I went through the Bedrock Dimension and cleared out an area around 200 x 200 or so, adding waypoints in Journey Map for any ore veins I might want to mine later. Among these were a vein of Ruby and Peridot, both from BoP, a Gold vein, a vein of Diamonds, one of Silver from Thermal Expansion, and a Uranium vein from IC2. There were also some veins from Thaumcraft, one of Cinnabar, 2 of Air Infused Stone, 1 of which I mined, and one of Water Infused Stone.
I put Efficiency III and Fortune III on the Awakened Ichorium Pickaxe; the latter enchantment has now resulted in me having 5440 Air Shards. Since I am going to be mining other Thaumcraft veins, I added another Dense cable to my AE system, this one Cyan. The only thing connecting to it are 6 Barrels, each holding Thaumcraft Shards. These were originally stored in a Filing Cabinet; now that they are in barrels, I can dismantle it and the Storage Bus/channel it is on.
I am mostly skipping the ore veins as I have plenty of ore in my chest awaiting processing. But should I want to collect more of the ore, my AE system can handle it. I recently added a 3rd ME Drive with 4 16K Storage and 6 4K Storage Cells. Most of those are empty, or have very little in them (both items and item types.) And processing all that ore is quite fast if I use the Red Matter Furnaces. Only thing is I do not get secondary items this way - I either have to pulverize it or run it thriough the SAG Mill.
As an exmaple of the ridiculous amount of ore that can be mined in this dimension, I am there now and have mined a bit more halfway to the bottom of an iron vein, and have gotten 12 stacks + 14 ore so far. Assuming the same amount is present further down in the vein, I will have around 1500 iron ore once I am done.
In moving the Air Shards to a barrel, I threw a bunch on the ground, but they ended up in my Crucible and made a mess with both gaseous Flux and Flux Goo being created. Flux if left too long will eventually cause Taint to form, and once it does, it can start to spread. I did manage to get it all cleaned up though, but some of the Flux Goo took a little time to dissipate to the point where I could remove it using cobblestone.
I made a modpack and a server for it. The modpack is SkyblockPlus and its a Curse modpack. The official server is the official server button on the main menu.
That's 9 stacks + 35 of Gold, 13 stacks + 31 of Emeralds, and 20 stacks + 50 of Thaumcraft Fire Shards, and those veins haven't even been mined halfway down to the bottom layer. I've now mined out an approximate 640x672 area based on what Journey Map is showing as explored, and so far the Emeralds are the rarest ore/gems/dust/shards I have found. I've been marking some of the rarer veins with waypoints:
So far, I have only found worldgen veins; nothing in NEI that does not generate naturally in the Overworld or Nether has been found. I also have not found any of the Nether ore (Nether Quartz, Cobalt and Ardite), nor have I found Iridium ore, which I believe is only found in dungeon loot. I have tried to match the color of each waypoint with that of the ore - for example green for Emerald, Peridot, Earth Shards and Uranium.
Given that this entire dimension is Bedrock, it might be a good place to set up an MFR Laser Drill, which needs to be over Bedrock or the Void to mine. Using different color lenses as foci, I can even have it get non-worldgen ores/gems, etc. Only thing is it needs a lot of power. I would need to max out the power on my Big Reactor to run both it and the Ender Quarry at the same time. I may end up dismantling the latter once I can get a Laser Drill going here.
I've spent the past few days exclusively working on my mod TMCW in preparation for starting a new world with it soon; I have not actually spent any time playing Minecraft (not counting running it within MCP) and I've set aside my first world for the time being, as I've done a couple times before.
Among other things, I just added igloos, which are nearly the same as in 1.9+ except they generate in Winter Taiga (i.e. Cold Taiga) and Winter Forest (snowy forest biome) but not Ice Plains, and a few other things are different; they do not have brewing stands and the splash potion of weakness generates in the chest instead, which otherwise has the same loot with a low chance of a diamond or amethyst and 1-4 rotten flesh instead of 1 per stack (I presume that the loot is also chosen differently, as chest loot since 1.9 seems to include multiple stacks of a few items instead of randomly choosing one item per stack, so there can be up to 10 unique items in a chest with the potion and golden apple always present). The zombie villager is also just an ordinary zombie villager because the different types weren't added until later:
Also, I added them, as well as fossils, by using the blueprints from the Wiki to figure out how to place the blocks using pure code, which is how structures were made before structure files were added (I believe that older structures are still generated with code); the entire class for igloos required over 600 lines of code and fossils required over 500:
(instead of using the vanilla structure code I just made up my own code because that's the way I am, which is also partly why I don't use Forge to make mods since I'd have to follow an API's rules. And yes, I just use Windows Notepad to code, instead of Notepad++ or a GUI like Eclipse)
Another thing I've added are "double dungeons", which have a 5% chance of generating in place of a normal dungeon (20% in a "network cave region" and about 5.4% overall), and have 2 spawners and 2-3 chests, with each spawner spawning a different type of mob (never both the same type; the maximum spawn delay is doubled so their overall spawn rate is higher than a single spawner but less than two) and the floor having chiseled stone bricks in place of cobblestone; they and regular dungeons can also have stone brick walls instead of cobblestone:
This is the larger variant, which has an overall size of 9x13, with the smaller one being 7x11 and normal dungeons 7x7, 7x9, or 9x9:
(even with these chiseled stone brick is impractically rare to be used as a building block; it is not craftable in 1.6.4, as is moss stone, though I found nearly 50,000 in my first world)
A normal dungeon generated with stone brick walls, which has a 25% chance:
Also, here are the results from a test run I made to find out how often they generated, along with normal dungeons; the overall frequency of dungeons is similar to that in vanilla 1.6.4 - they are actually quite common, even after 1.7 significantly reduced their frequency (around one every 100 chunks):
Generated double dungeon at -242, 39, 345
Generated double dungeon at -219, 5, 164
Generated double dungeon at -343, 41, 1
Generated double dungeon at -283, 30, -351
Generated double dungeon at -42, 36, -687
Generated 100 normal dungeons and 5 double dungeons (105 total) in 4144 chunks.
Generated double dungeon at -525, 25, -472
Generated double dungeon at -577, 52, 293
Generated double dungeon at -622, 4, 552
Generated 200 normal dungeons and 8 double dungeons (208 total) in 8424 chunks.
Generated double dungeon at -970, 35, 407
Generated double dungeon at -979, 34, 94
Generated double dungeon at -805, 22, -680
Generated double dungeon at -965, 35, -681
Generated double dungeon at -420, 9, -726
Generated double dungeon at -154, 74, -980
Generated double dungeon at 513, 26, -831
Generated double dungeon at 770, 63, -857
Generated double dungeon at 764, 55, -152
Generated double dungeon at 914, 15, -107
Generated 300 normal dungeons and 18 double dungeons (318 total) in 13147 chunks.
Generated double dungeon at 878, 40, 294
Generated double dungeon at 712, 29, 369
Generated double dungeon at 832, 7, 450
Generated double dungeon at 674, 9, 894
Generated double dungeon at -1060, 62, 149
Generated 400 normal dungeons and 23 double dungeons (423 total) in 17158 chunks.
I also decided to change my "cooldown" system; previously it added a half-second period after the normal damage immunity during which damage would be linearly reduced from 100% at 1 second since the last hit to 0% at half a second and now it only takes effect if you hit a mob during its damage immunity period, with the last damage being player-dealt (e.g. hitting a mob after it receives other damage will not penalize you, other than only applying your damage minus the last damage, which is how vanilla handles additional damage during the immunity period); this change lets you strike a mob as often as damage immunity allows with no penalty, making it more similar to 1.9, where swords have a cooldown of 0.63 seconds (in either case it only applies to individual mobs; you could hit 3 mobs within a second with no effect). The duration of the penalty is also increased if you hit the mob again within the 1 second period it lasts (+1 to 0 seconds added for <= 0.5 to 1 second since last hit; maximum time is capped at 1 second). I did this since too often I would have to hit a mob three times instead of two (14.25 unmodified damage per hit) and I didn't want it to intrude on normal gameplay (even without this spam-clicking in 1.6.4 is bad since prior to 1.7 every single hit, regardless of whether it deals any damage, will take away durability (see description), rapidly depleting your sword. With my change (either case) I can break a golden sword on a zombie and not kill it, while vanilla still gets 15-20 durability taken off, 3-4 times the 5 hits required).
