplified does exclude biomes that are underwater). Another oddity is that villages assume a ground level of at least y=64 - even though sea level is y=63, which can result in houses being too high and floating lampposts (in Superflat this is set to y=4).
Also, I found this village after digging to the surface since whenever I find a biome that can have villages I want to check to see if there are any to make sure that I can protect them before zombies get to them, since otherwise I could spend hours nearby without knowing about it.
I want to ask you if it possible to make a mod to add rose bushes(two-blocks height flowers) in 1.6.4 cause I like its design a lot but don't want to lose my modded world and play in 1.7.
I always enjoy reading your post TheMasterCaver you always go into so much details and I always seem to learn something new from reading your posts keep them coming!
woo
Robert Gerk
I could probably do that; the main reason I made my version of the double-tall flowers only one block was because I could use a single block ID for all of the flowers I added (each double plant uses two data values, thus up to 8 are possible per block; the top half is simply another block which can be placed on the corresponding lower half and when placed or broken acts like one block).
However, it would not be compatible with Forge because with the exception of an MCreator mod (as described here, which explains the origin of my amethyst stuff; I modified somebody else's mod and used MCreator to add an ore for it, which itself was a hack since I made it drop a numeric item ID corresponding to the mod's amethyst item instead of using a proper item name) I've never modded with Forge, which really dislikes any modifications to classes it modifies, including ones like the Block class, which I'd have to edit to add a new block or enable metadata for an existing block. Even an extremely simple mod I'd made that disables void fog, modifying just a single line of code in one class, was enough to crash Forge since it added some of its own code, which was overwritten.
I have no inclination to do so either since I don't use Forge myself (I did use it at one point since I used mods like Backpacks and Rei's Minimap in addition to the aforementioned amethyst tools and armor mod but then I just edited the MCP source that had the Forge hooks and stuff added in, this was for 1.6.2, before Forge prevented you from doing this by removing MCP, likely for that very reason. In fact, the very latest versions (1.7-1.8) of Forge no longer even modify minecraft.jar until you play the game, completely preventing you from doing this without some fancy hacking of Forge's libraries, if even that).
You might ask in the mods request section, there may even be a mod that already does this without other modifications, which you may not want.
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?
They call them "extreme" hills but they are no match for what I found the last time I played; Savanna Mountains, which have some of the most extreme terrain you'll ever see (outside of customized presets), basically my version of the "Savanna Plateau M" biome:
If you look closely you can see a cow standing on a couple floating blocks near the center:
Nighttime view of a large lavafall:
Here's some actual "extreme" hills right next to the Savanna Mountains biome, along with a Big Oak Forest on the left (some nice hills there as well); of course, this isn't exactly the most extreme they can get; I didn't modify the biome itself aside from adding spruce trees but I did add an "Extreme Mountains" sub-biome which has some of the characteristics of Savanna Mountains:
In addition, here is a screenshot of some "Extreme Forest Mountains" I found earlier, which are similar:
It is interesting to note how I made this terrain; I combine modified noise with the normal noise the game uses to generate terrain:
By comparison, I generate additional noise using different parameters whenever an "extreme mountains" biome is encountered; note that I reuse the original noise generators so the noise they produced is basically the same as the original, helping it to blend in better (the game also performs additional smoothing, which avoids abrupt terrain changes, aside from some vertical right angle corners which also occur with normal terrain when extreme height changes occur):
I then combine it with the normal noise in a ratio of 1:1 or 2:1, with Savanna Mountains having 2/3 of the total noise field derived from the modified noise; I also set the upper limit scale to 256 (extremeNoise2 / 256, 512 is the normal divisor). I also only apply this blending when the terrain exceeds a certain height to help avoid large areas of below-sea level terrain, despite the "minHeight" value for these biomes being set to 1.5, corresponding to an average ground level (assuming no noise) of around y=90; Savanna Mountains has a "maxHeight" (variation) of 2.5, compared to 1.5 for Extreme Hills.
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?
