CatElyst88 you might want to work on a better curve model for your suspension cable. I recommend using MS paint, turn on the grid lines option, make two lines the height of the bridge supports with the number of blocks between them so that you can visualize the span. Then use the circle tool and increase the size and super-impose the bottom of the circle over the top of the span until you get a curve model that you like. Then just replicate that pattern in your world.
I also found a stronghold and killed the dragon in my most recent world (vanilla world started in 1.10.2 and now in 1.11.2). The stupid end island gateway portal spawned way out over the void, far beyond ender pearl range. Guess I've got some building to do. Or I suppose I could re-spawn the dragon and hope the next portal is over the island.
How did you kill the dragon without being on the island? How did you get the Ender Crystals without being on the island?
As for myself, with a combination of using Minutor to locate deposits, and my trusty Fortune III pickaxe i've spent the last 60-70 MC days mining diamonds for a project i'm working on. I inevitably mined coal, redstone, lapis and the other ores as i found them (if they are there i mine them), but ended up mining just over 2000 diamond ore yielding around 4200 ingots.
That's a bit insane; for comparison, I've averaged only about 1.2 diamond ore per Minecraft day in my first world, mining a total of 8,912 ore over 7,470 days, so you've found it about 26 times faster (of course, many players would call using a tool like Minutor cheating, as it is basically the same as x-ray, although it depends on whether you think it is; I would never use it myself to locate ores, or caves).
That said, I've calculated that with normal branch-mining (1x2 tunnels at y=11 and spaced every 4 blocks, based on figures given here) you can find around 32 diamond ore per hour, or about 8 times faster than the rate at which I've found it by caving (3.63 ore per hour over 2,456.9 hours, with perhaps 90% of the time spent caving). Because of this, I've never felt the need to get Fortune as soon as possible since you don't need more than about half a stack of diamonds (19 for armor (no helmet), 3 for pickaxe, 2 for sword, 2 for enchantment table = 26; shovels and axes can wait until I have more).
In other news, I've essentially finished TMCWv4; yesterday I played on it as a test run and will probably start a new world with it within the next day, if not today.
Here is a image of all of the types of caves and cave systems that I've added:
Several maps of special caves only (excluding larger than average circular rooms), all caves, and all caves and mineshafts; this was centered far away from the origin as otherwise there would be no special caves within 512 blocks:
On average a fully zoomed-out map (2048x2048 blocks) will have the following, excluding the near-origin area; such an area takes me 5-6 months to explore:
1 giant cave region (1 every 16384 chunks)
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)*
126 larger than usual caves (1 every 130 chunks)*
240 of all types (1 every 68.3 chunks)
*These are not guaranteed to be any larger than vanilla-size caves/ravines. Vanilla large caves and circular rooms also have a larger size variation.
There will also be an average of two strongholds (one every 8192 chunks), 108 abandoned mineshafts (one every 152 chunks, about 2/3 the vanilla 1.6.4 frequency since they can't generate too close to special cave systems or dense areas of normal caves; this is still about 1.5 times more common than since 1.7, and they are not rarer close to the origin, but within 512 blocks they are smaller), 400 dungeons (one every 41 chunks, about the same as vanilla 1.6.4, which is about 2.5 times more common than since 1.7), including 21.8 double dungeons (one every 750 chunks; these are 5% of dungeons in most areas except network cave regions, where the chance is 20%). Normal cave frequency is one size 1-39 cave system every 20 chunks, the same as vanilla 1.6.4 (excluded from around special cave systems); several parameters (width, curviness, chance of larger caves, caves deep down/above sea level) are varied over 16x16 chunk regions, with 25% of these regions being unaltered.
For many of these, such as strongholds and regional caves, their frequencies are exact since they generate to a 64 or 128 chunk grid with a random offset within each region, so a map aligned to the grid will always have exactly 1-4 cave systems per map; the grid itself has a random offset so they are unlikely to align (maps are centered around 0,0 plus a multiple of their scale width). Circular room and ravine cave systems use a 32x32 chunk grid with the type alternating between regions; their frequency is less than 1/2048 since they can collide with other types of special cave systems, which prevent them from generating (it is impossible for colossal cave systems, regional caves, vertical cave systems, maze cave systems, and strongholds to ever collide since they all use the same grid with offsets chosen so they can never overlap). Combination cave systems generate in areas where there are no caves, ravines, or mineshafts within a 3 chunk radius, and cave clusters (3-6 caves) similarly generate in empty 2 chunk radius areas (hence, unlike the others they add to the underground instead of displacing normal caves).