One thing I've thought of adding is some sort of "cave map" which lets you map out caves underground in a similar manner to the MCMap utility that I use (except in 2D; custom colors could be used to show elevation), which only renders caves within a small radius of torches so only explored areas can be seen (I used Rei's Minimap for 1.6.2 for a while and its cave mode (example) was similar, only showing lit-up caves (any light), and only within a narrow y-range around your position; this was still considered to be so cheaty that servers could disable it).
In addition, I made a standalone Java app that locates various types of caves, such as the locations of the largest caves and ravines, as well as special types of cave systems and cave regions; I initially made it to easily find them while testing, as part of the Minecraft code (that is, it ran when a world was loaded) but made it standalone. Here is an example output (I've been using the seed "10" for testing):
Seed is 10
Range is +/- 3072 blocks (+/- 192 chunks)
Showing up to 5 results for each category
Searching for caves...
Locations of nearest colossal cave systems (locations are the center unless noted)
1: -1336, -552
2: 1608, 232
3: 600, 1512
4: -488, -1768
5: -1448, 1656
Locations of nearest circular room cave systems:
1: 648, 200
2: -248, -696
3: -888, -184
4: 520, -824
5: 136, 968
Locations of nearest ravine cave systems:
1: 520, -184
2: 8, -568
3: -504, -312
4: -632, -696
5: -888, 584
Locations of largest caves by distance:
1: -696, 25, 8 (length: 294, width: 56, volume: 228159)
2: -312, 18, 648 (length: 244, width: 29, volume: 58142)
3: 168, 18, -888 (length: 336, width: 25, volume: 61050)
4: 200, 22, 904 (length: 247, width: 38, volume: 98144)
5: 968, 28, -120 (length: 232, width: 38, volume: 92944)
Locations of largest caves by volume:
1: 2632, 28, -1528 (length: 329, width: 72, volume: 403489)
2: -184, 26, 2312 (length: 326, width: 65, volume: 338479)
3: -2872, 26, -2168 (length: 332, width: 65, volume: 337929)
4: 1096, 22, -2040 (length: 336, width: 60, volume: 301502)
5: 1864, 26, 776 (length: 325, width: 55, volume: 243677)
Locations of largest ravines by distance:
1: 72, 19, 648 (length: 286, width: 20, volume: 130340)
2: -184, 25, -632 (length: 266, width: 23, volume: 142661)
3: -184, 43, 904 (length: 262, width: 22, volume: 129308)
4: -792, 24, -536 (length: 140, width: 18, volume: 54678)
5: -952, 28, 136 (length: 276, width: 18, volume: 108389)
Locations of largest ravines by volume:
1: 1736, 38, -2296 (length: 336, width: 39, volume: 422089)
2: -1848, 33, 1800 (length: 336, width: 35, volume: 362058)
3: -2232, 40, 648 (length: 282, width: 37, volume: 326335)
4: -2872, 23, 1544 (length: 332, width: 32, volume: 304877)
5: 2376, 41, -2936 (length: 318, width: 31, volume: 275773)
Locations of giant cave regions (NW and SE corners):
1: -832, 304 to -641, 495
2: 1120, 320 to 1311, 511
3: 1680, 912 to 1871, 1103
4: 560, 1920 to 751, 2111
5: 720, -2208 to 911, -2017
Locations of network cave regions (NW and SE corners):
1: 752, -192 to 943, -1
2: -304, 816 to -113, 1007
3: -208, -1136 to -17, -945
4: -1248, -208 to -1057, -17
5: 624, -1232 to 815, -1041
Locations of strongholds (starting points):
1: -476, -556
2: 1012, 692
3: -1244, 244
4: 1572, -364
5: 612, -1628
Here is an update to my "cave density" comparisons which includes TMCWv4; unlike the older comparisons (example) it accounts for the additional caves that are generated when a circular room is generated, which increases the overall number of caves by 37.5%:
These cover a 4 million chunk region (+/-1000 chunks from the origin), with the near-origin "exclusion zone" in TMCW removed so it doesn't bias the results since they are supposed to represent the entire world; the number of caves in a given area is along the x-axis and the number of times it was found is along the y-axis. The radii are circular and are from the center chunk so that a 4 chunk radius area has a diameter of 9 chunks (the first one for cave systems is a single chunk, or radius of 0).
Besides the differences between 1.6 and 1.7 this shows that TMCW has a larger variation in cave density, with 1.7 having the lowest; for a 16 chunk radius TMCW has a variation of nearly 20:1, with anywhere from half the minimum density of 1.7 to double the maximum density of 1.7. The odd spikes seen for individual cave systems and a 2 chunk radius (these use a log instead of linear scale) reflect the generation of special cave systems. The main reason why TMCW has more caves than 1.6.4 is because I added additional caves near sea level to offset normal caves being 7 layers deeper down (lava at y=4 instead of 11).
Here is a repost of a couple maps I made of the underground (I've since made some changes but this still mostly accurate. Underground lakes and springs are also not present since I used a special debug mode that only generates caves and structures in a Superflat-like world for quickly generating a large amount of terrain):
This only includes special types of caves and cave systems; there are four "colossal cave systems", which appear as large, dense normal cave systems, such as at left-center, and are intended to replicate a large cave system in my first world; two "giant cave regions", near the right-center and lower-center, which consist of numerous giant caves in a region about 200 blocks across; six "network cave regions", which appear as large, stringy networks of caves (these have a higher chance of "double dungeons" within them, as well as large caves, all sizes of ravines, and mineshafts), numerous "circular room" and "ravine" cave systems, seen close-up, and larger than normal caves and ravines, the former of which come in two variants, one which generates about once every 100 chunks with a large random size range and the other which generates once every 2,560 chunks with a much larger average size and smaller size range; in the case of ravines there is a 1/8 chance (1 every 400 chunks) that they may be larger and a 1/50 chance (1 every 2,500 chunks) of a larger variant, similar to large caves:
Also visible are several strongholds, which infinitely generate with one every 8,192 chunks (the same as colossal cave systems; they and giant/network cave regions all use the same basic algorithm for placement with different offsets so they can never overlap. In a similar manner special cave systems and regions exclude normal caves and/or large caves and/or ravines and/or mineshafts, and mineshaft frequency is controlled by the local density of caves).
Here is a diagram illustrating how they are placed; the area shown is 128x128 chunks with red being colossal cave systems (only the center locations), blue strongholds (also only the center), and green regional caves, with dark green showing the locations of the northwest corner and light green their overall range (their core region is 12x12 chunks in size). All of these also extend several chunks further out from the highlighted regions and regional caves only generate in one of two locations within each 64x64 chunk quadrant for a total of four in a 128x128 chunk area, one of which is always a giant cave region with the other three being network cave regions:
Also, here is a rendering comparing what I did in my first world to the first two times I played on it, not counting part of the second time when I modded it with a modified version of TMCW (i.e. only progress up to that point was not reverted):
A full-size sequence of what I explored over the last few days I spent playing, which was around the area near the top-center of the map above and the northeastern corner of the map to the east of center below (I had previously been exploring the map to the west), which I had previously not explored because it was off the eastern edge of the center map and on the eastern map it appeared to be ocean, which I usually only explore out to a couple hundred blocks from land:
An in-game screenshot of my map wall, consisting of 5 level 4 maps (6144x6144 blocks):
Some statistics:
Overall, I've spent close to two years of daily playing in my first world, which is likely never going to be surpassed by any other world I make, which have not lasted for more than a few months (even if I kept the last three worlds I made with TMCW updates to the mod are as disrupting to terrain generation as upgrading from 1.6 to 1.7; the only way I'll ever play my first world in 1.7 or later is if the terrain generator, and not just the underground, was changed to that before 1.7).
