Please share your opinion via poll and comment - I'm curious what is approach to this topic in the community.
Personally I'm the stone diver vast majority of the time.
1. I gain cobblestone and sometimes ores instead of spending resources on building the walls/roof;
2. Completely safe to expand at night, screw beds, screw phantoms!;
3. Easier access to mineshafts or caves with additional ores;
4. Creeper exploding on surface can't really make a serious breach in the base, too thick layer of stone;
5. I don't need to look for even ground to build larger structures without looking weird;
6. My own utility structures don't get in the way of villages, tree plantations or animal pens I can expand above the ground
The only thing I consistently build above the ground is a roughly cubical 5x4x5 tower with walls on top to have a safe exit from tunnels and decent vintage point - however, it usually has very basic furniture (ex. crafting table) and isn't the main storage area.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I always remain near spawn until I start caving after the "end-game", as well as locating a stronghold to get to the End; due to this I've used tools like AMIDST or reused known good seeds to make sure that spawn is suitable (middle of a large landmass with plains or a "flat" grassy biome at spawn (one of various modded biomes in TMCW); I've reused the seed for my first world for 3 other worlds, each with various modifications so they weren't the same. More recently, I've modded the game so it will always generate a "flat" biome and a large landmass near the origin so literally any seed will be good).
The structure itself is a large cubical building with 1-3 floors divided into various rooms, usually built with quartz as I obtain large quantities of it while mining it for XP; I mainly build for function so there is little detail put into it, most evidenced by the one in my first world, which was haphazardly expanded over a period of time (the only changes over most of its history was to expand the underground storage room where I keep all the resources I collect while caving):
It depends on my mood at the time, also it depends on what biome I wish to build one at the time, it is subject to change, although Ice Spikes and mountains are my least favourites so I tend not to build my base in those areas. Why? Ice Spikes are not ideal 1 because of lack of food, 2 no naturally occurring trees, 3 Polar Bears are annoying, they're slow, but they do massive damage and you have to listen out for them approaching, so are a threat seeing as they can ambush you. I admit that their existence in the game does diversify the Overworld, but you still need to be careful.
Since I play on private servers with friends I don't usually have to worry about griefing, so I do build close to spawn,
however planned permanent base is something else entirely, I have plans to migrate further out,
hopefully to a mushroom field biome where I don't have to worry about Endermen messing up my gardens.
I always remain near spawn until I start caving after the "end-game", as well as locating a stronghold to get to the End; due to this I've used tools like AMIDST or reused known good seeds to make sure that spawn is suitable (middle of a large landmass with plains or a "flat" grassy biome at spawn (one of various modded biomes in TMCW); I've reused the seed for my first world for 3 other worlds, each with various modifications so they weren't the same. More recently, I've modded the game so it will always generate a "flat" biome and a large landmass near the origin so literally any seed will be good).
The structure itself is a large cubical building with 1-3 floors divided into various rooms, usually built with quartz as I obtain large quantities of it while mining it for XP; I mainly build for function so there is little detail put into it, most evidenced by the one in my first world, which was haphazardly expanded over a period of time (the only changes over most of its history was to expand the underground storage room where I keep all the resources I collect while caving):
World1 (the village is naturally generated):
TMCWv4:
Wait, but what did/do you do before having access to quartz in the first place?
That large base must have taken time and resources, it can't be really built in one or a couple minecraft days...
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Wait, but what did/do you do before having access to quartz in the first place?
That large base must have taken time and resources, it can't be really built in one or a couple minecraft days...
I make a temporary starter base by digging out an area below the surface, with a staircase down to a branch-mine; this base is dismantled after I build my main base (you said "permanent base" so I didn't mention this). The base in my first world was initially built as the room with the map wall, then it was later expanded and a wall was placed around the base and a naturally generated village nearby (which was depopulated at one point as back then I didn't pay much attention to the villagers).