Looks good. I wish I had your ability to mod the code.
I never noticed it before but how can you stand that bright green side to the grass? Did you not use a greyscale texture for that? I have a custom texture I made for the grass that goes halfway down the block and I've never noticed it not blending.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I've only changed a few textures, in addition to adding new ones - everything else is default (I don't even use a texture pack, I just added any new/altered textures to the jar) - that's what grass looks like on Fast graphics prior to 1.8, which always uses the "fancy" side overlay now.
The fact that I get 100 FPS doesn't mean much when my GPU (256 MB VRAM) runs out of memory (using system RAM which is much slower) with severe lag if I try using Fancy graphics in areas with lots of trees (I prefer the solid leaves anyway even if cutting one down is a bit harder when there's logs inside the leaves), same for not having Advanced OpenGL on (which provides a similar function by removing hidden surfaces from rendering, just as solid blocks block the view of what's behind them and the game doesn't render such hidden surfaces in any case. Note that AOGL was removed in 1.8 in favor of a "better" algorithm which was optimized for the Pocket Edition's very different hardware. Also, it is possible that they made caves less dense in 1.7 to improve performance, as noted in this article on the Pocket Edition's culling algorithm; however, even when I played with my "triple height terrain" mod* which tripled the ground level and increased the size of cave systems proportionally I didn't have any issues).
*If you think that caves in 1.6.4 are big, the average cave system in this mod was larger than the largest cave systems I've seen in vanilla; here is a rendering of the world that I played; the shading makes it easy to get an idea of how deep they were; the ranges of ores was tripled but even then I could spend hours only finding iron and coal before finally getting to the lowest layers, then find 100-200 diamonds in an hour or two, overall I mined close to the same ratio of all ores as in vanilla; IMO this isn't the best way to take advantage of deeper ground, another way might be to split it into layers 64 or so blocks deep but that then only reduces the horizontal distance covered for a given number of caves):
(there were no changes to terrain or biomes; to make the ground deeper I just added 128 to an array index when writing the terrain data into the array that holds chunk data and filled in the space with solid stone and a layer of bedrock)
(at the far left is a ravine that went nearly from the surface to bedrock, 180 or so blocks deep, although that was an exceptional case; near the top-center you can see a smaller cave system which is much deeper than its width; some others were completely separated vertically into distinct layers of caves)
(if I made a version of TMCW like this I'd have to limit the ground to 64 layers deeper since the highest terrain + tallest trees would just about reach the height limit; any trees that try to get higher won't generate. If applied to 1.7 terrain would sharply cut off at the height limit in biomes like Savanna Plateau M)
It is hard to tell since 1.7 seems to have completely changed how the height scaling works; for example, even Extreme Hills has a "maxHeight" of only 0.5 in 1.7, compared to 1.5 in 1.6.4 - so the latter should have three times the height variation if the scaling was the same but that is clearly not the case; the game does compress heights near the height limit but at lower levels terrain has a lot less variation than would be expected.
It would be possible with some work to make 1.6.4 generate 256 high terrain (changing the chunk data to use 256 high terrain is easy, the noise generator also has to be modified; for my "triple height terrain" mod I only changed the former and just shifted the terrain upwards, otherwise leaving it the same) although whether it would be the same without a lot of fiddling around with variables is another question (I suppose I could always use MCMerge to minimize chunk cliffs if I didn't want to make a new world; speaking of which, I'm pretty much playing until I've found every biome. I've also been thinking of reverting my first world to vanilla (going to a backup before I modified the terrain) and playing on it at the same time, as separate profiles make that easy to do).
Also, in the version you have I did not change the names of "extreme mountains" biomes; the Forest Mountains you found may or may not be the extreme variant, which is a sub-biome in one of two variants of Forest Mountains, one of which has less height variation but has the "extreme" sub-biome. I also made a tweak to Savanna Mountains to reduce the number of large floating blobs (entire mountains) of land.
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?