For comparison, this was the previous world I made with TMCW (version 3), which I spent about two weeks of playtime on:
A few of the things that I found; this version of TMCW did not have the special types of cave systems, only larger caves and ravines (nearly unchanged since the second version) and colossal cave systems:
The following three screenshots and renderings are of the same enormous cave:
Both the cave and ravine shown above are in this rendering:
Naturally, I'll be playing on this new world the same way after I've gotten all of the early-game stuff (meaning everything up to the Ender Dragon fight) out of the way, which will take a lot longer than usual; for example, I'll want to breed villagers so I can get Mending (renaming an item no longer works; Mending just replaces this so anvils are still required to repair them), which is quite a bit harder to get when there is only have a 1.75% chance of getting an enchanted book trade, one per villager, per final offer traded (when testing I had to buy more than a stack each of clocks and compasses from dozens of villagers before I unlocked it, which is well over a thousand emeralds, plus many more for other trades, including trading to get emeralds). However, all of the other enchantments unlocked along the way will significantly reduce how much enchanting I need to do; unlike my first world I won't be trading with them afterwards because I did not add amethyst gear to their offer list (it rather spoils the rarity of diamond and amethyst is far too expensive to repair with items (up to 62 levels for an unenchanted item) unless they are nearly depleted).
The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2015
Posts:
43
Minecraft:
MJWitski
Member Details
I haven't played in a couple days. Been beat from IRL work and in my survival world I'm torn as to what to do. I would like to start construction of a minecart monorail that outlines my spawn chunks at y = 80. I don't know wheather to make it centered at the boarder, just outside, or inside the 12 x 12 spawn chunks boarder. (I know, I know. Spawn Chunks are 16x16, I'm leaving out the lazy chunks.) I'm leaning towards inside to cut down construction T&M by a little. Would any of you like to weigh in?
Side note, this idea got sparked by another project. I've got a village just outside my spawn chunks that I'm fortifying. One of the walls that I've started laying out is right about at the spawn chunk boarder. I thought it'd be cool to have an automatic train station set up there that I could use to go North, South, East, West, Clockwise and Counter Clockwise on the Monorail, and to the Center of my Spawn Chunks.
An update to the guardian farm project I started in Quintropolis over a month ago. This is how far I've gotten. It amazes me how long this is taking, but I'm certain it will be worthwhile in the very end. The guardians just won't leave me alone!
My plan is to have the entire farm completed by the end of this year. I'm hopeful that happens - would be a great capstone project if you ask me!
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Recap: On my very first saved world I built sky-bridges from mountain top to mountain top with a fort on #1 then homes on each, after 3 - 4 months and 3 mountains however I got bored and wenty onto World2 which was, and still remains my main world. In 2011 I went back to the original world and began work on an underground home in what was a huge crater sized cave between mountains #1 & #2 that went far down. For the last 6 years On/off, I've been at it with a lot of "off" time and many resource packs.
With the recap in mind, the first level of the underground home the cave "mouth" originals had 3 natural walls generated from the land with a fourth front wall added by me to connect them (See pics below). Despite the resource packs,and change on the roof and cobble to wood very little has changed, I decided I wanted to camoflage the entrance now and make it look like the mountain with a secret stone doors (Via pistons entrance)
2011:
2013:
2016:
Over-top view (It's in the middle)
First attempt didn't go well, I did the redstone first and built around it, compramising the look inside a bit. The second time I did the outside first and then the redstone and managed to retain the inside exactly.
Other changes:
This is level #6 (Lava way), originally very boring with a bit of mossy cobble in the ground, vines and glass blocking off a natural lava fall with obsidian block trim:
I decided to take off the big corner wall by the lava and really open it up and used magma blocks from a recent nether visit. (To travel as far as possible in the nether, create portal, travel further to new chunks in the over-land. Which took 2 attempts.) The first time in the nether I could remember where the portal spawned so left all precious items in a chest outside before going through, got chaed away by 2 ghasts and ran so much I got lost! I had no choice but to plonk the obsidian anywhere and hope for the best when I came out in the over-world. Which was only a chunk block away from the original Alpha bilds - FAIL TRIP.
After re-gathering my equipment I reclaimed the obsidian from the over-world and dismantled the portal and would try again a few days later. Knowing it was safe, I travelled far in the nther this time, fully equipped and stacking two-high netherrack and lighting it as beacoons on the journey. This trip went better but I spawned in a cave with no vissible way up, so when I dug a staircase up I eventually hit water, I was in the middle of the ocean. I have since created a glass tube from the top od the stairs landing to the top of the ocean, with one wall made of cobble for the ladders. On the surface of the water I have a small wooden platform, behind the top of which I have 2x stacked netherrack with a magma block on top to act as a beacon at night.
So far I have this, but still not sure what to do about the walls. May change the low cobble walls to fences and the stone to stained clay (Red?) when I get some.
I will update more when I have the pics of the other work I'm doing underground.
Ashford (Castle.)
I now have two areas left to level over flat with dirt:
How it actually looks from the air currently:
Whilst I secure the dirt needed I just need to start building the walls up now.
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
Currently I am dfoing the waiting game again with building up an Aura Node, this time an Aer one. This will be located in one corner of my main Thaumcraft room where it will be stabilized and energized. Its purpose is going to be to feed centi-Vis to 6 Flux Scrubbers I made and set up in the main Thaumcraft room.
The pyramid shaped blocks in the second image on the ceiling and walls are the Flux Scrubbers. The brown section at the end of each of these moves in and out, much like the Arcane Bellows, which are used in their crafting. It is an Arcane Worktable recipe. Also of note are the added Tallow Candles around the Infusion Altar. These correspond to the colors of the crystal clusters on each side, and the Order and Entropy ones in the corners. A similar pattern of candles is set up in the room below the Altar. The Node to be energized has 108 Aer Vis with 2 smaller Nodes nearby. It is in the Arcane Spa room behind me in the image.
The candles will help increase the stability of the Altar even further - I plan on making the rest of the Awakened Ichorium tools, and don't want a repeat of the instability that occurred when I made the pickaxe.
The Node will be placed on top of the Stabilizer in the first image. I have two methods of moving it once it is ready. One of those will make the Node even weaker. That is the Node in a Jar method, and the Node is currently Normal, Pale. Moving it that way may turn it into a Fading Node that doesn't regenerate its Vis. The second method is to use the Transvector Dislocator from Thaumic Tinkerer. These have a range of 16 blocks and like the Transposers from Blood Magic, will swap items between pairs of them. A Transvector Binder tool is used to bind the destination Dislocator to the block to be swapped. Then a redstone signal is applied. Moving the Node by this method will take 2 or 3 moves to get it into its final location in the corner of the room with the Stabilizer under it.
I was looking at the items from Thaumic Exploration and made this:
Without adding any Hast enchantment, these boots give me a faster movement speed than the Boots of the Traveller from which they are made with Haste I applied to them. They also retain the other boots' uphill step assist. The Boots of the Comet leave an ice trail behind them as i walk, and they allow walking on water as they temporarily turn the water under them into ice. They kind of remind me of the Ice Rod from Terraria.
Aside from the Thaumcraft related things I've done recently, the other has been to get bees going. I have all 30 of the Apiaries that I had in my AE system placed in the outdoor area where my tree farm is at. This is located on the south side of my base, and will also be where I do all my Botania related things, once I get started in that mod. Only 11 of the Apiaries are occupied. I have 2 pairs of Valiant bees making Cocoa Combs and Sugar. The combs can be centrifuged to get Cocoa Beans, which are not really needed as I have a lot of the pods growing on the jungle trees inside the base. The rest of the bees are Common, with a few having been bred up to Cultivated. The latter species is the starting point for many other species, in particular the Noble and Industrious branches.