A surface rendering of a 2048x2048 block area centered around the origin; seeds that contain every biome within this area are likely as rare as in 1.7+ due to the sheer number, even as most biomes can generate anywhere and "climate zones" only change the frequencies of hot/cold extremes:
Same map with biomes labeled:
A list of all biomes by ID:
Vanilla 1.6.4 biomes:
0: Ocean
1: Plains
2: Desert
3: Extreme Hills
4: Forest
5: Winter Taiga (renamed from Taiga)
6: Swampland
7: River
8: The Nether (renamed from Hell)
9: The End (renamed from Sky)
10: Frozen Ocean
11: Frozen River
12: Ice Plains
13: Ice Mountains
14: Mushroom Island
15: Mushroom Island Shore
16: Beach
17: Desert Hills
18: Forest Hills
19: Taiga Hills
20: Extreme Hills Edge
21: Jungle
22: Jungle Hills
TMCWv4 biomes:
23: Hilly Plains
24: Hilly Plains Hills
25: Forest Mountains 1
26: Forest Mountains 2
27: Extreme Forest Mountains
28: Mountainous Desert
29: Mountainous Desert Hills
30: Tropical Swamp
31: Mixed Forest
32: Mixed Forest Hills
33: Bushlands
34: Mega Tree Plains
35: Spruce Hills
36: Mesa
37: Mesa Plateau
38: Mesa Edge
39: Birch Forest
40: Birch Forest Hills
41: Mega Forest
42: Mega Forest Hills
43: Snowless Taiga
44: Snowless Taiga Hills
45: Volcanic Wasteland
46: Lake
47: Frozen Lake
48: Ice Hills
49: TMCW Mega Taiga
50: TMCW Mega Taiga Hills
51: Big Oak Forest
52: Big Oak Forest Hills
53: Extreme Mountains
54: Winter Forest
55: Winter Forest Hills
56: Winter Forest Mountains
57: Desert Beach
58: Swamp River
59: Jungle River
60: Desert River
61: Mesa River
62: Savanna
63: Savanna Plateau
64: Savanna Mountains
65: Extreme Savanna Mountains
66: Roofed Forest
67: Roofed Forest Hills
68: Mega Taiga
69: Mega Taiga Hills
70: Mega Spruce Taiga
71: Mega Spruce Taiga Hills
72: Flower Forest
73: Ice Plains Spikes
74: Mega Mixed Forest
75: Gravel Beach
76: Volcanic Wasteland Beach
77: Poplar Grove
78: Poplar Grove Hills
79: Desert M
80: Oasis
81: Meadow
82: Meadow Forest
83: Rocky Mountains
84: Rocky Mountains Edge
85: Rocky Mountains Peak 1
86: Rocky Mountains Peak 2
87: Rocky Mountains Summit
88: Great Forest
89: Great Forest Hills
A list of all "regular" biomes (excluding variants like Forest Hills):
TMCWv4 biomes:
1. Hilly Plains
2. Forest Mountains
3. Mountainous Desert ** &
4. Tropical Swamp ** &
5. Mixed Forest &
6. Bushlands
7. Mega Tree Plains
8. Mesa ** &
9. Birch Forest
10. Mega Forest
11. Snowless Taiga &&
12. Volcanic Wasteland
13. Lake **
14. TMCW Mega Taiga &&
15. Big Oak Forest
16. Winter Forest * &&
17. Savanna ** &
18. Savanna Plateau ** &
19. Savanna Mountains ** &
20. Roofed Forest
21. Mega Taiga &&
22. Mega Spruce Taiga &&
23. Flower Forest
24. Mega Mixed Forest
25. Poplar Grove
26. Desert M ** &
27. Meadow
28. Rocky Mountains &&
29. Great Forest
* Excluded from "hot" climate zones
** Excluded from "cold" climate zones
& More common in "hot" climate zones
&& More common in "cold" climate zones
Special biomes (only generate under special circumstances and are more unique than X-hills):
Vanilla 1.6.4:
1. Mushroom Island
2. Beach
TMCWv4:
1. Spruce Hills (in Mega Tree Plains)
2. Frozen Lake (in cold climate zones, excluding small sub-biomes in other biomes; contains small islands with various other snowy biomes)
3. Ice Hills (in Ice Plains)
4. Ice Plains Spikes (in cold climate zones, also as a sub-biome in Ice Plains)
5. Gravel Beach (next to snowy biomes)
6. Oasis (in Desert M)
7. Meadow Forest (in Meadow)
(the entire changlog for TMCWv4 is a 48 KB .txt file)
That's a bit insane; for comparison, I've averaged only about 1.2 diamond ore per Minecraft day in my first world, mining a total of 8,912 ore over 7,470 days, so you've found it about 26 times faster (of course, many players would call using a tool like Minutor cheating, as it is basically the same as x-ray, although it depends on whether you think it is; I would never use it myself to locate ores, or caves).
