The new ore depths are good IMO, they actually encourage you to mine differently or explore the caves more, and not just mine out the same y-level every time. Also, that chart they showed off shows that ores like iron and coal can go REALLY high now, so mining inside the to-be-implemented mountains seems like it will be viable too and not just going underground.
Strip mining is the most boring thing in Minecraft and anything that makes caving better than shafting is good in my book. However I do find it odd that 1.16 did the exact opposite. 1.16 added ancient debris which is mostly found encased in netherack. It encourages shaft mining. Once you understand ancient debris and the best method to get it it goes from boring to even more boring. You look at 1.17 and the purposed new ore distribution system and you see that levels the playing field for both methods. If you want to shaft there is now optimal layers for each ore, but caving will grant a higher variety or yield even more ore than a shaft would since the large caves cover so much surface area for exposed ores. Both have their advantages. Something they could do to the Nether to at least give an alternative method to get ancient debris would be to have exposed debris occur within the basalt delta biome which currently has nothing in it to warrant its treacherous terrain. Perhaps make it generate in a way that would be able to compete with shafting while not making too common to make shafting pointless. This would mimic 1.17 in how caving is no longer just worse than shaft mining.
I doubt that caving will actually be more effective than branch-mining, at least for diamond; even with the massive caves in TMCW, which are much larger than anything in 1.17 (not that I've seen much, but I've seen a chart that shows that the "giant" caves barely take up much of the underground and it doesn't really look like caves are more common in general, especially not like the "Swiss cheese" in 1.6.4/TMCW), I don't find ores any faster than I do in vanilla 1.6.4, and actually, slightly slower, partly due to the much higher mob density but also because of the much greater effort spent on lighting up caves (compared to my first world I used about 50% more torches per chunk but averaged about the same amount of ore per chunk):
Blocks mined over 222 sessions/851 hours spent caving:
percent /session /hour
Coal ore: 464009 67.8397 2090.131 545.251
Iron ore: 168525 24.6389 759.122 198.032
Redstone ore: 22041 3.2225 99.284 25.900
Gold ore: 19098 2.7922 86.027 22.442
Lapis ore: 6817 0.9967 30.707 8.011
Diamond ore: 2833 0.4142 12.761 3.329
Amethyst ore: 348 0.0509 1.568 0.409
Ruby ore: 163 0.0238 0.734 0.192
Emerald ore: 145 0.0212 0.653 0.170
Total ore: 683979 3080.986 803.736
Rails: 35306 159.036 41.488
Moss stone: 20004 90.108 23.506
Cobwebs: 15999 72.068 18.800
Ore+other: 755288 76.9092 3402.198 887.530
Spawners: 881 3.968 1.035
Stone mined: 178229 18.1486 802.833 209.435
Total blocks: 982051 (pickaxe) 4423.653 1153.996
998050 (+cobwebs) 4495.721 1172.797
Notes:
Percentages for ores are relative to total ore.
Percentages for ore+other and stone are relative to total blocks mined with an amethyst pickaxe
(only used while caving). Spawners are not counted in any totals.
Total blocks is all blocks mined with an amethyst pickaxe plus cobwebs (mined with shears).
For comparison, in my first world I've averaged about 4.1 diamond ore per hour spent caving, or about 23% more, although other factors like cave distribution have to be taken into account (the difference for all ores is less than 2%). Also, based on what the Wiki claims on this page, with an efficient mining strategy you can collect nearly a stack of diamond ore per hour if you average one block mined per second, which is not out of the question (even stone pickaxes take less time, including an additional delay between blocks, so better tools will leave more time for stops to empty your inventory); while I haven't actually confirmed their numbers their results for a tunnel spacing of 3 closely matches what I've found (diamond ore is about 0.9% of the blocks mined from the tunnel itself, or one ore for every 56 blocks of 1x2 tunnel).