I've held off breeding bees until now as it takes a lot of time and patience to get the species you want, though with mods like Extra Bees and Gendustry that should be easier.
Earlier today I made a (mostly vanilla) hardcore world, and my total play time on it so far is about 10 hours.
I went on a huge mining expedition, returned with 4 1/2 stacks of iron, 5 diamonds, 3 stacks of coal, 30 blocks of redstone, and 4 blocks of lapis. I'm glad I got that iron too, as I needed it for my chicken farm.
The area that I spawned in only has chickens for miles, which is disappointing to say the least. However I made the best of the situation and made a very efficient chicken farm. I started with about 8 chickens and about an hour or 2 later ended up with 30+. That was all by breeding and manual egg throwing, though. Soon after I built a redstone contraption that passes eggs from hoppers (30 of them; covering the entire chicken farm floor, which is 5*6), to 2 vertical droppers that then pass the eggs into a dispenser that shoots an egg every second or so. There is also a switch to turn it on/off.
After the farm was done, I made a barn/something to house the machine and all excess eggs/farming stuff. Here's the outside; what do you think?:
Mind the dirt road, it hasn't grown back to grass as before it was gravel.
Here's the interior (pretty plain as of right now):
And lastly, the chickens themselves:
There's in total about 88, at least that is what the entity count is when looking over there.
Just from being AFK for 10 minutes, they laid about 288 eggs (4.8 per minute) -- 2 droppers full of them. Overall very successful on my part and the new sweep attack makes short work of them if I ever run low on food. And I can make as many cakes as I want with this farm! But you wouldn't believe how much god dang noise these things make - you can probably imagine that 80+ chickens can make your ears bleed in less than 30 seconds. I am using sonicether's sound physics so I have managed to block most of the noise out with the stone building.
I'll probably report more down the road, but only on interesting things.
I ran into a bit of a drawback with the Boots of the Comet as they freeze water around them, which means if I go near my Sugar Cane farm the plants all get uprooted and drop as items. So I decided not to wear them and instead made the Boots of the Meteor instead. While these were almost as fast as the other boots with Haste III applied to them, they also had a teleport ability that was activated by sneaking while jumping. This also tended to activate another ability of theirs where you stomp downward and cause an explosion which damages nearby mobs, but not blocks. I ended up putting them onto the Armor Stand with the Thaumostatic Harness on it.
I then made two items from Thaumic Tinkerer. One of these was the Awakened Ichorium sword, another of the mod's KAMI module end game items. I added Sharpness V and Looting III to it (it has infinite durability as do all the Ichorium tools), and tested it on some Crimson Knights and a couple of zombies. It does only a little bit more damage than the Shiny sword I was using before, and less damage than the Red Matter sword from ProjectE. For now I placed it on a Tool Rack. I might take it with me to the End sometime later to get more Ender Shards, and see if it can kill Endermen faster. The other item I made was the Boots of the Horizontal Shield, another KAMI module item. These have better protection than diamond armor, have uphill step assist like all the other boots I have made, and have Haste II applied to them. I added Protection IV and Haste I to them, and now I move incredibly fast, even faster than the Boots of the Comet. Like the other KAMI module items, they also have infinite durability. They also have a 3% Vis discount.
Both items required a Dangerous level of Infusion crafting to make. Fortunately no instability effects occurred during the process of creating either item. The Tallow Candles I added around the Altar have improved this even more than before. Usually if there is going to be some sign of instability, the Runic Matrix will show lightning effects coming from it. No such effects were seen either time.
I'm closing in on the Imperial species on my bees, having gotten Royal Jelly twice. But as for the one bee that appeared to have started down the Industrious branch, it has disappeared and that Apiary is showing Cultivated bees in it again. It can take a lot of time and patience to get the results you want with bee breeding. It may be time to get some Extra Bees and Gendustry machines going to make the process easier.
I was messing around with custom options, and set the only biome to be frozen river. I fiddled with the terrain settings and this is the outcome: (I modified the sea height if you couldn't tell)
This is in the ocean; roughly Y 116. Just amazing.
I've been working on adding more features to my mod "TheMasterCaver's World; among other things, I just made what I call "Rocky Mountains", a mountain biome largely made up of exposed stone, which is a mix of normal stone and andesite, and has snow-capped peaks (not due to elevation but because it is a separate biome):
As seen in Unmined (it renders exposed stone as green-brown depending on elevation); the highest peak reaches y=166 (minus one for snowcover) with snow mostly above cloud level:
(the river on the right gets cut into since I temporarily disabled rivers from generating through the biome; I've considered making them an exception to rivers always cutting down to sea level, making valleys instead)
A couple screenshots from in-game; the peak use snow blocks as ground cover (e.g. dirt/grass) so it is clearly visible from the side (otherwise you only see a thin line of snow):
Also, if you look closely you can see where grass transitions to coarse dirt, then to stone at lower elevations; the chance of placing either block depends on elevation with all-grass transitioning to all-stone over a 15 block change in elevation. There are no exposed ores (dirt, gravel, coal) because I made them generate depending on the minimum elevation within a 2x2 chunk region so they are not exposed; for example, at y=64 about half as much generates over half the height range; y=96 3/4 as much and the normal amount and range at or above y=128.
I'm also considering adding a new variant of spruce tree instead of the vanilla trees that you see.
This is the most complex biome that I've made so far in terms of how many different biomes I used to make it; there are a total of 5 different biomes arranged in rings, with each ring towards the center having a higher height value, which forces the game to make a smoothly rising mountain, something which is otherwise very difficult to get.
I've also added a "meadow" biome and a variant of forest that generates within it (similar to normal plains and forest); it is similar to plains but with occasional trees (5% chance per chunk, as with 1.10+ plains), which are a new variant of large oak trees, and a new variant of village, which generates with spruce wood planks and stairs, all-bark spruce logs, stone brick in place of cobblestone, and cracked stone bricks in place of gravel:
I based these trees on big oaks but instead of the spherical leaf clusters they use the normal small tree shape; there is also another new type of tree which is 2-3 of these leaf clusters stacked vertically, which generates in the "meadow forest" variant along with these. Both trees can be grown from oak saplings in their respective biomes, similar to the other types of trees that I've added (they cannot be grown anywhere else, same for many of the others)
:
(this was taken from a Superflat world I made for testing)
This is the 5th variant of villages that I've added (plains, savanna, desert, ice plains, meadow)
I've also added another new type of cave system, which mostly consists of caves which are mainly vertical, in contrast to the mainly horizontal caves you normally find:
From left to right are circular room, ravine, and vertical cave systems, the first two which I added recently, along with several others:
Note the scale in the lower-left; the maximum span of any of these is only around 100 blocks, similar to individual vanilla-type cave systems, which seem much larger due to the combined length of all of the passages, which can be many kilometers long (a typical "large" cave system in vanilla has perhaps 30 caves each averaging 150 blocks long for 4,500 blocks of passages. A ravine cave system averages 95 segments (a single "cave" is 2-4 segments), each averaging 30 blocks long for 2,850 blocks and a vertical cave system averages 54 caves, each averaging 40 blocks long for 2,160 blocks. Circular room caves average 50 circular rooms with an average diameter of 13.5 blocks, although that isn't as translatable to length as the otehrs).