I'm of the opinion any tool you use to negate or add functionality outside the basic game mode could be seen as technically cheating, but as you point out its whatever you feel comfortable with; I believe you use AMIDST (as do I) and that would carry the same branding as using Minutor. I only use Minutor when I'm hunting specific ores or on the odd occasion to locate dungeons. But I have no issues with that
Incidentally, whilst mining diamonds near an extreme hills biome, I came across this natural configuration of emeralds ore; wonder what you thought of its rarity? (Just to clarify, the uppermost ore in the pic is one level (Y Coordinate) higher than the other two)
I'm of the opinion any tool you use to negate or add functionality outside the basic game mode could be seen as technically cheating, but as you point out its whatever you feel comfortable with; I believe you use AMIDST (as do I) and that would carry the same branding as using Minutor. I only use Minutor when I'm hunting specific ores or on the odd occasion to locate dungeons. But I have no issues with that
Incidentally, whilst mining diamonds near an extreme hills biome, I came across this natural configuration of emeralds ore; wonder what you thought of its rarity?
I do use AMIDST, although I only use it to find a seed that spawns you on a good-sized landmass, and since most of my worlds have been modded it isn't good for much else, such as the exact biomes or locations of structures (in several of my worlds I reused the seed for my first world for this reason). Another thing that I've done is use MCEdit to copy over my base from a previous world so I didn't have to spend any time building it; most of the worlds that I did this in were short-lived "test" worlds although I did play one for a couple months (in another such world, which I made to explore an extremely large cave system I found with a search program, I built a simple base and got my gear in Creative).
As for finding three emeralds next to each other, I've only ever found two on several occasions (out of 1,880 emerald ore mined in my first world), although I suppose it is more common when branch-mining since any emerald that you find can be completely surrounded by stone and any of those stone could be replaced with emerald. Since emerald ore generates over 28 layers (4-31; 7,168 blocks total) with an average of 5.5 attempts (3-8) per chunk this means that there is a 1 in 1303.3 chance of a block being emerald ore; two adjacent blocks is the square of that and three is the cube (1 in 1.7 million and 1 in 2.2 billion respectively). However, an average of 4.5 additional attempts are made and each block can be directly adjacent to up to 6 other blocks (26 if you count a 3x3x3 cube around the center) so the chance is higher, but still very rare, especially when counting all chunks across the entire world, as well as other ores displacing emerald, which generates after everything else.
As for finding three emeralds next to each other ...
I actually made an edit to my post that doesn't seem to have updated; it was to clarify in case the pic was too dark that the upper ore in the pic isn't on the same Y level as the other two, its one above.
I got my first Alveary built, after having enough Pollen Clusters and Royal Jelly in my AE system to build the last 7 blocks of it. I had created a couple of Industrious Queens to help get the last of the pollen I needed for it using the Mutatron. I also built the DNA Extractor from Gendustry, which works like Binnie's Gene Pool. In looking through both his Extra Bees mod and Gendustry, I've found the latter to be less complicated. And being able to get the exact bee species I want with the Mutatron is a plus.
The Alveary is the multiblock structure near the top center of the image. All but around 9 Apiairies are currently inhabited, mostly with Imperial or Industrious bees. I have two Cultivated bees and two Valiant ones as well. A side effect of breeding bees is having flowers growing everywhere around them. From time to time I have been cleaning them up, leaving those next to the Apiaries so the bees will still have some flowers. Any I've picked up I turn into dyes or discard if there is nothing useful they can be used to create. A few of the BoP flowers are like this.
I also got some Tropical bees going in my Jungle Age, placing 8 Princesses/Drones and 1 Queen I got from a village. The latter was unstable and instead of getting Tropical offspring from it, I got Common. Bees from village Apiaries always mutate into some other strain. I had placed 10 Apiaries in the Age, but only had 8 Pristine Stock Princesses. The rest of the bees I got from that Age were Ignoble Stock, which I don't want to use as they will die out eventually over several breeding cycles. These bees have a poison debuff, which for now I am using the Talisman of Remedium from Thaumic Tinkerer to cure any poison until I get a full Apiarist's Suit made. Tropical bees produce Silky Comb which can be centrifuged to make Silky Propolis, and again to make Silk Wisps. I've so far gotten enough of these to make the helmet and boots.
I built a stairway up and out to the End Gateway that spawned out of ender pearl range over the void.
I also built a platform around it, and used the dragon egg to remove most of the bedrock so that I can just walk into it instead of tossing ender pearls.
Built a similar platform around the portal at the other end that spawned over a tiny island in the void.
The gateway searches 5 blocks in each direction from the portal block, starting from the NW corner of the 11x11 area at Y=255 for a suitable block to spawn the player on. If it doesn't find one it reduces Y by 1 and searches again. This makes it very easy to predict, and even force where the player will spawn when arriving through the gateway. Just place one block higher in the 11x11 area and that's where you'll land.