Branch-mining is also far safer, I wouldn't dare try exploring any of the huge caves in TMCW without full gear; I've killed upwards of 600 mobs while lighting up a single cave because mobs can continuously respawn in unlit areas and immediately pathfind to you (usually, this means rushing in to place a few torches before retreating to kill off a wave of mobs, then repeat). Of course, 1.17 is apparently adding a mob that can two-shot a player in full netherite, which if true is ridiculous and you may as well not even bother with "armor" (hasn't it already been nerfed enough? Yes, I nerfed it myself in TMCW, even amethyst only reduces damage by 66.7%, but aside from the usual sources (magic, falling, etc) only axes penetrate armor and there are no stronger mobs than what vanilla already has, and actually, creepers only deal 36 instead of 49 damage point-blank, if with the ability to keep moving during their countdown).
Also, based on the chart of ore distribution that I've seen, there appears to be no coal in the deeper layers, which will severely hamper caving; I use around a thousand torches per play session, far more than I used in a similar amount of time spent branch-mining, and based on my experience with my own mods that made the underground deeper* you can spend a long time within a relatively small altitude range, I remember spending days only finding coal and iron in TripleHeightTerrain as I gradually explored a single cave system from the surface down, with a per-chunk cave volume of about 4 times higher than vanilla 1.6.4 (my own mod simply stretched the ranges of ores; e.g. for a sea level of 191 iron generated across 3x the range, and so on, except for rarer ores, which were relative to the amounts exposed in caves, where layers 10-15 in vanilla are equivalent to 4 layers at the peak concentration).
*These are examples of what the underground in "TripleHeightTerrain" looks like:
As seen on the right, the ground is around 200 blocks deep (191 to sea level) - the ravine where I measured it is itself about as deep as the 1.17 underground and some can even exceed 200 blocks deep:
This is a ravine that I explored that was 182 blocks deep:
Some other views of the underground; despite only being slightly deeper than vanilla (lower cave lava level) TMCW actually has even larger caves and ravines, if not as deep but much wider and longer (THT was mostly just vanilla caves scaled up to match the increase in ground depth):
:
And yes, even in this world I got all my resources by branch-mining, which wasn't much different from vanilla, only taking a few extra minutes to reach bedrock (digging a 1x2 tunnel straight down instead of a staircase, which needs twice the blocks mined if you are also putting in stairs to eliminate jumping):
This is a comparison of underground air volume for vanilla 1.6.4, 1.7, and my own mods, all with substantially more air than vanilla (THT actually wasn't much higher than vanilla 1.6.4 in terms of percentage but it still had over quadruple the volume of 1.7 as the actual depth between lava level and sea level was closer to 3.5 times the vanilla depth, 185 vs 52 layers):
Personally I really enjoy branch mining - I find it wonderfully relaxing. I haven't had time to play with the snapshot yet, but the ore distribution looks like there will be a fair bit less variety, but more ore to be found overall. And that you're probably going to want multiple mines at different levels. I can live with that, I think... Though I'll want to try it out.
It looks like coal will be quite a bit less available, though. That could put a crimp in a bunch of things. It might become more attractive to tree-farm for charcoal.
I doubt that caving will actually be more effective than branch-mining, at least for diamond; even with the massive caves in TMCW, which are much larger than anything in 1.17 (not that I've seen much, but I've seen a chart that shows that the "giant" caves barely take up much of the underground and it doesn't really look like caves are more common in general, especially not like the "Swiss cheese" in 1.6.4/TMCW), I don't find ores any faster than I do in vanilla 1.6.4, and actually, slightly slower, partly due to the much higher mob density but also because of the much greater effort spent on lighting up caves (compared to my first world I used about 50% more torches per chunk but averaged about the same amount of ore per chunk):
Branch-mining is also far safer, I wouldn't dare try exploring any of the huge caves in TMCW without full gear; I've killed upwards of 600 mobs while lighting up a single cave because mobs can continuously respawn in unlit areas and immediately pathfind to you (usually, this means rushing in to place a few torches before retreating to kill off a wave of mobs, then repeat). Of course, 1.17 is apparently adding a mob that can two-shot a player in full netherite, which if true is ridiculous and you may as well not even bother with "armor" (hasn't it already been nerfed enough? Yes, I nerfed it myself in TMCW, even amethyst only reduces damage by 66.7%, but aside from the usual sources (magic, falling, etc) only axes penetrate armor and there are no stronger mobs than what vanilla already has, and actually, creepers only deal 36 instead of 49 damage point-blank, if with the ability to keep moving during their countdown).