These are screenshots taken with MCEdit after I used a filter that automatically adds torches to caves to light them up; each cave required 300-500 torches with a minimum light level of 6 (the default is 8 to prevent mobs from spawning):
Circular room cave system; each circular room has a narrow tunnel which usually extends towards the center, linking most of them together:
Ravine cave system, which is made up of modified ravine-like caves which are much smaller than normal ravines; unlike circular room caves there are only a couple of vertical caves rising to the surface (other than those all of these cave systems exclusively generate below sea level and usually there are only a couple small cave openings to indicate their presence):
Vertical cave system; I got the idea for this from the "vertical caves" that I used in the previous cave systems to make surface entrances, with the ones here modified to have width variation and varying lengths, most stopping below the surface:
With all of the other types of caves and cave systems that I've added TMCW is one of, if not the, the most complex mod for caves (I'm sure there are bigger mods that also add in underground features like dungeons, underground biomes, and so on, but I'm referring to caves themselves) ever made; even though it is only a subset of the whole mod I still categorize it as a "cave mod", along with other mods which were mostly just that:
For comparison, the vanilla cave generation code is only 10 KB in size; I have 4 separate methods for generating caves, 3 of which generate more than one type of cave (vanilla has up to 7 types of caves depending on how you look at it; the majority of caves are mainly horizontal, 5-9 blocks in maximum width and branch into two smaller caves at one end. There are also narrower unbranched caves, 3-5 blocks wide and often extending much further out from a cave system (caves only branch if they exceed 5 blocks in width), as well as much larger caves up to 27 blocks wide (there is a 1/10 chance of an increased width; only around 1/3 of these exceed the maximum width of "normal" caves though); all of these have a 1 in 6 chance of increased vertical variation and reduced horizontal variation (6 different variants); then there are circular rooms, which are often said to be a bug but are an intended feature and generate as a single cave segment with half the normal height and 1-4 normal (tunnel-like) caves coming out of it). Ravines are also another variant of cave for up to 8 variants in vanilla, while TMCW can be said to have 3 due to the wide variation in sizes (unlike caves/cave systems they are all basically the same structure).
And yes, the fact that I've made 21.5 megabytes worth of mods which mainly focus around caves says it all. For comparison, the vanilla 1.6.4 jar is 4.52 MB and even 1.11 is only 8.75 MB.
Just a quick point of clarification, if I may. When you say,
a typical "large" cave system in vanilla has perhaps 30 caves each averaging 150 blocks long for 4,500 blocks of passages.
Do you mean that a given cave system will have nodes that are typically around 5 blocks wide and 150 blocks long? I cannot say that I've ever seen nodes that are that long on a normal basis; I am assuming that every time the cave turns, it's a different ellipsoid node, and those are (guessing) about every 20 blocks or so.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I love that build! I had contemplated something like that every since I saw Water 7 in One Piece.
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 went through the Bedrock Dimension and cleared out an area around 200 x 200 or so, adding waypoints in Journey Map for any ore veins I might want to mine later. Among these were a vein of Ruby and Peridot, both from BoP, a Gold vein, a vein of Diamonds, one of Silver from Thermal Expansion, and a Uranium vein from IC2. There were also some veins from Thaumcraft, one of Cinnabar, 2 of Air Infused Stone, 1 of which I mined, and one of Water Infused Stone.
I put Efficiency III and Fortune III on the Awakened Ichorium Pickaxe; the latter enchantment has now resulted in me having 5440 Air Shards. Since I am going to be mining other Thaumcraft veins, I added another Dense cable to my AE system, this one Cyan. The only thing connecting to it are 6 Barrels, each holding Thaumcraft Shards. These were originally stored in a Filing Cabinet; now that they are in barrels, I can dismantle it and the Storage Bus/channel it is on.
I am mostly skipping the ore veins as I have plenty of ore in my chest awaiting processing. But should I want to collect more of the ore, my AE system can handle it. I recently added a 3rd ME Drive with 4 16K Storage and 6 4K Storage Cells. Most of those are empty, or have very little in them (both items and item types.) And processing all that ore is quite fast if I use the Red Matter Furnaces. Only thing is I do not get secondary items this way - I either have to pulverize it or run it thriough the SAG Mill.
As an exmaple of the ridiculous amount of ore that can be mined in this dimension, I am there now and have mined a bit more halfway to the bottom of an iron vein, and have gotten 12 stacks + 14 ore so far. Assuming the same amount is present further down in the vein, I will have around 1500 iron ore once I am done.
In moving the Air Shards to a barrel, I threw a bunch on the ground, but they ended up in my Crucible and made a mess with both gaseous Flux and Flux Goo being created. Flux if left too long will eventually cause Taint to form, and once it does, it can start to spread. I did manage to get it all cleaned up though, but some of the Flux Goo took a little time to dissipate to the point where I could remove it using cobblestone.
I have just recorded a world-tour of my survival world. Check it out on youtube!
https://www.youtube.com/channel/UCXPPWPAPdK2GRk-3KfncJZw
Nice! Looks like you put a lot of work into it.
If you're looking for a laid-back survival server with an active and unique community, try hometown.
I made a modpack and a server for it. The modpack is SkyblockPlus and its a Curse modpack. The official server is the official server button on the main menu.
My latest haul from the Bedrock Dimension:
That's 9 stacks + 35 of Gold, 13 stacks + 31 of Emeralds, and 20 stacks + 50 of Thaumcraft Fire Shards, and those veins haven't even been mined halfway down to the bottom layer. I've now mined out an approximate 640x672 area based on what Journey Map is showing as explored, and so far the Emeralds are the rarest ore/gems/dust/shards I have found. I've been marking some of the rarer veins with waypoints:
So far, I have only found worldgen veins; nothing in NEI that does not generate naturally in the Overworld or Nether has been found. I also have not found any of the Nether ore (Nether Quartz, Cobalt and Ardite), nor have I found Iridium ore, which I believe is only found in dungeon loot. I have tried to match the color of each waypoint with that of the ore - for example green for Emerald, Peridot, Earth Shards and Uranium.
Given that this entire dimension is Bedrock, it might be a good place to set up an MFR Laser Drill, which needs to be over Bedrock or the Void to mine. Using different color lenses as foci, I can even have it get non-worldgen ores/gems, etc. Only thing is it needs a lot of power. I would need to max out the power on my Big Reactor to run both it and the Ender Quarry at the same time. I may end up dismantling the latter once I can get a Laser Drill going here.
I've spent the past few days exclusively working on my mod TMCW in preparation for starting a new world with it soon; I have not actually spent any time playing Minecraft (not counting running it within MCP) and I've set aside my first world for the time being, as I've done a couple times before.
Among other things, I just added igloos, which are nearly the same as in 1.9+ except they generate in Winter Taiga (i.e. Cold Taiga) and Winter Forest (snowy forest biome) but not Ice Plains, and a few other things are different; they do not have brewing stands and the splash potion of weakness generates in the chest instead, which otherwise has the same loot with a low chance of a diamond or amethyst and 1-4 rotten flesh instead of 1 per stack (I presume that the loot is also chosen differently, as chest loot since 1.9 seems to include multiple stacks of a few items instead of randomly choosing one item per stack, so there can be up to 10 unique items in a chest with the potion and golden apple always present). The zombie villager is also just an ordinary zombie villager because the different types weren't added until later:
Also, I added them, as well as fossils, by using the blueprints from the Wiki to figure out how to place the blocks using pure code, which is how structures were made before structure files were added (I believe that older structures are still generated with code); the entire class for igloos required over 600 lines of code and fossils required over 500:
(instead of using the vanilla structure code I just made up my own code because that's the way I am, which is also partly why I don't use Forge to make mods since I'd have to follow an API's rules. And yes, I just use Windows Notepad to code, instead of Notepad++ or a GUI like Eclipse)
Another thing I've added are "double dungeons", which have a 5% chance of generating in place of a normal dungeon (20% in a "network cave region" and about 5.4% overall), and have 2 spawners and 2-3 chests, with each spawner spawning a different type of mob (never both the same type; the maximum spawn delay is doubled so their overall spawn rate is higher than a single spawner but less than two) and the floor having chiseled stone bricks in place of cobblestone; they and regular dungeons can also have stone brick walls instead of cobblestone:
This is the larger variant, which has an overall size of 9x13, with the smaller one being 7x11 and normal dungeons 7x7, 7x9, or 9x9:
(even with these chiseled stone brick is impractically rare to be used as a building block; it is not craftable in 1.6.4, as is moss stone, though I found nearly 50,000 in my first world)
A normal dungeon generated with stone brick walls, which has a 25% chance:
Also, here are the results from a test run I made to find out how often they generated, along with normal dungeons; the overall frequency of dungeons is similar to that in vanilla 1.6.4 - they are actually quite common, even after 1.7 significantly reduced their frequency (around one every 100 chunks):
I also decided to change my "cooldown" system; previously it added a half-second period after the normal damage immunity during which damage would be linearly reduced from 100% at 1 second since the last hit to 0% at half a second and now it only takes effect if you hit a mob during its damage immunity period, with the last damage being player-dealt (e.g. hitting a mob after it receives other damage will not penalize you, other than only applying your damage minus the last damage, which is how vanilla handles additional damage during the immunity period); this change lets you strike a mob as often as damage immunity allows with no penalty, making it more similar to 1.9, where swords have a cooldown of 0.63 seconds (in either case it only applies to individual mobs; you could hit 3 mobs within a second with no effect). The duration of the penalty is also increased if you hit the mob again within the 1 second period it lasts (+1 to 0 seconds added for <= 0.5 to 1 second since last hit; maximum time is capped at 1 second). I did this since too often I would have to hit a mob three times instead of two (14.25 unmodified damage per hit) and I didn't want it to intrude on normal gameplay (even without this spam-clicking in 1.6.4 is bad since prior to 1.7 every single hit, regardless of whether it deals any damage, will take away durability (see description), rapidly depleting your sword. With my change (either case) I can break a golden sword on a zombie and not kill it, while vanilla still gets 15-20 durability taken off, 3-4 times the 5 hits required).