In the picture below the 11x11 area is defined by the polished andesite, and the crafting table is 1 block higher so that's the block I spawn on (the gateway blocks themselves don't count).
I haven't gotten around to removing the bedrock over the portal on this side (yet), so I still use an ender pearl to return.
There were two large islands within pearl range of this gateway and both had an End City! But neither had a ship...
I did find some very nice loot chests, and got enough Shulker Shells to do this.
You may have noticed the Elytra in that last picture. After looting the first two end cities I bridged over to another large island nearby and found another end city with a ship! I had also brought enchanted books and an anvil with me, so as soon as I found the elusive Elytra I was able to enchant it.
And I had brought gunpowder and paper with me to craft fireworks for rocket powered flight! Seriously the coolest thing they could have added to Minecraft (no more shooting yourself in the butt with a punch bow)!
There are other large islands near the gateway, so I have a lot more exploring to do...
Whoa. You just blew my mind. I also have an annoying distant void island spawn for my end gateway. I just bridged over to the mainland and proceeded as usual from there, but now I'm gonna do that thing you did setting up a designated block to spawn on. Using that end gateway in its current state always makes me anxious!
I really need to learn how to do that dragon egg bedrock removal thing too...
To remove bedrock with a dragon egg, you need to drop the egg onto the bedrock in a lazy chunk. Lazy chunks are chunks just beyond your render distance. Most tutorials on how to do this put the egg on top of the extended end of a powered piston and run a long redstone+repeater line out to just beyond render distance with a switch at the end.
Personally, I have found that method unreliable, so I built a lazy chunk machine that will automatically activate when it is in a lazy chunk. Then I can just move away until it is well out of sight and return. The machine looks like this:
You'll need 2 redstone torches, 2 repeaters, 5 redstone dust, 1 sand, 2 normal and 1 sticky piston and some building blocks. To activate the machine, place the sand against the sticky piston head and it will start bouncing back and forth between the pistons. When the machine enters a lazy chunk the sand will drop and activate the redstone output in front of the machine.
Add an inverter and a piston to the output (1 more redstone torch and piston, oh, and the dragon egg) and you are ready to break bedrock. Note: reduce your render distance to 2 so you don't have to go far to activate the machine.
When the machine enters a lazy chunk, the piston will retract and drop the egg onto the bedrock, and the egg will replace the bedrock block below it.
If you are doing this to bedrock over the void your egg will fall and be lost. This isn't a problem for the top block of the gateway, but I have had the egg drop through both side blocks at once, so do build a platform underneath to catch the egg. You could also duplicate the dragon egg before proceeding so that you have backup eggs (or you could just backup your world save so you can restore it if something goes wrong).
So how do you duplicate the dragon egg?
You'll need to remove the lava pool under your stronghold end portal and add a fencepost under the back-center portal block (well I suppose you don't have to remove the lava, but it makes it easier).
I did this with a couple of cobblestone walls attached to the back of the portal frame, but you could just stack two up from the floor, and any kind of fencepost should work.
Next you'll need to dig up into the ceiling a bit because you'll need to drop the egg from six blocks above the portal, directly over the fencepost.
I add a stair and slab above the portal frame to make it easier to reach.
Obviously the portal needs to be active for this to work, and when you drop the egg and then hop through the portal you will find a loose egg entity you can pick up, and another egg placed in the center of the obsidian platform. You'll need a piston to push the placed egg so that you can pick it up, and then you'll have TWO dragon eggs! Need more? Return to the overworld and drop both dragon eggs through portal in the same way, and when you hop through you will find 3 loose egg entities to pick up and a fourth placed egg (repeat as many times as you like, doubling your egg count each time).
Here's what it looks like in my survival world.
I just place the falling block I want to duplicate against the Jack-O'Lantern (which is 6 blocks above the portal) and let it drop. Note that this can duplicate any block affected by gravity, sand, gravel, anvils, armor frames, and of course, the dragon egg.
I rencently tried myself at building a villager breeder thing, linked to a villager trading system..now that last one is giving me much trouble. if only I could find a tutorial that actually works without flaws, I'd be happy. tripwire don't work well, because villager loves to jump...
Otherwise, my little village at spawn point looks very nice!..I might upload pictures.
I'm just starting to upgrade a village. Artists, aesthetes and those of a sensitive disposition may wish to look away... I'm utilizing PURPUR. On top of orange sand. Yes I know, some men just want to watch the world burn.
Hmmmm, looks like a ritzy eccentric neighborhood there. I dub that village Palm Springs.