Also, based on the chart of ore distribution that I've seen, there appears to be no coal in the deeper layers, which will severely hamper caving; I use around a thousand torches per play session, far more than I used in a similar amount of time spent branch-mining, and based on my experience with my own mods that made the underground deeper* you can spend a long time within a relatively small altitude range, I remember spending days only finding coal and iron in TripleHeightTerrain as I gradually explored a single cave system from the surface down, with a per-chunk cave volume of about 4 times higher than vanilla 1.6.4 (my own mod simply stretched the ranges of ores; e.g. for a sea level of 191 iron generated across 3x the range, and so on, except for rarer ores, which were relative to the amounts exposed in caves, where layers 10-15 in vanilla are equivalent to 4 layers at the peak concentration).
A few night vision potions and an enchanted crossbow will make things easy enough. Shafting is boring and is only done out of necessity. Conquering a cave is much more fun even if it grants less rewards. It's just that caving will be a tad more rewarding.
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I checked out a few Strongholds just to see if there was anything interesting that happened, albeit undocumented; so far I've only looked at 3 strongholds, but there are consistencies. Strongholds seem to generate primarily below y=0, being almost entirely surrounded by grimstone, though the origin staircase generates across the threshold, the top being in the stone. Given the cave generation below y=0, the strongholds appear to be less likely to be seriously impacted by it, and with exception to overlapping with an entire geode, merely scraped lava and water pools (only the wall was missing in these cases), and the origin staircase was uncovered and accessible by a cave. I'm going to look at a few more just to be sure, but it does seem like something was done involving Strongholds. Even if we don't get a proper Stronghold remake, the stronghold being more consistently intact than ever is already a step in the right direction. If I had to say the next, is making all staircases 4 blocks high (8 could work I suppose), essentially fixing problems arising from the stronghold overlapping itself such that a crossroads isn't vertically aligned, but also not fully askew like a proper overpass. I can imagine the atrium/bridge room being slightly bigger to accommodate this, and the straight staircase simply being either taller (8) or shorter (4). The spiral staircases could use a central pillar, but they are 4 blocks high, so that's already good.
With the changes to world height and generation, I hope they take the opportunity to renumber the levels. Sea level would be 0, and the world would go from -128 to +256. I think that would be much more useful than what we have now.
The problem with that is potential old world compatibility issues. I personally think it's really cool we're getting -Y values. Makes seem like you're going somewhere you're not supposed to.
The problem with that is potential old world compatibility issues. I personally think it's really cool we're getting -Y values. Makes seem like you're going somewhere you're not supposed to.
My guess for old worlds is that anything below y = 0 will just be replaced with grimstone
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The problem with that is potential old world compatibility issues. I personally think it's really cool we're getting -Y values. Makes seem like you're going somewhere you're not supposed to.
It's a trivially easy fix, though - when loading an old world, just globally subtract 64 from y-values
I've done a bit of flying around caves in Creative, and wow, I'm impressed! They range from "claustrophobic" to "you need Night Vision to fully appreciate their grandeur" to "dude, it's the frickin' Mines of Moria!" I'd almost be tempted to live in one of the bigger ones, except lighting one properly would be a never-ending job! Plus, as mentioned, you can't really get the full effect without Night Vision.
Sometimes one encounters entire submerged cave systems. Water Breathing potions will help yield a lot of ore, since one isn't likely to be bothered by mobs.
Once the new biomes start generating, things should get even better. And come to think, the cave vines will probably help a lot in illuminating caves!