Here is what I made as a temporary starter base in TMCWv4, which is typical of most of my worlds since my first world:
The only parts on the surface were an animal pen and villager breeder; all the crop farms were underground (I did not take many screenshots of the base, many were taken shortly after I started the world):
This was a temporary villager breeder I made in order to get villagers to trade with so I could get Mending (only in this world, in all my worlds I've cured villagers to populate a makeshift village which I've made just for fun; even in TMCWv4 they no longer served any purpose once I had what I needed so there is no trading hall or the like. The exception is my first world, where I trade for diamond gear for repairs, even then I just have a couple villagers trapped in houses):
This is a rendering of the branch-mine prior to doing any caving, which I only do after the end-game, both out of preference as well as the fact that it is vastly more efficient and safer at obtaining rare resources like diamonds or TMCW's amethyst, which is 8 times rarer than diamond when caving:
As seen here, aside from the branch-mine the base was completely taken down, aside from the wood floor, and filled in with dirt, visible as a series of rectangles to the south of my main base (the mine is no longer used either, I subsist entirely off of resources collected while caving, which vastly exceeds my needs, which is basically just materials for repairing gear):
I have a bad habit of bilding homes in mountains, not hanging of the front of them actual in mountains. (And not just very small hobbit holes, also very common). Need more room just re-purpose a cave or dig yourself a new room! (My science lab in my 11 year old world was a cave that went back round on itself, the same world the dinning room was entirely dug out.)
That said I started a new 1.17+ world a good while ago and have opted for an encampment (Via a log perimeter) on the overground, with a temporary home in a cave nook just below the surface. Until Java Beta 1.8 I always travelled round first, inspired by terrain as where to settle but not not so much after due to lack-luster terrain generation that is thankfully finally being fixed.
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+.
I have a bad habit of bilding homes in mountains, not hanging of the front of them actual in mountains. (And not just very small hobbit holes, also very common). Need more room just re-purpose a cave or dig yourself a new room! (My science lab in my 11 year old world was a cave that went back round on itself, the same world the dinning room was entirely dug out.)
That said I started a new 1.17+ world a good while ago and have opted for an encampment (Via a log perimeter) on the overground, with a temporary home in a cave nook just below the surface. Until Java Beta 1.8 I always travelled round first, inspired by terrain as where to settle but not not so much after due to lack-luster terrain generation that is thankfully finally being fixed.
I wouldn't put my first base in deserts though, deserts are good to have as a neighboring biome next to a forest, so you're provided with a good supply of glass and concrete assuming you also mined gravel, but to start out in a desert, far away from any other biome, sucks in my opinion and is most definitely not an ideal place to build your first base in, unless you find a village.
Most players who started out in a desert biome either migrated away from them or used villages as a temporary accommodation until they were ready to set up permanent base.
i don't really have a home base now with the snapshots each week. i start new on the new snapshot with digging into the dirt and i like to place it next to water for sugar cane and wheat. once i am able to expand my map to 4x4 i travel to find a village or two and some times travel in a boat to fill out the map. so far i just stay in the overworld.
My playstyle has significantly evolved over the years, to the point where I now actually prefer living nomadically, as I enjoy exploration far more than anything else. However, I have three mega-bases, two of which started in the side of a mountain (one of which has now completely replaced the mountain). The third base was built out of an ocean monument, which became a guardian farm (and so the base was built around this, inside the ocean).
Nowadays, if I build a new base, I tend to maintain a few conditions even for more nomadic bases. I rarely build structures from the ground-up unless they are part of one of the three main bases, so for smaller bases I usually utilize villages. Interestingly, villages have never been part of my three major bases, but they do make up the basis for most of my nomadic bases. This is because I often prefer not to spend too much time building up new bases when I am on the move - so villages naturally offer a convenient shortcut there.
Also, interestingly, is that all three major bases are in forest biomes (the ocean base has extensions in the coastal forest). I would eventually like to construct major bases in every major biome, with thematic building styles to match the biome - but this is not really a priority, more of a niche challenge.
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.
I wouldn't put my first base in deserts though, deserts are good to have as a neighboring biome next to a forest, so you're provided with a good supply of glass and concrete assuming you also mined gravel, but to start out in a desert, far away from any other biome, sucks in my opinion and is most definitely not an ideal place to build your first base in, unless you find a village.
Most players who started out in a desert biome either migrated away from them or used villages as a temporary accommodation until they were ready to set up permanent base.
yeah, I too would only start next to a desert or within a stone's through of one. Like you say very useful for unlimited glass and conrete etc. I would never start a base in the desert either. Too barren for me.