CatElyst88 you might want to work on a better curve model for your suspension cable. I recommend using MS paint, turn on the grid lines option, make two lines the height of the bridge supports with the number of blocks between them so that you can visualize the span. Then use the circle tool and increase the size and super-impose the bottom of the circle over the top of the span until you get a curve model that you like. Then just replicate that pattern in your world.
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..
How did you kill the dragon without being on the island? How did you get the Ender Crystals without being on the island?
He's talking about the end gateway that spawns after you kill the dragon.
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..
Ah. Gotcha.
That's a bit insane; for comparison, I've averaged only about 1.2 diamond ore per Minecraft day in my first world, mining a total of 8,912 ore over 7,470 days, so you've found it about 26 times faster (of course, many players would call using a tool like Minutor cheating, as it is basically the same as x-ray, although it depends on whether you think it is; I would never use it myself to locate ores, or caves).
That said, I've calculated that with normal branch-mining (1x2 tunnels at y=11 and spaced every 4 blocks, based on figures given here) you can find around 32 diamond ore per hour, or about 8 times faster than the rate at which I've found it by caving (3.63 ore per hour over 2,456.9 hours, with perhaps 90% of the time spent caving). Because of this, I've never felt the need to get Fortune as soon as possible since you don't need more than about half a stack of diamonds (19 for armor (no helmet), 3 for pickaxe, 2 for sword, 2 for enchantment table = 26; shovels and axes can wait until I have more).
In other news, I've essentially finished TMCWv4; yesterday I played on it as a test run and will probably start a new world with it within the next day, if not today.
Here is a image of all of the types of caves and cave systems that I've added:
Several maps of special caves only (excluding larger than average circular rooms), all caves, and all caves and mineshafts; this was centered far away from the origin as otherwise there would be no special caves within 512 blocks:
On average a fully zoomed-out map (2048x2048 blocks) will have the following, excluding the near-origin area; such an area takes me 5-6 months to explore:
2 colossal cave systems (1 every 8192 chunks)
3 network cave regions (1 every 5461 chunks)
4 vertical cave systems (1 every 4096 chunks)
4 maze cave systems (1 every 4096 chunks)
4.8 combination cave systems (one every 3400 chunks)
6.4 of the largest type of single cave (1 every 2560 chunks)
6.5 of the largest type of ravine (1 every 2500 chunks)
6.9 circular room cave systems (1 every 2360 chunks)
6.9 ravine cave systems (1 every 2360 chunks)
34.1 small clusters of special caves (1 every 480 chunks)
34.4 larger than usual ravines (1 every 476 chunks)*
126 larger than usual caves (1 every 130 chunks)*
240 of all types (1 every 68.3 chunks)
*These are not guaranteed to be any larger than vanilla-size caves/ravines. Vanilla large caves and circular rooms also have a larger size variation.
There will also be an average of two strongholds (one every 8192 chunks), 108 abandoned mineshafts (one every 152 chunks, about 2/3 the vanilla 1.6.4 frequency since they can't generate too close to special cave systems or dense areas of normal caves; this is still about 1.5 times more common than since 1.7, and they are not rarer close to the origin, but within 512 blocks they are smaller), 400 dungeons (one every 41 chunks, about the same as vanilla 1.6.4, which is about 2.5 times more common than since 1.7), including 21.8 double dungeons (one every 750 chunks; these are 5% of dungeons in most areas except network cave regions, where the chance is 20%). Normal cave frequency is one size 1-39 cave system every 20 chunks, the same as vanilla 1.6.4 (excluded from around special cave systems); several parameters (width, curviness, chance of larger caves, caves deep down/above sea level) are varied over 16x16 chunk regions, with 25% of these regions being unaltered.
For many of these, such as strongholds and regional caves, their frequencies are exact since they generate to a 64 or 128 chunk grid with a random offset within each region, so a map aligned to the grid will always have exactly 1-4 cave systems per map; the grid itself has a random offset so they are unlikely to align (maps are centered around 0,0 plus a multiple of their scale width). Circular room and ravine cave systems use a 32x32 chunk grid with the type alternating between regions; their frequency is less than 1/2048 since they can collide with other types of special cave systems, which prevent them from generating (it is impossible for colossal cave systems, regional caves, vertical cave systems, maze cave systems, and strongholds to ever collide since they all use the same grid with offsets chosen so they can never overlap). Combination cave systems generate in areas where there are no caves, ravines, or mineshafts within a 3 chunk radius, and cave clusters (3-6 caves) similarly generate in empty 2 chunk radius areas (hence, unlike the others they add to the underground instead of displacing normal caves).