Hmm, I had a world started in, I think, 21w07b (a?) Mostly been mining in the starter area, so I guess any iron deposits are there from initial world generation. For iron, you are best off going down to Y=31 or so. At least that was the case in 21w07.
There is a weird thing though - I also went down to Y=-45, found a large cavern there. Took a while to clear and light it, and there were a bunch of exposed ores - gold, redstone, one lapis, even a diamond one. Today, opened the world in 21w08a, and tried branch mining there. After a fair bit of mining, I did not find a single deposit of anything. According to chart, there should be lots of RS, and a fair bit of diamonds. But so far... not a single block of any kind of ore - and I suppose that is from 21w07 gen, cause that is right under my starter base.
Tried loading same seed in creative, cave generation definitely differs. In snapshot 7, I dug my base into essentially a solid hill. In 8, same hill was there but with a big gaping hole. Found the same cavern at -45, but shaped a bit different.
Went around in spectator.
Looks like lava level is now mostly at -52. That is where I was finding large bodies of it similar to how it was at 11 before. Bedrock extends up to Y=60 - so you need to be at Y=59 to be able to dig unimpeded by bedrock. Still, looks like 'diamond depth' is now -52.
About that though. I have gone to town in Creative around depth -50, and dug out a rather extensive set of tunnels. In 1.16, same sort of dig at Y=12 would have netted a significant amount of all kinds of ore, especially redstone, and at least 2-3 diamond veins if not more. Here, after boring a whole bunch of tunnels 3 blocks apart, I located a grand total of two small redstone deposits and one gold.
I have a sinking suspicion that new vertical is to blame.
MC Wiki says diamond ore tries to generate 'once per chink', with a resulting average of 3.4 ore per chunk.
However, all of that ore is sitting between Y=5 and 15 since Y0-4 is mainly bedrock. (about 11 block range)
I got no idea how 1.17 generation works, but now it spreads diamonds in -60 to 15 range, 75 block total or roughly 7x what it used to be.
Even if they triple generation per chunk, it still means that chance of finding a given vein at a particular height is less than half from 1.16.
So what exactly in the point in having a distinction between deepslate and cobbled deepslate? So far at least, the former has no crafting recipes at all, and other than the top side, its texture is identical to the cobbled version. So unless you REALLY like the top texture of deepslate (and I don't), what's the point of Silk Touching it? You can't even smelt the cobbled version to the original flavor!
Perhaps they have more stuff in mind to add for deepslate, but right now it seems like pointless symmetry with stone and cobblestone.
I gotta say that I really like the deepslate bricks and tiles, though. I think the two together have real potential for building.
I've been out for a month, and what I have to say is... WOW.
My jaw dropped when I cruised through the new caves, blocks, and generation. Absolutely amazing. The ore retextures I wasn't fond of at first, but then I saw that they were doing it for colorblind people, and I applaud that! The ores contrast against the grimstone looks completely awesome. I've had my issues with Jappa but he has been hitting the ball out of the park.
The ore gen overhauls I'm excited for. Different layers will take time for me to get used to, for sure. Especially since I hate having to dig out shafts; I much prefer spelunking (more so with this update). ...But it brings a totally new dynamic, and provided we mine in the right place we can get even more of an ore than we possibly could previously! And just... LOOK! Mountain mining is going to be a legitimate option!!! Plus, we now have a solid risk/reward for going into the deep dark!
...With that said, I've been looking at the lack of cave biomes in game and the discussion from this and the previous page, and I have a suspicion. ...We may be getting cubic chunks. Or at least a vertical biome system. Either way, I can hardly wait to see the new biomes in game, particularly the lush caves and wherever the sculk will grow. [Crystal caverns?]
We're only just starting to enter spring, and this is slated to come out in the summer. Going by that and of what we know, there is still SO much more to be had. I am so [expletive redacted] excited for this update to come out. This will forever change the game.