I decided to see what would happen with a height limit of 256; I modified the appropriate values and did get higher max-height terrain, although not much higher in the case of Forest Mountains, unless you count odd floating bits of land, one at over y=170; the actual height of one mountain increased from y=124 to y=131. Savanna Mountains did get significantly higher though with heights of up to around y=165 (minus those floating bits), almost double the original difference from sea level, but still nowhere near the height limit despite the very large value for maxHeight (2.5, compared to 0.5 for 1.7 Extreme Hills; with Amplified this is multiplied by 4 for a value of 2 - still less). Other (lower) terrain was unaffected so they really did change something else in 1.7.
Here are some screenshots; using the same seed I am playing on for easy comparison:
Forest Mountains; the biggest difference is a new blob of land in addition to the aforementioned floating specks high up:
Version with 256 height limit:
Some of those floating specks of land:
Savanna Mountains:
256 height limit, note that lower terrain is practically the same, differences are only apparent in the upper 10-15 layers due to the compression the game applies to very high terrain (readjusted to the values used in 1.7, which applies the compression above y=240 or so):
(there's no tall grass because I didn't modify the decoration code to use the full height limit; most features are only generated up to y=128)
Based on this it doesn't appear to be worthwhile to raise the limit for most biomes, conversely, it is probably safe to do this for an existing world with minimal risk of obvious chunk walls, provided that there are no partly generated Savanna Mountains bordering existing chunks (I haven't looked at the entire biome I found, either on my Survival world or while testing but it is probably safe to assume it ends before the edge of generated chunks since biomes are about 256 blocks across).
Also, I thought it was notable that it took only about a second longer to generate a new world despite twice the height, doubling the amount of data generated, faster than 1.7, although I'd applied optimizations to offset some of my modifications (there's definitely something up with 1.8 though, which is several times slower, and optimizing it would mean significantly bigger changes; even Optifine said they were unwilling to try some of them, such as getting rid of BlockPos).
In addition, here's a screenshot of what happened when I forgot to change the values of a couple variables (the land is twice the normal height with completely empty strips between, note also that there are two layers of grass, one underneath the first dirt layer):
Another thing to notice in these screenshots is the fog; I have no idea why they made it like that, you can see how much clearer the screenshot (first spoiler) taken with Optifine is, which is close to the default fog in 1.7, I took these within MCP; I have my skin since I used a resource pack to add all the textures, including my skin which I added so I see it even when offline. I also often get some bizarre skins when the randomly generated playername matches one that has a skin online.
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?
Interesting. I don't see much about the additional height that seems worth it. It looks too distorted and drawn out.
I see what you're saying about the fog. It would be nice if it didn't start until a bit farther away.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
I reached a milestone of sorts - I built my first secondary base after traveling more than 1,000 blocks from spawn. This is also more significant than it seems because up until now I had never made a secondary base in any world other than my first world, since I'd never gone so far from spawn as to deem one necessary.
First, here are some screenshots of my base:
Notice that instead of using jungle trees I'm using 2x2 spruce trees for my wood supply; the taller trees can give nearly as much wood.