A surface rendering of a 2048x2048 block area centered around the origin; seeds that contain every biome within this area are likely as rare as in 1.7+ due to the sheer number, even as most biomes can generate anywhere and "climate zones" only change the frequencies of hot/cold extremes:
Same map with biomes labeled:
A list of all biomes by ID:
0: Ocean
1: Plains
2: Desert
3: Extreme Hills
4: Forest
5: Winter Taiga (renamed from Taiga)
6: Swampland
7: River
8: The Nether (renamed from Hell)
9: The End (renamed from Sky)
10: Frozen Ocean
11: Frozen River
12: Ice Plains
13: Ice Mountains
14: Mushroom Island
15: Mushroom Island Shore
16: Beach
17: Desert Hills
18: Forest Hills
19: Taiga Hills
20: Extreme Hills Edge
21: Jungle
22: Jungle Hills
TMCWv4 biomes:
23: Hilly Plains
24: Hilly Plains Hills
25: Forest Mountains 1
26: Forest Mountains 2
27: Extreme Forest Mountains
28: Mountainous Desert
29: Mountainous Desert Hills
30: Tropical Swamp
31: Mixed Forest
32: Mixed Forest Hills
33: Bushlands
34: Mega Tree Plains
35: Spruce Hills
36: Mesa
37: Mesa Plateau
38: Mesa Edge
39: Birch Forest
40: Birch Forest Hills
41: Mega Forest
42: Mega Forest Hills
43: Snowless Taiga
44: Snowless Taiga Hills
45: Volcanic Wasteland
46: Lake
47: Frozen Lake
48: Ice Hills
49: TMCW Mega Taiga
50: TMCW Mega Taiga Hills
51: Big Oak Forest
52: Big Oak Forest Hills
53: Extreme Mountains
54: Winter Forest
55: Winter Forest Hills
56: Winter Forest Mountains
57: Desert Beach
58: Swamp River
59: Jungle River
60: Desert River
61: Mesa River
62: Savanna
63: Savanna Plateau
64: Savanna Mountains
65: Extreme Savanna Mountains
66: Roofed Forest
67: Roofed Forest Hills
68: Mega Taiga
69: Mega Taiga Hills
70: Mega Spruce Taiga
71: Mega Spruce Taiga Hills
72: Flower Forest
73: Ice Plains Spikes
74: Mega Mixed Forest
75: Gravel Beach
76: Volcanic Wasteland Beach
77: Poplar Grove
78: Poplar Grove Hills
79: Desert M
80: Oasis
81: Meadow
82: Meadow Forest
83: Rocky Mountains
84: Rocky Mountains Edge
85: Rocky Mountains Peak 1
86: Rocky Mountains Peak 2
87: Rocky Mountains Summit
88: Great Forest
89: Great Forest Hills
A list of all "regular" biomes (excluding variants like Forest Hills):
1. Plains &
2. Desert ** &
3. Extreme Hills
4. Forest
5. Winter Taiga * &&
6. Swampland &
7. Ice Plains *
8. Jungle ** &
TMCWv4 biomes:
1. Hilly Plains
2. Forest Mountains
3. Mountainous Desert ** &
4. Tropical Swamp ** &
5. Mixed Forest &
6. Bushlands
7. Mega Tree Plains
8. Mesa ** &
9. Birch Forest
10. Mega Forest
11. Snowless Taiga &&
12. Volcanic Wasteland
13. Lake **
14. TMCW Mega Taiga &&
15. Big Oak Forest
16. Winter Forest * &&
17. Savanna ** &
18. Savanna Plateau ** &
19. Savanna Mountains ** &
20. Roofed Forest
21. Mega Taiga &&
22. Mega Spruce Taiga &&
23. Flower Forest
24. Mega Mixed Forest
25. Poplar Grove
26. Desert M ** &
27. Meadow
28. Rocky Mountains &&
29. Great Forest
* Excluded from "hot" climate zones
** Excluded from "cold" climate zones
& More common in "hot" climate zones
&& More common in "cold" climate zones
Special biomes (only generate under special circumstances and are more unique than X-hills):
1. Mushroom Island
2. Beach
TMCWv4:
1. Spruce Hills (in Mega Tree Plains)
2. Frozen Lake (in cold climate zones, excluding small sub-biomes in other biomes; contains small islands with various other snowy biomes)
3. Ice Hills (in Ice Plains)
4. Ice Plains Spikes (in cold climate zones, also as a sub-biome in Ice Plains)
5. Gravel Beach (next to snowy biomes)
6. Oasis (in Desert M)
7. Meadow Forest (in Meadow)
(the entire changlog for TMCWv4 is a 48 KB .txt file)
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'm of the opinion any tool you use to negate or add functionality outside the basic game mode could be seen as technically cheating, but as you point out its whatever you feel comfortable with; I believe you use AMIDST (as do I) and that would carry the same branding as using Minutor. I only use Minutor when I'm hunting specific ores or on the odd occasion to locate dungeons. But I have no issues with that
Incidentally, whilst mining diamonds near an extreme hills biome, I came across this natural configuration of emeralds ore; wonder what you thought of its rarity? (Just to clarify, the uppermost ore in the pic is one level (Y Coordinate) higher than the other two)
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
I do use AMIDST, although I only use it to find a seed that spawns you on a good-sized landmass, and since most of my worlds have been modded it isn't good for much else, such as the exact biomes or locations of structures (in several of my worlds I reused the seed for my first world for this reason). Another thing that I've done is use MCEdit to copy over my base from a previous world so I didn't have to spend any time building it; most of the worlds that I did this in were short-lived "test" worlds although I did play one for a couple months (in another such world, which I made to explore an extremely large cave system I found with a search program, I built a simple base and got my gear in Creative).