One thing I've thought of adding is some sort of "cave map" which lets you map out caves underground in a similar manner to the MCMap utility that I use (except in 2D; custom colors could be used to show elevation), which only renders caves within a small radius of torches so only explored areas can be seen (I used Rei's Minimap for 1.6.2 for a while and its cave mode (example) was similar, only showing lit-up caves (any light), and only within a narrow y-range around your position; this was still considered to be so cheaty that servers could disable it).
In addition, I made a standalone Java app that locates various types of caves, such as the locations of the largest caves and ravines, as well as special types of cave systems and cave regions; I initially made it to easily find them while testing, as part of the Minecraft code (that is, it ran when a world was loaded) but made it standalone. Here is an example output (I've been using the seed "10" for testing):
Here is an update to my "cave density" comparisons which includes TMCWv4; unlike the older comparisons (example) it accounts for the additional caves that are generated when a circular room is generated, which increases the overall number of caves by 37.5%:
These cover a 4 million chunk region (+/-1000 chunks from the origin), with the near-origin "exclusion zone" in TMCW removed so it doesn't bias the results since they are supposed to represent the entire world; the number of caves in a given area is along the x-axis and the number of times it was found is along the y-axis. The radii are circular and are from the center chunk so that a 4 chunk radius area has a diameter of 9 chunks (the first one for cave systems is a single chunk, or radius of 0).
Besides the differences between 1.6 and 1.7 this shows that TMCW has a larger variation in cave density, with 1.7 having the lowest; for a 16 chunk radius TMCW has a variation of nearly 20:1, with anywhere from half the minimum density of 1.7 to double the maximum density of 1.7. The odd spikes seen for individual cave systems and a 2 chunk radius (these use a log instead of linear scale) reflect the generation of special cave systems. The main reason why TMCW has more caves than 1.6.4 is because I added additional caves near sea level to offset normal caves being 7 layers deeper down (lava at y=4 instead of 11).
Here is a repost of a couple maps I made of the underground (I've since made some changes but this still mostly accurate. Underground lakes and springs are also not present since I used a special debug mode that only generates caves and structures in a Superflat-like world for quickly generating a large amount of terrain):
This only includes special types of caves and cave systems; there are four "colossal cave systems", which appear as large, dense normal cave systems, such as at left-center, and are intended to replicate a large cave system in my first world; two "giant cave regions", near the right-center and lower-center, which consist of numerous giant caves in a region about 200 blocks across; six "network cave regions", which appear as large, stringy networks of caves (these have a higher chance of "double dungeons" within them, as well as large caves, all sizes of ravines, and mineshafts), numerous "circular room" and "ravine" cave systems, seen close-up, and larger than normal caves and ravines, the former of which come in two variants, one which generates about once every 100 chunks with a large random size range and the other which generates once every 2,560 chunks with a much larger average size and smaller size range; in the case of ravines there is a 1/8 chance (1 every 400 chunks) that they may be larger and a 1/50 chance (1 every 2,500 chunks) of a larger variant, similar to large caves:
Also visible are several strongholds, which infinitely generate with one every 8,192 chunks (the same as colossal cave systems; they and giant/network cave regions all use the same basic algorithm for placement with different offsets so they can never overlap. In a similar manner special cave systems and regions exclude normal caves and/or large caves and/or ravines and/or mineshafts, and mineshaft frequency is controlled by the local density of caves).
Here is a diagram illustrating how they are placed; the area shown is 128x128 chunks with red being colossal cave systems (only the center locations), blue strongholds (also only the center), and green regional caves, with dark green showing the locations of the northwest corner and light green their overall range (their core region is 12x12 chunks in size). All of these also extend several chunks further out from the highlighted regions and regional caves only generate in one of two locations within each 64x64 chunk quadrant for a total of four in a 128x128 chunk area, one of which is always a giant cave region with the other three being network cave regions:
Also, here is a rendering comparing what I did in my first world to the first two times I played on it, not counting part of the second time when I modded it with a modified version of TMCW (i.e. only progress up to that point was not reverted):
A full-size sequence of what I explored over the last few days I spent playing, which was around the area near the top-center of the map above and the northeastern corner of the map to the east of center below (I had previously been exploring the map to the west), which I had previously not explored because it was off the eastern edge of the center map and on the eastern map it appeared to be ocean, which I usually only explore out to a couple hundred blocks from land:
An in-game screenshot of my map wall, consisting of 5 level 4 maps (6144x6144 blocks):
Some statistics:
Overall, I've spent close to two years of daily playing in my first world, which is likely never going to be surpassed by any other world I make, which have not lasted for more than a few months (even if I kept the last three worlds I made with TMCW updates to the mod are as disrupting to terrain generation as upgrading from 1.6 to 1.7; the only way I'll ever play my first world in 1.7 or later is if the terrain generator, and not just the underground, was changed to that before 1.7).
For comparison, this was the previous world I made with TMCW (version 3), which I spent about two weeks of playtime on:
A few of the things that I found; this version of TMCW did not have the special types of cave systems, only larger caves and ravines (nearly unchanged since the second version) and colossal cave systems:
The following three screenshots and renderings are of the same enormous cave:
Both the cave and ravine shown above are in this rendering:
Naturally, I'll be playing on this new world the same way after I've gotten all of the early-game stuff (meaning everything up to the Ender Dragon fight) out of the way, which will take a lot longer than usual; for example, I'll want to breed villagers so I can get Mending (renaming an item no longer works; Mending just replaces this so anvils are still required to repair them), which is quite a bit harder to get when there is only have a 1.75% chance of getting an enchanted book trade, one per villager, per final offer traded (when testing I had to buy more than a stack each of clocks and compasses from dozens of villagers before I unlocked it, which is well over a thousand emeralds, plus many more for other trades, including trading to get emeralds). However, all of the other enchantments unlocked along the way will significantly reduce how much enchanting I need to do; unlike my first world I won't be trading with them afterwards because I did not add amethyst gear to their offer list (it rather spoils the rarity of diamond and amethyst is far too expensive to repair with items (up to 62 levels for an unenchanted item) unless they are nearly depleted).
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 haven't played in a couple days. Been beat from IRL work and in my survival world I'm torn as to what to do. I would like to start construction of a minecart monorail that outlines my spawn chunks at y = 80. I don't know wheather to make it centered at the boarder, just outside, or inside the 12 x 12 spawn chunks boarder. (I know, I know. Spawn Chunks are 16x16, I'm leaving out the lazy chunks.) I'm leaning towards inside to cut down construction T&M by a little. Would any of you like to weigh in?