Here's to hoping that we get new atmospheric effects and music like in the nether and oceans! [And I hope to see the day red dragons make it in, haha]
The new ore depths are good IMO, they actually encourage you to mine differently or explore the caves more, and not just mine out the same y-level every time. Also, that chart they showed off shows that ores like iron and coal can go REALLY high now, so mining inside the to-be-implemented mountains seems like it will be viable too and not just going underground.
I doubt that caving will actually be more effective than branch-mining, at least for diamond; even with the massive caves in TMCW, which are much larger than anything in 1.17 (not that I've seen much, but I've seen a chart that shows that the "giant" caves barely take up much of the underground and it doesn't really look like caves are more common in general, especially not like the "Swiss cheese" in 1.6.4/TMCW), I don't find ores any faster than I do in vanilla 1.6.4, and actually, slightly slower, partly due to the much higher mob density but also because of the much greater effort spent on lighting up caves (compared to my first world I used about 50% more torches per chunk but averaged about the same amount of ore per chunk):
For comparison, in my first world I've averaged about 4.1 diamond ore per hour spent caving, or about 23% more, although other factors like cave distribution have to be taken into account (the difference for all ores is less than 2%). Also, based on what the Wiki claims on this page, with an efficient mining strategy you can collect nearly a stack of diamond ore per hour if you average one block mined per second, which is not out of the question (even stone pickaxes take less time, including an additional delay between blocks, so better tools will leave more time for stops to empty your inventory); while I haven't actually confirmed their numbers their results for a tunnel spacing of 3 closely matches what I've found (diamond ore is about 0.9% of the blocks mined from the tunnel itself, or one ore for every 56 blocks of 1x2 tunnel).
Branch-mining is also far safer, I wouldn't dare try exploring any of the huge caves in TMCW without full gear; I've killed upwards of 600 mobs while lighting up a single cave because mobs can continuously respawn in unlit areas and immediately pathfind to you (usually, this means rushing in to place a few torches before retreating to kill off a wave of mobs, then repeat). Of course, 1.17 is apparently adding a mob that can two-shot a player in full netherite, which if true is ridiculous and you may as well not even bother with "armor" (hasn't it already been nerfed enough? Yes, I nerfed it myself in TMCW, even amethyst only reduces damage by 66.7%, but aside from the usual sources (magic, falling, etc) only axes penetrate armor and there are no stronger mobs than what vanilla already has, and actually, creepers only deal 36 instead of 49 damage point-blank, if with the ability to keep moving during their countdown).
Also, based on the chart of ore distribution that I've seen, there appears to be no coal in the deeper layers, which will severely hamper caving; I use around a thousand torches per play session, far more than I used in a similar amount of time spent branch-mining, and based on my experience with my own mods that made the underground deeper* you can spend a long time within a relatively small altitude range, I remember spending days only finding coal and iron in TripleHeightTerrain as I gradually explored a single cave system from the surface down, with a per-chunk cave volume of about 4 times higher than vanilla 1.6.4 (my own mod simply stretched the ranges of ores; e.g. for a sea level of 191 iron generated across 3x the range, and so on, except for rarer ores, which were relative to the amounts exposed in caves, where layers 10-15 in vanilla are equivalent to 4 layers at the peak concentration).
*These are examples of what the underground in "TripleHeightTerrain" looks like:
This is a ravine that I explored that was 182 blocks deep:
Some other views of the underground; despite only being slightly deeper than vanilla (lower cave lava level) TMCW actually has even larger caves and ravines, if not as deep but much wider and longer (THT was mostly just vanilla caves scaled up to match the increase in ground depth):
:
And yes, even in this world I got all my resources by branch-mining, which wasn't much different from vanilla, only taking a few extra minutes to reach bedrock (digging a 1x2 tunnel straight down instead of a staircase, which needs twice the blocks mined if you are also putting in stairs to eliminate jumping):
This is a comparison of underground air volume for vanilla 1.6.4, 1.7, and my own mods, all with substantially more air than vanilla (THT actually wasn't much higher than vanilla 1.6.4 in terms of percentage but it still had over quadruple the volume of 1.7 as the actual depth between lava level and sea level was closer to 3.5 times the vanilla depth, 185 vs 52 layers):
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?