Here are screenshots of the inside; this is pretty much all for function and I'll probably have spent more time building it than I'll actually spend at it afterwards, as all I use this for is a place to unload mined resources and restock on wood and food, making a trip back to my main base once my diamond Ender chest (a special Ender chest capable of holding 54 stacks of items, twice that of a regular Ender chest, and also separate, so I have 81 stacks of Ender storage. This also adds a use for diamonds, as it is crafted with 8 diamonds and an Ender chest; besides that, I used an Efficiency IV, Unbreaking III diamond pickaxe to mine the railway tunnel, instead of my amethyst pickaxe, so the uses for the latter represent caving):
I decided to use podzol for the enclosed front yard:
Notice that the chests appear to be embedded in the wall - and they are; I used upside-down stairs to give the appearance of being under a solid wall, yet leaving them openable. The blue Ender chest is the diamond Ender chest I mentioned above:
Potatoes are so OP, especially when you use Fortune on them, that I only gave 32 spaces for my farm; many of them have already grown in the time I finished building my base (I took several stacks with me from my main base, same for wood, so I don't need any right now):
To make my railway I simply dug a 1x2 mineshaft straight between my bases; I dug the railway before building the base, with a straight connection between them. The rail itself is at y=58, so it is entirely underground and the roof (y=60) is a couple blocks below sea level where it crosses water:
An interesting thing to note is that aside from powered rails I didn't have to make any rails since I'd mined close to 3,000 from abandoned mineshafts, using about 1,000; at this rate even the lower frequency of mineshafts in 1.7-1.8 would easily meet my needs (they are about 50% more common in my mod, but still less common than in vanilla 1.6.4; I mined an insane amount of rails in my first world):
What is really interesting though are my gold-related stats; I've made 383 blocks of gold yet the gold ore I mined only supports 381 blocks - in other words, gold from chests has easily supplied my meager gold needs, including a couple golden apples I used to cure zombie villagers (a total of 58 ingots). In fact, a look at my iron stats appears to show that I used less than a stack of iron so far, because I've also gotten a lot of it from chests as well (the Wiki has this nice screenshot showing 45 iron ingots from a single abandoned mineshaft, although from my experience that is extremely high as bread and coal are more common, but still significant, and include dozens of dungeons, I've even found 6 more golden apples). I also got a few ingots worth of gold from zombie pigmen but I do not farm them or even go to the Nether anymore at this point:
Here is a rendering of a 89 x 31 chunk area (1,424 x 496 blocks, from chunk -25, 0 to 63, 30, inclusive) centered around my railway, with my main base at the western end and secondary base at the eastern end; you can see the railway cutting across the cave rendering (you can click these to view them full-size). You can also see another new biome in the upper-right; Hilly Plains, essentially a variant of plains with more height variation; villages don't generate though horses still spawn since they are a property of the plains biome in general (villages check for a specific biome):
And yes, that's a continuous chain of caves more than 1,000 blocks long, and they can get much longer:
This thread also summarizes what I pointed out with rails - just take them from mineshafts, and how easy it is to get resources in general:
In addition, here are some other things around my new base:
This is where I left off, a very wide ravine, with another, deeper ravine intersecting it:
You might say this is my signature build - a 21 block tall cobblestone pillar with four torches along the sides to mark where I left off; these litter my worlds:
Also, as seen in the above screenshot a Tropical Swamp biome surrounds this area:
There is also another savanna and an ocean next to it:
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 this is a feature of your mod, I do not believe this is true in vanilla Minecraft.
Also, it appears your farmland is hydrated, I also do not see a water source block within 4 blocks of any of the farmland, quoting from the wiki:
Sorry, you are incorrect:
Ironically, that comes straight from the Wiki...
Also, did you know that you can place water blocks underneath walls? Really, that never came to your mind?
Here is proof, a cutaway of my farm in the base I just built in Minutor; check the layer and coordinates and you can see that the water is underneath the walls; I even used more than necessary (only need water on one side since it is only 4 blocks across; the larger 2x2 square is also an infinite water source that I use for a disposal as well):
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?
Okay, I was just unsure of where you got the information from, thanks for the clarification and for a new farming method.
I thought that I'd post some screenshots of things I'd come across recently:
This is from the bottom of the cave I'd called a "pit of death"; the cave shown above nearly surpassed it as it comes to within 10 blocks of the surface:
I also found another very large ravine, intersecting a large cave and a smaller ravine:
The ravine is so long the other end is lost in fog - and even goes outside the rendered chunks:
Here you can see the sun rising through the other end:
Here is a cutaway rendering of the area, showing the ravine and some of the large caves, including a cutaway of a deep lava-filled pit:
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?
Is amethyst armor better then diamond? Also, what tool do you use to render those underground caves?
>> Implying I have a signature
I think its called AMIDST.
Oh thank you I guess this shows how much of a noob I am lol.