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+.
yeah, I too would only start next to a desert or within a stone's through of one. Like you say very useful for unlimited glass and conrete etc. I would never start a base in the desert either. Too barren for me.
Yup, sugar cane can be farmed and planted in deserts with water buckets on hand, but sugar itself doesn't serve as a food source in the game, so players who start out in the middle of village-less deserts are out of luck here. Attempting to kill Husks with melee is likely to get you killed, even if it didn't, rotten flesh is a terrible food item, if it can even be called that, it's not supposed to be edible for humans.
It is also overpowered considering rotten flesh can be used to regenerate your health in the game.
Honestly rotten flesh and raw meats etc, should be nerfed so that neither are safe to eat, are likely to poison you,
and raw meat should need cooking in the game imo.
Glad we agree though, deserts with no other biome in sight are just bad,
Jungles are also hated for some reason, but at least with jungles you've got easy access to wood and food,
seeing as melons spawn there. I wouldn't go as far to say I hate jungles, just got to be careful when you're walking through them
and don't come out at night time. Players are not supposed to be walking around at night with no armour on.
Please share your opinion via poll and comment - I'm curious what is approach to this topic in the community.
Personally I'm the stone diver vast majority of the time.
1. I gain cobblestone and sometimes ores instead of spending resources on building the walls/roof;
2. Completely safe to expand at night, screw beds, screw phantoms!;
3. Easier access to mineshafts or caves with additional ores;
4. Creeper exploding on surface can't really make a serious breach in the base, too thick layer of stone;
5. I don't need to look for even ground to build larger structures without looking weird;
6. My own utility structures don't get in the way of villages, tree plantations or animal pens I can expand above the ground
The only thing I consistently build above the ground is a roughly cubical 5x4x5 tower with walls on top to have a safe exit from tunnels and decent vintage point - however, it usually has very basic furniture (ex. crafting table) and isn't the main storage area.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I always remain near spawn until I start caving after the "end-game", as well as locating a stronghold to get to the End; due to this I've used tools like AMIDST or reused known good seeds to make sure that spawn is suitable (middle of a large landmass with plains or a "flat" grassy biome at spawn (one of various modded biomes in TMCW); I've reused the seed for my first world for 3 other worlds, each with various modifications so they weren't the same. More recently, I've modded the game so it will always generate a "flat" biome and a large landmass near the origin so literally any seed will be good).
The structure itself is a large cubical building with 1-3 floors divided into various rooms, usually built with quartz as I obtain large quantities of it while mining it for XP; I mainly build for function so there is little detail put into it, most evidenced by the one in my first world, which was haphazardly expanded over a period of time (the only changes over most of its history was to expand the underground storage room where I keep all the resources I collect while caving):
World1 (the village is naturally generated):
TMCWv4:
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?
It depends on my mood at the time, also it depends on what biome I wish to build one at the time, it is subject to change, although Ice Spikes and mountains are my least favourites so I tend not to build my base in those areas. Why? Ice Spikes are not ideal 1 because of lack of food, 2 no naturally occurring trees, 3 Polar Bears are annoying, they're slow, but they do massive damage and you have to listen out for them approaching, so are a threat seeing as they can ambush you. I admit that their existence in the game does diversify the Overworld, but you still need to be careful.
Since I play on private servers with friends I don't usually have to worry about griefing, so I do build close to spawn,
however planned permanent base is something else entirely, I have plans to migrate further out,
hopefully to a mushroom field biome where I don't have to worry about Endermen messing up my gardens.
I play most times as a nomad.
When i decide to build a base, it's often in plains biomes near other biomes, to have a nice view.
I haven't build large redstone devices or mobfarms for a while now. Even tough redstone is cool.
Nowdays i have more fun playing in hardcore mode. I don't keep my worlds for long.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Wait, but what did/do you do before having access to quartz in the first place?
That large base must have taken time and resources, it can't be really built in one or a couple minecraft days...
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
I make a temporary starter base by digging out an area below the surface, with a staircase down to a branch-mine; this base is dismantled after I build my main base (you said "permanent base" so I didn't mention this). The base in my first world was initially built as the room with the map wall, then it was later expanded and a wall was placed around the base and a naturally generated village nearby (which was depopulated at one point as back then I didn't pay much attention to the villagers).