Side note, this idea got sparked by another project. I've got a village just outside my spawn chunks that I'm fortifying. One of the walls that I've started laying out is right about at the spawn chunk boarder. I thought it'd be cool to have an automatic train station set up there that I could use to go North, South, East, West, Clockwise and Counter Clockwise on the Monorail, and to the Center of my Spawn Chunks.
An update to the guardian farm project I started in Quintropolis over a month ago. This is how far I've gotten. It amazes me how long this is taking, but I'm certain it will be worthwhile in the very end. The guardians just won't leave me alone!
My plan is to have the entire farm completed by the end of this year. I'm hopeful that happens - would be a great capstone project if you ask me!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
With the recap in mind, the first level of the underground home the cave "mouth" originals had 3 natural walls generated from the land with a fourth front wall added by me to connect them (See pics below). Despite the resource packs,and change on the roof and cobble to wood very little has changed, I decided I wanted to camoflage the entrance now and make it look like the mountain with a secret stone doors (Via pistons entrance)
2013:
2016:
Over-top view (It's in the middle)
First attempt didn't go well, I did the redstone first and built around it, compramising the look inside a bit. The second time I did the outside first and then the redstone and managed to retain the inside exactly.
Other changes:
I decided to take off the big corner wall by the lava and really open it up and used magma blocks from a recent nether visit. (To travel as far as possible in the nether, create portal, travel further to new chunks in the over-land. Which took 2 attempts.) The first time in the nether I could remember where the portal spawned so left all precious items in a chest outside before going through, got chaed away by 2 ghasts and ran so much I got lost! I had no choice but to plonk the obsidian anywhere and hope for the best when I came out in the over-world. Which was only a chunk block away from the original Alpha bilds - FAIL TRIP.
After re-gathering my equipment I reclaimed the obsidian from the over-world and dismantled the portal and would try again a few days later. Knowing it was safe, I travelled far in the nther this time, fully equipped and stacking two-high netherrack and lighting it as beacoons on the journey. This trip went better but I spawned in a cave with no vissible way up, so when I dug a staircase up I eventually hit water, I was in the middle of the ocean. I have since created a glass tube from the top od the stairs landing to the top of the ocean, with one wall made of cobble for the ladders. On the surface of the water I have a small wooden platform, behind the top of which I have 2x stacked netherrack with a magma block on top to act as a beacon at night.
So far I have this, but still not sure what to do about the walls. May change the low cobble walls to fences and the stone to stained clay (Red?) when I get some.
I will update more when I have the pics of the other work I'm doing underground.
Ashford (Castle.)
I now have two areas left to level over flat with dirt:
How it actually looks from the air currently:
Whilst I secure the dirt needed I just need to start building the walls up now.
Closed old thread
Like Minecraft forums or interested in my world? Try My message board, it's better moderated because I run it directly and have run Internet message boards for 21+ years! Better software and I have much more control to keep the content more up to date. Free to join, 13 years+.
16yrs+ only
Ashford's coming along nicely leangreen.
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..
Currently I am dfoing the waiting game again with building up an Aura Node, this time an Aer one. This will be located in one corner of my main Thaumcraft room where it will be stabilized and energized. Its purpose is going to be to feed centi-Vis to 6 Flux Scrubbers I made and set up in the main Thaumcraft room.
The pyramid shaped blocks in the second image on the ceiling and walls are the Flux Scrubbers. The brown section at the end of each of these moves in and out, much like the Arcane Bellows, which are used in their crafting. It is an Arcane Worktable recipe. Also of note are the added Tallow Candles around the Infusion Altar. These correspond to the colors of the crystal clusters on each side, and the Order and Entropy ones in the corners. A similar pattern of candles is set up in the room below the Altar. The Node to be energized has 108 Aer Vis with 2 smaller Nodes nearby. It is in the Arcane Spa room behind me in the image.
The candles will help increase the stability of the Altar even further - I plan on making the rest of the Awakened Ichorium tools, and don't want a repeat of the instability that occurred when I made the pickaxe.
The Node will be placed on top of the Stabilizer in the first image. I have two methods of moving it once it is ready. One of those will make the Node even weaker. That is the Node in a Jar method, and the Node is currently Normal, Pale. Moving it that way may turn it into a Fading Node that doesn't regenerate its Vis. The second method is to use the Transvector Dislocator from Thaumic Tinkerer. These have a range of 16 blocks and like the Transposers from Blood Magic, will swap items between pairs of them. A Transvector Binder tool is used to bind the destination Dislocator to the block to be swapped. Then a redstone signal is applied. Moving the Node by this method will take 2 or 3 moves to get it into its final location in the corner of the room with the Stabilizer under it.
I was looking at the items from Thaumic Exploration and made this:
Without adding any Hast enchantment, these boots give me a faster movement speed than the Boots of the Traveller from which they are made with Haste I applied to them. They also retain the other boots' uphill step assist. The Boots of the Comet leave an ice trail behind them as i walk, and they allow walking on water as they temporarily turn the water under them into ice. They kind of remind me of the Ice Rod from Terraria.
Aside from the Thaumcraft related things I've done recently, the other has been to get bees going. I have all 30 of the Apiaries that I had in my AE system placed in the outdoor area where my tree farm is at. This is located on the south side of my base, and will also be where I do all my Botania related things, once I get started in that mod. Only 11 of the Apiaries are occupied. I have 2 pairs of Valiant bees making Cocoa Combs and Sugar. The combs can be centrifuged to get Cocoa Beans, which are not really needed as I have a lot of the pods growing on the jungle trees inside the base. The rest of the bees are Common, with a few having been bred up to Cultivated. The latter species is the starting point for many other species, in particular the Noble and Industrious branches.
I've held off breeding bees until now as it takes a lot of time and patience to get the species you want, though with mods like Extra Bees and Gendustry that should be easier.
Earlier today I made a (mostly vanilla) hardcore world, and my total play time on it so far is about 10 hours.
I went on a huge mining expedition, returned with 4 1/2 stacks of iron, 5 diamonds, 3 stacks of coal, 30 blocks of redstone, and 4 blocks of lapis. I'm glad I got that iron too, as I needed it for my chicken farm.
The area that I spawned in only has chickens for miles, which is disappointing to say the least. However I made the best of the situation and made a very efficient chicken farm. I started with about 8 chickens and about an hour or 2 later ended up with 30+. That was all by breeding and manual egg throwing, though. Soon after I built a redstone contraption that passes eggs from hoppers (30 of them; covering the entire chicken farm floor, which is 5*6), to 2 vertical droppers that then pass the eggs into a dispenser that shoots an egg every second or so. There is also a switch to turn it on/off.
After the farm was done, I made a barn/something to house the machine and all excess eggs/farming stuff. Here's the outside; what do you think?:
Mind the dirt road, it hasn't grown back to grass as before it was gravel.
Here's the interior (pretty plain as of right now):
And lastly, the chickens themselves:
There's in total about 88, at least that is what the entity count is when looking over there.
Just from being AFK for 10 minutes, they laid about 288 eggs (4.8 per minute) -- 2 droppers full of them. Overall very successful on my part and the new sweep attack makes short work of them if I ever run low on food. And I can make as many cakes as I want with this farm! But you wouldn't believe how much god dang noise these things make - you can probably imagine that 80+ chickens can make your ears bleed in less than 30 seconds. I am using sonicether's sound physics so I have managed to block most of the noise out with the stone building.
I'll probably report more down the road, but only on interesting things.
I decided to try a design for a castle in creative mode before building it in survival
I've got no clue what to put in it though, any suggestions?
.............mcf isnt gone???????????????
So I walked into the hotel-for-villagers I built in my creative world, and saw this:
White-Robed Villager: I'm sorry, sir, but we do not rent rooms to zombies at this hotel.
Zombie: You've got to be kidding me! That's so unfair!
Brown-Robed Villager: Get me out of here...
Insulting people for their beliefs is not a good way of convincing them to adopt yours.
Fiction is just a game of make-believe recorded on paper or film. But that's what makes it so great.