Personally I really enjoy branch mining - I find it wonderfully relaxing. I haven't had time to play with the snapshot yet, but the ore distribution looks like there will be a fair bit less variety, but more ore to be found overall. And that you're probably going to want multiple mines at different levels. I can live with that, I think... Though I'll want to try it out.
It looks like coal will be quite a bit less available, though. That could put a crimp in a bunch of things. It might become more attractive to tree-farm for charcoal.
A few night vision potions and an enchanted crossbow will make things easy enough. Shafting is boring and is only done out of necessity. Conquering a cave is much more fun even if it grants less rewards. It's just that caving will be a tad more rewarding.
Praise be to Spode.
I checked out a few Strongholds just to see if there was anything interesting that happened, albeit undocumented; so far I've only looked at 3 strongholds, but there are consistencies. Strongholds seem to generate primarily below y=0, being almost entirely surrounded by grimstone, though the origin staircase generates across the threshold, the top being in the stone. Given the cave generation below y=0, the strongholds appear to be less likely to be seriously impacted by it, and with exception to overlapping with an entire geode, merely scraped lava and water pools (only the wall was missing in these cases), and the origin staircase was uncovered and accessible by a cave. I'm going to look at a few more just to be sure, but it does seem like something was done involving Strongholds. Even if we don't get a proper Stronghold remake, the stronghold being more consistently intact than ever is already a step in the right direction. If I had to say the next, is making all staircases 4 blocks high (8 could work I suppose), essentially fixing problems arising from the stronghold overlapping itself such that a crossroads isn't vertically aligned, but also not fully askew like a proper overpass. I can imagine the atrium/bridge room being slightly bigger to accommodate this, and the straight staircase simply being either taller (8) or shorter (4). The spiral staircases could use a central pillar, but they are 4 blocks high, so that's already good.
With the changes to world height and generation, I hope they take the opportunity to renumber the levels. Sea level would be 0, and the world would go from -128 to +256. I think that would be much more useful than what we have now.
The problem with that is potential old world compatibility issues. I personally think it's really cool we're getting -Y values. Makes seem like you're going somewhere you're not supposed to.
Praise be to Spode.
My guess for old worlds is that anything below y = 0 will just be replaced with grimstone
It's a trivially easy fix, though - when loading an old world, just globally subtract 64 from y-values
I've done a bit of flying around caves in Creative, and wow, I'm impressed! They range from "claustrophobic" to "you need Night Vision to fully appreciate their grandeur" to "dude, it's the frickin' Mines of Moria!" I'd almost be tempted to live in one of the bigger ones, except lighting one properly would be a never-ending job! Plus, as mentioned, you can't really get the full effect without Night Vision.
Sometimes one encounters entire submerged cave systems. Water Breathing potions will help yield a lot of ore, since one isn't likely to be bothered by mobs.
Once the new biomes start generating, things should get even better. And come to think, the cave vines will probably help a lot in illuminating caves!
I just started a new world in 21w08a.
The first thing I noted, I have hard time to find iron ores.
I can find coal/copper ores easily. But for iron, it's very hard.
Either I have bad luck or iron ores became rarer.
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That's a bug in this version. They're planning a 'b' snapshot to fix the iron levels, according to SlicedLime's video.
Hmm, I had a world started in, I think, 21w07b (a?) Mostly been mining in the starter area, so I guess any iron deposits are there from initial world generation. For iron, you are best off going down to Y=31 or so. At least that was the case in 21w07.
There is a weird thing though - I also went down to Y=-45, found a large cavern there. Took a while to clear and light it, and there were a bunch of exposed ores - gold, redstone, one lapis, even a diamond one. Today, opened the world in 21w08a, and tried branch mining there. After a fair bit of mining, I did not find a single deposit of anything. According to chart, there should be lots of RS, and a fair bit of diamonds. But so far... not a single block of any kind of ore - and I suppose that is from 21w07 gen, cause that is right under my starter base.