As for finding three emeralds next to each other, I've only ever found two on several occasions (out of 1,880 emerald ore mined in my first world), although I suppose it is more common when branch-mining since any emerald that you find can be completely surrounded by stone and any of those stone could be replaced with emerald. Since emerald ore generates over 28 layers (4-31; 7,168 blocks total) with an average of 5.5 attempts (3-8) per chunk this means that there is a 1 in 1303.3 chance of a block being emerald ore; two adjacent blocks is the square of that and three is the cube (1 in 1.7 million and 1 in 2.2 billion respectively). However, an average of 4.5 additional attempts are made and each block can be directly adjacent to up to 6 other blocks (26 if you count a 3x3x3 cube around the center) so the chance is higher, but still very rare, especially when counting all chunks across the entire world, as well as other ores displacing emerald, which generates after everything else.
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 actually made an edit to my post that doesn't seem to have updated; it was to clarify in case the pic was too dark that the upper ore in the pic isn't on the same Y level as the other two, its one above.
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
After a lot of work I finally finished building my 500 block diameter ocean symbol around my base.
It is all sandstone blocks, one block below sea level so it does not impede boat traffic to and from my ocean monument base.
It is highly visible on in game maps.
but it is most visible in the dynamap of my base
Monument Tower, CubeKrowd Server Dynamap
It took 2 months to collect resources and build it! I basically sunk a whole desert peninsula below sea level to gather enough sandstone blocks.
That is amazing!
custom paintings
Still working on the second one
found the others. Also I built a spawn for a pvp server.
server at various stages of development
Working on a 16x16 quarry mine intended to reach completely down to bedrock. Currently on about level Y-46.
You wouldn't believe how many iron pickaxes I've gone through already.
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.
Taigona's Creeper Apocalypse
(Long post due to several screenshots)
Three creepers spawned in the same spot in the desert. There's a reason why I call that overhang the "Devil's Hood."
I fought like five of the little green pests around a town the night immediately before, too. :S It was a Creeper Ambush!
I killed one with my sword and another exploded, killing the last one, so that worked out pretty nicely, I guess.
You've got to be joking.
What's one more, right?
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 got my first Alveary built, after having enough Pollen Clusters and Royal Jelly in my AE system to build the last 7 blocks of it. I had created a couple of Industrious Queens to help get the last of the pollen I needed for it using the Mutatron. I also built the DNA Extractor from Gendustry, which works like Binnie's Gene Pool. In looking through both his Extra Bees mod and Gendustry, I've found the latter to be less complicated. And being able to get the exact bee species I want with the Mutatron is a plus.
The Alveary is the multiblock structure near the top center of the image. All but around 9 Apiairies are currently inhabited, mostly with Imperial or Industrious bees. I have two Cultivated bees and two Valiant ones as well. A side effect of breeding bees is having flowers growing everywhere around them. From time to time I have been cleaning them up, leaving those next to the Apiaries so the bees will still have some flowers. Any I've picked up I turn into dyes or discard if there is nothing useful they can be used to create. A few of the BoP flowers are like this.
I also got some Tropical bees going in my Jungle Age, placing 8 Princesses/Drones and 1 Queen I got from a village. The latter was unstable and instead of getting Tropical offspring from it, I got Common. Bees from village Apiaries always mutate into some other strain. I had placed 10 Apiaries in the Age, but only had 8 Pristine Stock Princesses. The rest of the bees I got from that Age were Ignoble Stock, which I don't want to use as they will die out eventually over several breeding cycles. These bees have a poison debuff, which for now I am using the Talisman of Remedium from Thaumic Tinkerer to cure any poison until I get a full Apiarist's Suit made. Tropical bees produce Silky Comb which can be centrifuged to make Silky Propolis, and again to make Silk Wisps. I've so far gotten enough of these to make the helmet and boots.
The great fyqcraft is back! With not much to show frankly. XD
I did make a god tier sword though.