Hipster Jesus liked you before you were cool.
I was having a sand issue, so I flew over to a Desert and went nuts collecting sand.
.
So much sand.
.
.
I imagine this is what a mini Grand Canyon would look like.
Shortly after, I was flying around and saw a Savannah biome. So I collected some saplings, and now have access to all 6 types of wood.
.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I ran into a bit of a drawback with the Boots of the Comet as they freeze water around them, which means if I go near my Sugar Cane farm the plants all get uprooted and drop as items. So I decided not to wear them and instead made the Boots of the Meteor instead. While these were almost as fast as the other boots with Haste III applied to them, they also had a teleport ability that was activated by sneaking while jumping. This also tended to activate another ability of theirs where you stomp downward and cause an explosion which damages nearby mobs, but not blocks. I ended up putting them onto the Armor Stand with the Thaumostatic Harness on it.
I then made two items from Thaumic Tinkerer. One of these was the Awakened Ichorium sword, another of the mod's KAMI module end game items. I added Sharpness V and Looting III to it (it has infinite durability as do all the Ichorium tools), and tested it on some Crimson Knights and a couple of zombies. It does only a little bit more damage than the Shiny sword I was using before, and less damage than the Red Matter sword from ProjectE. For now I placed it on a Tool Rack. I might take it with me to the End sometime later to get more Ender Shards, and see if it can kill Endermen faster. The other item I made was the Boots of the Horizontal Shield, another KAMI module item. These have better protection than diamond armor, have uphill step assist like all the other boots I have made, and have Haste II applied to them. I added Protection IV and Haste I to them, and now I move incredibly fast, even faster than the Boots of the Comet. Like the other KAMI module items, they also have infinite durability. They also have a 3% Vis discount.
Both items required a Dangerous level of Infusion crafting to make. Fortunately no instability effects occurred during the process of creating either item. The Tallow Candles I added around the Altar have improved this even more than before. Usually if there is going to be some sign of instability, the Runic Matrix will show lightning effects coming from it. No such effects were seen either time.
I'm closing in on the Imperial species on my bees, having gotten Royal Jelly twice. But as for the one bee that appeared to have started down the Industrious branch, it has disappeared and that Apiary is showing Cultivated bees in it again. It can take a lot of time and patience to get the results you want with bee breeding. It may be time to get some Extra Bees and Gendustry machines going to make the process easier.
I was messing around with custom options, and set the only biome to be frozen river. I fiddled with the terrain settings and this is the outcome: (I modified the sea height if you couldn't tell)
This is in the ocean; roughly Y 116. Just amazing.
I've been working on adding more features to my mod "TheMasterCaver's World; among other things, I just made what I call "Rocky Mountains", a mountain biome largely made up of exposed stone, which is a mix of normal stone and andesite, and has snow-capped peaks (not due to elevation but because it is a separate biome):
As seen in Unmined (it renders exposed stone as green-brown depending on elevation); the highest peak reaches y=166 (minus one for snowcover) with snow mostly above cloud level:
(the river on the right gets cut into since I temporarily disabled rivers from generating through the biome; I've considered making them an exception to rivers always cutting down to sea level, making valleys instead)
A couple screenshots from in-game; the peak use snow blocks as ground cover (e.g. dirt/grass) so it is clearly visible from the side (otherwise you only see a thin line of snow):
Also, if you look closely you can see where grass transitions to coarse dirt, then to stone at lower elevations; the chance of placing either block depends on elevation with all-grass transitioning to all-stone over a 15 block change in elevation. There are no exposed ores (dirt, gravel, coal) because I made them generate depending on the minimum elevation within a 2x2 chunk region so they are not exposed; for example, at y=64 about half as much generates over half the height range; y=96 3/4 as much and the normal amount and range at or above y=128.
I'm also considering adding a new variant of spruce tree instead of the vanilla trees that you see.
This is the most complex biome that I've made so far in terms of how many different biomes I used to make it; there are a total of 5 different biomes arranged in rings, with each ring towards the center having a higher height value, which forces the game to make a smoothly rising mountain, something which is otherwise very difficult to get.
I've also added a "meadow" biome and a variant of forest that generates within it (similar to normal plains and forest); it is similar to plains but with occasional trees (5% chance per chunk, as with 1.10+ plains), which are a new variant of large oak trees, and a new variant of village, which generates with spruce wood planks and stairs, all-bark spruce logs, stone brick in place of cobblestone, and cracked stone bricks in place of gravel:
:
(this was taken from a Superflat world I made for testing)
This is the 5th variant of villages that I've added (plains, savanna, desert, ice plains, meadow)
I've also added another new type of cave system, which mostly consists of caves which are mainly vertical, in contrast to the mainly horizontal caves you normally find:
Note the scale in the lower-left; the maximum span of any of these is only around 100 blocks, similar to individual vanilla-type cave systems, which seem much larger due to the combined length of all of the passages, which can be many kilometers long (a typical "large" cave system in vanilla has perhaps 30 caves each averaging 150 blocks long for 4,500 blocks of passages. A ravine cave system averages 95 segments (a single "cave" is 2-4 segments), each averaging 30 blocks long for 2,850 blocks and a vertical cave system averages 54 caves, each averaging 40 blocks long for 2,160 blocks. Circular room caves average 50 circular rooms with an average diameter of 13.5 blocks, although that isn't as translatable to length as the otehrs).
These are screenshots taken with MCEdit after I used a filter that automatically adds torches to caves to light them up; each cave required 300-500 torches with a minimum light level of 6 (the default is 8 to prevent mobs from spawning):
Circular room cave system; each circular room has a narrow tunnel which usually extends towards the center, linking most of them together:
Ravine cave system, which is made up of modified ravine-like caves which are much smaller than normal ravines; unlike circular room caves there are only a couple of vertical caves rising to the surface (other than those all of these cave systems exclusively generate below sea level and usually there are only a couple small cave openings to indicate their presence):
Vertical cave system; I got the idea for this from the "vertical caves" that I used in the previous cave systems to make surface entrances, with the ones here modified to have width variation and varying lengths, most stopping below the surface:
With all of the other types of caves and cave systems that I've added TMCW is one of, if not the, the most complex mod for caves (I'm sure there are bigger mods that also add in underground features like dungeons, underground biomes, and so on, but I'm referring to caves themselves) ever made; even though it is only a subset of the whole mod I still categorize it as a "cave mod", along with other mods which were mostly just that:
For comparison, the vanilla cave generation code is only 10 KB in size; I have 4 separate methods for generating caves, 3 of which generate more than one type of cave (vanilla has up to 7 types of caves depending on how you look at it; the majority of caves are mainly horizontal, 5-9 blocks in maximum width and branch into two smaller caves at one end. There are also narrower unbranched caves, 3-5 blocks wide and often extending much further out from a cave system (caves only branch if they exceed 5 blocks in width), as well as much larger caves up to 27 blocks wide (there is a 1/10 chance of an increased width; only around 1/3 of these exceed the maximum width of "normal" caves though); all of these have a 1 in 6 chance of increased vertical variation and reduced horizontal variation (6 different variants); then there are circular rooms, which are often said to be a bug but are an intended feature and generate as a single cave segment with half the normal height and 1-4 normal (tunnel-like) caves coming out of it). Ravines are also another variant of cave for up to 8 variants in vanilla, while TMCW can be said to have 3 due to the wide variation in sizes (unlike caves/cave systems they are all basically the same structure).
And yes, the fact that I've made 21.5 megabytes worth of mods which mainly focus around caves says it all. For comparison, the vanilla 1.6.4 jar is 4.52 MB and even 1.11 is only 8.75 MB.
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?
Just a quick point of clarification, if I may. When you say,
Do you mean that a given cave system will have nodes that are typically around 5 blocks wide and 150 blocks long? I cannot say that I've ever seen nodes that are that long on a normal basis; I am assuming that every time the cave turns, it's a different ellipsoid node, and those are (guessing) about every 20 blocks or so.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?