Here is what I made as a temporary starter base in TMCWv4, which is typical of most of my worlds since my first world:
This was a temporary villager breeder I made in order to get villagers to trade with so I could get Mending (only in this world, in all my worlds I've cured villagers to populate a makeshift village which I've made just for fun; even in TMCWv4 they no longer served any purpose once I had what I needed so there is no trading hall or the like. The exception is my first world, where I trade for diamond gear for repairs, even then I just have a couple villagers trapped in houses):
This is a rendering of the branch-mine prior to doing any caving, which I only do after the end-game, both out of preference as well as the fact that it is vastly more efficient and safer at obtaining rare resources like diamonds or TMCW's amethyst, which is 8 times rarer than diamond when caving:
As seen here, aside from the branch-mine the base was completely taken down, aside from the wood floor, and filled in with dirt, visible as a series of rectangles to the south of my main base (the mine is no longer used either, I subsist entirely off of resources collected while caving, which vastly exceeds my needs, which is basically just materials for repairing gear):
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 have a bad habit of bilding homes in mountains, not hanging of the front of them actual in mountains. (And not just very small hobbit holes, also very common). Need more room just re-purpose a cave or dig yourself a new room! (My science lab in my 11 year old world was a cave that went back round on itself, the same world the dinning room was entirely dug out.)
That said I started a new 1.17+ world a good while ago and have opted for an encampment (Via a log perimeter) on the overground, with a temporary home in a cave nook just below the surface. Until Java Beta 1.8 I always travelled round first, inspired by terrain as where to settle but not not so much after due to lack-luster terrain generation that is thankfully finally being fixed.
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
I wouldn't put my first base in deserts though, deserts are good to have as a neighboring biome next to a forest, so you're provided with a good supply of glass and concrete assuming you also mined gravel, but to start out in a desert, far away from any other biome, sucks in my opinion and is most definitely not an ideal place to build your first base in, unless you find a village.
Most players who started out in a desert biome either migrated away from them or used villages as a temporary accommodation until they were ready to set up permanent base.
i don't really have a home base now with the snapshots each week. i start new on the new snapshot with digging into the dirt and i like to place it next to water for sugar cane and wheat. once i am able to expand my map to 4x4 i travel to find a village or two and some times travel in a boat to fill out the map. so far i just stay in the overworld.
My playstyle has significantly evolved over the years, to the point where I now actually prefer living nomadically, as I enjoy exploration far more than anything else. However, I have three mega-bases, two of which started in the side of a mountain (one of which has now completely replaced the mountain). The third base was built out of an ocean monument, which became a guardian farm (and so the base was built around this, inside the ocean).
Nowadays, if I build a new base, I tend to maintain a few conditions even for more nomadic bases. I rarely build structures from the ground-up unless they are part of one of the three main bases, so for smaller bases I usually utilize villages. Interestingly, villages have never been part of my three major bases, but they do make up the basis for most of my nomadic bases. This is because I often prefer not to spend too much time building up new bases when I am on the move - so villages naturally offer a convenient shortcut there.
Also, interestingly, is that all three major bases are in forest biomes (the ocean base has extensions in the coastal forest). I would eventually like to construct major bases in every major biome, with thematic building styles to match the biome - but this is not really a priority, more of a niche challenge.
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.
yeah, I too would only start next to a desert or within a stone's through of one. Like you say very useful for unlimited glass and conrete etc. I would never start a base in the desert either. Too barren for me.
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
Yup, sugar cane can be farmed and planted in deserts with water buckets on hand, but sugar itself doesn't serve as a food source in the game, so players who start out in the middle of village-less deserts are out of luck here. Attempting to kill Husks with melee is likely to get you killed, even if it didn't, rotten flesh is a terrible food item, if it can even be called that, it's not supposed to be edible for humans.
It is also overpowered considering rotten flesh can be used to regenerate your health in the game.
Honestly rotten flesh and raw meats etc, should be nerfed so that neither are safe to eat, are likely to poison you,
and raw meat should need cooking in the game imo.
Glad we agree though, deserts with no other biome in sight are just bad,
Jungles are also hated for some reason, but at least with jungles you've got easy access to wood and food,
seeing as melons spawn there. I wouldn't go as far to say I hate jungles, just got to be careful when you're walking through them
and don't come out at night time. Players are not supposed to be walking around at night with no armour on.