Hello there, i was playing new snapshot today, and i have one thing to say. IRON ORES. Plz, remake them, now they're just weird and awkward...
i hope you will agree with me)
Tried loading same seed in creative, cave generation definitely differs. In snapshot 7, I dug my base into essentially a solid hill. In 8, same hill was there but with a big gaping hole. Found the same cavern at -45, but shaped a bit different.
Went around in spectator.
Looks like lava level is now mostly at -52. That is where I was finding large bodies of it similar to how it was at 11 before. Bedrock extends up to Y=60 - so you need to be at Y=59 to be able to dig unimpeded by bedrock. Still, looks like 'diamond depth' is now -52.
About that though. I have gone to town in Creative around depth -50, and dug out a rather extensive set of tunnels. In 1.16, same sort of dig at Y=12 would have netted a significant amount of all kinds of ore, especially redstone, and at least 2-3 diamond veins if not more. Here, after boring a whole bunch of tunnels 3 blocks apart, I located a grand total of two small redstone deposits and one gold.
I have a sinking suspicion that new vertical is to blame.
MC Wiki says diamond ore tries to generate 'once per chink', with a resulting average of 3.4 ore per chunk.
However, all of that ore is sitting between Y=5 and 15 since Y0-4 is mainly bedrock. (about 11 block range)
I got no idea how 1.17 generation works, but now it spreads diamonds in -60 to 15 range, 75 block total or roughly 7x what it used to be.
Even if they triple generation per chunk, it still means that chance of finding a given vein at a particular height is less than half from 1.16.
I noted I can't color a brown wool. Another bug?
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Isn't that already the case in 1.16 and earlier?
According to the Wiki it's only in Bedrock and the Educational editions that non white wool can be dyed.
--
Yes, just tested in 1.16.5, I can dye white wool but not other colors.
Just testing.
I heard from a video that there are going to be diamond compasses is that true? Btw I'm on bedrock...
So what exactly in the point in having a distinction between deepslate and cobbled deepslate? So far at least, the former has no crafting recipes at all, and other than the top side, its texture is identical to the cobbled version. So unless you REALLY like the top texture of deepslate (and I don't), what's the point of Silk Touching it? You can't even smelt the cobbled version to the original flavor!
Perhaps they have more stuff in mind to add for deepslate, but right now it seems like pointless symmetry with stone and cobblestone.
I gotta say that I really like the deepslate bricks and tiles, though. I think the two together have real potential for building.
I've been out for a month, and what I have to say is... WOW.
My jaw dropped when I cruised through the new caves, blocks, and generation. Absolutely amazing. The ore retextures I wasn't fond of at first, but then I saw that they were doing it for colorblind people, and I applaud that! The ores contrast against the grimstone looks completely awesome. I've had my issues with Jappa but he has been hitting the ball out of the park.
The ore gen overhauls I'm excited for. Different layers will take time for me to get used to, for sure. Especially since I hate having to dig out shafts; I much prefer spelunking (more so with this update). ...But it brings a totally new dynamic, and provided we mine in the right place we can get even more of an ore than we possibly could previously! And just... LOOK! Mountain mining is going to be a legitimate option!!! Plus, we now have a solid risk/reward for going into the deep dark!
...With that said, I've been looking at the lack of cave biomes in game and the discussion from this and the previous page, and I have a suspicion. ...We may be getting cubic chunks. Or at least a vertical biome system. Either way, I can hardly wait to see the new biomes in game, particularly the lush caves and wherever the sculk will grow. [Crystal caverns?]
We're only just starting to enter spring, and this is slated to come out in the summer. Going by that and of what we know, there is still SO much more to be had. I am so [expletive redacted] excited for this update to come out. This will forever change the game.
Here's to hoping that we get new atmospheric effects and music like in the nether and oceans! [And I hope to see the day red dragons make it in, haha]
Figured it was time for a change.