If you look at an earlier post you'll see that amethyst is exactly the same except for having more durability - and any advantage there is offset by being extremely expensive to repair, such that you can only repair with with individual units, which means that many diamodn items give you more durability per repair, and in any case they cost less XP per use. I also made it only enchantable with books, not that you'd want to risk bad enchantments anyway given that it is about a third as common when branch-mining as deep as possible and 8 times rarer when found in caves (combined with the durability it is effectively 2.67 times rarer); I often don't even find any (dungeon and mineshaft chests can occasionally have one amethyst, as rare as diamond horse armor and golden apples) and have actually mined more emerald ore so far (emerald itself is rarer overall, including the portion exposed in caves, though I've found all three emerald-containing biomes). Amethyst ore also requires a diamond pickaxe or itself to mine; it is actually a variant of obsidian (previously it was its own block with half the hardness, but still requiring a diamond pickaxe), as are amethyst blocks (my stats show that I crafted one "obsidian" as I made a block), which can even be used to make Nether portals.
Basically, it shows how many resources, both XP, and materials, I get on a regular basis to easily use something which is otherwise impractically expensive to use; essentially, diamond is common enough to me that it isn't very valuable, plus it is just having something different from what everybody usually uses (a more through explanation of amethyst can be found here, and the origin here - I actually modded another person's mod to make it more suitable and added an ore with some hacking and MCreator (yes, MCreator!); it was one of those mods that gave you stuff like 1-hit kill swords and instant-mining tools (I reduced the damage so it could still one-hit cave spiders without Sharpness, and left the speed the same so I didn't need Efficiency, letting me repair them, particularly since I was still using Fortune on my pickaxe back then).
As for the maps I post, I used MCMap, which offers several different rendering modes, including one that only renders caves within a certain distance of torches, which as far as I know is the only mapping utility with such a feature - this means that I only see whatever I've explored and is also why I removed torches from mineshafts and strongholds; I even modded MCMap itself to reduce the area rendered around torches to be more realistic since by default it renders a 40x40 square centered around them; I changed it to a circle with a radius of 6 blocks, which is the maximum effective range (light level >= 8) when in a straight line, less along diagonals; this also reduces clutter from underground lakes and the surface under trees in forests, as anything under a roof is rendered.
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?
I outdid myself again today...
675 mobs killed, including 459 zombies and 102 skeletons; this surpasses my previous all-time record of 648 mobs which I set in my first world. As in that case, a likely contributing factor was being under a body of water, in this case a "lake" biome, ocean in the other case; I've also encountered a region of lower cave density, which conversely has more mineshafts since while they have the same base chance as vanilla 1.6.4 they don't generate if there are too many caves in the surrounding chunks - I mined 1/5 of all the rails I've mined so far in the past couple days, from 3 abandoned mineshafts.
Another contributing factor was a couple zombie dungeons next to each other, which poured out mobs at such a rate that at one point I actually become concerned that I might die - a huge horde of armored, weapon-wielding zombies (I'm on Normal but they have higher chances of armor and weapons than Hard in vanilla) cornered me and I got down to 3 hearts before I was able to kill them off. I ended up with a stack and a half of rotten flesh (equivalent to about 100 zombies) in my inventory after picking up all the drops so additional zombies wouldn't pick it up (I'd kill an armored zombie, which dropped armor, only to be immediately picked up by another zombie, and so on).
One of them also dropped a mostly damaged diamond axe, while another had an amethyst sword but didn't drop it (I've gotten just one amethyst item as a drop so far, also a sword, which was roughly equivalent to one unit when I used it in repairing, I've also gotten about a dozen diamond tools, including a pickaxe in brand-new condition, which I've been saving in a "trophy" chest).
You pretty much require highly enchanted gear to conquer a dungeon without mining under it to break the spawner from below (spawners also take longer to mine, and can't be destroyed with TNT) since I made them spawn up to 6 mobs every 5-10 seconds, with a cap of 12, or an average of one mob every 1.25 seconds, for zombies, spiders, and skeletons; other mobs are adjusted based on how dangerous they are (e.g. cave spiders spawn up to 4 mobs every 10-15 seconds, with a cap of 6; vanilla uses the same spawn count and cap with a 10-40 second cycle). Skeleton dungeons are easier since skeletons shoot themselves and ignore you while they fight each other, letting you more easily kill them, though I've still ended up looking like a pincushion after defeating one.