If you're interested in an awesome, white-listed, pure vanilla server, consider applying!
http://www.minecraftforum.net/forums/servers/pc-servers/2811770-axiba-smp-community-focused-vanilla-survival#c4
I built a stairway up and out to the End Gateway that spawned out of ender pearl range over the void.
I also built a platform around it, and used the dragon egg to remove most of the bedrock so that I can just walk into it instead of tossing ender pearls.
Built a similar platform around the portal at the other end that spawned over a tiny island in the void.
The gateway searches 5 blocks in each direction from the portal block, starting from the NW corner of the 11x11 area at Y=255 for a suitable block to spawn the player on. If it doesn't find one it reduces Y by 1 and searches again. This makes it very easy to predict, and even force where the player will spawn when arriving through the gateway. Just place one block higher in the 11x11 area and that's where you'll land.
In the picture below the 11x11 area is defined by the polished andesite, and the crafting table is 1 block higher so that's the block I spawn on (the gateway blocks themselves don't count).
I haven't gotten around to removing the bedrock over the portal on this side (yet), so I still use an ender pearl to return.
There were two large islands within pearl range of this gateway and both had an End City! But neither had a ship...
I did find some very nice loot chests, and got enough Shulker Shells to do this.
You may have noticed the Elytra in that last picture. After looting the first two end cities I bridged over to another large island nearby and found another end city with a ship! I had also brought enchanted books and an anvil with me, so as soon as I found the elusive Elytra I was able to enchant it.
And I had brought gunpowder and paper with me to craft fireworks for rocket powered flight! Seriously the coolest thing they could have added to Minecraft (no more shooting yourself in the butt with a punch bow)!
There are other large islands near the gateway, so I have a lot more exploring to do...
To remove bedrock with a dragon egg, you need to drop the egg onto the bedrock in a lazy chunk. Lazy chunks are chunks just beyond your render distance. Most tutorials on how to do this put the egg on top of the extended end of a powered piston and run a long redstone+repeater line out to just beyond render distance with a switch at the end.
Personally, I have found that method unreliable, so I built a lazy chunk machine that will automatically activate when it is in a lazy chunk. Then I can just move away until it is well out of sight and return. The machine looks like this:
You'll need 2 redstone torches, 2 repeaters, 5 redstone dust, 1 sand, 2 normal and 1 sticky piston and some building blocks. To activate the machine, place the sand against the sticky piston head and it will start bouncing back and forth between the pistons. When the machine enters a lazy chunk the sand will drop and activate the redstone output in front of the machine.
Add an inverter and a piston to the output (1 more redstone torch and piston, oh, and the dragon egg) and you are ready to break bedrock. Note: reduce your render distance to 2 so you don't have to go far to activate the machine.
When the machine enters a lazy chunk, the piston will retract and drop the egg onto the bedrock, and the egg will replace the bedrock block below it.
If you are doing this to bedrock over the void your egg will fall and be lost. This isn't a problem for the top block of the gateway, but I have had the egg drop through both side blocks at once, so do build a platform underneath to catch the egg. You could also duplicate the dragon egg before proceeding so that you have backup eggs (or you could just backup your world save so you can restore it if something goes wrong).
So how do you duplicate the dragon egg?
You'll need to remove the lava pool under your stronghold end portal and add a fencepost under the back-center portal block (well I suppose you don't have to remove the lava, but it makes it easier).
I did this with a couple of cobblestone walls attached to the back of the portal frame, but you could just stack two up from the floor, and any kind of fencepost should work.
Next you'll need to dig up into the ceiling a bit because you'll need to drop the egg from six blocks above the portal, directly over the fencepost.
I add a stair and slab above the portal frame to make it easier to reach.
Obviously the portal needs to be active for this to work, and when you drop the egg and then hop through the portal you will find a loose egg entity you can pick up, and another egg placed in the center of the obsidian platform. You'll need a piston to push the placed egg so that you can pick it up, and then you'll have TWO dragon eggs! Need more? Return to the overworld and drop both dragon eggs through portal in the same way, and when you hop through you will find 3 loose egg entities to pick up and a fourth placed egg (repeat as many times as you like, doubling your egg count each time).
Here's what it looks like in my survival world.
I just place the falling block I want to duplicate against the Jack-O'Lantern (which is 6 blocks above the portal) and let it drop. Note that this can duplicate any block affected by gravity, sand, gravel, anvils, armor frames, and of course, the dragon egg.
And yes, it still works in 1.11.2...
I rencently tried myself at building a villager breeder thing, linked to a villager trading system..now that last one is giving me much trouble. if only I could find a tutorial that actually works without flaws, I'd be happy. tripwire don't work well, because villager loves to jump...
Otherwise, my little village at spawn point looks very nice!..I might upload pictures.
Hmmmm, looks like a ritzy eccentric neighborhood there. I dub that village Palm Springs.
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..