Also, compared to my previous record I didn't encounter any slimes, which were 42 of the mobs I'd killed then, which I mention since slimes make it easy to kill many mobs in a short time since large ones split into more slimes. Excluding slimes and subtracting 100 zombies from today I killed 606 and 575 mobs, so by that measure I killed more back then, but still an extremely high number; to put this into perspective, if I had used unenchanted iron swords I'd have had to make 10 swords (each zombie requires 4 non-critical hits, average of 3 for other mobs). Similarly, to mine all that ore, plus perhaps 1,500 other blocks (including 9 stacks of rails) I'd have gone though nearly two dozen iron pickaxes.
Even more impressive, while I did not save a screenshot, and thus the score I started with, I likely set a new XP record as well; I've previously calculated that I average a bit over 6 XP per mob, due to mobs with armor and weapons dropping 1-3 additional XP per piece (this means that skeletons average 7 XP, not including armor); this gives about 4,200 XP from mobs, plus another 4,600 XP from ores and 200 from mob spawners, for a total of 9,000 XP, compared to 8,200 also from the same play session that was my record for mobs.
I also had to make a trip back to my main base to get more amethyst since I haven't been finding enough recently and only kept a few in my Ender chest. I have close to a stack of surplus at my main base so running out isn't an issue and I could always use a Fortune III pickaxe on any ore if that was a danger of happening (it can also be found in most chests, as common as diamond horse armor in dungeons and half as common as diamonds in minecarts, one per stack in both cases).
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?
I found another village, this time a more sizable one; the last one I found had only two small houses, while this one has two libraries and a blacksmith (the chest had an iron sword, an apple, a couple oak saplings and a few iron; it is possible to find more valuable loot in them including diamond gear and amethyst, and every type of sapling, which is particularly useful in Superflat). Unlike the other one, this one is in a savanna, the second one I've found, with a taiga to the south, the first one I've found (I previously found a snowy taiga, or as I renamed it, Winter Taiga).
Here is a screenshot of the village after I walled it in; when building the wall I placed it 5 blocks away from the houses and made it 3 blocks above the ground level (2 is enough but Endermen could place a block next to it and let zombies in), like the other one, I removed the well, which was behind the blacksmith; I'd have left it if it had been in the center, some of the cobblestone I used came from it and paths that stuck out from the village (I replaced gravel with cobblestone; 1.8 places cobblestone under gravel paths to supposedly stop them from collapsing into caves - ignoring the fact that caves are generated first) plus a few stacks I got from my main base:
You can also see that I added doors to many of the houses, giving them double doors, except for the 5x5 houses and the blacksmith, which have one. Note that it is a bad idea to add a door to the blacksmith since the game actually sees the "inside" as the "outside", unless you remove the overhang. Actually, in this case it doesn't count as a door at all because the other side is in a hill, so both sides have 5 roof blocks, but I added one anyway just for the sake of having one, and the village is walled in so any villagers who get confused wouldn't be in danger in any case.
Most of the houses were generated properly, although the blacksmith was partly buried up to the roof in a hillside, even though the height variation of savannas, as well as plains, is lower than that of plains in vanilla 1.6.4; I mention this because if you want to use Customized to increase height variation there is no way to exclude some biomes and causes problems like this, and more (Amplified does exclude biomes that are underwater). Another oddity is that villages assume a ground level of at least y=64 - even though sea level is y=63, which can result in houses being too high and floating lampposts (in Superflat this is set to y=4).
Also, I found this village after digging to the surface since whenever I find a biome that can have villages I want to check to see if there are any to make sure that I can protect them before zombies get to them, since otherwise I could spend hours nearby without knowing about it.
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?